"Tractor beam" suggestion *** (please FFG, we want it at all costs ;) )

By IG88E, in X-Wing

Cannon Slot 3pts

Range 2-3

Can only be used once per turn.

During the activation phase if you would land on an asteroid you may move your ship backwards along your movement template as if you had overlapped a ship. If you do so you receive one stress token but do not roll for damage.

At the start of the combat phase chose 1 enemy ship inside your firing arc that ship rolls 1 evade die on a blank result that ship counts as being 1 range closer to your ship for the remainder of the combat phase.

This is IMHO the fairest way to make them viable use full and not break the game or screw with peoples maneuvers etc.

I like it, but it is too much text. It has to fit on an upgrade card, and they are pretty tiny with moderate size text.

Cannon Slot 3pts

Before revealing your movement dial you may assign a tractor beam token to one obstacle or At the start of the combat phase chose 1 enemy ship inside your firing arc and at range 2-3 that ship rolls 1 evade die on a blank result that ship receives 1 tractor beam Token.

Define what the tokens do on another card like with cloaks and ions.

Cannon Slot 3pts

Range 2-3

Can only be used once per turn.

During the activation phase if you would land on an asteroid you may move your ship backwards along your movement template as if you had overlapped a ship. If you do so you receive one stress token but do not roll for damage.

At the start of the combat phase chose 1 enemy ship inside your firing arc that ship rolls 1 evade die on a blank result that ship counts as being 1 range closer to your ship for the remainder of the combat phase.

This is IMHO the fairest way to make them viable use full and not break the game or screw with peoples maneuvers etc.

I like it, but it is too much text. It has to fit on an upgrade card, and they are pretty tiny with moderate size text.

Cannon Slot 3pts

Before revealing your movement dial you may assign a tractor beam token to one obstacle or At the start of the combat phase chose 1 enemy ship inside your firing arc and at range 2-3 that ship rolls 1 evade die on a blank result that ship receives 1 tractor beam Token.

Define what the tokens do on another card like with cloaks and ions.

It's still FAR too complicated a mechanic compared to pretty much everything else in the game.

Cannon Slot 3pts

Range 2-3

Can only be used once per turn.

During the activation phase if you would land on an asteroid you may move your ship backwards along your movement template as if you had overlapped a ship. If you do so you receive one stress token but do not roll for damage.

At the start of the combat phase chose 1 enemy ship inside your firing arc that ship rolls 1 evade die on a blank result that ship counts as being 1 range closer to your ship for the remainder of the combat phase.

This is IMHO the fairest way to make them viable use full and not break the game or screw with peoples maneuvers etc.

I like it, but it is too much text. It has to fit on an upgrade card, and they are pretty tiny with moderate size text.

Cannon Slot 3pts

Before revealing your movement dial you may assign a tractor beam token to one obstacle or At the start of the combat phase chose 1 enemy ship inside your firing arc and at range 2-3 that ship rolls 1 evade die on a blank result that ship receives 1 tractor beam Token.

Define what the tokens do on another card like with cloaks and ions.

I like it. Would be very interesting (I especially like the stopped by asteroids thing).

Treat it like an ion cannon but the opponent gets to choose whether to use the 1 straight or bank.

Only if this becomes available in epic play.

ISDIIESB.png

There is no compelling need for tractor beams in a tactical, dogfighting game.

Well, there isn't a need for it, but it does have a place. Tractor beams make it easier to hit agile targets.

Ehhh...why would you assume that?

Consider the only two times we saw a tractor beam in use in the OT - pulling the Tantive IV into the Star Destroyer's bay, and the Death Star using it to capture the Millennium Falcon.

Later in the same episode, when a bunch of Rebel fighters were approaching the Death Star, none of them reported any issues with a tractor beam (which would surely have been fixed by that point, as Tarkin seemed well aware of exactly what had transpired to 'let them escape' in the first place).

And, of course, the only other time we *almost* saw one used was when the Executor was chasing the Millennium Falcon in the last few minutes of 'Empire Strikes Back'...of course, they weren't quite able to get it locked onto the Falcon before the Rebels escaped, which would seem to back up the earlier examples.

