Heavy Weapon Turret: You can rotate your (turret symbol) indicator only to your (front arc) or (back arc). You must treat the (front arc) requirement of your equipped (missile) upgrades as (turret symbol).
Hotshot Gunner: While you perform a (turret symbol) attack, after the Modify Defense Dice step, the defender removes 1 focus or calculate token.
Cluster Missiles: Attack (lock): Spend 1 (charge). After this attack, you may perform this attack as a bonus attack against a different target at range 0-1 of the defender, ignoring the (lock) requirement.
Munitions Failsafe: While you perform a (torpedo) or (missile) attack, after rolling attack dice, you may cancel all dice results to recover 1 (charge) you spent as a cost for the attack.
the idea is you run a tie SF with hotshot gunner, cluster missiles and munitions failsafe. you want to fire a cluster missile, use munitions failsafe to cancel the attack dice, but still go through the rest of the steps of the attack, triggering hotshot gunner to make the target remove a focus token, then performing the bonus attack from cluster missiles during the aftermath, trigger munitions failsafe again and removing another focus token.
i believe the effect would work, as in there is no reason to cancel the rest of an attack just because you cancel all the attack dice with munitions failsafe.
i'm not so sure about the rest of the interactions between these effects, though. heavy weapons turret specifies that you must treat the (front arc) requirement of you missiles as (turret symbol). the symbol for turret weapon and turret arc are the same, but i don't believe they mean the same thing, as in your missiles should not count as a turret attack for the purpose of hotshot gunner, even though they have the turret arc requirement. the attack itself still has the ordnance symbol and should count as a ordnance attack rather than a turret attack. but maybe it counts as both?
your thoughts, please.
this wookie looks bad ***, btw.