Tractor Beam! How do they work?

By gamblertuba, in X-Wing

Guesses for a tractor beam token effect?

Now the double cannons on Aggressor maybe make sense?

For only one point it can't be too powerful.

My guess is the ship with a tractor beam token does not get a movement dial next round (and then discards all tractor beam tokens). Might even deny an action as well.

I'll just say I'm disappointed they made it an attack instead of a passive cannon slot.

I'll hold off on any other comment until we learn just what a Tractor Beam Token does.

I think it will somehow limit your movement options, either:

Reduce the speed of your chosen maneuver by 1 or

No hard turns or

Limits you to green maneuvers.

Drop AGI by 1 next turn, then discard?

If it's anything like the PC game TIE Fighter from long ago, the ship can only perform straight maneuvers while tractored.

It's not exactly the same as the tractor beam from a capital ship meant to capture, but it does affect a dogfight.

EDIT: Reduced agility works too

Edited by Pygon

They work a bit like magnets.

It's a single point cannon slot upgrade. If the effect is any good they'll be all over the **** place.

Edited by WWHSD

Seeing how this cannon does NO damage, it's effects are going to be much nastier than that of an Ion (speculating of course) cannon.

Had not considered the idea of causing the ship to stay in place. Seems obvious in retrospect but I was thinking about the computer games and how beams worked there.

I had also considered the action denial but that almost seems too powerful. Seems wordy but here is my guess.

"Ships with a tractor beam token do not set a maneuver dial but instead perform a white stop maneuver. Ships with a tractor beam token may not perform boost or barrel roll actions. Discard the tractor beam token at the beginning of the combat phase."

Had not considered the idea of causing the ship to stay in place. Seems obvious in retrospect but I was thinking about the computer games and how beams worked there.

I had also considered the action denial but that almost seems too powerful. Seems wordy but here is my guess.

"Ships with a tractor beam token do not set a maneuver dial but instead perform a white stop maneuver. Ships with a tractor beam token may not perform boost or barrel roll actions. Discard the tractor beam token at the beginning of the combat phase."

I'm guessing this is really close to what it will be.

I dunno, it doesn't seem like it would be much of a 'tractor beam' if you removed the token without the enemy ship having to do something to fight it off.

Maybe instead something like..."Add the action 'Action: Remove Tractor Beam Token' to the action bar of any ship with a tractor beam token beside it. While a tractor beam token is beside a ship, it may only plot green maneuvers, which are treated as white maneuvers." I dunno, something like that?

In any case - the really interesting thing about it...

As a 'cannon' upgrade, the TIE Defender can take is.

So...heh...finally we get TIE Defenders with tractor beams!

I noticed two tractor beam tokens in the picture ... So, maybe you need two on a large ship, like ions ... I agree that it could be perform a white zero, with no barrel roll or boost option ..

I noticed two tractor beam tokens in the picture ... So, maybe you need two on a large ship, like ions ... I agree that it could be perform a white zero, with no barrel roll or boost option ..

As for giving the enemy ship a white stop maneuver, I don't think that will be the effect, because that can actually be quite good for an enemy. I suspect lower agility, or action denial, personally. Also of note is the three stress tokens in the set, although tractors must do more than just give one stress, because if that were the case you wouldn't need the tractor token. Stress could be in addition to the tractor effect of be a delayed effect.

Edited by Babaganoosh

They work a bit like magnets.

And a lot like ******* magnets.

There are two tractor beam cards, so one token for each.

My guess, while you have a tractor beam token, if your maneuver does not match the same speed and bearing of the "attacking/tractoring" ship, recieve 1 stress token and remove the tractor beam token. If it matches, lose 1 agility, to minimum of zero. (Or turn one of your evade rolls to a blank)

Or

While you have a tractor token on a ship, that ship's pilot skill for maneuvers matches your own. You may remove tractor beam token as an action. Then add 1 stress token.

Edited by That Blasted Samophlange

I see what you are laying down.. there are two cards, so a token for each card .. makes sense now ..

Anyone find out what those three round tokens are with the Punishing One? Up near the dial..

Ninja'd as I was typing on my phone...

Edited by JediRush24

It's dirt cheap so it can't be too powerful. I'm guessing having a tractor beam token increases the difficulty of the maneuver you reveal by one step (greens to whites, whites to red, reds are either impossible or stay red and deal a damage). You discard a tractor beam token after the Check for Stress step.

It's powerful if you are coordinating attacks hitting stressed targets, it's inconvenient and annoying by itself. That seems to be worth a single point. Toss a Tactician in the Crew slot and barrel-roll into range two of your target and ruin their day.

Edited by WWHSD

Had not considered the idea of causing the ship to stay in place. Seems obvious in retrospect but I was thinking about the computer games and how beams worked there.

I had also considered the action denial but that almost seems too powerful. Seems wordy but here is my guess.

"Ships with a tractor beam token do not set a maneuver dial but instead perform a white stop maneuver. Ships with a tractor beam token may not perform boost or barrel roll actions. Discard the tractor beam token at the beginning of the combat phase."

This seems about right to me, it does no damage after all. Two tokens for a large ship and it is locked down for a turn.

perhaps to quicken turns or to steer torps like Maarek Stele

tractor-beam.png

Looks like it IS a cannon.

Yea I'm very curious how it will work. The big question will be whether to take it over an ion cannon for 2 points less? Obviously you don't do any damage, but if it has a similar effect to the ion cannon, might be worth the 2 point discount.

hmmm... Maybe something like "A ship with a tractor beam token treats all white outmaneuvers as red and green maneuvers as white."

Edited by Princezilla

So Mist Hunter has SIX reference cards.

One of them is Dual Upgrades, which I don't even, 2 are either untitled or have short titles, the last and most visible is:

Tractor Beam Token ("A ship with at least one Tractor Beam assigned to it follows special rules during...")

The fact that there is only one tractor beam icon per upgrade card available tells me that the effect will only last 1 round. My bet is either reduce agility or prevent the use of focuses and evades for defense.