Whew. I didn't want to write a long post, but with two people not understanding my points, I guess I'll have to be more clear.
For clarification, my original post said...
I agree, on the surface, for a first read through, they seem OK. It's only after you drive it off the lot that you find the problems.
Try to answer these questions:
In what circumstance would you use SnapFire rather than AutoFire?
How would you resolve a fist fight in a bar between three PCs and three NPCs?
You've got three PCs with six shot revolvers that do 1D damage. They're in a good defensive position. But, 22 native NPCs, without weapons, will rush them. Can you tell me how the NPCs will win this fight without taking a single hit to any one of them?
If a weapon is capable of burst fire, then why would a PC ever use the single fire option?
Can a PC using a standard pump action shotgun fire and move in the same combat round? Can a PC with an M-16 move and fire in the same round?
What's more deadly? A gunshot wound from a revolver or a single stab from a dagger?
What does the damage type PEN mean?
If an NPC wears standard Cloth armor, what type of weapon will it take to have a chance of inflicting even 1 point of damage?
Start answering those questions, and you will get a better idea of what T5 combat has under the hood.
o:
SNAP SHOT vs AUTOFIRE QUESTION:
I think the implication for Snap Shots is that the attacker gets a better defensive bonus, as opposed to leveling an aimed attack which makes the attacker more vulnerable. Although it does not appear to be codified as such.
When your weapon has no auto fire capability :devil:?
Now seriously, AFAIK snap fire is unplanned or unaimed fire (e.g to an opportunity target), wile auto fire is area fire. As I understand them from other games (e.g. AHL) auto fire is when you want to cover a zone with fire, so either hitting more than one target or trying to raise your hit chances by firing several rounds, while snap fire is firing would be firing without first aiming, either because you just saw the target or because you did anything else than aiming (e.g. moving).
In any case, I don't see them as mutually exclusive (e.g. moving while hip firing a SMG would be both cases).
McPerth is wrong about using SnapFire when your weapon would have no AutoFire capability. By the book, SnapFire requires burst, automatic, or continuous fire capability.
And, I have no idea what kind of defensive bonus Blue Ghost is talking about. There's no benefit, defensively, to using SnapFire or AutoFire, in T5.
What I was trying to get you guys to discover is that, as written, both SnapFire and AutoFire can only be performed by the same type of weapon (capable of burst, automatic, or continuous fire). Both require a character to be at Speed-0 (Standing) or Speed-1 (Walking).
So, the game says SnapFire and AutoFire have the same requirements.
As far as benefits, SnapFire gives the shooter a +1D to damage, while AutoFire gives the shooter a +2D to damage.
The point I wanted you to discover, is that SnapFire requires a +2D penalty to difficulty on the attack, while AutoFire requires a +1D penalty to the attack.
Thus, my question: Why would anyone ever use SnapFire? SnapFire is harder to use than AutoFire (+2D to attack difficulty vs. +1D for AutoFire), and the benefit of a successful SnapFire attack is weaker than the same for AutoFire (+1D damage for SnapFire while AutoFire attacks get +2D damage).
Answer: They wouldn't.
Especially since ammo isn't tracked in the game. You'd think that AutoFire might blow through magazines faster than SnapFire, but this thinking is moot because ammo isn't tracked at all in the game.
Now...that's on page 214. If you flip over to page 218, you'll see a chart that does not agree with the text on page 214. There on page 218, the chart says that SnapFire can be conducted at Speeds 0, 1, or 2 (Standing, Walking, or Running). And, now, there's a reason to use SnapFire. The only time you would use it is while you are running.
But, which is correct? You won't really know until official errata is published. Usually, text is correct and tables are wrong, when errata like this appears in games. It's easier to finger flub a table than it is to write out the wrong thing. So, one would tend to think that page 214 is correct.
But, if page 214 is correct, then SnapShot is a useless game option that will never be used by any player. Players will always use the AutoFire option over the SnapFire option.
@BlueGhost: This is what I was talking about when I said, on the surface, T5 combat looks logical and fun, but it's not until you dig into the details (drive the car off the lot) that you start to find the game's problems.
When a person scans over the combat chapter, all the options look logical. And, it remains logical until a game day when a player looks up at the Ref across the table and asks, "Why would I ever use SnapFire?"
Now, I could go down and explain each of my questions in this kind of detail, but I think I'll just let you guys find those problems out on your own.