IE., it seems more likely that the exact opposite is the case - tractor beams are great at capturing and impacting the movement of VERY LARGE ships, and very poor at catching smaller or more agile craft.

Edited by xanderf

They assume that because the 'beam weapon' from Tie Fighter was a fighter sized tractor beam. You could use it to make a target ship unable to turn, though I used it as a back up generator for my shields and guns.. to each their own.

In any case, what's with all the hate for someone doing something to affect your maneuvers? Do all of you posting that rail against stress and ion mechanics too?

Finally, How would a tractor beam in game not be an Ion cannon? They function nearly identically. In Tie Fighter Ions shut ships down completely, here they do what tractor beams there did. Hence we already have it, and the Defender can carry one.

They assume that because the 'beam weapon' from Tie Fighter was a fighter sized tractor beam. You could use it to make a target ship unable to turn, though I used it as a back up generator for my shields and guns.. to each their own.

In any case, what's with all the hate for someone doing something to affect your maneuvers? Do all of you posting that rail against stress and ion mechanics too?

Finally, How would a tractor beam in game not be an Ion cannon? They function nearly identically. In Tie Fighter Ions shut ships down completely, here they do what tractor beams there did. Hence we already have it, and the Defender can carry one.

Difference is (from some of the posted examples) is Ion and Stress effect your movement next turn, not this turn. Second is, even if it occurred next turn, the ability to force an opponent to mimic your moves makes it easy to force them off the edge (while it requires many turns of luck and a non-boosting ship with ions). It depends upon how it is implemented (if Ion had been your ship cannot activate at all next tour [no move, no firing, no abilities] then it would have people railing against it, but they tuned it down to reasonable levels).

Difference is (from some of the posted examples) is Ion and Stress effect your movement next turn, not this turn.

I can get with you on the rest of what you posted, but this bit is just silly.

As for running folks off the board. I really don't see that as likely. Sure it will happen sometimes, but it happens with Ion too.

Tractor Beam: Cannon

When attacking, close your eyes and pretend something cool happened. Then, open your eyes and continue play as normal.

This upgrade is unnecessary and may be equipped by any ship. If you have a [cannon] upgrade slot, you may equip another [cannon] upgrade. This card may not be discarded.

0pts.

Haha, sorry guys. To be honest, I can relate to the woes of fluff being destroyed by game mechanics, do please forgive my trolling. I personally don't see it fitting into the 100pt game, but what if someone made special rules for it in a scenario?

Edited by cody campbell

Cannon Slot 3pts

Range 2-3

Can only be used once per turn.

During the activation phase if you would land on an asteroid you may move your ship backwards along your movement template as if you had overlapped a ship. If you do so you receive one stress token but do not roll for damage.

At the start of the combat phase chose 1 enemy ship inside your firing arc that ship rolls 1 evade die on a blank result that ship counts as being 1 range closer to your ship for the remainder of the combat phase.

This is IMHO the fairest way to make them viable use full and not break the game or screw with peoples maneuvers etc.

I like it, but it is too much text. It has to fit on an upgrade card, and they are pretty tiny with moderate size text.

Cannon Slot 3pts

Before revealing your movement dial you may assign a tractor beam token to one obstacle or At the start of the combat phase chose 1 enemy ship inside your firing arc and at range 2-3 that ship rolls 1 evade die on a blank result that ship receives 1 tractor beam Token.

Define what the tokens do on another card like with cloaks and ions.

It's still FAR too complicated a mechanic compared to pretty much everything else in the game.

How is this to complicated? Put counter on rock if you hit rock treat it as an enemy ship and get stress or pass over it and nothing happens pretty simple. And with Combat ship that has the token is treated as 1 range closer so if it is at range 3 it is range 2 if it is range 2 count it as range 1heck you could do it the other way as well to push ships out of range ether way pretty simple. I seriously fail to see how that is any more complicated than Ion or echos decloak or a decloak in general.

Cannon Slot 3pts

Range 2-3

Can only be used once per turn.

During the activation phase if you would land on an asteroid you may move your ship backwards along your movement template as if you had overlapped a ship. If you do so you receive one stress token but do not roll for damage.

