Planet-Based Range Bands Sizes and Vehicle Speeds. (Super-Sonic AT-ATs)

By P-47 Thunderbolt, in Star Wars: Edge of the Empire RPG

I'm starting with the assumption that a round is about a minute long.
My problem: The range bands just seem way too large in-atmosphere, and I think it allows vehicles to move far too quickly, especially the big slow ones (hint: AT-ATs moving at 3,600 mph [5,800 kph] with 2 Move Maneuvers in a round. That's almost halfway around the earth in an hour*).
My goal is to propose as few house rules as possible (though there may be a couple tweaks), I mostly just want to change how large the range bands on a planet are.

*I didn't realize just how bad it was until I calculated it out.

First, here's my interpretation of the distances as per RAW.

Close: 0-5 miles (0-8 km)
Short: 6-31 miles (9-50 km)
Medium: 32-62 miles (51-100 km)
Long: 63-124 miles (101-200 km)
Extreme: 125+ miles (201+ km)

Secondly, here's an approximation of the speeds for speed 1-3 on the ground, with the current range bands (using Close to Medium since it takes all of them 2 Maneuvers to go from Long to Extreme, which comes out to almost 5 times the speed of sound).

Speed 1: 480 mph (768 kph)
Speed 2: 660 mph (1,056 kph)
Speed 3: Same as speed two

Now the proposed fix:

First off, I suggest limiting sil 3 ground vehicles to 1 Move Maneuver (though they can still take 2 Maneuvers [equivalent to the Ponderous species ability]), and sil 4+ ground vehicles to 1 Pilot Only Maneuver (equivalent to sil 5+ ships).

Secondly, here's a revised speed chart for in-atmosphere:

Speed 1: 1 Maneuver to move within Close range, 3 Maneuvers to move between Medium and Long range, 4 to move between Long and Extreme.
Speed 2: 1 Maneuver to move between Close and Short, 3 Maneuvers to move between Long and Extreme.
Speed 3-4: 1 Maneuver to move between Close and Short or between Short and Medium.
Speed 5-6: 1 Maneuver to move between Close and Medium, 2 Maneuvers to move between Close and Long, 1 Maneuver to move from Long to Extreme.

Thirdly, here's a chart of what I think are the actual speeds of the different Speeds are supposed to be, in miles/kilometers per hour, and miles/kilometers per minute (the more relevant of the two).

Speed 1 speed: 0-30 mph (0-50 kph)
Speed 1 speed: 0-0.5 mpm (0-0.8 kpm)
Speed 2 speed: 30-75 mph (50-120 kph)
Speed 2 speed: 0.5-1.25 mpm (0.8-2 kpm)
Speed 3-4 speed: 75-300 mph (120-500 kph)
Speed 3-4 speed: 1.25-5 mpm (2-8 kpm)
Speed 5-6 speed: 300+ mph (500+ kph)
Speed 5-6 speed: 5+ mpm (8+ kpm)

Finally, here's a revised distance chart for in-atmosphere:

Close: Out to just over half a mile (about 1 kilometer)
Short: From just over half a mile to about 2 miles (1-3 kilometers)
Medium: 2-6 miles (3-10 kilometers)
Long: 6-10 miles (10-16 kilometers)
Extreme: 10+ miles (16 kilometers)

Without encumbering the system too much, while still covering all the bases, it necessitated actually speeding up the lower speeds a little bit, and in some cases slowing down the faster speeds to make them all fit with the other speeds. Because of that, here is a second speed chart that shows the actual actual speeds of the different Speeds in miles/kilometers per hour, and miles/kilometers per minute (the more relevant of the two). I'm basing this off of Close-Medium and Medium-Extreme. The first category is, in my opinion, the more important as you are not going to deal with Medium-Extreme distances as much. As you can see, the slower speeds are faster over the longer distances and the faster speeds are slower over the short distances.

