My answer to what exactly Snap Shot does.

By bcons, in X-Wing

I don't get where everyone is getting primary arc from. I don't see any reference to any arc on this card.

Snap shop with a tool to apply stress makes this … kDP7Iim.jpg … into … VcrdrID.jpg.

Shall we talk how easy it is to get that R1 snapshot compared to actually get a shot with a decent chance to do damage? Especially as you get afterwards more shots. Against a ship which is actually exactly at the place you anticipated. If you place yourself optimal you can cover literally 7 out of 7 green moves with snapshot. (Block the Straight 4, all other positions can be in R1 to you now)

edit: actually I forgot to use boost + br, in the first imaged, fix that now. The difference in ground to cover is astounding. It looks like that ept might become nearly mandatory for rebel players. Or worse: Imperial Aces might be dead.

Edited by SEApocalypse

I don't get where everyone is getting primary arc from. I don't see any reference to any arc on this card.

Secondary weapons fire out of primary arcs on default, right? ;-)

And could you Jan Ors the Snap shot roll then green maneuver the stress away?

I don't get where everyone is getting primary arc from. I don't see any reference to any arc on this card.

Secondary weapons fire out of primary arcs on default, right? ;-)

Correct. Secondaries only use the primary arc unless otherwise specified.

And could you Jan Ors the Snap shot roll then green maneuver the stress away?

And furthermore, Palp CAN mod an attack die, so long as he's not on the ship performing the Snap Shot.

And furthermore, Palp CAN mod an attack die, so long as he's not on the ship performing the Snap Shot.

More relevant for rebels with R3-A2 is that M9-G8 should be able to re-roll for you as well.

More relevant for rebels with R3-A2 is that M9-G8 should be able to re-roll for you as well.

M9-G8 states "the attacker must re-roll", but the Snap Shot "cannot" procludes ANY other mod by the attacker.

The ship with M9-G8 may be the source of the re-roll opportunity, but the instruction is still for the attacking ship to perform it.

Edited by ABXY

And furthermore, Palp CAN mod an attack die, so long as he's not on the ship performing the Snap Shot.

Lol, yet another thing where Palpatine makes it better when almost nobody else can.

More relevant for rebels with R3-A2 is that M9-G8 should be able to re-roll for you as well.

If you're referring to a Snap Shot re-roll, I'm not sure that's right.

M9-G8 states "the attacker must re-roll", but the Snap Shot "cannot" procludes ANY other mod by the attacker.

The ship with M9-G8 may be the source of the re-roll opportunity, but the instruction is still for the attacking ship to perform it.

Actually, based on the ruling around Omega Leader and Elusiveness/R7, this isn't quite as clear cut as it looks. I'd expect an FAQ on it.

Rhymer is great with it, but he's still a bare minimum of 30 points with it and Tactician which is four more than a stresshog for a probably less reliability in your stressing capacity.

:(

Edited by thespaceinvader

Could you put opportunist and snapshot on 3 A-wings + Jan Ors in the HWK to throw 4 Dice out from each A-wing at range one of the (silly) opposing ship?

Turr Phennir with Snap Shot. You're welcome.

Turr Phennir with Snap Shot. You're welcome.

Ooh.

Yeah.

Nice.

Turr Phennir with Snap Shot. You're welcome.

Uuuh thats an Interceptor I'd be interested in for once!

Only thing I thought of was 4 concord dawn vet with title and this but not sure if thats better or worse then fearless

Ketsu with Snap Shot, title, tactician. Potentially triple tractoring in one round or double tractoring and stress if you're very careful about the positioning of the ship concerned.

Edited by thespaceinvader

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.

This might make the Major a second go-to bomber to the master, Tomax Bren.

636553A2-DD1B-4A85-8E42-33FFA5704460.png

Edited by clanofwolves

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.

This might make the Major a second go-to bomber to the master, Tomax Bren.

636553A2-DD1B-4A85-8E42-33FFA5704460.png

Tactician Snapshot Rhymer is going to be 30 points of **** you and your actions.

Edited by Zefirus

take that Rhymer build and hunt Manaroo. No actions for either!

Its in theory better than my Stressboat Tomax build. The Stressboat is unshakable with every-turn-Lightning Reflexes but Snap Rhymer prevents your action completely, while Tomax you get atleast 1 round of it.

(Btw the stressboat is Tomax + Lighting Reflex + Tactician + Rebel Cap + Title + Mk2 Engines = 31pts. He doesnt need to destress himself, but with 9 greens i might as well keep destressing so i can focus if i didnt need to LR that turn. Believe me when i say you CANNOT shake this guy lol)

SnapRhymer is easier to shake, since he cant turn around for squat, but that instant denial of actions is juicy

Edited by Vineheart01

Rhymer's just never going to catch Manaro, he's not even close to fast enough.

Rhymer's just never going to catch Manaro, he's not even close to fast enough.

wanna bet?

Manaroo has to do greens in order to clear stress from PTL. Shes at best moving 3, which while yes its slightly faster than Rhymer, Rhymer can cut corners far easier than she can without hitting a rock. He wont deny her EVERY TURN but he'll catch her enough to justify trying to get rid of him, while your other two ships deal with tokenless Dengar.

Plus, if he ever does tag her, hes tagging her twice

Edited by Vineheart01

Rhymer's just never going to catch Manaro, he's not even close to fast enough.

wanna bet?

Manaroo has to do greens in order to clear stress from PTL. Shes at best moving 3, which while yes its slightly faster than Rhymer, Rhymer can cut corners far easier than she can without hitting a rock. He wont deny her EVERY TURN but he'll catch her enough to justify trying to get rid of him, while your other two ships deal with tokenless Dengar.

Plus, if he ever does tag her, hes tagging her twice

He has to catch her at the end of her move, in arc, at range 2. That's not going to be easy when she can boost/barrel roll if he comes close.

I mean, she only has to end her move in R1 to not be inconvenienced by Tactician.

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.

I was just thinking exactly the same thing

for some Imperial BB8 style shenannigans add TIE Mkii, and Systems Officer and fly him alongside The Inquisitor with PTL

Edited by Funkleton

I don't get where everyone is getting primary arc from. I don't see any reference to any arc on this card.

It's a secondary weapon, all secondaries are shot from the primary arc, except for moralo eval and he cant take an EPT...