My answer to what exactly Snap Shot does.

By bcons, in X-Wing

As I've noticed with the forums talking about Snap Shot, many different opinions have been made for what snap shot does and restricts.

Here's my breakdown:

https://images-cdn.fantasyflightgames.com/filer_public/99/77/99776636-c6ea-4a14-a3e2-129932c3fde1/swx57-snap-shot.png

So, after an enemy moves within range 1 and in your primary firing arc, a ship with Snap Shot may perform an attack using 2 attack dice.

Note: you can only attack at range 1 and with only 2 attack dice because the red number indicates how many dice you roll (similar to missiles and torpedoes), and the white number indicates what range the target of the attack must be in (also like missiles and torpedoes).

The attacker cannot modify (for example, spend a target lock,) their attack dice. Since this EPT is a secondary weapon, the range bonus is not applied to the attack.

The defender rolls their defense dice, and may modify their dice (for example, they may use an ability or upgrade).

Note: if the defender has the option to roll more defense dice (such as with Stealth Device,) they may roll the appropriate amount of defense dice.

After the attack is resolved, the ship that just performed its maneuver before the attack may perform actions, and continue as normal.

Note: the card states "you may not attack during this phase". By this, the card simply states that you cannot use any ability that allows you to attack, or attack again (from gunner or Luke Skywalker) during the activation phase. After the activation phase, you may attack whenever it is appropriate for you to do so.

Snap shot is not discardable.

This is just my understanding of it, and I wrote this up for the players who are confused of the what the card exactly does.

If I missed anything, or if I stated anything wrong, please let me know.

You are right

Precisely how i read it.

Arc-dodger comin at me? Cool...cant dodge THIS!

Also worth noting that x7 defenders if they have initiative will have their Evade token, since they trigger off the same thing, while afaik nothing else will have any tokens. Very few defensive modding pilots, and the only one we ever see needs a focus token to do that (poe). If this burns a palp mod then thats just juicyness lol

As a side note:

Adding dice RESULTS is modifying, such as Finn, Accuracy Corrector, that Arc170 target lock ability.

Adding a Die to your ROLL is NOT modification, so stealth device still applies, as does Jan Ors pilot, Zuckuss pilot, Fenn Rau, and Talonbane Cobra.

One final note, this does count as a secondary weapon because it is an upgrade that includes the "Attack:" header, so it works with Major Rhymer.

Edit: I was wrong, Talonbane Cobra does not work, he doubles bonus dice (which don't happen on secondary weapons).

Edited by AEIllingworth

Seems to me a very Anti-Soontir Fel card lol

special emphasis on primary firing arc

my ARCs weep :(

Arc-dodger comin at me? Cool...cant dodge THIS!

Close enough:www.youtube.com/watch?v=SHX69wuMLsY

Edited by LtRico

what does shot of greed do? it lets you make two attacks

Who is this for? I mean, really, what kind of build would benefit from this convoluted nonsense of an EPT?

For me, this is Expose all over again, only you get twice the restrictions for half the price.

The enemy has to end his move in your range 1, in you arc.

Arc-dodgers won't like it, because they want PTL or VI anyway.

Lower-PS guys will have no use, as the enemy will arc-dodge or bump them.

The only pilot I can see this on, with moderate success, is Arvel Crynd used as a blocker against 7+ PS (or 6 when he has Initiative).

Boost into position for bump and shoot the enemy twice with no fear of retaliation, that's not bad. Thing is, he's supposed to be equally good with Intimidation, and yet I haven't seen a single Arvel on the table, like ... ever.

I don't want to be ignorant, educate me if I missed something. Right now it's as usable as R3 for me.

Edited by Mef82

Who is this for? I mean, really, what kind of build would benefit from this convoluted nonsense of an EPT?

Major Rhymer. With Tie Shuttle title and Tactician.

You move to a position within range 2 of Rhymer in arc. Rhymer attempts to plug you with a snap shot, you take stress, maybe damage also. You no longer can perform actions.

It's an interesting control piece for 30 points.

Edited by ryzouken

Who is this for? I mean, really, what kind of build would benefit from this convoluted nonsense of an EPT?

For me, this is Expose all over again, only you get twice the restrictions for half the price.

The enemy has to end his move in your range 1, in you arc.

Arc-dodgers won't like it, because they want PTL or VI anyway.

Lower-PS guys will have no use, as the enemy will arc-dodge or bump them.

The only pilot I can see this on, with moderate success, is Arvel Crynd used as a blocker against 7+ PS (or 6 when he has Initiative).

Boost into position for bump and shoot the enemy twice with no fear of retaliation, that's not bad. Thing is, he's supposed to be equally good with Intimidation, and yet I haven't seen a single Arvel on the table, like ... ever.

I don't want to be ignorant, educate me if I missed something. Right now it's as usable as R3 for me.

Anything with R3-A2 and this is going to scare the **** out of Aces. Remember this happens BEFORE actions. Also known as before all of that arc-dodgy stuff you say low PS guys won't like. This means you pop a stress on them, so they CAN'T take those repositioning actions at all. Or have tokens at all (barring Soontir who will have one focus from getting stressed).

Who is this for? I mean, really, what kind of build would benefit from this convoluted nonsense of an EPT?

You could do a Chihuahua Swarm with Snap Shot instead of Adaptability and Autothrusters. If you fly your ships right, you could cause some aces some pain, seeing as they have no defensive mods and you have Crack Shot.

But overall . . . I don't know if it's really worth the cost. When it comes down to it, there are other methods of beating aces, and most of those are better (Omega Leader, Feedback Array, APLs, Oicunn, and so on).

Who is this for? I mean, really, what kind of build would benefit from this convoluted nonsense of an EPT?

For me, this is Expose all over again, only you get twice the restrictions for half the price.

The enemy has to end his move in your range 1, in you arc.

Arc-dodgers won't like it, because they want PTL or VI anyway.

Lower-PS guys will have no use, as the enemy will arc-dodge or bump them.

The only pilot I can see this on, with moderate success, is Arvel Crynd used as a blocker against 7+ PS (or 6 when he has Initiative).

Boost into position for bump and shoot the enemy twice with no fear of retaliation, that's not bad. Thing is, he's supposed to be equally good with Intimidation, and yet I haven't seen a single Arvel on the table, like ... ever.

I don't want to be ignorant, educate me if I missed something. Right now it's as usable as R3 for me.

It may just not fit your playstyle. It is a pretty big deterrent against the opponent moving up close. And for low PS, it is a nasty way to fight higher PS ships. That the attack takes plays before the opponent can take actions is just extra gravy. The swarm ideas I have seen beginning to shape up are quite nasty. The A-wing swarm with Crackshot AND Snap Shot is going to be very, very annoying. Hell, I almost want to try the Snap swarm instead of Crack swarm. Extra attacks are good.

People say aces, i say r3a2 **** your uboat

Initiative would determine order for R2-D2/Snap timing, right?

Pretty much only Interceptors/Awings are bound to PTL. Other ships may perform best with it but they dont require it to function like those two do.

Often when i run an Xwing they have some random 1pt ept because i cant justify the 3+ ones on them. I'd put this on them in a heartbeat.

Typically when i run any TIE with an EPT i tend to leave it blank because i want the pilot ability not the EPT, allowing me to squeeze a couple odd cards or another academy throughout the list. I'd sac that academy for 2-3 ships with Snapshot and something else to fill the pointgap any day.

Oh thats right, R2D2 goes off the maneuver execute. Yeah that would be initiative since they both trigger off "execute a maneuver"

I believe the FAQ for attacks and other simo events only applies for "after this attack" so Snapshot wouldnt fire after anything else off the same event regardless. Looking at the FAQ, unless im missing something, it only mentions this at the attack sequence for bonus attacks, not a general rule of thumb.

Edited by Vineheart01

Initiative would determine order for R2-D2/Snap timing, right?

Who is this for? I mean, really, what kind of build would benefit from this convoluted nonsense of an EPT?

For me, this is Expose all over again, only you get twice the restrictions for half the price.

The enemy has to end his move in your range 1, in you arc.

Arc-dodgers won't like it, because they want PTL or VI anyway.

Lower-PS guys will have no use, as the enemy will arc-dodge or bump them.

The only pilot I can see this on, with moderate success, is Arvel Crynd used as a blocker against 7+ PS (or 6 when he has Initiative).

Boost into position for bump and shoot the enemy twice with no fear of retaliation, that's not bad. Thing is, he's supposed to be equally good with Intimidation, and yet I haven't seen a single Arvel on the table, like ... ever.

I don't want to be ignorant, educate me if I missed something. Right now it's as usable as R3 for me.

Who is this for? I mean, really, what kind of build would benefit from this convoluted nonsense of an EPT?

For me, this is Expose all over again, only you get twice the restrictions for half the price.

The enemy has to end his move in your range 1, in you arc.

Arc-dodgers won't like it, because they want PTL or VI anyway.

Lower-PS guys will have no use, as the enemy will arc-dodge or bump them.

The only pilot I can see this on, with moderate success, is Arvel Crynd used as a blocker against 7+ PS (or 6 when he has Initiative).

Boost into position for bump and shoot the enemy twice with no fear of retaliation, that's not bad. Thing is, he's supposed to be equally good with Intimidation, and yet I haven't seen a single Arvel on the table, like ... ever.

I don't want to be ignorant, educate me if I missed something. Right now it's as usable as R3 for me.

It's opening up different build options, for different play styles. Maybe not yours, but that doesn't mean the card is worthless. It's just one that may not suit how you like to build squadrons and how you deploy them on the field. Personally, I think it's pretty neat and will be good for the local community that I play in. Time, and testing, will tell.

Edit: And thinking a bit more on it... it could find an excellent home on lower PS ships that get to move into position first and lay in wait for an Ace to fly across their path.

Edited by Slugrage

Who is this for? I mean, really, what kind of build would benefit from this convoluted nonsense of an EPT?

For me, this is Expose all over again, only you get twice the restrictions for half the price.

The enemy has to end his move in your range 1, in you arc.

Arc-dodgers won't like it, because they want PTL or VI anyway.

