Quote:
...The chief difference between the Total Warfare approach and that used in A Time of War is this: In Total Warfare, the term “Skill Rating” refers to the target number (TN) to use the Skill under optimal conditions. For example, a MechWarrior with a Gunnery Skill Rating of 3 needs to roll a 3 or better in order to score a hit, if no other modifiers apply. Lower Skill numbers are therefore better, and modifiers apply to the TN instead of to the roll result (unless stated otherwise). In A Time of War, a character’s Skill Level is a value added to the roll result, not to the TN; therefore, a higher Skill number is better, as it increases the roll result.
In essence, the outcome is the same, regardless of the game system used (though the RPG setting allows for a wider range of possibilities for particularly resourceful players and experienced characters). To convert a character’s relevant Gunnery or Piloting Skill in A Time of War over to Total Warfare, simply subtract the character’s Skill Level from the Skill’s Base Target Number as listed on the Basic Action Check Table in this book (for example, a character with a Gunnery/’Mech Skill Level of 4 in A Time of War would have a Total Warfare Gunnery Skill Rating of 4; Base TN 8 – 4 = 4).
“Superhuman” Skills: Because Total Warfare does not recognize Skills with a TN of less than 0, any Skills converted from A Time of War that fall below a TN of 0 must be treated as 0 in Total Warfare game play (unless all players agree to allow such “superhuman” abilities in the game)...
Gunnery/'Mech and Piloting/'Mech are Simple Advanced skills, so as mentioned above they have a Target Number of 8. Any negative result is treated as 0. So the formulas are: