Based on the letters we can see in the card spread, this is my guess:
Based on the letters we can see in the card spread, this is my guess:
Based on the letters we can see in the card spread, this is my guess:
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You don't "execute" actions, you "perform" them.
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.
I don't see anything wrong with punishing high PS ships like Soontir. Let's not pretend that anyone plays Wedge. Those ships wouldn't be collateral damage of Snap Shot because no one was playing them in the first place.
During the Fat Turretwing era, there was much discussion about nerfing boost on large base ships. One of the objections to this idea was that it would hurt the Lambda and Firespray, ships that relied on engine upgrade. This argument neglected the fact it would be irrelevant whether or not they were nerfed because no one was flying them anyways.
I'd also argue that a reduction in the amount of Acewings flying around would make a pilot like Wedge slightly more playable because he wouldn't need to deal with arc dodging, and he'd have a better chance of actually killing something with his ability.
Having PS 12 for a combat round against Soontir means nothing, he's not invincible because he fires before everything, he's invincible because he can pull 3 evade results out of his ass when he completely blanks. In fact it helps him a little, he'd know whether or not to spend his focus defensively before being tempted with a quad focus roll or something.
Based on the letters we can see in the card spread, this is my guess:
![]()
You don't "execute" actions, you "perform" them.
Yeah, execute is usually used to refer to manuevers.
Based on the letters we can see in the card spread, this is my guess:
![]()
You don't "execute" actions, you "perform" them.
Did not realize that, I was focused on finding icons to fit the typeset. So it's probably going to list two directional arrows in brackets. Not much more would fit.
That is a very good extrapolation.
Perhaps it is like this:
After an enemy ship
Executes a maneuver
You may perform an attack,
As long as the maneuver
Template passes through
Your primary fire arx.
You may not attack during the
Combat phase.
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.
I don't see anything wrong with punishing high PS ships like Soontir. Let's not pretend that anyone plays Wedge. Those ships wouldn't be collateral damage of Snap Shot because no one was playing them in the first place.
During the Fat Turretwing era, there was much discussion about nerfing boost on large base ships. One of the objections to this idea was that it would hurt the Lambda and Firespray, ships that relied on engine upgrade. This argument neglected the fact it would be irrelevant whether or not they were nerfed because no one was flying them anyways.
I'd also argue that a reduction in the amount of Acewings flying around would make a pilot like Wedge slightly more playable because he wouldn't need to deal with arc dodging, and he'd have a better chance of actually killing something with his ability.
Having PS 12 for a combat round against Soontir means nothing, he's not invincible because he fires before everything, he's invincible because he can pull 3 evade results out of his ass when he completely blanks. In fact it helps him a little, he'd know whether or not to spend his focus defensively before being tempted with a quad focus roll or something.
You have the stupidest logic I've ever seen.
Everyone wants those ships to be viable, and not be nerfed more into oblivion.