Snowspeeder Rules (WIP)
So here is a look at the basic T-47 Snowspeeder.


It has a front primary fire arc and a unique 180 degree rear fire arc which can be "unlocked" with a turret upgrade. There are two turret options available the first is "Rear Light Blasters":

The second is the infamous "Harpoon and Tow Cable" which is described on two sides of the upgrade card as follows:


This attack is shown in the following sequence:
1.) Acquiring the Tow Lock at range 1.

2.) Maintaining the Tow Lock by staying at range 1 and using the boost action.

3.) Gaining the maximum of 3 Tow Lock tokens and spending them to make a Takedown attack. This one causes 3 stress and 5 damage.


It has a front primary fire arc and a unique 180 degree rear fire arc which can be "unlocked" with a turret upgrade. There are two turret options available the first is "Rear Light Blasters":

The second is the infamous "Harpoon and Tow Cable" which is described on two sides of the upgrade card as follows:


This attack is shown in the following sequence:
1.) Acquiring the Tow Lock at range 1.

2.) Maintaining the Tow Lock by staying at range 1 and using the boost action.

3.) Gaining the maximum of 3 Tow Lock tokens and spending them to make a Takedown attack. This one causes 3 stress and 5 damage.
Comments
1. Are snowspeeders considered air units? (I assume yes because they use a normal base/dial and have no armor)
2. What's the point of multiple stress tokens if vehicles remove all of them at once with a green maneuver? (I think it's great thematically if they don't)
I see your point about the removal of stress tokens. A better ruling would say that vehicles can only remove all stress tokens if it remains stationary, ie: the same as for an immobile ground target. If it moves as a green maneuver then it should just remove one stress as normal. This would be a better thematic representation of the cable hindering movement by slowing the walker but can be more easily removed by simply stopping.
Thanks for the questions!