Close-Medium:
Speed 1 speed: 30 mph (50 kph) (with 2 Move Maneuvers, 60 mph [100 kph])
Speed 1 speed: 0.5 mpm (0.8 kpm) (with 2 Move Maneuvers, 1 mpm [1.6 kpm])
Speed 2 speed: 36 mph (60 kph) (with 2 Move Maneuvers, 72 mph [120 kph])
Speed 2 speed: 0.6 mpm (1 kpm) (with 2 Move Maneuvers, 1.2 mpm [2 kph])
Speed 3-4 speed: 60 mph (100 kph) (with 2 Move Maneuvers, 120 mph [200 kph])
Speed 3-4 speed: 1 mpm (1.6 kpm) (with 2 Move Maneuvers, 2 mpm [3.2 kpm])
Speed 5-6 speed: 120 mph (200 kph) (with 2 Move Maneuvers, 240 mph [400 kph])
Speed 5-6 speed: 2 mpm (3.2 kpm) (with 2 Move Maneuvers, 4 mpm [6.4 kpm])

With 1 Move Maneuver, the first two are within the range, but the faster ones are disadvantaged, moving slower than the target.
With 2 Move Maneuvers, all of them fit within the range I provided as a target, with the exception of Speed 1. However, most of the vehicles bound to Speed 1 maximum would be limited to 1 Move Maneuver, and smaller, usually faster, vehicles going at Speed 1 would not generally be bound to Speed 1, allowing them an in-between speed if they take the system strain.

Medium-Extreme:
Speed 1 speed: 68 mph (110 kph) (with 2 Move Maneuvers, 136 mph [220 kph])
Speed 1 speed: 1.14 mpm (1.8 kpm) (with 2 Move Maneuvers, 2.28 mpm [3.6 kpm)
Speed 2 speed: 96 mph (155 kph) (with 2 Move Maneuvers, 192 mph [310 kph])
Speed 2 speed: 1.6 mpm (2.5 kpm) (with 2 Move Maneuvers, 3.2 mpm [5 kph])
Speed 3-4 speed: 120 mph (192 kph) (with 2 Move Maneuvers, 240 mph [384 kph])
Speed 3-4 speed: 2 mpm (3.2 kpm) (with 2 Move Maneuvers, 4 mpm [6.4 kpm])
Speed 5-6 speed: 210 mph (336 kph) (with 2 Move Maneuvers, 420 mph [672 kph])
Speed 5-6 speed: 3.5 mpm (5.6 kpm) (with 2 Move Maneuvers, 7 mpm [11.2 kpm])

With 1 Move Maneuver, the first two are definitely too fast, but the last one is too slow.
With 2 Move Maneuvers, the first two are definitely way too fast, but the last two fit neatly into their sections.

I’m definitely open to suggestions on improving this (or obvious stuff I missed), but I tried to make it as close to RAW and as simple as possible. Here is a list of the relevant changes that you need to play with this:

I classify Ground Vehicles as anything that has to maintain physical contact with the ground, or has a maximum altitude of 100 meters or less.

1. New limits on Silhouette and Maneuvers:

Silhouette 3 Ground Vehicles: May only take 1 Drive Maneuver per round, but may still take 2 Pilot Only Maneuvers if the proper conditions are met.
Silhouette 4 Ground Vehicles: May only take 1 Pilot Only Maneuver per round.

2. Range Band Distance Chart:

Close: Out to just over half a mile (about 1 kilometer)
Short: From just over half a mile to about 2 miles (1-3 kilometers)
Medium: 2-6 miles (3-10 kilometers)
Long: 6-10 miles (10-16 kilometers)
Extreme: 10+ miles (16+ kilometers)

3. Drive Maneuver Speed Chart

Speed 1: 1 Maneuver to move within Close range, 3 Maneuvers to move between Medium and Long range, 4 to move between Long and Extreme.
Speed 2: 1 Maneuver to move between Close and Short, 3 Maneuvers to move between Long and Extreme.
Speed 3-4: 1 Maneuver to move between Close and Short or between Short and Medium.
Speed 5-6: 1 Maneuver to move between Close and Medium, 2 Maneuvers to move between Close and Long, 1 Maneuver to move from Long to Extreme.

