Splinter's Guide to Snapshot 101

READ THIS IT MAY SAVE YOUR LIFE!

Following our partial narrow escape on Sunday I thought I might put forward few suggestions to the team. I’m not sure of everyones experience level with Classic Traveller or Snapshot and I don’t want to start powerplaying, but I have been playing it since 1977 without any breaks of more than a couple of months and as my tag might suggest I am something of a fan of snapshot. I don’t presume to tell anyone how to roleplay as I think we have a great team relationship building, but I would like to share my experience with snapshot to help inprove our combat tactics!

Please remember this is just my opinion and if you disagree ignore it or kick Splinter up the ass next Sunday!

Firstly combat is designed to be realistically deadly: cover, overwatch, supression and snapshots are meant to be used. If you get hit you will die, so the idea is not to get hit. Armour helps, but can’t replace good tactics.

First I’d like to overview our resourses and character abilities:

Devlin: Hits: 7A9 = 26, AP = 19, Wpn: SMG (FA) +2 to hit due to Dex, 7 shots before reloading, Damage: 3D6, Combat Armor.

Hagen: Hits: A88 = 26, AP = 16, Wpn: Guass Rifle (FA) +1 to hit due to skill, 10 shots before reloading, Damage: 4D6, Combat Armor.

Richard: Hits: 9B7 = 27, AP = 18, Wpn: Shotgun (AE) +2 to hit due to Dex, 10 shots before reloading, Damage: 4D6, Cloth.

Dirk: Hits: A39 = 22, AP = 12, Wpn: ACR (FA) -2 to hit due to Dex, 5 shots before reloading, Damage HE: 4D6, Cloth.

Splinter: Hits: 645 = 15, AP =9, Wpn: Shotgun (AE) no modifiers, 10 shots before reloading, Damage: 4D6, Cloth.

Dealing Maximum Damage:

The amount of damage and number of targets hit can vary greatly depending on how a player Fights. Now assuming no need for movement Players can max out attacks as follows:

Devlin, with 19AP’s can fire 1 aimed burst Full Auto (12AP) or 3 snapshot bursts Full Auto @ -2 to hit (3×6=18AP) or throw 2 grenades (2×1 to draw, 2×2 to prime 2×4 to throw=14AP).

Hagen, with 16AP’s can fire 2 aimed shots (2×8=16AP) or 1 aimed burst Full Auto (12AP) or 4 snapshots @ -2 to hit (4×4=16AP) or 2 snapshot bursts Full Auto @ -2 to hit (2×6=12AP) or throw 2 grenades (2×1 to draw, 2×2 to prime, 2×4 to throw=14AP).

Richard , with 19AP’s can fire 2 aimed shots (2×8=16AP) or 4 snapshots @ -2 to hit (4×4=16AP) or throw 2 grenades (2×1 to draw, 2×2 to prime, 2×4 to throw=14AP).

Dirk, with 12AP’s can fire 1 aimed shot (8AP) or 1 aimed burst Full Auto (12AP) or 3 snapshots @ -2 to hit (3×4=12AP) or 2 snapshot bursts Full Auto @ -2 to hit (2×6=12AP) grenade use not advised due to poor Dex!

Splinter, with 9AP’s can fire 1 aimed shot (8AP) or 2 snapshots @-2 to hit (2×4=8AP) grenade use not advised due to poor Dex!

Remember you can perform a mix of snap and aimed shots if you wish, also you can swop from full to semi auto if weapon permits (1AP). If you are holding a gun it must be holstered or slung (2AP) before you can draw a grenade you can in extreme cases drop the gun (0AP)!

Converting these shots to hits and damage is the next step, for purposes of comparison between characters lets assume an enemy at medium range, in cloth armour and without cover:

Devlin:
hits with an aimed shot (FA) on a 6 (-3cloth, +3 range, +2 DEX) plus up to 2 group hits in line of fire at 9 (-3 FA).
or
hits with a snapshot (FA) on an 8 (-3 cloth, -2 snap, +3 range, +2 Dex) plus up to 2 group hits in line of fire at 9 (-3 FA but ignore -2 snap).
or
hits with grenade on a 3 (equiv to rolling under Dex) plus up to 4 adj group hits (HE rule 1/2 damage) on a 3

therefore if enough targets are available in a turn Devlin can attack with:

1 aimed shot (FA): rolls to hit: 6 9 9 for 3×3D6, up to 3 hits on 3 targets for a total of 9D6.
or
3 snapshots (FA): rolls to hit: 8 8 8 9 9 9 9 9 9 for 9×3D6, up to 9 hits (FA) on 9 targets for a total of 27D6.
or
2 grenades: rolls to hit: 3 3 3 3 3 3 3 3 3 3 for 2×4D6 and 8×2D6, up to 10 hits (HE) on 10 targets for a total of 24D6.

