Talk:Snap Shot/@comment-47.19.206.66-20160920132402/@comment-454133-20160921073733

Ajones47: I screwed up... I forgot that Snap Shot is range 1 only (it's a secondary weapon). As someone pointed out in a separate thread here, Major Rhymer can pull off the Snap Shot + Tactician combo, but others can't (making R3-A2 all the more valuable). R3 Astromech wouldn't apply because it's a secondary (dang!  that one was awesome). However, the other options you listed are still fine.

So Snap Shot is a secondary weapon, range 1 only, and rolls two dice. That clamps down some of my excitement. :)  Had it been as powerful as I initially thought, Snap Shot might have become an auto-equip elite.  Also, it's important to keep in mind that it only matters if the opponent ends its maneuver in your shot range (in arc at range 1), not leaves it.  This requires a slightly more cooperative opponent, which makes the TIE Phantom idea I had even more tricky.

Moralo Eval should be able to snap shot in a 180 degree arc. Latts Razzi with Bossk (Crew) are stuck with their primary arc, but their abilities do apply to the attack. I think I want to make a snapshotting Hounds Tooth.

A ship supported by Jan Ors could get to roll an additional die, as adding a die in this way (before dice are rolled) does not count as modifying dice (though you'd probably be better off saving that stress for your primary attack). Opportunist on an A-Wing would be good (would be amazing on Nien Nunb in a T-70, but only A-Wings can equip both elites) because the target likely won't have tokens yet (exceptions include TIE/x7). There are probably other similar effects.

Ten Numb wouldn't be a bad snap shotter, though he can't do any modifying to guarantee the crit.

Also, funnily enough, HWKs might kind of love snap shots because it's better than their primary attack. :)  If you have an HWK sitting around supporting a friend and pinging with TLT, Snap Shot might be a nice way to deter charges from the front, adding a bit more support.