Major Rhymer + Snap shot + Tactician + Vader

By IG88E, in X-Wing

I'm thinking Snapshot on something with Accuracy Corrector.

The SF TIEs get a lot of mileage out of Accuracy Corrector already.

Any of the elite Advanced pilots can pair it with Accuracy corrector or ATC.

You would need some serious Target Lock synergy to get that free Crit result added to the attacks.

I'm thinking 6 TIEs would do some serious damage to enemies. You get one TIE to block, and the other 5 in formation will probably have a shot.

Other than that, having Tractor Beams, or some of the scum crew that mess with Defender's dice is a nasty way to push damage through.

Adding a specific result (a blank, eye, hit or critical hit) is modification,. So no atc or acc corrector combo. You can add dice though.

I musta missed something being out of the game for a while, but hey, my favorite TIE Pilots, Mauler Mithel and Zeta Leader can get some 3 dice shots out of it.

Arvel Crynyd becomes a nastier blocker too.

Ketsu Onyo crew can get you some tractored targets possibly for your scum Snap Shotters.

Edited by Vulf

He is still too expensive. But this sounds like fun.

But why should Rhymers ability work on a EPT upgrade card?

It's a Secondary Weapon in an odd upgrade slot the same as Hot Shot Blaster so while it's not a normal secondary weapon Rhymer can increase the range of the EPT to two.

We will never be able to save him due to his overpriced pilot ability but if there is something we can make silly nonsense with it might as well.

The Hotshot Blaster IS a weapon. Its a blaster. Snap Shot is an ability. The card looks like a secondary weapon upgrade card; technically you shoot with your primary weapons. So, why shouls this count as a secondary weapon?

All weapon no that have the "Attack" header are secondary weapons, regardless of the slot they take up. It's in the rulebook

He is still too expensive. But this sounds like fun.

But why should Rhymers ability work on a EPT upgrade card?

Same reason Munitions Failsafe works on Hotshot Blaster.

It has the Attack header, range restriction, attack value. It's technically a secondary weapon.

Yep. Anything with a listed range and number of attack dice is a secondary weapon attack. The rules do not distinguish what slot it's in, and Rhymer (unlike most people with a secondary weapon related ability) does not demand the secondary weapon in question be a [torpedo] (like nera) or [cannon] (like IG-88B) - any upgrade icon will do.

It is completely independent of primary weapons, and would technically work on a ship with no primary weapon at all, as long as it has a printed firing arc and an appropriate slot.

Edited by Magnus Grendel

Yep. Anything with a listed range and number of attack dice is a secondary weapon attack. The rules do not distinguish what slot it's in, and Rhymer (unlike most people with a secondary weapon related ability) does not demand the secondary weapon in question be a [torpedo] (like nera) or [cannon] (like IG-88B) - any upgrade icon will do.

It is completely independent of primary weapons, and would technically work on a ship with no primary weapon at all, as long as it has a printed firing arc and an appropriate slot.

Like an HWK with Weapons Failure :D

The Hotshot Blaster IS a weapon. Its a blaster. Snap Shot is an ability. The card looks like a secondary weapon upgrade card; technically you shoot with your primary weapons. So, why shouls this count as a secondary weapon?

"Secondary Weapon" is a defined game term. ANY upgrade card with the "attack" header is a secondary weapon and any time any rule refers to secondary weapons it is referring to cards with the attack header. Rhymer changes the range limits on upgrade cards with the attack header. Snap shot has an attack header, so rhymer work on it. That's the way rules work.

Now that we've thoroughly solved that problem, what if Krassis Trelix had an EPT? Could he reroll a Snap Shot? D:

Nah, because Snap Shot says the dice can't be modified.

Snap shot would be great if it had extra language like that let you use it in auxiliary firing arcs. Might make the TIE SFs worth it.

Some little ships with Snap Shot and a large blocker with Intimidation might be the way to do it. But a slow moving pancake will get BTFO by a Snap Shot swarm either way.

A VCX taking 6 damage before the combat phase is pretty worrying when you are the one flying it.

X-wings taking predictable green maneuvers to regen shields gets even riskier.

Edited by Vulf