At the start of the combat phase chose 1 enemy ship inside your firing arc that ship rolls 1 evade die on a blank result that ship counts as being 1 range closer to your ship for the remainder of the combat phase.

This is IMHO the fairest way to make them viable use full and not break the game or screw with peoples maneuvers etc.

I like it, but it is too much text. It has to fit on an upgrade card, and they are pretty tiny with moderate size text.

Cannon Slot 3pts

Before revealing your movement dial you may assign a tractor beam token to one obstacle or At the start of the combat phase chose 1 enemy ship inside your firing arc and at range 2-3 that ship rolls 1 evade die on a blank result that ship receives 1 tractor beam Token.

Define what the tokens do on another card like with cloaks and ions.

It's still FAR too complicated a mechanic compared to pretty much everything else in the game.

How is this to complicated? Put counter on rock if you hit rock treat it as an enemy ship and get stress or pass over it and nothing happens pretty simple. And with Combat ship that has the token is treated as 1 range closer so if it is at range 3 it is range 2 if it is range 2 count it as range 1heck you could do it the other way as well to push ships out of range ether way pretty simple. I seriously fail to see how that is any more complicated than Ion or echos decloak or a decloak in general.

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Edited by Tipperary

Cannon Slot 3pts

Range 2-3

Can only be used once per turn.

During the activation phase if you would land on an asteroid you may move your ship backwards along your movement template as if you had overlapped a ship. If you do so you receive one stress token but do not roll for damage.

At the start of the combat phase chose 1 enemy ship inside your firing arc that ship rolls 1 evade die on a blank result that ship counts as being 1 range closer to your ship for the remainder of the combat phase.

This is IMHO the fairest way to make them viable use full and not break the game or screw with peoples maneuvers etc.

I like it, but it is too much text. It has to fit on an upgrade card, and they are pretty tiny with moderate size text.

Cannon Slot 3pts

Before revealing your movement dial you may assign a tractor beam token to one obstacle or At the start of the combat phase chose 1 enemy ship inside your firing arc and at range 2-3 that ship rolls 1 evade die on a blank result that ship receives 1 tractor beam Token.

Define what the tokens do on another card like with cloaks and ions.

It's still FAR too complicated a mechanic compared to pretty much everything else in the game.

How is this to complicated? Put counter on rock if you hit rock treat it as an enemy ship and get stress or pass over it and nothing happens pretty simple. And with Combat ship that has the token is treated as 1 range closer so if it is at range 3 it is range 2 if it is range 2 count it as range 1heck you could do it the other way as well to push ships out of range ether way pretty simple. I seriously fail to see how that is any more complicated than Ion or echos decloak or a decloak in general.

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Battleship doesn't work if you use the same values in both axis. Or if some values repeat...

Cannon Slot 3pts

Range 2-3

Can only be used once per turn.

During the activation phase if you would land on an asteroid you may move your ship backwards along your movement template as if you had overlapped a ship. If you do so you receive one stress token but do not roll for damage.

At the start of the combat phase chose 1 enemy ship inside your firing arc that ship rolls 1 evade die on a blank result that ship counts as being 1 range closer to your ship for the remainder of the combat phase.

This is IMHO the fairest way to make them viable use full and not break the game or screw with peoples maneuvers etc.

I like it, but it is too much text. It has to fit on an upgrade card, and they are pretty tiny with moderate size text.

Cannon Slot 3pts

Before revealing your movement dial you may assign a tractor beam token to one obstacle or At the start of the combat phase chose 1 enemy ship inside your firing arc and at range 2-3 that ship rolls 1 evade die on a blank result that ship receives 1 tractor beam Token.

Define what the tokens do on another card like with cloaks and ions.

It's still FAR too complicated a mechanic compared to pretty much everything else in the game.

How is this to complicated? Put counter on rock if you hit rock treat it as an enemy ship and get stress or pass over it and nothing happens pretty simple. And with Combat ship that has the token is treated as 1 range closer so if it is at range 3 it is range 2 if it is range 2 count it as range 1heck you could do it the other way as well to push ships out of range ether way pretty simple. I seriously fail to see how that is any more complicated than Ion or echos decloak or a decloak in general.

p u n c t u a t i o n

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Battleship doesn't work if you use the same values in both axis. Or if some values repeat...

