Snap Shot in 1E generated a lot of questions, so I wrote a pretty long FAQ for it. I've now done the same for the new version, which you can read here . For Foresight, a similar FAQ is here . Please let me know if I missed something or got something wrong, or if you have additional questions. Hopefully it's a helpful read!
For Snap Shot, I like the change to range 2, and the much-simplified wording. First thing that excites me is Torani, as her ability causes all sorts of angst for swarms and sometimes fragile aces. The threat of a Snap Shot + railgun when almost no one has tokens could produce some very cagey movement from opponents, and I want to figure out ways to capitalize on that. It will likely just be casual jank, but that's my jam!
A few A-Wings (RZ-1 or 2) with Juke + Snap Shot sounds fun too. Interesting that the Nantex can do the same!
What Snap Shot or Foresight strategy has you excited?
Snap's got three core uses:
- Area control: make opponents nervous about their movements and hopefully trigger mistakes you can exploit. They're pretty exposed during activation, usually lacking tokens and other defenses unless they have force. Free snap damage can add up and they don't want to give you free hits, or lose a ship early, due to a bad approach. Try to predict how they'll react (charge in for the damage, slow-roll, turn away, etc) and be ready to exploit that.
- Exhaust resources: if you never deal a single point of snap shot damage, but the opponent is spending Force or other resources to avoid the damage, then that's a resource they won't have when they attack your team and when you make your standard attacks.
- Apply secondary abilities: Apply some pilot or card ability that exploits the free during-activation attack. I'm especially fond of Captain Seevor, who will jam the target even if he misses. He's cheap and this ability really makes some ships nervous, because they need their locks or green tokens. I've been meaning to try a jank list with Torani and a Shadow Caster at some point.
To help your scheming and spark ideas, here's a list of "interesting combos" I've collected:
Legend: Rebel - Empire - Scum - Resistance - FO - Republic - Separatist - Generic
Roll an additional red die
- Graz : If you're behind them
- Gideon Hask : if they're already damaged
- Scourge Skutu : If they're in your bullseye
- Pure Sabacc : If you're not too damaged
- Ahhav : If they're larger than you
- Trick Shot : if obstructed (and only possible on the Nantex, RZ-1, and RZ-2 A-Wings... and they may prefer Juke or something cheap)
They roll fewer defense dice, or you mess with their dice
- Wedge Antilles : -1 defense dice
- Outmaneuver : -1 defense dice if you're out of their firing arc (only possible on the Nantex, RZ-1, and RZ-2 A-Wings)
- Joy Rekkoff : -1 defense dice. Have to spend a charge from your torpedo though
- Juke : If you're evading, flip an evade result to a focus when most ships don't have the dice mods to deal with that. (only possible on the Nantex, RZ-1, and RZ-2 A-Wings though)
- Blackout : If obstructed, -2 defense (so net -1 after obstruction). Though Blackout should always equip Trick Shot or some other talent; Snap Shot is not well-used on him.
- Outrider : If obstructed, -1 defense dice (canceling the obstruction bonus). Again, you'll probably want Trick Shot instead.
- Zuckuss (crew): Stress yourself to make them reroll a defense die.
- 4-LOM (crew): take 2 ion tokens to name a token type they can't spend. Uncommon to have tokens though. I guess if you know you're hunting TIE Defenders or HWKs...?
Whether you hit or miss , apply a token to target, gain a token, take an action, deal extra damage, etc
- Captain Seevor : here buddy, have a jam token ❤
- Torani Kulda : railgun foes down your bullseye after the snap shot, when foes probably lack the tokens to sacrifice to avoid that damage. Nasty anti-swarm technique.
- Airen Cracken : Nearby ally gets to perform a red action
- Turr Phennir : Perform a boost or roll action, even if you are stressed. You could then link into a boost or roll with the ship ability if you're not already stressed, so this is cool for repositioning, though hard to plan for.
- Colonel Vessery : Lock the defender if they're already locked by someone else. Normally Vessery gets this anyway, but because you're locking so early, you could have the ally spend their lock (or move it to another target) before Vessery's usual shot and he's fine.
- Axe : Pass a green token to a buddy, assuming you have one (a green token and a buddy; sorry lonely people)
- Tucker : Tucker shouldn't be the one with snap shot in this case; he gets to take a focus action when his buddy shoots, so snap shot is good on his wingman. Particularly if you get a snap shot before Tucker's action, that opens up his Activation choices.
- Synchronized Console : Pass a lock around to other Synchronized Console users. (I struggle to see how this would be exciting, but maybe there's some cool potential somewhere)
- Hotshot Gunner : If they somehow have a focus token (e.g. Advanced Sensors, Moldy Crow), they'll lose it after this attack. Quite niche.
Apply an effect if you hit
- Shadow Caster : tractor them (if your mobile arc is aligned)
- Whisper : gain an evade token
- Berwer Kret : you and other calculate buddies that have the target locked can perform a red calculate action. Also can combine with a 2nd elite.
- Rexler Brath : If you're evading, expose one of their damage cards
- Lieutenant Bastian : When a ship at range 1-2 is dealt a damage card by any means, he can lock it. So whether Bastian or an ally has snap shot, he has the chance to get a free lock during Activation. Just need to dig through that shield first...
Apply an effect if you miss
- Clone Commander Cody : If you missed without blanking out (they neutralized hits/crits with evades), they get a strain token. And this is a good time to strain them, since they've already moved and it's pre-combat.
- Laetin A'shera : Gain an evade token for missing? Missing with an unmodifiable 2-dice attack? Sign me up!
Opponent's Dice cannot be modified
This may not seem valuable since most foes don't have tokens yet, but it's useful against ships with Full Throttle and Force, etc. Those are in the meta right now, but it's still a bit niche.
- Midnight : If you have them locked
- Dineé Ellberger : only if your speeds match
- Padme Amidala : restrict those jedi to only modding one of their focus results (but that's probably all they need anyway)
- Lieutenant Kestal : You need to spend a focus token, but doing so eliminates the dice they'd want to mod
Other
- Krassis Trelix : Fire Snap Shot backwards . You're able to overwatch in both directions!
Foresight
There aren't as many combos for Foresight, simply because there's relatively few force users.
- Count Dooku (Sith Infiltrator) : If the Foresight hits, get a free action.
I'm impressed at how well-represented Scum and Empire are, followed by Republic & Separatist.
Also I should note, firing Snap Shot won't let you trigger any "bonus attack" effects like IG-88B or Bossk (gunner), so you won't find such cards in the list above. That's because Snap Shot is itself a bonus attack, and you only get one bonus attack per round. So IG-88B cannot fire Snap Shot, miss, and then use its ability to fire Tractor Beam, for example. Keep that in mind for ships like Dengar or Quickdraw, who would prefer to use their bonus attack for something stronger! Again, please read the FAQ; it'll nip a lot of mistakes in the bud.
I also want to point out that there's a difference between increasing/decreasing the number of dice to be rolled (which is not dice modification) and adding a result after dice have been rolled (which is dice modification). Fearless is dice modification (it adds a hit result), while Graz is not (it adds a die to the pool before rolling dice). This comes up a lot, so make sure to read the FAQ!
Edited by WazatFixing errors