Konstantine, Tractor Beam and G8

By Eyeless1, in Star Wars: Armada Rules Questions

So Adm Konstantine, Phylon Q7 Tractor Beam and G8 Expiramental Projector all disrupt a ship's speed.

Do these abilities stack? So if there is a speed 3 ship I can slow them down to 0 as long as all the rules are satisfied? -1 for Konstantine with 2 ships nearby, -1 for tractor beam if they dont have a navigate token and -1 for G8 which can bring them to 0. Right?

Of course the timing for the abilities is a little different between the 3 of them.

That's just it, the Timing is all critical and all important.

G8s can only do something during the target ships activation.

Phyloms can only do something at the very start of your activation.

Konstantine is status phase , which is after all activations...

Basically, the best you can do with it, is Reduce it to Speed 1 (through Phylom and Konstantine, who are a Minimum of 1)... And then, when it tries to move the next turn, make it do a speed 0 maneuver if it doesn't have a Nav Token or Dial...

So add slicer tools to the mix...

The part that gets to me is that once you manage to get a ships speed to zero after all that, it isn't "Actually" at zero and the rule where as ship at speed zero doesn't get to use defense tokens doesn't come into play when I believe it should. That ship is at an effective speed of zero. It didn't move. I think this needs a serious look for rules revision. The entire point of an Interdictor with the appropriate upgrades is to lock down an enemy vessel. After all the work it takes to halt a ship, I can't even benefit from it?

The part that gets to me is that once you manage to get a ships speed to zero after all that, it isn't "Actually" at zero and the rule where as ship at speed zero doesn't get to use defense tokens doesn't come into play when I believe it should. That ship is at an effective speed of zero. It didn't move. I think this needs a serious look for rules revision. The entire point of an Interdictor with the appropriate upgrades is to lock down an enemy vessel. After all the work it takes to halt a ship, I can't even benefit from it?

If you can stop a ship at speed zero in the front arc of your ISD, then you really do profit big.

No you cannot stop someone using their defence tokens. Their engine is still running and the crew is alert.

The part that gets to me is that once you manage to get a ships speed to zero after all that, it isn't "Actually" at zero and the rule where as ship at speed zero doesn't get to use defense tokens doesn't come into play when I believe it should. That ship is at an effective speed of zero. It didn't move. I think this needs a serious look for rules revision. The entire point of an Interdictor with the appropriate upgrades is to lock down an enemy vessel. After all the work it takes to halt a ship, I can't even benefit from it?

If you can stop a ship at speed zero in the front arc of your ISD, then you really do profit big.

No you cannot stop someone using their defence tokens. Their engine is still running and the crew is alert.

Ok, so how do you get a ship to actually be at speed zero in the front arc of my ISD2? The only way I could see to do it was completely invalidated.

Gink is saying that even at an effective, not moving, still speed 1 on dial but speed 0 maneuver due to nearby Interdictor, is still big payoff for you - because they're not getting out of that Front Arc until you decide to fly away.

Otherwise, hope for the Critical Effect that lets you :P

The only way to force somebody to Speed 0 is the Comm Noise crit. That crit is so powerful that it wins and loses games if you don't account for the small possibility that it will come up. The ability to force that effect would be completely devastating.