What if "Snap Shot" is a one use Quickdraw-esque ability?

By ParaGoomba Slayer, in X-Wing

So we have those ACTION torpedoes coming in the ARC-170.

We have Quickdraw, who could potentially do attacks during the movement phase at PS zero with Daredevil and Enhanced Scopes, or any other number of combos like PtL and Electronic Baffles.

Maybe Snap Shot is similar? A way for low PS ships to tip the scales in favor of low PS for a round? Maybe with Snap Shot you want to get as low of a PS as possible, that's an interesting twist on the PS scale.

Maybe this could be a meta defining card, like TLT or Crackshot or Autothrusters or even Adaptability. You do get two of them in the pack after all.

Wave 9 best wave ever? I'd like our current meta a lot if it wasn't for Palp Aces. This is a card that could maybe knock Palp Aces off its pedestal. Defenders with Snap Shot?

This is all just speculation of course.

It's an EPT isn't it? Ships with EPTs have too high PS to spam a card that isn't universally effective. What ship in their right mind would give up Crackshot (works against low PS and high PS equally) to take a card that *might* (don't know the math on this) be better against higher PS?

It's an EPT isn't it? Ships with EPTs have too high PS to spam a card that isn't universally effective. What ship in their right mind would give up Crackshot (works against low PS and high PS equally) to take a card that *might* (don't know the math on this) be better against higher PS?

I would take an action phase attack on Red Vets in a heartbeat.

And lose to Crackswarms and Uboats

I'm 90% convinced that it is a one-use EPT that is:

ACTION: Perform and attack, then discard this card. You cannot attack again this round.

Probably costs 1pt, and goes perfectly on an A-wing:

26 Green w/ Snap Shot, Test, PtL, PRockets, Chips.

Edited by CRCL

I'm 90% convinced that it is a one-use EPT that is:

ACTION: Perform and attack, then discard this card.

Probably costs 1pt, and goes perfectly on an A-wing:

26 Green w/ Snap Shot, Test, PtL, PRockets, Chips.

If you are right, then Tomax Bren will be very happy

it won't be quickdraw straight, as that gives you just a straight up additional attack

for favoring low pilot skill, however, being able to attack during activation is perhaps THE way to do it (see also ACTION: bombs when it comes to ruining aces)

problem is there aren't many ept generics that can modify their attacks at the cost of an action and STILL have mods.

In fact, I doubt you'd see it outside Vessery (though Vessery would LOVE the hell out of that ept, especially because you can Tie/D off of it. Tie/D is once per round, but it does NOT turn off your ability to make more attacks like gunner. If snapshot is primary only, you can snap a primary and then, during combat, a cannon shot and ANOTHER primary to murder the hell out of a torp boat)

but don't get too excited. I made a huge thread about this, but basically trying to overwhelm ace defenses with extra red dice is always going to work better on the lesser defenses of jousters . Just think of multiple attacks like cluster missiles, and how much those ruin lower agility

Quickdraw is going to be nice if you get the PS 9 initiative, but he's always just a terrifying glass cannon that'll ruin most jousters. Anything that got a similar version of his ability would do the same

Edited by ficklegreendice

Action Phase attack dice without modification... mines do something like that agains zero greens and nobody likes them / still really meh

Edited by DicesonFire

idk why people are saying un-modified shots, for 21 points you can run yourself a Gamma with Systems and fleet officer. assuring TL focus on your 'snapshot'

idk why people are saying un-modified shots, for 21 points you can run yourself a Gamma with Systems and fleet officer. assuring TL focus on your 'snapshot'

fleet is an action and systems is another friendly

so you'd need to do jank support on a another ship (scimitar) rather than making an interesting, self-sufficient build out of a janky support craft

This is what I thought it was even before QuickDraw was spoiled. The exact timing and trigger of the attack leave a really wide variety of options though.

Snapshot is a very quickly taken shot, after all :P

If you want an anti ace card, though, the activation of a low PS pilot really is the best timing window. Like low PS conners, you'd get to fire it off before aces even got to arc dodge or token up

A funny alternative would be a pre combat LEAP to PS 12, in which case we'll be seeing a whole lotta phantoms again :P

I'm 90% convinced that it is a one-use EPT that is:

ACTION: Perform and attack, then discard this card. You cannot attack again this round.

Probably costs 1pt, and goes perfectly on an A-wing:

26 Green w/ Snap Shot, Test, PtL, PRockets, Chips.

I would wager that it may be a "primary weapon" attack.

It could be cool :)

it won't be quickdraw straight, as that gives you just a straight up additional attack

for favoring low pilot skill, however, being able to attack during activation is perhaps THE way to do it (see also ACTION: bombs when it comes to ruining aces)

problem is there aren't many ept generics that can modify their attacks at the cost of an action and STILL have mods.

