I'm looking at the rules for the maximum range of missiles/torpedoes in starship combat.
Traveller Core Rules 2022 says: if the missile hasn't reached its target after 10 rounds, it runs out of fuel and becomes inert.
High Guard 2022 says: The number of missiles in a salvo is halved every five full rounds of movement. This doesn't apply to long range missiles and torpedoes.
The way that the High Guard rule is written ("every five full rounds"), it seems like it is ignoring the original Traveller Core Rules - as "five full rounds of movement" will only occur once before all missiles go inert.
A 50% failure rate of missiles seems extremely high, and if the halving is done rounding down, it means that a single missile only works for five rounds of combat.
Am I interpreting these rules correctly? How do others handle missile range?
Traveller Core Rules 2022 says: if the missile hasn't reached its target after 10 rounds, it runs out of fuel and becomes inert.
High Guard 2022 says: The number of missiles in a salvo is halved every five full rounds of movement. This doesn't apply to long range missiles and torpedoes.
The way that the High Guard rule is written ("every five full rounds"), it seems like it is ignoring the original Traveller Core Rules - as "five full rounds of movement" will only occur once before all missiles go inert.
A 50% failure rate of missiles seems extremely high, and if the halving is done rounding down, it means that a single missile only works for five rounds of combat.
Am I interpreting these rules correctly? How do others handle missile range?