By Les LeBlanc (Lessss) on Wednesday, August 25, 2004 - 12:40 am: Edit |
If a ship acheives a tractor lock on an object it can pay additional tractor points to lock the unit out of the ability of performing Tactical Maneuvers(or changing it's facing) for a number of impulses.
The lock out last a number of impulses equal to the number of additional tractor points applied. this is beyond the power paid to acheive the tractor and is not modified by the range.
The power may be applied at any tractor step and begins it's effect the following movement segment.
This lock out may only be broken by breaking the tractor.
It does not prevent an HET unless there is more than 4 impulses of lock currently paid for.
Eg. A tractors B on imp 1 successfully and pays 5 pts inaddition to the successful tractor. imp 2 the ship may not TAC nor HET, imp 3 unless more power was applied imp2, it can HET but not TAC.
This is a rule suggested to weaken the starcastle, but will also speed up the killing of ships caught in untenable positions.
If thought too powerful then restore the range to tactor power effect or make the tractor lock pay at the range 2 or 3 ratio.
By Mark Russman (Cannich) on Wednesday, August 25, 2004 - 10:50 am: Edit |
I suspect that if you need more than three impulses of this, you should not have bothered to tractor the other ship...
Can a smaller ship 'Nail Down' a larger this way?
:-)
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