So, due to a recent incident with this technique. I believe Snare should be a single target technique, either as a single direction projectile or as a homing one. As it is, it appears to just be a reskinned Time Freeze. In addition, I think its drain should be lessened immensely, but it should get a more specific formula for breaking out of it quicker, such as energy or force versus strength. Maybe remove the charging rule for it and instead replace it with a cooldown of sorts (I.E. use Snare, you wait four-six turns, then can use it again) to further differentiate from Freeze.
If you add the formulae to break out, it should start with a base amount of time stuck in it, then for every 10% greater your strength is over the Commander's force or energy, it takes off a small amount. I.E. It starts as a 15 second bind, you have 50% more strength, it drops to 10 seconds. However, the reverse could also be applied, but in a smaller amount, such as 1 second for every 20% force or energy you have over the person's strength.
The ruling for it could be modified to provide clarity as to how it should work, too. For example, if the target is bound for 13-15 or more seconds, it's two combat rounds, but if it's under that amount, it's one.