With an 'off board' Ion Cannon and Imp SD being introduced in the Rebel Transport, do we think FFG wii introduce Tractor Beams as an 'off board' support option - perhaps as a template where ships caught in the area are pulled towards a designated board edge, with an action to shake free or risk being pulled off the board - pulled ⬆️1 each turn until the ship is freed or is 'destroyed'
Edited by 0DarkTractor Beams
I wouldn't mind seeing it as a cannon version of the beam weapon of the TIE-Fighter game, something that requires you to spend a target lock to restrict a ship's movement in the next turn to green maneuvres only.
Having it off-board would be too finnicky, especially if you can get caught and are dependent on dice rolls to get free.
Edited by DagonetI like the idea of an off board tractor beam like you describe. I also like the idea of a beam weapon from the Tie Fighter game as long as it was balanced. Eitherway some sort of tractor beam would be most welcome in this game.
I think it would be cool as an (expensive) turret upgrade. Spend target lock to move an enemy ship 2 straight in any direction
I wouldn't mind seeing it as a cannon version of the beam weapon of the TIE-Fighter game, something that requires you to spend a target lock to restrict a ship's movement in the next turn to green maneuvres only.
Having it off-board would be too finnicky, especially if you can get caught and are dependent on dice rolls to get free.
That's a good idea. Wouldn't totally immobilize them as an Ion cannon, but make their next move pretty predictable.
I wonder if it could work as almost an upgraded Ion Cannon in the same way that the Seismic Charges are similar to the Proton Bombs.
Something like:
Tractor Beam: (2 attack)
If any hits are uncanceled, the defender receives 1 tractor beam token. The defender suffers no damage, and all other dice are ignored.
Tractor Beam Token:
Any small ship with 1 token (or large ships with 2) roll 1 evade dice at the start of the next movement phase.
If the ship rolls an (eyeball), that ship has broken free from the beam, and may discard 1 Tractor Beam Token. This ship may then reveal its maneuver dial as normal.
If the ship does NOT roll an (eyeball) that ship is still caught in the beam. This ship now reveals it's maneuver dial.
If the maneuver is red, this ship suffers 1 damage and 1 stress, then discard the Tractor Beam Token.
If the maneuver is white or green, this ship is still caught in the Tractor Beam, and must move 1 in the direction of the ship firing the Tractor Beam.
Basically, the ship that gets hit has a choice to struggle to get free, possible hurting itself while guaranteeing to be free, or to wait for dice rolls.
On the flip side, the ship using this attack would have to be willing to use an attack that wouldn't cause any damage.
If nothing else, this would be fun to play home scenarios with...
I think it would be cool as an (expensive) turret upgrade. Spend target lock to move an enemy ship 2 straight in any direction
I'm afraid that mechanic is never going to fly...
1. I is WAY too powerful and would destroy the game meta/mechanics of play as we know it
2. It would be difficult to accurately describe the effects of the weapon (it will be misplayed too often)
3. There is NO WAY a small ship (or even what we call a "large" ship) would have enough power for a weapon as you describe.. The Death Star or an ISD, maybe but a snubfighter, never
4. It does not follow the patterns/functionality of any weapon currently in play
5. It is WAY too powerful (oh, I already said that... still, it's true)
Not meaning to be disrespectful but that proposal (if serious) just wouldn't work.
Chris
Personally it should require a dice roll. Probably the kind where the damage dealt can be applied as damage or movement as the defender chooses.
So you roll 3 attack dice. The opponent evades, and then can move towards the enemy ship(Barrel Roll Style as they choose) For every damage they choose to ignore they move 1 straight. (Not 1 straights, but if they avoid 3 damage they move sideways towards the other ship along the 3 straight.) I figure the more control the attacked player gets, the less broken the ability is. And it should be able to target friendly ships.
Edited by AminarI wouldn't mind seeing it as a cannon version of the beam weapon of the TIE-Fighter game, something that requires you to spend a target lock to restrict a ship's movement in the next turn to green maneuvres only.
That seems like a really elegant way to handle tractor beam effects.
I wouldn't mind seeing it as a cannon version of the beam weapon of the TIE-Fighter game, something that requires you to spend a target lock to restrict a ship's movement in the next turn to green maneuvres only.
That seems like a really elegant way to handle tractor beam effects.
It's also kind of dull and strictly inferior to ion tokens...
In the games they were used to keep the enemy ship in your sights better. So maybe a alternate option would to reduce the agility of the enemy somehow?