Edited by P-47 Thunderbolt

Deleted. Turns out I'm dumber the second time round. (today has not been one of my good days...)

Edited by P-47 Thunderbolt

Since most vehicle scenes should be a chase, it only really matters what's the relative speed. Also, the corebook states that speed in vacuum / air / ground is not the same.

Don't get me wrong, you did an impressive work, I just don't think it's necessary :)

FFG coordinators to playtesters: "Never tell me the numbers! But, uh, those mechanics are perfectly all right now. It plays fine. It's all fine here, now, thank you. How are you?

Edited by HappyDaze
9 hours ago, Rimsen said:

Since most vehicle scenes should be a chase, it only really matters what's the relative speed. Also, the corebook states that speed in vacuum / air / ground is not the same.

That is true, but I felt compelled to do this because it was so egregious. Plus, if I want it to take any time for them to get anywhere planetside, I want it to be backed up by something. It's also useful for timing the advance of something like AT-ATs. If you were running the battle of Hoth and you were using AT-ATs as more than set pieces, you might want to start them at Extreme range from the furthest rebel lines (10 miles). Then it'd take them 9 rounds to engage, and it gives you a time table for their progression through structured time (though they really ought to be about a quarter that speed, but their speed bracket should fit at about half of their actual speed here. The discrepancy was necessary for keeping it mostly cohesive).

As for what the core rulebook says, it actually gives hard numbers (well, squishy numbers, but numbers none the less) on the size of range bands on a planet.

6 hours ago, HappyDaze said:

FFG coordinators to playtesters: "Never tell me the numbers! But, uh, those mechanics are perfectly all right now. It plays fine. It's all fine here, now, thank you. How are you?

I think what happened is they made the rules for space combat (where hard distances are less important) and then realized they needed vehicle combat, but didn't really think through the numbers.

1 hour ago, P-47 Thunderbolt said:

That is true, but I felt compelled to do this because it was so egregious.

No arguments here.

1 hour ago, P-47 Thunderbolt said:

Plus, if I want it to take any time for them to get anywhere planetside, I want it to be backed up by something.

Personally, for me travelling is a screen wipe. I occasionally say something vague for travel time, but nothing more than setting (2 days through the jungle). Even if I make them roll it's either because of a race or something other factor that time is of the essence or for the details of arrival ( you want to sneak in? Okay, roll. Uhhhh, despair, with threat. You reach the base at morning and as the Sun comes up it blinds you just enough to run into the foreward guards. Prepare to silence them quickly!)

1 hour ago, P-47 Thunderbolt said:

If you were running the battle of Hoth and you were using AT-ATs as more than set pieces, you might want to start them at Extreme range from the furthest rebel lines (10 miles). Then it'd take them 9 rounds to engage, and it gives you a time table for their progression through structured time (though they really ought to be about a quarter that speed, but their speed bracket should fit at about half of their actual speed here. The discrepancy was necessary for keeping it mostly cohesive).

I might misunderstand something, but isn't establishing that they arrive in range at turn X and can shoot the generator at turn Y enough? I think giving numbers to the players only makes the GMs work harder. In my experience the system does not work well with strict math, you gotta loose the details to run it smooth. They arrive at turn X isn't enough for the scene?

Edited by Rimsen
Just now, Rimsen said:

Personally, for me travelling is a screen wipe. I occasionally say something vague for travel time, but nothing more than setting (2 days through the jungle). Even if I make them roll it's either because of a race or something other factor that time is of the essence or for the details of arrival ( you want to sneak in? Okay, roll. Uhhhh, despair, with threat. You reach the base at morning and as the Sun comes up it blinds you just enough to run into the foreward guards. Prepare to silence them quickly!)

