Snap Shot

By That Blasted Samophlange, in X-Wing

So in the Heroes of the Resistance, there is a card that clearly says "Snap S..." with the rest covered up. My guess is it is called Snap Shot, an elite talent that lets you split up your attack dice amongst several ships in your primary fire arc. Possibly worded that if you destroy a foe, any extra dice can be applied to another target. Now this is all conjecture, but would be a way to replicate Poe's take down of several TIEs in rapid succession. The reasoning that all those TIEs were at one hull, and quite frankly flew like I was rolling the green dice.

My guess for Snap Shot would be to make a shot during the activation phase on some trigger (I'd guess enemy ship ends its movement in your arc without bumping you) and skip your activation in the combat phase.

So in the Heroes of the Resistance, there is a card that clearly says "Snap S..." with the rest covered up. My guess is it is called Snap Shot, an elite talent that lets you split up your attack dice amongst several ships in your primary fire arc. Possibly worded that if you destroy a foe, any extra dice can be applied to another target. Now this is all conjecture, but would be a way to replicate Poe's take down of several TIEs in rapid succession. The reasoning that all those TIEs were at one hull, and quite frankly flew like I was rolling the green dice.

Ninja!!!

Edited by Moneyinvolved

I've mentioned this before, but I believe Snap Shot will be a single use EPT for 1 point which allows you to fire on a ship you are touching in arc. The reason I believe this is if you look at "Snap" Wexley's pilot ability, it seems his ability deals with touching or bumping another ship. Since his name is "Snap" and this card is "Snap" Shot, I can see there being synergy between the two.

I've also heard of it being an action based EPT where you use an action to shoot after moving or during activation (as has been mentioned), but that seems pretty crazy to me. You could take out the likes of Soontir before they have an opportunity to get any tokens, which many aces rely heavily on. Which, honestly, for some, sounds very appealing. It would have to be costed appropriately to work that way. Maybe even 4 points to keep from running a bunch of Green squadrons with PTL and Prockets which could kill everything before it moved lol.

Edited by Kdubb

Activation-Phase shot IMO.

Activation-Phase shot IMO.

Yeah, that's what I'm hoping for. A bit of meta pressure on the 2+ ace lists would be nice, though I would argue that U-boats pushing out several key rebel ships is more the cause of all the ace builds running around.

My guess for Snap Shot would be to make a shot during the activation phase on some trigger (I'd guess enemy ship ends its movement in your arc without bumping you) and skip your activation in the combat phase.

I think it is more likely to be when someone leaves your arc or performs a boost or barrel roll in your arc. Snap shot seems thematically a quick, un-aimed shot at a ship moving quickly or that won't be a target for long.

I could see it being at attack value-1, or you are unable to reroll or modify, or something else detrimental, but I expect it to be a way for "jousters" to get a leg up against arc dodgers.

Herm... if we're playing with the shot timing, it would be VERY interesting to be something like "shoot after completing a maneuver," likely a one time discard. But that would still be very powerful on something like an Green Squad A wing, especially if loaded with a Procket... Zoom right to R1 of tokenless Fel, PTL to TL+F, spend snap shot to fire 5 modified dice against Fel, who rolls 2 natural evades, a 3rd from Palpy, but you still get to do 2 damage.... I like it!

So since I like it, it won't happen =P.

Making it a one-off discard sounds very plausible.

My guess for Snap Shot would be to make a shot during the activation phase on some trigger (I'd guess enemy ship ends its movement in your arc without bumping you) and skip your activation in the combat phase.

I think it is more likely to be when someone leaves your arc or performs a boost or barrel roll in your arc. Snap shot seems thematically a quick, un-aimed shot at a ship moving quickly or that won't be a target for long.

I could see it being at attack value-1, or you are unable to reroll or modify, or something else detrimental, but I expect it to be a way for "jousters" to get a leg up against arc dodgers.

Snap-shot (1pt)

Discard to perform one attack at the start of the end-phase. You cannot attack during the next round.

Basically a one-time use "Coran Horn". If you are at the right spot at the right time...

I'd be willing to bet that it is an activation phase attack... but with a caveat. Maybe something like:

Snap Shot

During the Activation Phase, skip your Perform Action step. Instead, perform an attack on a target inside your firing arc, then discard this card. You may not attack again this turn.*

*This part I'm not sure about. Is two un-modified attacks worth it? Or how would this work on a ship with FCS? It might get out-of-control on Corran who could then have THREE attacks per turn.

Would/should it be a primary weapon-only attack?

I have to say, that there are a ton of great ideas here. Only one of them will be what snap shot actually does, but man, I kind of want all of this to be in the game in some form. Great discussion guys.

Thinking back to X-wing Alliance, I sometimes performed a snap shot with missiles or torpedoes - firing without a target lock because I needed to hit something and couldn't afford to fly straight for long enough.

I therefore like the idea of the card letting you do this. Perhaps:

Discard this card at the start of the combat phase to acquire a target lock.

or maybe

You may discard this card to ignore the requirements for an Attack header card.

