From: Bobby Mock <hansuke@g...>
Date: Thu, 15 May 1997 15:02:46 -0400
Subject: Tractor Rules
I have tried to come up with easy to use tractor rules, and would appreciate any comments. Thanks, Bobby <ninjacowboy@worldnet.att.net> ---------- TRACTORING After the firing section of the turn, any ship equipped with a tractor beam may attempt to "latch onto" another ship or base. Ships attached by tractor beams to other ships or bases must be moved in accordance with special rules. The ship with the largest TMF is the only ship allowed to use its normal space drive. All tractored ships will move with the ship with the largest TMF. Those tractored ships will retain there relative position the ship with the largest TMF. At the end of the movement phase, all tractored ships will move one inch closer the the ship that has them tractored. One tractor beam may only attach to one target at a time. During any Tractor Beam Phase, each tractor beam may only attempt to link onto a target once. Ships may carry more than one tractor beam system, and if so, these systems are completely independent. A Shearing plane will negate the effects of any number of tractor beams. A tractor will automatically attach to any ship within six inches, unless that ship has a shearing plane. TMF = original points cost of normal space drive. The TMF is halved is the normal space drive is damaged in combat. The TMF is 0 if the normal space drive is destroyed in combat. For example, the TMF of the super heavy cruiser, on page 31 of FULL THRUST, is 72 at the start of a battle. If the super heavy cruiser's normal space drive were hit in combat, the TMF would be reduced to 36. Tractors cost 3 points, and take 1 mass for installation. Shearing Planes cost 5 points and take 1 mass for installation. (note:If a small ship with a tractor latches onto a larger ship without a tractor, you must compute a pseudo-TMF for the larger ship, to determine which ship controls the movement of the two ship that are tractored together).