I mostly agree, but when you've got a bunch of crafty engineers aboard, they want cold hard clocks. Plus, I like being able to say "something X distance away" on occasion.

2 minutes ago, Rimsen said:

I might misunderstand something, but isn't establishing that they arrive in range at turn X and can shoot the generator at turn Y enough? I think giving numbers to the players only makes the GMs work harder. In my experience the system does not work well with strict math, you gotta loose the details to run it smooth. They arrive at turn X should be enough for the scene.

Yes, sort of. It depends on what the PCs are doing. If they are in Snowspeeders, it matters a whole lot more. For example, if I say that the AT-ATs are at Medium range (2 Maneuvers for a snowspeeder going speed 2-4 RAW), then the AT-AT's can get in range within 2 rounds as per RAW (Short range Heavy Laser Cannons). If I then give the PCs X many turns to attack them before they get in range, then they'll wonder why the AT-ATs can't just take two steps forward and blast it from 25 miles out. If I put them out 6 turns, that means they landed over 125 miles away. You see my issue?

1 hour ago, P-47 Thunderbolt said:

I mostly agree, but when you've got a bunch of crafty engineers aboard, they want cold hard clocks. Plus, I like being able to say "something X distance away" on occasion.

Yes, sort of. It depends on what the PCs are doing. If they are in Snowspeeders, it matters a whole lot more. For example, if I say that the AT-ATs are at Medium range (2 Maneuvers for a snowspeeder going speed 2-4 RAW), then the AT-AT's can get in range within 2 rounds as per RAW (Short range Heavy Laser Cannons). If I then give the PCs X many turns to attack them before they get in range, then they'll wonder why the AT-ATs can't just take two steps forward and blast it from 25 miles out. If I put them out 6 turns, that means they landed over 125 miles away. You see my issue?

I understand how this can be a problem as I'm an engineer myself :D

I still feel like the lot of details gonna be hard to track. What about setting about a base distance unit and say speed 1 can is 1 unit/maneuver. (Engineers love to normalize data) So you make a scale of these units and say 0 is close range 1-2 units are short, the 3-4 Units are medium range, 5-8 are long, and 9+ is extreme. You can change your speed, give an "exact" distance and still track the system rangebands.

And you can have different base units for personal, ground and space.

3 minutes ago, Rimsen said:

I understand how this can be a problem as I'm an engineer myself :D

To clarify, I meant the PCs are Engineers who like to craft things, and use travel time to do it. Makes it hard to handwave.

4 minutes ago, Rimsen said:

I still feel like the lot of details gonna be hard to track. What about setting about a base distance unit and say speed 1 can is 1 unit/maneuver. (Engineers love to normalize data) So you make a scale of these units and say 0 is close range 1-2 units are short, the 3-4 Units are medium range, 5-8 are long, and 9+ is extreme. You can change your speed, give an "exact" distance and still track the system rangebands.

And you can have different base units for personal, ground and space.

I didn't do that because I wanted to keep this as close to the RAW as possible, and as crunch light as possible. If you look at what I did, the only thing I added was the penalties for sil 3 and 4+ ground vehicles, and those both have precedent in the RAW. I changed the movement chart and the range band distances, but that's about it. I intended this to be easy to pick up on for anyone who was also dissatisfied with super-sonic AT-ATs.

That said, I may work on a complete movement overhaul for fun and put it up here if I (well, if I even do it) like it.

10 hours ago, P-47 Thunderbolt said:

To clarify, I meant the PCs are Engineers who like to craft things, and use travel time to do it. Makes it hard to handwave.

I didn't do that because I wanted to keep this as close to the RAW as possible, and as crunch light as possible. If you look at what I did, the only thing I added was the penalties for sil 3 and 4+ ground vehicles, and those both have precedent in the RAW. I changed the movement chart and the range band distances, but that's about it. I intended this to be easy to pick up on for anyone who was also dissatisfied with super-sonic AT-ATs.