Both of these would further increase the utility of ordnance by solving the issue of getting target locks on higher PS ships or after a K-turn, but without buffing the Jumpmaster which prefers Deadeye. As a one-use only card it also helps single-shot ordnance users a bit more such as X-wings.

Edited by Hedgehogmech

My guess for Snap Shot would be to make a shot during the activation phase on some trigger (I'd guess enemy ship ends its movement in your arc without bumping you) and skip your activation in the combat phase.

I think it is more likely to be when someone leaves your arc or performs a boost or barrel roll in your arc. Snap shot seems thematically a quick, un-aimed shot at a ship moving quickly or that won't be a target for long.

The only problem I see with something that triggers off of whether or not something moves in or out of arc during the activation phase is that it has the ship with the ability constantly checking arcs during that phase. R7-T1 at least limits the arc check to the ship with the upgade's activation.

I think an action EPT along the lines of:

Action: You may choose an enemy ship that is in arc at range 1-2. Until the end phase, this ship is considered to be in arc as long as it is in range 1-2.

Sounds like everyone wants some ability to blow up arc dodging aces while they are in the process of dodging arcs.

This upgrade isn't going to be THAT cool or that fiddly.

It's gonna either allow for ignoring of TL requirement or firing at the beginning of the combat round.

Or something else. I would prefer something like:

2 pt, Snap Shot (EPT), X-wing only

Discard this card to do one damage to one enemy ship in your arc at the beginning or end of the Activation phase. Skip the combat phase.

Would this work?

I've mentioned this before, but I believe Snap Shot will be a single use EPT for 1 point which allows you to fire on a ship you are touching in arc. The reason I believe this is if you look at "Snap" Wexley's pilot ability, it seems his ability deals with touching or bumping another ship. Since his name is "Snap" and this card is "Snap" Shot, I can see there being synergy between the two.

I think it'll have much less to do with Snap Wexley and everything with Finn shooting a TIE with a locked in place turret.

I'd be willing to bet that it is an activation phase attack... but with a caveat. Maybe something like:

Snap Shot

During the Activation Phase, skip your Perform Action step. Instead, perform an attack on a target inside your firing arc, then discard this card. You may not attack again this turn.*

*This part I'm not sure about. Is two un-modified attacks worth it? Or how would this work on a ship with FCS? It might get out-of-control on Corran who could then have THREE attacks per turn.

Well you fixed the part for cor ran by saying you may not attack again this turn.

Sounds like everyone wants some ability to blow up arc dodging aces while they are in the process of dodging arcs.

This upgrade isn't going to be THAT cool or that fiddly.

It's gonna either allow for ignoring of TL requirement or firing at the beginning of the combat round.

Or something else. I would prefer something like:

2 pt, Snap Shot (EPT), X-wing only

Discard this card to do one damage to one enemy ship in your arc at the beginning or end of the Activation phase. Skip the combat phase.

Would this work?

So almost like feedback array.

If Fel is in range 3 of 3 of these guys, he's dead without anyone rolling dice.

Within any range seems quite extreme to me.

My guess for Snap Shot would be to make a shot during the activation phase on some trigger (I'd guess enemy ship ends its movement in your arc without bumping you) and skip your activation in the combat phase.

I think it is more likely to be when someone leaves your arc or performs a boost or barrel roll in your arc. Snap shot seems thematically a quick, un-aimed shot at a ship moving quickly or that won't be a target for long.

I could see it being at attack value-1, or you are unable to reroll or modify, or something else detrimental, but I expect it to be a way for "jousters" to get a leg up against arc dodgers.

I could also envision a situation where a Falcon pilot, after executing one of those fancy new S-loops with the title, manages to blow up a TIE/fo using this EPT despite the turret being locked to a single arc.

I'm just spitballing here.

Snap shot: At the beginning of the combat phase, take out your phone and take a quick pic of the board so you can remember your awesome squad before it gets blown away

crackshot is a measure of accuracy

snapshot is a measure of speed

personally hoping it's just "cancel all dice results, deal one damage to the defender"

I don't want it to be 'shoot in the activation phase' - because the 'high pilot skill moves last' means you're getting shots away before higher PS pilots get to perform actions, which is unfair on them. Soontir Fel is the obvious one, but it's no more fair that Wedge Antilles gets blown away without trying to get a focus token, or Luke gets wasted before he can perform a green maneuver that would have got him back the shield he should have had.

'cancel all dice results, deal one damage to the defender' - feels a bit too much like just another crack shot, and probably worse in practice - because it wouldn't count as a 'hit' against Soontir.

A one-use 'fire at PS12' might work and be nice and simple.

Alternatively an 'I have you now' to punish someone for boosting/barrel rolling out of arc with a free shot - shooting off a trigger of enemy actions might work because they had the option to take tokens and take the combat phase shot and chose not to. I might include a "the attacker may not modify dice results" - it is a snap shot, you shouldn't have time to aim properly.

Edited by Magnus Grendel