Another option if you want to make it more movement based. Say after you acquire a tractor beam lock, they can only move 1forward or 1 bank. Then since tractor beams require a lot of energy to use, maybe give the option to lose a shield to maintain the tractor beam lock. Otherwise you can save the shield and try to reacquire next turn again.
In the games they were used to keep the enemy ship in your sights better. So maybe a alternate option would to reduce the agility of the enemy somehow?
Another option if you want to make it more movement based. Say after you acquire a tractor beam lock, they can only move 1forward or 1 bank. Then since tractor beams require a lot of energy to use, maybe give the option to lose a shield to maintain the tractor beam lock. Otherwise you can save the shield and try to reacquire next turn again.
I think this would be the best way to go, with the addition of 'Large ship only' disclaimer. Maybe this could be an extra thing for empire only to balance out the no droid complaint.
Edited by zingerwhipIn the games they were used to keep the enemy ship in your sights better. So maybe a alternate option would to reduce the agility of the enemy somehow?
Another option if you want to make it more movement based. Say after you acquire a tractor beam lock, they can only move 1forward or 1 bank. Then since tractor beams require a lot of energy to use, maybe give the option to lose a shield to maintain the tractor beam lock. Otherwise you can save the shield and try to reacquire next turn again.
If we're going to look at tractor beams they should have an effect unique to them, and given that they were used to pull ships toward the ship with the beam, they should probably be aimed at doing so. There isn't a good way to use them to stay in LoS short of saying that if the ship would leave the firing arc of the tractoring ship they instead cannot.
One thing they could be used to do is limit a ships agility value. However that seems to be covered as well(although cutting a ships agility value against all opponents for a round has not. This option however, is not likely to be as good as just shooting unless it's done carefully.) The other option would be to physically move the ship. This option could be metagame altering, but it is also the most interesting and fun option.
In the games they were used to keep the enemy ship in your sights better. So maybe a alternate option would to reduce the agility of the enemy somehow?
Another option if you want to make it more movement based. Say after you acquire a tractor beam lock, they can only move 1forward or 1 bank. Then since tractor beams require a lot of energy to use, maybe give the option to lose a shield to maintain the tractor beam lock. Otherwise you can save the shield and try to reacquire next turn again.
I think this would be the best way to go, with the addition of 'Large ship only' disclaimer. Maybe this could be an extra thing for empire only to balance out the no droid complaint.
When I was working on a version of Tractor Beam for some DIY ships & battles, I came up with two versions:
1. Used by capital ships- could restrict or even force movement, ala Death Star's tractoring of the Millennium Falcon or the ISD tractoring the Tantive IV in Episode IV: A New Hope.
2. Tractor beam as fitted to small ships and fighters- these are way too small and there is no way a small ship could generate enough power to actually "move" a target. Instead, these are "Systems" that work in conjunction with a ships on-board fire control to restrict a target's maneuverability, thus making its movement more predictable and therefore easier to hit. In game terms, they would reduce the target's Agility by '1'. This would not take an 'Action' as it is part of the fire control/target acquisition process but would require a 'System' slot and probably cost at least 5 points. It should also be limited in range, say range '1' or at most, range'2'.
This option however, is not likely to be as good as just shooting unless it's done carefully.)
Beam Weapon
[cannon slot]
Imperial only
Your action bar gains the [beam weapon] icon
As an action:
When an enemy ship inside your firing arc at range 1 is defending, the attacker may roll 1 extra die.
This would ensure that it's complementary to your own attack, that it aids other attacks made that round but that continued use would be detrimental to the user as it limits their movement and action options.
There are, I think, two slots to put this:
Sliding it into the cannon slot gives it to the Defender, Shuttle and Firespray.
There's the missile slot, for Defender, Advanced and Bomber.
Make it a mod and you get a TIE swarm with this thing, not a good idea.
Making it a sys upgrade gives it to the Shuttle and the Phantom, not the best fit.
Of course, you can always limit something to a particular type of ship (TIE Defender only, for example) by making it a title.
A Tractor Beam capable of moving the ships physically is something that would fit nicely on huge ships, running off energy.
This option however, is not likely to be as good as just shooting unless it's done carefully.)
Beam Weapon
[cannon slot]
Imperial only
Your action bar gains the [beam weapon] icon
As an action:
When an enemy ship inside your firing arc at range 1 is defending, the attacker may roll 1 extra die.
This would ensure that it's complementary to your own attack, that it aids other attacks made that round but that continued use would be detrimental to the user as it limits their movement and action options.
