A list I've been flying recently got me thinking about other Snap Shot (and Foresight ) combos that don't rely so much on hitting your target since that's a chancy proposition. I main Republic and dabble in the classic three factions (Imp, Rebel, Scum) so there might be other things out there, but here's what I've come up with so far, let me know what you think. Have you tried any of these? Did I miss a good combo?
Republic:
Delta 7 = Jedi can equip Foresight which seems better to me than Snap Shot thanks to the built in focus mod giving a significant increase in probable number of hits. On the downside it is Bullseye which is a smaller trigger arc and it drains a precious force charge which you might miss when you start getting attacks back.
Mace Windu = I like it. The ability to get more than one force back sometimes means activating Foresight more often.
Padme & Dinee = niche usefulness. Limits target ability to modify dice which is good, but Snap is usually before a target can get tokens anyways so this will only occasionally matter.
"Axe" = worth testing? Not dependant on a hit, but probably not worth the points to pass a token during an enemy activation.
"Tucker" = worth testing? Not dependant on a hit, but probably not worth the points just to get a free focus action when meeting several positioning conditions based on an attack made by another ship.
Clone Commander Cody = I like it. If the Snap hits then you deal damage, if it missed you deal strain (as long as there was at least 1 hit/crit) which makes it easier to hit with a follow-up. This feels like a fairly reliable win-win against most targets. Is it worth 10-11pts? Maybe.
Rebels:
Airen Cracken = worth testing? I think this is the only Rebel pilot, crew, or Gunner that triggers off an unmodified, non-turret, and non-primary attack. This would let you take an extra action in the middle of activation after an enemy maneuver which could be useful in edge cases, but I don't feel better about it than cluster missiles for the points.
A-wings + Snap Shot + Outmaneuver/Juke/Crackshot = maybe? The A-wing double elite slots let you equip a second talent that affects the target's green dice to increase the chance of Snap hitting. I3 is better than most of these combo carriers, I'd call that a plus.
A-wings + Snap Shot + Trick Shot = not a fan. Where outmaneuver/juke reduce variance, this is increasing variance by adding to both red and green dice. It's also hard to safely and consistently get front arc attacks to trigger both Snap and Trick at the same time.
Wedge Antilles = maybe? Reducing agility is good to improve your odds, but being top of the initiative ladder means your opponent will only land there if they want to (unless you also can coordinate an early reposition). That said it could be a controlling deterrent against them coming right at you. Just not sure it's worth 7 points here.
Luke Skywalker = worth testing? High-init is a downside as explained with Wedge. On the plus side Luke's ability means he won't be missing that force charge when the attacks start coming back at him.
Empire:
There's a few conditional "roll an extra die" abilities in the various TIE pilots that can make Snap a 3-die attack, but without mods it's only marginally more reliable and probably not worth the 7 points. These pilots are: "Scourge" (TIE/ln in bullseye), Gideon (TIE/ln damaged target), "Pure Sabacc" (TIE/sk have ≤1 damage cards)
Turr Phennir = worth testing? It's a bit niche, but Turr gets an extra action after an attack so he could Snap at a higher-init ace and act in response to their maneuver, but before their action, autothrusters for possible double reposition.
Colonel Vessery = looking for Wingmates? Vessery gets a target lock after rolling for an attack if a friendly has already locked his target. I can't think of a squad where this would be more useful than getting the lock before the normal attack... Without the right squad combo it doesn't make sense compared to Outmaneuver/Juke for similar points.
"Whisper" = has to hit, and she's high-init so your opponent might have to wander into your arc. On paper I'd rather have the more reliable Outmaneuver or Juke for similar points.
Less interesting interactions that I won't take up extra space explaining unless someone asks: Lieutenant Karsabi , Lieutenant Kestal , Grand Inquisitor (crew) .
Scum:
Krassis Trelix = does this work? Krassis can perform front arc special attacks out the back, so... Can this trigger Snap Shot? Even if it does, it's not great since it's still unmodded 2 dice, but it might give your opponent second thoughts.
Graz = not a fan. Adding a die (if you are behind the defender) without mods is not exciting me, but it might affect opponent maneuver choice.
Ahhav = not a fan. Roll an extra die against a larger base size ship. See comments on Graz. That said, larger bases tend to have lower agility so this could add up to actual damage if you're against the right opponent.
Shadow Caster (title) = not a fan for Snap Ketsu/Sabine. Niche use would be Ketsu dealing a possible third tractor token useful against large bases, or Sabine can deal a second tractor useful for Med bases. If your turret is up front you can tractor after any attack that hits, but I don't like the odds with Snap Shot being unmodded, especially at 9 points. If you can catch an Ace you can throw them onto a rock to force them to reposition back off (if they can), possibly give extra damage, and reduce their agility for follow up attacks. Bring debris so stress will block their action.
Shadow Caster + Asajj + Foresight = worth testing? This combo does interest me. Starting with the benefits of Shadowcaster + Snap Shot, but Foresight is both cheaper and the built in mod gives a better chance to hit over Snap. Compared to Ketsu's pilot ability this combo is a bit more expensive for just adding an extra tractor token; advantages include lower initiative, works out to range 3, additional damage, and interrupting activation; while disadvantages are being bullseye only, and not guaranteed to proc since it is about 60% to hit against 2 unmodded green, 45% against 3, or 36% against 2 green with focus/2 force (thanks for the numbers Boreas!).
Torani Kulda
= I like this on paper. I heard this made a recent appearance at Worlds which is promising, and there might already be opinions on its usefulness
The premise is simple in that it gives Torani another opportunity for their ability to deal free damage.
Laetin A'shera = worth testing? If you hit you deal damage, if you miss you get an evade token. Win-win? I3 is better than most of these combo carriers, I'd call that a plus.
Captain Seevor = worth testing? I like it on paper. Before even rolling dice this deals a jam token so you get to deny a token before the target takes its action. I3 is better than most of these combo carriers, I'd call that a plus.
4-LOM (crew) = maybe. For just 2 points you can greatly improve your odds against ships that get tokens before you Snap such as coordinate or player 1 after maneuver effects... As long as you can stand the two ion tokens. At that price though he just got in with leftover points anyways to benefit your normal attacks anyways and 2ion has the same effect as 4ion for a small or medium base ship.
Zuckuss (crew) = maybe. Affecting green dice is useful for Snap, but a reroll is not perfectly reliable. For 2 points? Sure, and you can use it for your other attacks if not Snap Shot.
I'm going to add more combos with edits as I see them and I'll edit out the less interesting combos, moving them to the first reply below this.
Edited by nitrobenzAdded new combos, removed non-combos