That said, I may work on a complete movement overhaul for fun and put it up here if I (well, if I even do it) like it.

Sounds good, I'm interested :)

12 hours ago, Rimsen said:

Sounds good, I'm interested :)

My first crack at it. Turned out to be easier than I expected, I ended up just using exponents:

Each speed equals 15*2 to X power, where X is equal to the speed.

Speed 1: 1 unit (0-30 mph/0-48 kph)
Speed 2: 2 units (31-60 mph/49-96 kph)
Speed 3: 4 units (61-120 mph/97-192 kph)
Speed 4: 8 units (121-240 mph/193-384 kph)
Speed 5: 16 units (241-480 mph/385-768 kph)
Speed 6: 16+ units (481+ mph/769+ kph)

This makes speed 1 really slow, but it means that all of the speeds are consistent with the distances (unless I screwed something up).

Close: 0-3 units (1-1.5 miles/1.6-2.4 kilometers)
Short: 4-7 units (2-3.5 miles/3.2-5.6 kilometers)
Medium: 8-15 units (4-7.5 miles/6.4-12 kilometers)
Long: 16-31 units (8-15.5 miles/12.8-24.8 kilometers)
Extreme: 32+ units (16+ miles/25.6 kilometers)

What do you think?

49 minutes ago, P-47 Thunderbolt said:

My first crack at it. Turned out to be easier than I expected, I ended up just using exponents:

Each speed equals 15*2 to X power, where X is equal to the speed.

Speed 1: 1 unit (0-30 mph/0-48 kph)
Speed 2: 2 units (31-60 mph/49-96 kph)
Speed 3: 4 units (61-120 mph/97-192 kph)
Speed 4: 8 units (121-240 mph/193-384 kph)
Speed 5: 16 units (241-480 mph/385-768 kph)
Speed 6: 16+ units (481+ mph/769+ kph)

This makes speed 1 really slow, but it means that all of the speeds are consistent with the distances (unless I screwed something up).

Close: 0-3 units (1-1.5 miles/1.6-2.4 kilometers)
Short: 4-7 units (2-3.5 miles/3.2-5.6 kilometers)
Medium: 8-15 units (4-7.5 miles/6.4-12 kilometers)
Long: 16-31 units (8-15.5 miles/12.8-24.8 kilometers)
Extreme: 32+ units (16+ miles/25.6 kilometers)

What do you think?

Looks fine for first glance, though I wouldn't apply it to space, it would get wierd quickly.

5 minutes ago, Rimsen said:

Looks fine for first glance, though I wouldn't apply it to space, it would get wierd quickly.

Yeah, this is only intended to be planet-based.

Just now, P-47 Thunderbolt said:

Yeah, this is only intended to be planet-based.

Yeah, I wanted to edit after I read the title again :I Nvm. Carry on. Nothing to see here

I think you're missing the forest for the trees.

Range bands are abstract values, and do not translate into a set numerical value. They are completely context-dependant. Medium range for a Y-Wing shooting at an AT-AT is much smaller than medium range for a Y-Wing shooting at a Star Destroyer.

A ship flying at 3 speed in open space is much faster than that same ship at 3 speed in atmosphere or in an asteroid field.

14 minutes ago, micheldebruyn said:

Range bands are abstract values, and do not translate into a set numerical value. They are completely context-dependant. Medium range for a Y-Wing shooting at an AT-AT is much smaller than medium range for a Y-Wing shooting at a Star Destroyer.

I know that. The issue is that they put some numbers on the size of the range bands, and those numbers don't make sense. The stuff I put up yesterday was more of a serious solution, the stuff I put up today was just an experiment for fun.

I would say the problem might stem from people possibly confusing Atmospheric and Space distances in the range bands.

4 hours ago, P-47 Thunderbolt said:

My first crack at it. Turned out to be easier than I expected, I ended up just using exponents:

Each speed equals 15*2 to X power, where X is equal to the speed.