This is more Rock'Em Sock'Em than Battleship.

Han: "We're caught in a tractor beam! It's pulling us in!"

Folks, where is the tractor beam? :o;)

My idea (formulation could of course be better ;) ):

Tractor beam (3-4 points, either as modification or as "tractor beam crew", illicit, or as action icon or with action header.)

Large ships only

"Before you execute a maneuver, choose a friendly (small) ship in range 1 which has not yet revealed its maneuver dial. This ship can immediatly perform the same maneuver (treat that maneuver as a white maneuver) (then skip (small) ships originally chosen maneuver)."

It would be very strategic when you can bluff with a maneuver dial. Additionally you can have a guard ship that could follow your large ship without falling back. Also ideal against ion cannons or to pull pilots with higher pilot skill to or away from combat zone. Even maybe for k-turn without stress for the second ship.

Any other ideas concerning tractor beam? Looking forward for some comments and maybe other ideas or refinements ;)

No ta.

Unless it was huge ship only, and didn't ruin my opponents enjoyment.

Oooh luck, my raider has stopped Luke from doing anything this turn. How fun!

Tractor Beam: Canon

RB 2/3

Dice 3

Attack: Spend Target Lock

If target model is the smae size or smaller then upon hit move the target model 1 (bank or straight) towards the firing model for every uncancelled hit or a 2 move for each Crit

If target is larger then move 1 for each crit disgarding all other hits

If target is 2 size clases larger then move the firing model closer to the target. at a rate of 1 bank or straight per hit or crit

Edited by slasher956

didn't the tie avenger and defender both have the option of using tractor beams. and one of the pilots would use it to steer missiles/torps with it? i think it was Maarek stele?? also was used to increase maneuverability of a ship by grabbing hold of nearby objects and using them to maintain a tighter turning circle etc.

I am okay with a tractor beam on a large ship that does this:

(Energy cost) At the start of the activation phase choose an enemy ship at range 1-3. When that ship reveals it's dial, reduce the speed on the revealed maneuver by 1 to a minimum of 0. If the next lowest speed of the chosen maneuver is not on the ships dial, the ship performs a 0 move."

OR, the version I like much better:

(Energy Cost) At the start of the activation phase, choose one enemy ship at range 1-2. When that ship reveals it's dial, if it reveals a white maneuver, if the target ship has no stress tokens, apply one stress after the move is executed. If it reveals a green maneuver, treat it as a white maneuver instead."

Nien Nunb would still override this second one as he reveals a white move, which then becomes a red, but then all forwards are "treated as" green, regardless of what they become, so he moves green anyway.

I think it's really important that players maintain control, and there is a reason that "almost" nothing can cause stress to an enemy ship during the activation phase. The idea here is that it treats white moves as red moves, without the option of giving the opponent control of the dial if you move to a white move that becomes red and you have a stress. Range 1-2, so it's avoidable and it doesn't strictly "give" stress. If you pull a white, it gives stress, but if you pull a green you maintain whatever you have. It's still highly potent, and it requires a bit of thought before going in as you wouldn't want to go into it's range with a stress token on you. However, if you have other forms of stress removal or fly with green moves near it, you're good to go. Similarly, this only effects one ship at a time and is an EXTREMELY offensive upgrade. It sets up a target to be killed by the rest of the fleet.

At best, this is denying actions to a ship. Actions are worth 3 points each, roughly, so this thing must be fairly cost. Since it'll probably stop 4-5 actions throughout the course of a given game (and shut down PTL pretty hard, increasing that number), I would say that it works out to being a 7 point upgrade. The math is sketchy but I'd say that those 3 points are spread out across how many times a ship takes an action across the game in the combat rounds, which is anywhere between 3 and 7 actions without PTL in an average game... so stopping any one of those actions twice is worth at least 3 points. 5 points would be fine if it had a chance to miss, but as it starts in the activation phase and is unblockable, it needs to cost more than 5 points even at range 1-2, and even while having a somewhat null effect on green moves.

