OK, then an other suggestion:
'Weld It Shut!' extended action
Correction: Any Marine model of Troop Type can spend 2 ACTION POINTS to remove 1 Air Vent Tile from play permanently (you don't have to seal both ends of the air vent tile).
Yes, it should read two Action Points. The seccond comment is completely unneccessary
Having played the game with over 80 different people, not a single one raised that question
I was wondering about sentry auto guns and their rules. Already asked before in the forum but the toptic wasn´t completely answered:
Sentry auto guns:
Not much to find in the rulebook about those.
-As far as I understand only the Powerloader can put up sentry guns?
-Is these a rule for how many can be in the game at once? How many can the loader put up?
-after one sentry guns is destroyed can you just put up a new one? (if there is a rule about how many guns maximum)
-The sentry guns have the skill auto sentry. So that means they are always in sentry mode. (don´t have to extra put them in sentry). Makes sense.
The ROT is 4. That means they can reroll the RS skill 4 times on a model that walks into LOS. That´s clear.
But after the sentry guns have shot, will they still be active and in sentry or get deactivated like other models which used up their action points?
I mean, after shooting one model, will they be able to keep shooting in this turn, if another enemy model walks into LOS, or be deactivated and have to wait for next game turn? If you keep using them (which would be realistic and movie accurate) they are way too powerful and blow away most everything that comes around the corner. Especially with their ROT4...
-It has ROA4. means 4 times can try to roll a RS test for shooting. If I would want to make "more use" of the sentry gun, might I also wait till several aliens would be in LOS and can shoot several models? As I read if you have several ROA attacks, you could shoot/close combat several models (reroll tests for one or, if killed, use the rest attacks on other models?
Heh lots of questions
Yes, it is not clarified on how you "pick up" and "set up" your Sentry Guns.
I suugest the following course of action:
1. A you deploy them along the rest of the force, pre-set up, or you start them "mounted" on a Power Loader. I would suggest that a power loader may carry one Sentry Gun at a time.
2. A Power Loader may Pick up or Deploy a Sentry Gun at the expense of an Interract Action.
3. Any Sentry Guns not on the board at the begining of a turn come into play "deactivated". Place an activation token next to them.
The Sentry Guns have a Rate of Fire of 4. That means that they can roll 4 dice when they shoot, just like any other weapon. The "re-roll" applies only once to each die, so you cannot "make 4 re-rolls", rather you *may* re-roll each die once. If you decide to keep your first roll, you don't get to use that re-roll later, you lost it. Also, all attacks must happen at the same time, just like any other model. So if you can only see one target and you kill it with your first shot, the other three are wasted.
After you shoot with your Sentry Gun, you can only Pass (should be mentioned that you can only use Sentry, Shoot or PASS actions, I believe Prodos thought that "Pass" is automatic option for all models). Using a Sentry token allows you to either "shoot" "move" or "slash" an enemy. Since you can only do each action only once, and Sentry Guns cannot Move or Slash, you only get to pass.
Yes, the exact timing of your weapon's firing is your choice. You can wait untill you have an optimum number of enemies and then shoot or shoot at the end of game turn.