Speed 1: 1 unit (0-30 mph/0-48 kph)
Speed 2: 2 units (31-60 mph/49-96 kph)
Speed 3: 4 units (61-120 mph/97-192 kph)
Speed 4: 8 units (121-240 mph/193-384 kph)
Speed 5: 16 units (241-480 mph/385-768 kph)
Speed 6: 16+ units (481+ mph/769+ kph)

This makes speed 1 really slow, but it means that all of the speeds are consistent with the distances (unless I screwed something up).

Close: 0-3 units (1-1.5 miles/1.6-2.4 kilometers)
Short: 4-7 units (2-3.5 miles/3.2-5.6 kilometers)
Medium: 8-15 units (4-7.5 miles/6.4-12 kilometers)
Long: 16-31 units (8-15.5 miles/12.8-24.8 kilometers)
Extreme: 32+ units (16+ miles/25.6 kilometers)

What do you think?

The issue with your chart here is that your planetary range band distances are too short .

  • Close: "Close range in planetary scale is slightly farther than extreme range in personal scale, and it can cover everything from a few dozen meters up to several kilometers in distance between two points." This means that Close range in planetary scale can reach up to at least 5-10 kilometers.
  • Short Range: "Short range in planetary scale is anything up to roughly several dozen kilometers away ." So we're talking distances of up to about 36 kilometers, possibly a little more.
  • Medium Range: "On the surface of a planet or inside a planet's atmosphere, something is within medium range if it is within roughly fifty kilometers , long enough that only the most powerful artillery weapons can engage it." Up to 50 kilometers, give or take, possibly up to 60 at most. In Space Medium Range can cover up to 200 Kilometers.
  • Long Range: "Long range on a planet's surface can be anywhere from a hundred to two hundred kilometers away". That is Long range on a planet's surface and in atmosphere. Long Range in space can cover over several thousand kilometers.
  • Extreme Range: "On a planet's surface, extreme range is the far edge of a vehicle's scanners, far enough that weapons cannot hope to reach." anything beyond two hundred kilometers is extreme range on a planet's surface and atmosphere.
7 minutes ago, Tramp Graphics said:

The issue with your chart here is that your planetary range band distances are too short .

  • Close: "Close range in planetary scale is slightly farther than extreme range in personal scale, and it can cover everything from a few dozen meters up to several kilometers in distance between two points." This means that Close range in planetary scale can reach up to at least 5-10 kilometers.
  • Short Range: "Short range in planetary scale is anything up to roughly several dozen kilometers away ." So we're talking distances of up to about 36 kilometers, possibly a little more.
  • Medium Range: "On the surface of a planet or inside a planet's atmosphere, something is within medium range if it is within roughly fifty kilometers , long enough that only the most powerful artillery weapons can engage it." Up to 50 kilometers, give or take, possibly up to 60 at most. In Space Medium Range can cover up to 200 Kilometers.
  • Long Range: "Long range on a planet's surface can be anywhere from a hundred to two hundred kilometers away". That is Long range on a planet's surface and in atmosphere. Long Range in space can cover over several thousand kilometers.
  • Extreme Range: "On a planet's surface, extreme range is the far edge of a vehicle's scanners, far enough that weapons cannot hope to reach." anything beyond two hundred kilometers is extreme range on a planet's surface and atmosphere.

I know. That's exactly my problem. At those sizes, you get super-sonic AT-ATs. The point of this was to shrink those distances down.

38 minutes ago, P-47 Thunderbolt said:

I know. That's exactly my problem. At those sizes, you get super-sonic AT-ATs. The point of this was to shrink those distances down.

