This ranged combat maneuver allows a character to fire a missile weapon (e.g. bow, sling, etc.) at a target in front of him/her, while moving normally in combat (i.e. as snapshot fire). The missileweapon needs to already be in the character's hand(s) and loaded with a missile.
The character carrying out the Snapshot Fire maneuver may optionally turn 60 degrees at the start of the maneuver.
Once any reactions to the attack have been declared, dice rolls are made to determine whether the missile attack hits the target. The weapon attack modifier for a Snapshot Fire attack depends on the weapon being fired. The attack dice roll uses Shooting + CO. There is a penalty of -1 if the character turns during the Snapshot Fire maneuver.
If the character successfully delivers a Snapshot Fire attack, he/she makes a damage dice roll to determine how much damage the target takes. The weapon damage modifier and damage type for a Snapshot Fire attack depends on the weapon being fired.
As a reaction: A character may snapshot fire a weapon as a reaction to a target's movement (e.g. moving into sight or advancing on the character using a Move action).
As a follow-on: A character may snapshot fire a weapon as a follow-on to a Ready weapon maneuver (loading the missile into the weapon) for which the action point cost has been reduced to zero through fast draw.
Action point cost: The number of action points that a Snapshot Fire action, reaction or follow-on uses depends on the weapon used; it varies between two and four action points.
A mounted character can carry out a Snapshot Fire action/reaction (see attacking while mounted for how his/her Riding skill affects this).
A character with a semi-automatic or fully automatic weapon can fire multiple shots at the same or multiple targets in a single snapshot fire maneuver. This increases the number of action points that the maneuver costs.