Re: [v5.0] Core Rules [LONG]

From: brandu <brandu_at_...>
Date: Sat, 13 Apr 2002 01:19:23 -0000

--- In netepic_at_y..., "Peter Ramos" <primarch_at_c...> wrote:

SNIP

comments below.

>
> "Snap Fire
> Snap Fire is a special attack utilized to interdict enemy movement.
> Since Snap Fire involves tracking moving targets and is less
efficient
> than normal fire. "
>
> No change.
>
> 1. "Snap Fire may only be performed by units on First Fire
orders.
> 2. Snap Fire may interrupt an opponent's unit movement at any
point
> during the unit's movement. Players are not allowed to Snap Fire at
> stationary targets.
> 3. Snap Fire imposes a -1 penalty to hit. Units classed as AA do
> not incur this penalty.
> 4. You may not interrupt another player's Snap Fire (since these
> troops are stationary you can not fire at them in the first place).
> 5. Units cannot Snap Fire and make a pop-up attack. The unit must
> already have LOS in order to make use of Snap Fire.
> 6. Command units that Snap Fire are not allowed to move during
the
> same turn, nor are Command units allowed to snap fire after they
have
> moved.
> 7. Artillery units may not Snap Fire. This also extends to
> Titan/Praetorian weapons that are armed with barrage/artillery
weapons
> (other non-artillery/barrage weapons on a Titan/Praetorian may Snap
> Fire)."
>
> We need to add that units with robotic minds (or spirit stones) do
not
> fire at a penalty.
>

If a unit performs a 'snap-fire' what else can it do?
a: Nothing, this is it's action for the turn.
b: If the unit has more than one weapon (the one that snap-fired)
  it may fire the other weapon(s) in the advance fire phase.
 
This is especially important to Titans, Super-heavies and
Praetorians. If snap-fire takes up ALL attacks this really hurts
the big guys.


Brandu
Received on Sat Apr 13 2002 - 01:19:23 UTC

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