3.3.1 Ranged combat maneuvers

There are four maneuvers used to carry out ranged combat. The table below summarises ranged combat maneuvers. Each is then described in more detail in the linked section.

Ranged combat maneuver Action, Reaction or Follow-on Action point cost Skill and characteristicused Range Attack mod. Damage mod. Description
Throw Weapon Action, Reaction or Follow-on Varies based on weapon speed Throwing + CO Varies based on weapon Varies based on weapon Varies based on weapon This maneuver allows a character to throw a weapon at a target. May be done as a reaction to a target's Move action (e.g. moving into sight or advancing on the character). May be done as a follow-on to a Ready weapon maneuver for which the action point cost has been reduced to zero through fast draw.
Snapshot Fire Action, Reaction or Follow-on Varies based on weapon speed Shooting+ CO Varies based on weapon Varies based on weapon Varies based on weapon This maneuver allows a character to fire a missile weapon at a target, while moving normally in combat (i.e. as snapshot fire). May be done as a reaction to a target's Move action (e.g. moving into sight or advancing on the character). May be done as a follow-on to a Ready weapon maneuver (i.e. loading the missile into the weapon) for which the action point cost has been reduced to zero through fast draw.
Set and Aim Action 3 Shooting + WP Not applic-able Adds bonus to eventual Aimed fire attack Not applic-able This maneuver allows a character to set (i.e. assume a stationery position) and focus his/her aim on a particular target (or location that a target might appear at, e.g. a window or doorway). While set in this way, the character must remain stationery on the combat board, and has an automatic defence dice roll result of zero. Being set in this way allows a character to carry out Aimed Fire rather than Snapshot Fire; the character may also carry out multiple Set and aim actions to gain a bigger bonus on the eventual Aimed Fire shot.
Aimed Fire Action or Reaction Varies based on weapon speed Shooting + PE Varies based on weapon Varies based on weapon Varies based on weapon This maneuver allows a character who is set to fire his/her missile weapon at the target at which he/she has been aiming. Firing in this way breaks the aiming; for the next aimed shot, the character will have to Ready the next shot, Set and Aim and then carry out the Aimed Fire. May be done as a reaction to a target's Move action (e.g. moving into the location at which the character has been aiming).