Commands
Snap Fire
Snap Fire is a quick shooting attack that can replace Shoot during an activation or answer an enemy Move, Run or Overrun. A triggered Snap Fire happens after the enemy finishes moving.
When you can use this
Snap Fire may be declared in either of the following ways:
- during the unit's normal activation, instead of Shoot
- when an enemy resolves a non-targeting movement command
For a triggered Snap Fire, a non-targeting movement command is a Move, Run, or Overrun command. After that movement has resolved, the opposing player may choose one eligible unit within range and with Line of Sight to the moved unit to declare Snap Fire against it.
This declaration uses the normal single-command response window in Timing. A player may choose any one eligible unit for that response, but cannot declare multiple Snap Fire commands from the same movement event unless another rule explicitly says so.
When it happens
- If Snap Fire is declared during the unit's normal activation, resolve it as that unit's command.
- If Snap Fire is declared when triggered by an enemy Move, Run, or Overrun, the triggering movement resolves first, then Snap Fire resolves.
Choosing a target
Snap Fire requires a legal enemy target.
If Snap Fire is declared from an enemy Move, Run, or Overrun, it must target the unit that triggered it.
The target must be legal when Snap Fire resolves unless another rule states otherwise.
How to resolve it
When Snap Fire resolves:
- Resolve the attack using the normal shooting sequence except as modified below.
- Each weapon fired as part of Snap Fire rolls 1 die instead of its normal Rate of Fire.
- Only rolls of 1 succeed.
- Each successful roll of 1 causes Critical Damage equal to the weapon's full Force.
- Do not roll for damage for successful Snap Fire hits.
- Cover does not cancel successful rolls of 1 made for Snap Fire.
Restrictions after use
- None
When you cannot use it
Snap Fire cannot be declared if:
- the unit has no legal target
- another rule or normal shooting legality prevents the unit from making the ranged attack
Snap Fire may still be declared even if the unit already has Shoot, Run, or Defend restrictions, because Snap Fire applies no restrictions of its own.
Those existing restrictions do not by themselves make the unit ineligible to declare Snap Fire.
Notes
- Snap Fire uses a command token but does not impose restrictions.
- Snap Fire follows normal command timing unless this rule states otherwise.
- Snap Fire replaces the normal shooting attack profile with its own resolution method.
- Snap Fire still uses the normal legal-target requirements for shooting unless this rule states otherwise.
Example
A player gives an eligible unit the Snap Fire command. When Snap Fire resolves: Resolve the attack using the normal shooting sequence except as modified below. Each weapon fired as part of Snap Fire rolls 1 die instead of its normal Rate of Fire. Once those steps are complete, play continues normally.
Frequently asked questions
- When can I declare Snap Fire?
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Snap Fire may be declared in either of the following ways:
- What is the main result of Snap Fire?
-
Snap Fire is a quick shooting attack that can replace Shoot during an activation or answer an enemy Move, Run or Overrun. A triggered Snap Fire happens after the enemy finishes moving.
- What limits should I remember for Snap Fire?
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When you can use this Snap Fire may be declared in either of the following ways: during the unit's normal activation, instead of Shoot when an enemy resolves a non-targeting movement command For a triggered Snap Fire, a non-targeting movement command is a Move, Run, or Overrun command. A player may choose any one eligible unit for that response, but cannot declare multiple Snap Fire commands from the same movement event unless another rule explicitly says so.
- What happens after Snap Fire is resolved?
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Finish any remaining steps of the current command, attack or timing window, apply the restrictions or lasting effects stated in Snap Fire, and then continue play.
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