There are, I think, two slots to put this:
Sliding it into the cannon slot gives it to the Defender, Shuttle and Firespray.
There's the missile slot, for Defender, Advanced and Bomber.
Make it a mod and you get a TIE swarm with this thing, not a good idea.
Making it a sys upgrade gives it to the Shuttle and the Phantom, not the best fit.
Of course, you can always limit something to a particular type of ship (TIE Defender only, for example) by making it a title.
A Tractor Beam capable of moving the ships physically is something that would fit nicely on huge ships, running off energy.
On one hand it might make The Defender more epic but on the other hand if this was to true to the lore TIE Avengers and TIE Interceptors should get beam weapons too.
The funny thing is that Royal guard title alows two modes per Interceptor when it should have been a Avenger Squadron Interceptor upgrade that alows two mods. They had the most tricked out TIE Interceptors. They hade shields their choice of any beam weapon, maybe even missiles and hyperdrive.
Edited by Black Knight Leader
On one hand it might make The Defender more epic but on the other hand if this was to true to the lore TIE Avengers and TIE Interceptors should get beam weapons too.
Well, it could take up a missile slot. That'd give it to bombers instead of interceptors but that's not that big of a stretch, power supply wise.
As long as it doesn't take a modification, because it shouldn't be something that all imp. ships can take.
On one hand it might make The Defender more epic but on the other hand if this was to true to the lore TIE Avengers and TIE Interceptors should get beam weapons too.
Well, it could take up a missile slot. That'd give it to bombers instead of interceptors but that's not that big of a stretch, power supply wise.
As long as it doesn't take a modification, because it shouldn't be something that all imp. ships can take.
I don't know if the reactor could put out enough energy. The bomber is using the same reactor as a standard TIE Fighter, and it already is carrying a powerful anti-anti-fighter defense eletronic countermeasure.
I think, realistically, a Tractor Beam would have to be an 'off board' device, equipped on the Imp SD lurking off the edge of the board in empty space. Would it work as a Range 3 'attack' from the board edge, with the affected ship being pulled towards the edge by a 1 straight each turn, until it can free itself, possibly by rolling an unmodified evade. Whilst trapped by the beam, actions are denied and firing is restricted to, perhaps, Range 1 (to simulate the laser blast being affected by the beam also). But I like a couple of the posters ideas regarding the upcoming huge ships and the energy mechanic being used to power devices like Tractor Beams. I think I ought to do some play testing and will update with my findings
There are two things being discussed here in this thread I think.
Tractor Beams, such as which captured the Falcon and the Corvette, those should be huge ship and/or offboard only and are capable of moving a ship physically.
The TIE-Fighter game introduced Beam Weapons, which are tractor beams but which restrict movement only, instead of shifting a ship's location physically. They fit on fighters but cost a lot of energy so can't be used for continuous firing.
They can both be fitted into the game as their effect is different enough.
And then there's the jamming beam which disrupts a target's firing system, not yet discussed but interesting.
Edited by DagonetI think, realistically, a Tractor Beam would have to be an 'off board' device, equipped on the Imp SD lurking off the edge of the board in empty space. Would it work as a Range 3 'attack' from the board edge, with the affected ship being pulled towards the edge by a 1 straight each turn, until it can free itself, possibly by rolling an unmodified evade. Whilst trapped by the beam, actions are denied and firing is restricted to, perhaps, Range 1 (to simulate the laser blast being affected by the beam also). But I like a couple of the posters ideas regarding the upcoming huge ships and the energy mechanic being used to power devices like Tractor Beams. I think I ought to do some play testing and will update with my findings
This can work in a scenario, but is clearly neither fun nor fair in a competitive game.
Howdy all.
I am doing some some guest articles on The Metal Bikini, predicting new ships for Wave 5. I've played with the idea of tractor beams as it relates to the next ship I'll be focusing on, the IG-2000.
The IG-2000, if you're not familiar, is a ship used by the IG-88 series of bounty huntin' droids. The ship was equipped with two tractor beam projectors. For scale questions, it's about as big as the Lamba length wise.
Here's the idea I came up with:
Cannon Upgrade (or new "Beam Weapon" upgrade) - Tractor Beam - 4 dice range 1-3 - If this attack hits, no damage is inflicted but the target ship recieves one "Tractor Locked" token, and the attacking ship recieves a "Tractor Lock" token. Until the Tractor Locked token is removed, the locked ship can only perform green maneuvers during their movement phase. The ship can still perform actions as usual. At the end of the action phase, if the "Locked" ship is not in the primary firing arc of the ship with the "Lock" token, all "Tractor" tokens are removed. (would still need two "Tractor Locked" tokens for a big ship)
It's a powerful weapon to be sure, but it also leaves the IG-2000 in the open as it tries to chase a ship down. Thoughts?