Now, I'm talking for EPIC play only. I don't have any interest in seeing this kind of control factor in competitive play merely because it does require a bit of planning around. In epic play, great. Go for it. Epic play is kind of sand-box like anyway so crazy builds and questionably balanced upgrade cards are just fine. I don't see my self playing Epic competitively, but it can be a blast on flight-night.

Tractor Beam: Attack. If this attack hits, assign a tractor beam token to the target. Then cancel all dice.Attack value 5. Range 1-2.

Tractor Beam token: A ship that has been assigned a tractor beam token must choose a straight maneuver on their turn. This maneuver is treated as white maneuver. After performing a maneuver, discard the tractor beam token.

Super OP. Put it on a shuttle and 1 forward for 3 turns while forcing an X-wing to fly straight off the board with a very small chance of ever being able to avoid it (5 Red vs 2 Green requires a minor miracle to save). Any ship that gets close in any way shape or form to a board edge is going to be auto hit and fly straight off the edge with nothing they can do.

Ion is always 1 forward, which many ships cannot do naturally, which is why it is balanced. It is also 3 dice.

Fair enough. What if it was 4 dice? At 3 dice, I can't see anyone taking this over an ion cannon. At least ions deal damage.

What if it required a target lock as others have suggested? Then you could get blocked and would be unable to use the tractor beam.

Cannon:

Tractor Beam

2 pts

Range 1-2. Attack 1 ship (Target must be Small or Large base size). Primary Arcs Only. 3 Attack. After rolling, if the enemy is hit, it receives 1 damage and ignores all other results. During the next activation phase any Banks, Turns or K-turns counts as Red.

Simple and effective. Limiting but still cool.

It's like the Flechette, but slightly different hence the cost.

Edited by eagletsi111

I'm not dying for a tractor beam, but I could see a place in the game if it has one of two effects:

- Reduce maneuverability of an enemy ship slightly (e.g. spend a target lock during the activation phase to force the target ship to treat a maneuver as red), or

- Make a ship slightly easier to hit (e.g. spend a focus/target lock to reduce the number of green dice the defender can roll)

Many stories talk about the defender and the tactics they use with the tractor beam. Have this would definitely help that ship among others.

There is no compelling need for tractor beams in a tactical, dogfighting game.

Well, there isn't a need for it, but it does have a place. Tractor beams make it easier to hit agile targets.

That's what 360 arc is for, large ships don't need more of an advantage than they already have...

The only use for a Tractor beam in this game, would be in some sort of specific scenario. Not for general dogfighting gameplay.

The only use for a Tractor beam in this game, would be in some sort of specific scenario. Not for general dogfighting gameplay.

i disagree. As long as its ability is not game breaking it would be fine.

Things that are game breaking

Forcing a ship to maneuver on the turn it is hit. Way to many scenarios where this could really screw stuff up one that comes to mind. Im going to push you into a rock (now you can't shoot and take damage) and into the arc of a ship you had arc dodged(now i can shoot you with 2 ships. Just seems a bit OP

Lowering green dice- Depending on the number of dice lowered you could pretty much see Ints, a-wings, Phantoms, zs, and any other high evade low hull ships vanish from play. That is not only bad for the game but bad for business.

After some thought and some light reading I have thought of a few things that could be use full for the Tractor beam.

Takes up a cannon slot (i think most of us are sold on that being where it should go)

1-After you reveal a bank maneuver if there is a ship or obstacle within range one of your ship you may treat your maneuver as a white hard turn of the same speed and bearing.

2- At the start of the combat phase assign a tractor beam token to a ship inside your firing arc. You may spend this token to change 1 blank attack die to a hit or turn one of your opponents focus results to a blank(these dice can't be modified further).

As well their should be counters that can be taken.

1-Mod- Shroud- your ship can not be assigned tractor beam tokens.

2- EPT- Can't think of a name- On the turn you are assigned a tractor beam token you may fire a torpedo or missile at that ship ignoring said weapons range restrictions. This attack hits even if no damage is done and the defender flips their tractor beam card face down.

So what do you guys think?