Snap Firing in NUTS (4th ed)

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Snap Firing in NUTS (4th ed)

Postby Brian » Tue May 08, 2018 2:43 pm

Hey,

I think in 4th edition Snap Firing was removed, if I remember correctly? On the Ranged Combat table in the Compendium, under the "#8" column and "Shooter Missed If", Snap Firing. Target Returns Fire...is this simply skipped or should there be a different result?

Sorry if this has been asked before...I searched for "snap fire" but couldn't find a similar question to this! I'm good either way, I just want to make sure I'm not missing something!

Thanks!
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Re: Snap Firing in NUTS (4th ed)

Postby junkbarbarian » Wed May 09, 2018 1:57 pm

I've only played 4E, and don't remember snap fire being a thing, and when I do a Cntrl F search of the PDF I find zero occurrences of the word "snap". So it's either removed or called something else as far as I can tell.

So I would just ignore that line,
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Re: Snap Firing in NUTS (4th ed)

Postby Brian » Wed May 09, 2018 2:24 pm

Thanks for the reply!

I've pretty much been doing that...so...I'll carry on! :D

Thanks,
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Re: Snap Firing in NUTS (4th ed)

Postby Brian » Wed May 09, 2018 4:27 pm

Further reading in the compendium, it looks like snap fire effects the audio in sight check....so I would consider it a special scenario rule rather than a “standard” rule, just my opinion though. I should’ve read through the rules again lol..

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Re: Snap Firing in NUTS (4th ed)

Postby THW » Wed May 09, 2018 5:55 pm

I agree. Compendium pulls all the rules from all the supplements into one book. This allows you to pick and choose for the scenario.
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Re: Snap Firing in NUTS (4th ed)

Postby J Gregory » Tue May 15, 2018 9:00 pm

Snap Fire (aka Rush Shot) was a result of the Received Fire test in earlier versions (2, Final, and Chain Reaction) - if only passing 1d6 on the test, you rushed the shot and needed 10 to hit.

Personally, I love the idea of characters being caught unaware and only managing to rush a shot off, so I still use the RF test and Rush Shot in all of my games.
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