Hagen:
hits with an aimed shot on a 4 ( +1 cloth, +2 range, +1 skill)
or
hits with an aimed shot (FA) on a 0 ( +3 cloth, +4 range, +1 skill) plus up to 2 group hits in line of fire at 3 (-3 FA)
or
hits with a snapshot on a 6 (-2 snap, +1 cloth, +2 range, +1 skill)
or
hits with a snapshot (FA) on a 2 (-2 snap, +3 cloth, +4 range, +1 skill) plus up to 2 group hits in line of fire on a 3 (-3 FA but ignore -2 snap)
or
hits with a grenade on a 6 (equiv to rolling under Dex) plus up to 4 adj group hits (HE rule 1/2 damage) on a 6

therefore if enough targets are available in a turn Hagen can attack with:

2 aimed shots: rolls to hit: 4 4 for 2×4D6, up to 2 hits on 2 targets for a total of 8D6
or
1 aimed shot (FA): rolls to hit 0 3 3 for 3×4D6, up to 3 hits on 3 targets for a total of 12D6
or
4 snapshots: rolls to hit: 6 6 6 6 for 4×4D6, up to 4 hits on 4 targets for a total of 16D6
or
2 snapshots (FA): rolls to hit 2 2 3 3 3 3 for 6×4D6, up to 6 hits on 6 targets for a total of 24D6
or
2 grenades: rolls to hit: 6 6 6 6 6 6 6 6 6 6 for 2×4D6 and 8×2D6, up to 10 hits (HE) on 10 targets for a total of 24D6

What this shows is that between them our two tanks can engage 3 dispersed targets with aimed shots in a turn, but up to 16 grouped targets with (FA) snapshots and grenades! The importance is to allow them a suitable field of fire. Remember if a player with less AP than you is in your way you can elect to take your turn after them, if Splinter is in your way get him to use his AP to move out your way then take your turn saving all you AP’s for attacks. That brings me on to the matter of communication, once play changes to turns mosts GM’s allow you to say as much as you want when its your turn, but limit what out of turn players can say to the active player to 4-6 words, Nick seemed quite generous on Sunday perhaps because he was unwell! I’ve known GM’s dock the active player 1D6 AP if other players talk to him too much! So say what you doing/give orders during your turn only.

A Few Rules People Overlook:

Weapons capable of group hits via Full Auto or pellet/flechette rules are meant to be deadly, if firing a snapshot you hit your target, you don’t count the snapshot penalty for the group hit rolls so ineffect group hits are only at -1!

If you are rendered unconscious you wont wake for 40 turns!
When you do wake up field healing only recovers half the damage to each stat: if a 999 character gets injured to 057 when they wake they are at 578, if injured again, before fully healed, say to 530 then they only recover to 565! getting knocked out has a knock-on effect.

Regardless of how many AP’s you used in a turn if an enemy moves up to close range to you, you get a free snapshot at 0AP. This occurs before the enemy can melee.

Get somewhere good and stay put, use cover and evasion: firing from cover -2def no AP penalties, firing while evading -3def triple movement AP’s but no combat AP penalties. The rule is if you don’t need to move that turn always state your evading!

Using the Overwatch option:

Situation 1 both sides dug in undercover and not moving: not worth using.

Situation 2 visable enemy advancing on your position: target an enemy character, you get one aimed attack (including FA and HE options) for each square he enters!

Situation 3 no visable enemy, but you know they’re coming! Target a square anything entering your line of sight gets an aimed attack (again FA and HE options apply) for each square in your line of sight they enter!!! Also anyone who appears to your front gets a snapshot and overwatch shifts to the new line of sight. Weapons with high capacity mags can chew up an enemy force real good.

Snapshot is about finding cover and then blasting away let the enemy come to you: imagine Hagen in overwatch behind cover at the end of a corridor filling it with 10 FA aimed shots (thats 120APs worth) as an enemy approaches, or Devlin in hard cover lobbing grenades across a ship’s hold: mincing machines both of them, and hard to kill in combat armor, cover and evading!

Due to their low AP totals and poor Dex (no to hit bonuses) Splinter and Dirk should watch the flanks and rear, Richard should make like Bromhead at Rorke’s Drift and form a mobile flexible reserve, using grenades or overwatch in support as needed.

I hope everyone takes this entry in the spirit it was intended I’m not trying to force my playing style on the game I just know how easy it is to miss something in the heat of battle, I forgot about the free snapshots on closing enemies rule, think of the difference that would have made to sundays outcome!

John

Splinter's Guide to Snapshot 101

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