Topic: Tractor Beams

Can anyone direct me to any Starmada X rules for Tractor Beams?

Re: Tractor Beams

I haven't seen any actual Tractor Beam rules in Starmada X as such. There are Towing rules on page 37 of the Starmada X book, but its not 'Tractor Beam' that are used to pull or grab opposing ships.

Re: Tractor Beams

Wow, that's one of those sci-fi staples that I completely overlooked.  Maybe Daniel can include it in the next version of Starmada.

Re: Tractor Beams

CmdrKiley wrote:

Can anyone direct me to any Starmada X rules for Tractor Beams?

What would you want tractor beam rules for?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tractor Beams

cricket wrote:
CmdrKiley wrote:

Can anyone direct me to any Starmada X rules for Tractor Beams?

What would you want tractor beam rules for?

Wouldn't they be just a drag?

tongue

Re: Tractor Beams

cricket wrote:

What would you want tractor beam rules for?

I can think of many possible reasons.

Hold an opponent still so they couldn't run.

Drag a ship into close range.

Keep a ship with screens in place so you could beat on a single approach.

Prevent a ship from hyper-jumping out of a battle.

Hyperjump out of a battle with a wounded comrade.

Keep an opponent from turning to bring weapon batteries to bear after you got in their blind spot.

lol

Re: Tractor Beams

Taltos wrote:

Hold an opponent still so they couldn't run.

Drag a ship into close range.

Keep a ship with screens in place so you could beat on a single approach.

Prevent a ship from hyper-jumping out of a battle.

Hyperjump out of a battle with a wounded comrade.

Keep an opponent from turning to bring weapon batteries to bear after you got in their blind spot.

That's what I thought.

If the intent is to have tractor beams to move other ships and/or keep other ships from moving, then I don't think they will ever "officially" become part of Starmada.

The issue is that they would be next to impossible to point-cost appropriately... since the only factors that would affect the tractor beams' use are ship size and thrust rating, ships of widely different capabilities would be affected in exactly the same way.

That way lies madness...  :twisted:

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tractor Beams

cricket wrote:

The issue is that they would be next to impossible to point-cost appropriately... since the only factors that would affect the tractor beams' use are ship size and thrust rating, ships of widely different capabilities would be affected in exactly the same way.

That way lies madness...  :twisted:

But what if there was a weapon special ability that could be added that would subtract from a ship's MP (for one turn).  Thus a 'true' tractor beam could be designed with no hull damage and the 'new' special ability.  There would have to be something the effect on the ability of the different ship sizes, but since there is already a breakdown for size with explosions, one could work from that.

Now, I don't have my books in front of me, but lets assume that ship size for this ability would be equal to created explosion size.  For every DMG that affects the ship, an additional roll of d6 and any results that are higher the the ship's explosion number would cause a temp. loss of 1 MP.  So a size 18 explosion number 4 ship (I'm making this info up, bear with me) was hit with this type of weapon and three points made it to a damage roll.  An additional 3d6 would be rolled and each of those dice that came up as 5+ would result in the ship losing 1MP for the next turn.

Thoughts?
-Bren

Re: Tractor Beams

jygro wrote:

But what if there was a weapon special ability that could be added that would subtract from a ship's MP (for one turn).  Thus a 'true' tractor beam could be designed with no hull damage and the 'new' special ability.  There would have to be something the effect on the ability of the different ship sizes, but since there is already a breakdown for size with explosions, one could work from that.

Hmm... such a weapon/equipment could be based upon its "potential energy", so to speak. It could then counteract X number of MPs based upon the size of the target ship.

Example: A strength 20 tractor beam could reduce a size 5 ship's MPs by 4 (20 / 5 = 4) or a size 10 ship's MPs by 2.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tractor Beams

That would only work if the tractoring ship was larger than or at least equal to the target in size.

If the tractoring ship is smaller than the target, then due to the mass differentials, the target ship would be slowed even less and the smaller ship would be dragged forward...

kinda like a 100# lady taking a great dane for a walk...who is walkin whom? *chuckle*

This is what can make it a bit complicated.

Re: Tractor Beams

Go0gleplex wrote:

That would only work if the tractoring ship was larger than or at least equal to the target in size.

If the tractoring ship is smaller than the target, then due to the mass differentials, the target ship would be slowed even less and the smaller ship would be dragged forward...

kinda like a 100# lady taking a great dane for a walk...who is walkin whom? *chuckle*

This is what can make it a bit complicated.

This is true if the tractor beam is like a physical "leash" -- but I'm presuming that the graviton-whatsits that make up a tractor beam have a "pull" based solely on the size of its generator, and independent of the ship upon which it is mounted.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tractor Beams

> -----Original Message-----
> Somehow there has to be an engine differential, as well, no?
> I'd hate to see a ship with hull 20 and 3 engines tucking a 5
> hull/20 engine ship up under his arm and wandering off the table....

See, my intent was that the power for the "tow" is provided solely by the tractor beam -- thus, the strength of the beam is set at construction, and its size is related to its strength.

Thus, once I put a size 10 tractor on any ship, the size of that ship's engines is then irrelevant.

At least, that was my intent...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Tractor Beams

Well...ship speed functions on the basis of mass to thrust ratio.  Therefore the energy needed to form a solid tether must exceed the thrust of the target or the lock may be broken.  Mass is required to serve as the anchor for the energy source creating the beam, though certainly counter thrust fits in there as well.  Similar to tugs and barges.  Tractor beams really are essentially an energy leash.  From a purely 'mechanics' standpoint at any rate.  To effectively model this would require a bit of math situation to situation during the game.

Roll to hit and PEN for a tractor lock.  Target thrust minus attacker thrust = d6 roll to break free.  Speed loss = difference in target size vs attacker size/ 5 (round to nearest).  So a Size 5 ship with 8 thrust is tractored by a Size 15 ship with 4 thrust.   Target number to break the tractor hold is 4+ on a d6.  Speed loss if the tractor lock is maintained would be 15-5=10/5= 2   (Or something to that effect)

If you're looking at the tractor beam artificially increasing the mass (thereby drag) of the target then the speed loss is a direct result of the thrust to mass ratio in favor of mass.  Meaning, the engines no longer have enough thrust output to overcome the mass of the ship...
Not really a tractor beam per se...but it does accomplish what you intend and keeps the rules simpler.

Just for the sake of clarification and tossing out ideas.