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#1 mrgoodtrips

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Posted 22 February 2013 - 11:50 PM

Has anyone got any rules for generic turrets,  have come up roughly with 2 sheilds, 2 hull, 3 shooting 0 defence but havent tried them.

havent trolled throught the rest of posts due to loading times.

 


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#2 Vorpal Sword

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Posted 23 February 2013 - 03:42 AM

Look through the X-wing forums on BoardGameGeek.



#3 Niranth

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Posted 23 February 2013 - 06:31 AM

I think we will be using stationary tie fighters.  We will fluff the agility roll as how effective is the distortion field at hiding the true location.



#4 Parakitor

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Posted 23 February 2013 - 02:16 PM

mrgoodtrips said:

Has anyone got any rules for generic turrets,  have come up roughly with 2 sheilds, 2 hull, 3 shooting 0 defence but havent tried them.

havent trolled throught the rest of posts due to loading times.

 

I don't envision turrets as having shields, but 3-4 hull sounds about right. It's enough that an X-wing is unlikely to one-shot it, though it is possible. I suggest 2 attack dice instead of 3 because the fighters were so small they were evading the turbolasers on the Death Star. I don't think they should roll more attack dice than a TIE fighter. I also agree with 0 agility dice.


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#5 Niranth

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Posted 23 February 2013 - 02:33 PM

Parakitor, how will you assign point costs for turrets?  I am using Tie Fighters only because they have an established point cost.  I did wonder about adding shield because of the lost movement.



#6 Picasso

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Posted 24 February 2013 - 05:48 AM



#7 Picasso

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Posted 24 February 2013 - 05:50 AM

 

I've been using the above turrets in scenario-based games.  They work well and have been found to be fair.






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