Howdy all.
I am doing some some guest articles on The Metal Bikini, predicting new ships for Wave 5. I've played with the idea of tractor beams as it relates to the next ship I'll be focusing on, the IG-2000.
The IG-2000, if you're not familiar, is a ship used by the IG-88 series of bounty huntin' droids. The ship was equipped with two tractor beam projectors. For scale questions, it's about as big as the Lamba length wise.
Here's the idea I came up with:
Cannon Upgrade (or new "Beam Weapon" upgrade) - Tractor Beam - 4 dice range 1-3 - If this attack hits, no damage is inflicted but the target ship recieves one "Tractor Locked" token, and the attacking ship recieves a "Tractor Lock" token. Until the Tractor Locked token is removed, the locked ship can only perform green maneuvers during their movement phase. The ship can still perform actions as usual. At the end of the action phase, if the "Locked" ship is not in the primary firing arc of the ship with the "Lock" token, all "Tractor" tokens are removed. (would still need two "Tractor Locked" tokens for a big ship)
It's a powerful weapon to be sure, but it also leaves the IG-2000 in the open as it tries to chase a ship down. Thoughts?
This can work in a scenario, but is clearly neither fun nor fair in a competitive game.I think, realistically, a Tractor Beam would have to be an 'off board' device, equipped on the Imp SD lurking off the edge of the board in empty space. Would it work as a Range 3 'attack' from the board edge, with the affected ship being pulled towards the edge by a 1 straight each turn, until it can free itself, possibly by rolling an unmodified evade. Whilst trapped by the beam, actions are denied and firing is restricted to, perhaps, Range 1 (to simulate the laser blast being affected by the beam also). But I like a couple of the posters ideas regarding the upcoming huge ships and the energy mechanic being used to power devices like Tractor Beams. I think I ought to do some play testing and will update with my findings
And, I don't play enough competitive games to suggest that it be usable in such a format - sometimes a game is just about having fun and trying out new things. A Tractor Beam is one such device that is canonical and could make for an element in self-made scenarios and epic play
Edited by 0Dark
I still feel like it's inferior to just ionizing a person. It can work, but it isn't likely to do much. It needs to do something more than just restrict movement for no damage. Hypothetically it lasts longer(and will on clunkier ships), but ionizing a person every turn is still better(and not expensive.) Maybe reduce their agility by 1 for the duration as well? And don't make a difference for bigger ships. They already move faster than smaller ships and are the only ships IG will be able to fully tail with this. He'll pass/permabump all the small ships in a few turns or lose them due to barrel rolls.Howdy all.
I am doing some some guest articles on The Metal Bikini, predicting new ships for Wave 5. I've played with the idea of tractor beams as it relates to the next ship I'll be focusing on, the IG-2000.
The IG-2000, if you're not familiar, is a ship used by the IG-88 series of bounty huntin' droids. The ship was equipped with two tractor beam projectors. For scale questions, it's about as big as the Lamba length wise.
Here's the idea I came up with:
Cannon Upgrade (or new "Beam Weapon" upgrade) - Tractor Beam - 4 dice range 1-3 - If this attack hits, no damage is inflicted but the target ship recieves one "Tractor Locked" token, and the attacking ship recieves a "Tractor Lock" token. Until the Tractor Locked token is removed, the locked ship can only perform green maneuvers during their movement phase. The ship can still perform actions as usual. At the end of the action phase, if the "Locked" ship is not in the primary firing arc of the ship with the "Lock" token, all "Tractor" tokens are removed. (would still need two "Tractor Locked" tokens for a big ship)
It's a powerful weapon to be sure, but it also leaves the IG-2000 in the open as it tries to chase a ship down. Thoughts?
I feel you on this - and I agree that one is probably plenty for the big ships. Maybe you limit it to one or two speed maneuvers, or you take away the bump mechanics (i.e., IG can shoot someone it's touching if it's tractored).
I do also like your suggestion of reducing agility by one, since that's partially the point of the beam. Maybe it takes away evade option as well for ships that have it. I do think the beam has to be maintained, though, so I like the necessity of keeping them in the firing arc. Gives a different flair to ioning.