I disagree, particularly since an ATAT can only move at speed 1 . Also, the ATAT has a top speed of 60 KPH . That's one kilometer a minute, is well within the Speed 1 category, and well within the limit of one maneuver for moving within Close range. The problem is that it can take two pilot only maneuvers a round, since it's only Sil 4. It really should only get one, because it is inherently ponderous . The ATST has a top speed of 90 KPH , that's still only 1.5 kilometers per minute , but it's Speed 2. The Imperial 74-Z speeder bike has a top speed of 500 KPH , That's almost ten kilometers per minute . yet it has a Speed of 3 . That's the problem. The speeds any given vehicle is rated at are not linear . They're more likely exponential .

The problem with shortening the distances covered by each range band further is that it would end up making Speeder bikes, and landspeeders, and, most importantly, Airspeeders and starships flying in atmosphere mind-numbingly slow . The range bands were primarily designed with those faster vehicles in mind, while working within a basically five-speed system. Technically, an ATAT should really have a speed of no more than .5 . But the game can't do that.

Just now, Tramp Graphics said:

I disagree, particularly since an ATAT can only move at speed 1 . Also, the ATAT has a top speed of 60 KPH . That's one kilometer a minute, is well within the Speed 1 category, and well within the limit of one maneuver for moving within Close range. The problem is that it can take two pilot only maneuvers a round, since it's only Sil 4. It really should only get one, because it is inherently ponderous . The ATST has a top speed of 90 KPH , that's still only 1.5 kilometers per minute , but it's Speed 2. The Imperial 74-Z speeder bike has a top speed of 500 KPH , That's almost ten kilometers per minute . yet it has a Speed of 3 . That's the problem. The speeds any given vehicle is rated at are not linear . They're more likely exponential .

The problem with shortening the distances covered by each range band further is that it would end up making Speeder bikes, and landspeeders, and, most importantly, Airspeeders and starships flying in atmosphere mind-numbingly slow . The range bands were primarily designed with those faster vehicles in mind, while working within a basically five-speed system. Technically, an ATAT should really have a speed of no more than .5 . But the game can't do that.

Look at the math I did in the OP. Most of the things you mention, I addressed. And in my second solution (the one I did just for fun), I actually used exponents.

An AT-AT can move from Long to Extreme in one round. RAW, that's ~60 miles. 60 miles in 1 minute=3,600 mph, which is almost 5 times the speed of sound. Hence, super-sonic AT-ATs.

Please actually take a look at the math I did, and then come back. I addressed pretty much all of what you said. (I'm talking about the OP here)

29 minutes ago, P-47 Thunderbolt said:

Look at the math I did in the OP. Most of the things you mention, I addressed. And in my second solution (the one I did just for fun), I actually used exponents.

An AT-AT can move from Long to Extreme in one round. RAW, that's ~60 miles. 60 miles in 1 minute=3,600 mph, which is almost 5 times the speed of sound. Hence, super-sonic AT-ATs.

Please actually take a look at the math I did, and then come back. I addressed pretty much all of what you said. (I'm talking about the OP here)

Long range in planetary scale is 200 Kilometers. An ATAT can only move at speed 1. It takes two maneuvers at speed on just to move from Close to Short range. It takes a vehicle moving at speed 5-6 to move from Close to Extreme range with two maneuvers. That's five to six times the speed of an ATAT. If we were to extrapolate from that, it would take an ATAT ten to twelve maneuvers at least to move from Close to Extreme range. At one move maneuver a round, that's ten to twelve minutes to move that distance. IF you factor that these speeds are exponential, it would require even more. Let me explain using the speed guides:

Speed 2-4 takes two maneuvers to move the three range bands from Close to medium range, given that it takes a Speed 1 vehicle to move between just the first two two range bands (Close to Short) that means it would take four more Maneuvers just to move to Medium range from Short. Extrapolating further, 8 maneuvers to get to Long from Medium, 16 or more to get to Extreme from Long. With each distance taking twice as many maneuvers to travel between, the total number of maneuvers is: 2+4+8+16= 30 maneuvers to move fromClose to Extreme Range

Edited by Tramp Graphics
Just now, Tramp Graphics said:

Speed 2-4 takes two maneuvers to move the three range bands from Close to medium range, given that it takes a Speed 1 vehicle to move between just the first two two range bands (Close to Short) that means it would take four Maneuvers just to move to Medium range from Close. Extrapolating further, 8 maneuvers to get to Long from Close, 16 or more to get to Extreme from Close.

