Has anyone seen any decent rules for Turbolaser turrets?
Thinking about reproducing some battles from the Rogue Squadron games and a few were ground based installations attacks
Has anyone seen any decent rules for Turbolaser turrets?
Thinking about reproducing some battles from the Rogue Squadron games and a few were ground based installations attacks
I didn't invent this, and I'm too new to know if it checks out, but...
Yorr and Omicron Pilot can (i think) be played as follows: Set up in a corner with yorr behind and bases touching, Omicron moves 0, but the stress token goes to yorr due to his card text. Yorr moves later, and does a 1 forward. That puts his base overlapping Omicron's so he moves back (to where he started). Since it was a green 1, he loses the stress token and you've just created a stationary gun turret...kinda.
I'm new and going to try this as a single player bombing mission. It'll be a good way to learn how to move as a squad around asteroids without needing another player, and without trying to play both sides objectively.
Edited by MikeEMcGeewhat if you wanted to make a normal turret? how would that work? as seen with the death star run turbo lasers are not good at shooting down fighters but presumably if they hit they do massive damage, so would they roll 1 attack die and then on a hit roll 7 for damage with no evade?
Was talk of turrets a couple days ago http://community.fantasyflightgames.com/index.php?/topic/99178-turbo-laser-turrets/