Lower-PS guys will have no use, as the enemy will arc-dodge or bump them.

The only pilot I can see this on, with moderate success, is Arvel Crynd used as a blocker against 7+ PS (or 6 when he has Initiative).

Boost into position for bump and shoot the enemy twice with no fear of retaliation, that's not bad. Thing is, he's supposed to be equally good with Intimidation, and yet I haven't seen a single Arvel on the table, like ... ever.

I don't want to be ignorant, educate me if I missed something. Right now it's as usable as R3 for me.

The way I look at it, you just include Snap Shot in your build, you don't create a build around it.

This

The 3pt EPTs are the ones you build your list around, 1/2pt EPTs are "hmm i got points i'll slap this in there" - except Lone Wolf of course.

Often when i build a list only my "ace" ship (i.e the bulk of my list in 1 ship) has a specific EPT. The other ships usually dont even have one, or only 1-2pt'rs i had the points lying around for. I'll trade Juke, Wingman, Intimidation, Expert handling, or any 1pt ept for this any day (except on OL for juke, thats basically perma crackshot on him)

Rhymer is stupid good with it, because he alleviates the hardest restriction of the enemy ship ending its move in your R1, in arc.

Ok, that I got.

But I still don't buy the Ace-deterrent. Sure, no defensive mods, right, but how are you supposed to have an Ace end his move in your R1 on anything but numerous A/TIE Swarm laid out in front of him?

He'd have to be plain stupid.

P.S. It hurts me to no end, that it got introduced with a Rebel pack, with hopes for reviving T-70s and the best ships to use it on are: Rhymer, Mithel, Scourge, Zeta Leader and Ndru. :(

Edited by Mef82

How many times have you faced the infamous arcdodgers that is Soontir, Jax, Inquis, or Vader?

It is INSANELY unlikely for them to still have a shot on you after boost/barrelroll unless they were staring you in the face after their maneuver. Thats where stressbot comes in, he prevents them from doing any actions before they can arcdodge.

Yes its possible for a good pilot to keep them at range2, and yes its possible to dodge arc at range2 and still have a shot, but thats REALLY hard to do consistently and the moment Nein catches you even once with that stress even at a distance you become vastly easier to snag and hunt down your action-starved behind. Snapshot is really only there to give them a huge deterrent to getting in close for that easy arcdodge, because now they literally cant do it.

Unless they k-turned, which denies actions anyway and usually is a BAD IDEA for those pilots in 9/10 situations, if they fly past you at all they will NOT have arc on you either.

Edited by Vineheart01

Rhymer is stupid good with it, because he alleviates the hardest restriction of the enemy ship ending its move in your R1, in arc.

Ok, that I got.

But I still don't buy the Ace-deterrent. Sure, no defensive mods, right, but how are you supposed to have an Ace end his move in your R1 on anything but numerous A/TIE Swarm laid out in front of him?

He'd have to be plain stupid.

P.S. It hurts me to no end, that it got introduced with a Rebel pack, with hopes for reviving T-70s and the best ships to use it on are: Rhymer, Mithel, Scourge, Zeta Leader and Ndru. :(

I don't know if you have played X-wing before but your lower skill ships move before his aces, he does not actually know where your range one is when he plans his move.

You are guessing his move, he is trying to guess yours, that is x-wing, Guess correctly and his ace gets shot at without its mods, guess wrong and well you did the wrong maneuver that is the game.

Rhymer is stupid good with it, because he alleviates the hardest restriction of the enemy ship ending its move in your R1, in arc.

Ok, that I got.

But I still don't buy the Ace-deterrent. Sure, no defensive mods, right, but how are you supposed to have an Ace end his move in your R1 on anything but numerous A/TIE Swarm laid out in front of him?

He'd have to be plain stupid.

P.S. It hurts me to no end, that it got introduced with a Rebel pack, with hopes for reviving T-70s and the best ships to use it on are: Rhymer, Mithel, Scourge, Zeta Leader and Ndru. :(

Uh, it's really not that hard. PTLing aces have seriously restricted dials. It's the repositioning that is killer. YOU SHOOT BEFORE THE REPOSITIONING. An Ace is no different than any other ship without his actions. Easier even, given that you only have to guess from his green moves, since he's most likely stressed. With a stress bot, you're basically turning your entire range 1 firing arc into a stress-causing bump that you then have a range one shot at. Or you can have an intelligence agent somewhere and can guarantee the shot with a barrel roll/boost if you're really bad at anticipating maneuvers.

Edited by Zefirus

Who is this for? I mean, really, what kind of build would benefit from this convoluted nonsense of an EPT?

You could do a Chihuahua Swarm with Snap Shot instead of Adaptability and Autothrusters. If you fly your ships right, you could cause some aces some pain, seeing as they have no defensive mods and you have Crack Shot.

But overall . . . I don't know if it's really worth the cost. When it comes down to it, there are other methods of beating aces, and most of those are better (Omega Leader, Feedback Array, APLs, Oicunn, and so on).

This list is officially called Rice Krispies :D

Snap(shot), Crackle, Pop

Edited by wurms