Age of Rebellion Core Rulebook Chapter VII: Starships and Vehicles: Page 245 (bold added for emphasis):

Quote

Moving between one range band and the next always requires two maneuvers regardless of speed , with the following exceptions detailed below.

Now the entry for speed 1:

Quote

One starship maneuver to move within close range of a target or object, or two starship maneuvers to move from close range to short range or from short range to close range.

So no, it only takes 2 Maneuvers as per RAW for an AT-AT to move from Long to Extreme.

Did you read the OP and the math and reasoning therein?

Yes, I did. The problem is, as I said, in trying to fix the ATAT, you mess up all of the other vehicles. That’s not a problem with the range bands themselves. It’s a problem with the vehicle speed ratings and , specifically, number of maneuvers it takes for each to move between different range bands. Those should be more accurately represented. The extrapolation I presented above (edited) would fix the problem more easily and work regardless of the type of vehicle. I haven’t played Genesis, but, from my understanding, that system made some major improvements to the vehicle system. This might be one of them .

Edited by Tramp Graphics
1 minute ago, Tramp Graphics said:

Yes, I did. The problem is, as I said, in trying to fix the ATAT, you mess up all of the other vehicles. That’s not a problem with the range bands themselves. It’s a problem with the vehicle speed ratings and , specifically, number of maneuvers it takes for each to move between different range bands. Those should be more accurately represented. The extrapolation I presented above would fix the problem more easily and work regardless of the type of vehicle. I haven’t played Genesis, but, from my understanding, that system made some major improvements to the vehicle system. This might be one of them .

I wasn't just trying to fix the AT-AT. The AT-AT was simply the most egregious example. They were all broken.

How did I mess up the other vehicles?

19 hours ago, P-47 Thunderbolt said:

I wasn't just trying to fix the AT-AT. The AT-AT was simply the most egregious example. They were all broken.

How did I mess up the other vehicles?

Simple. Speed 5-6 vehicles actually can potentially hit close to those 3600 KPH speeds you're complaining that an ATAT seems to be able to pull off going from Long to Extreme. The T-65 X-Wing (Speed 5) can hit 1050 KPH . The TIE Ln (speed 5) can hit 1200. The TIE Interceptor (Speed 6) can hit 1250 KPH . The A-Wing (speed 6) can reach 1300 KPH. Your alteration to the Range band distances slows those vehicles way down . So, what you're doing affects all Speed ratings, not just Speed 1. As such, the most appropriate fix is not to adjust the range band distances, but, instead, to adjust the number of maneuvers it takes for vehicles of different speeds to move between certain range bands . Base that on extrapolating from what the RAW lists in the "exceptions" for each speed group. Further, I would modify that list to group Speed 2 in with Speed 1.

Thus, since it takes Speed 1 vehicles to move from Close to Short, it should take another two to move from Short to Medium, another four to move from Medium to Long, and another eight to move from Long to Extreme, for a total of Thirty two Maneuvers to move from Close to Extreme range. Mind you, that would take at least sixteen rounds, and, thus, would slow down the combat exponentially. If that's still too fast, double those for Short to Medium, Medium to Long, and Long to Extreme. This should also be true of Speed 2, though some Speed 2 vehicles (such as Jet packs) can hit over 145 KPH . That's almost three times the speed of the ATAT. Speeds 3-4 should move from Close to Short or from Short to Medium in one Maneuver, Medium to Long in two Maneuvers, and Long to Extreme in four Maneuvers. Speeds 5-6, should work as written, taking two Maneuvers to move from Long to Extreme. That is how you "fix" the issue.