Any LRM pod loaded with Anti-Radiation missiles firing at a NARCed target with an active ECM or C3 system.
Missile pods equipped with Artemis V hit with everything on a 9+. Missile pods equipped with Artemis IV hit with everything on a 10+.
Rolling on the '2' column still scores half of the missiles hitting when firing DFM's (roll three dice and discard the highest). With Artemis V, the '2' column scores a full volley on a 6+ (26 times out of 36 versus 10 times out of 36). Artemus IV scores a both missiles 21 times out of 36 versus 6 times in 36 for all other columns
Artemus IV shifts the percentage of the '2' column to 79%. Artemus V pushes it to 86%. The '6' column goes to 74% and 83% for ArtIV and ArtV, respectively. Not that anyone would put Artemus on an SRM2, but SRM2's get the most benefit from the cluster modifier.
rlbell, I'm looking forward to the re-work of the tables. Sounds like your statistics-fu is stronger (or at least more practiced, which is the same thing) than mine; I was always too lazy to try to rework.
I play games with dice and have a math degree, so calculating the odds adds to the fun. The quick fix for the '4' column is to have a dice roll of 3 only score one hit and a roll of 10 score four hits, which brings the average of 36 rolls to 96 of 144 missiles-- exactly 2/3 (feel free to check my math, as being good at Math is not automatically also good at arithmatic, but remember that there are 36 combinations for rolling two D6). Other columns are made by adding and subtracting multiples of the '3' and '4' columns. The '5' column can be either 3x'3' - '4', or 2x'4' - '3', and so on. If I find a modification of another column that is more pleasing*, I will post that, too -- if someone can suggest a proper subforum to post the topic.
* the quick fix distorts in a different way under the influence of modifiers as pluses improve it more and minuses hurt it more, but I would have to run the numbers, and it is quite late now.