In fact, I doubt you'd see it outside Vessery (though Vessery would LOVE the hell out of that ept, especially because you can Tie/D off of it. Tie/D is once per round, but it does NOT turn off your ability to make more attacks like gunner. If snapshot is primary only, you can snap a primary and then, during combat, a cannon shot and ANOTHER primary to murder the hell out of a torp boat)

but don't get too excited. I made a huge thread about this, but basically trying to overwhelm ace defenses with extra red dice is always going to work better on the lesser defenses of jousters . Just think of multiple attacks like cluster missiles, and how much those ruin lower agility

Quickdraw is going to be nice if you get the PS 9 initiative, but he's always just a terrifying glass cannon that'll ruin most jousters. Anything that got a similar version of his ability would do the same

It will probably be worded like Advanced Sensors, where you can perform an attack as an action in the activation phase, and skip your attack step. It likely won't be an extra attack.

If you have Snap Snot on a higher PS ship, you gain nothing from it against lower pilot skill ships. Since the lowest PS EPT carrier is 3, PS 2 I suppose with Adaptability, it will incentivize generics that aren't just Crackshot carriers.

That'd be pretty bad then

Unmodified attacks do not get me excited in the least and you'd probably still just roll crackshot

PS ignoring shots are a start, but you still need to get through palp and green dice. Best way to do this is ignore dice altogether. For example, you could do

Snapshot

ACTION: choose 1 enemy ship at range 1 and in your firing arc. That ship suffers 1 damage. Assign a Weapon's disabled token to your ship.

Which is a blocker's wet dream

If snapshot is activation phase attack, I would think it would trigger same time as bombs, before revealing dial. That way quickdraw cant cheese it by moving, losing a shield somehow (red move + baffle), attack, then do a snapshot for another attack. Having it "before revealing dial", plus "cant attack again this round", ensures quickdraw, dengar, corran, and other double tappers wont be cheesing this card.

If Snap-Shot is a one use only card, is it better than Crackshot?

Getting the chance to fire at a tokenless ship like any interceptor/Phantom is very nice but as people are saying, that is fairly niche.

As for modifiers, Howlrunner and a swarm of Black Sqd would be able to get rerolls. Experimental Interface would also allow a focus/target lock to be used. Denger crew on Bossk?

Also, how would that work on Advanced Sensors? Fire then move? What about Tycho with Snap-Shot, Rage, EI and Prockets? That is a little heavy right?

You can also always prevent additional attacks or attacking at all in the card

I like the on dial reveal, though. Really gives off the vibe of an old western dual with both parties just standing there until suddenly BAM!

But like I said, if you don't want it overpowering opposing jousters rather than aces, you don't want to make it dice dependent. Guaranteed damage is your friend here

Edited by ficklegreendice

It would kind of make sense as an action: attack, as the term snap shot is usually used to refer to a quickly taken shot without much aim. I haven't looked at the card, but you might see some qualifications such as: you may not use focus or target locks during this attack--this would represent the inaccuracy

Fluff be damned, inaccuracy will just lead to binderfodder rather than anything useful

Snap Shot (1)

When you reveal your manuever dial, you may discard to choose 1 enemy ship at range 1 and in your firing arc. That ship suffers 1 damage.

Rebels could also make use of Snapshot alongside Airen Cracken.

PS8 or lower pilot moves, takes action.

Cracken moves, uses Snapshot to attack. Gives free action to wingman.

Wingman takes modified attack with Snapshot.

I don't like the idea of shooting during the activation phase at all. I think all the hype about using baffles to give Quickdraw a shot during the movement phase is kind of stupid. He's got 3 shields, so at the absolute most, he's going to use his ability 3 times in a game. But a more likely scenario, since he's got no evade action and 2 green dice, is that he gets to use his ability 1-2 times per game. I'd MUCH rather activate his ability by flying through an asteroid. It gives him an upshot to flying over a rock in that if he takes damage he gets a free shot from wherever he lands, it makes him less predictable in movement (most people assume you're not going to purposely run over a rock unless you're Dash), and it triggers his ability in the movement phase without taking an ion token.

I'm hoping that Snap Shot say something like this: "Discard this card, then you may fire at the end of the activation phase. You may not fire again this round". That would have the functional equivalent of shooting first in the combat phase without having to pick an arbitrary PS that it kicks you up to. And yeah, it's probably going to be another card that Tomax loves.

Fluff be damned, inaccuracy will just lead to binderfodder rather than anything useful

Snap Shot (1)

When you reveal your manuever dial, you may discard to choose 1 enemy ship at range 1 and in your firing arc. That ship suffers 1 damage.

I really doubt FFG is going to put more undodgable damage options into the game. Here's a though on the wording:

Snap Shot (1): "Discard this card to perform a primary weapon attack at the end of the activation phase. During this attack, neither attacker nor defender can modify their dice. You may not attack again this round."

For 1 point, I think that would be pretty balanced. Especially since Tomax is out there waiting to reuse EPTs that require discarding the card. And I feel like that would be in keeping with the name, a shot from the hip that the enemy doesn't have time to react to.

considering the MASSIVE importance of PS in this game, shooting during the activation phase is perhaps one of the best most gameplay impacting ideas FFG has had recently