Maximum Warp Now! and Tractor Beams

vensar

Mongoose
How do Maxium Warp Now! and Tractor Beams interact?

Let's say a ship does MWN!, and moves the 6 inches that the command description dictates. Can an enemy ship then sidle up next to the ship, tractor it, and effectively stop the Maximum Warp Now! from taking place? Or since the 6 inch move was fulfilled, does the ship make its escape?
 
vensar said:
How do Maxium Warp Now! and Tractor Beams interact?

Let's say a ship does MWN!, and moves the 6 inches that the command description dictates. Can an enemy ship then sidle up next to the ship, tractor it, and effectively stop the Maximum Warp Now! from taking place? Or since the 6 inch move was fulfilled, does the ship make its escape?

"In my Opinion"

The ship is stuck.

Since the act of tractoring the warping ship happened before the end of the turn, but after the 6" move by the warping ship. I would say that the warping ship does not warp out, since it is now stuck in a tractor beam.

Fluff wise, it is my understanding that ships have to build up power to warp. Thus for the reason of a 6" move and having to wait till the end of the turn, before warping away.
 
Okay first the relate rules.

Maximum Warp Now! ...The ship may not make any turns and may move up to 6 inches. However, in the End Phase, it is removed from the table as it makes its escape...

Now the question is when in the End phase does the Ship Warp out? There are 3 sub phases here in order they are Damage Control, Compulsory Movement and Check for Escalation. It appears that Warping Out would probably be considered Compulsory Movement. Why is that important?

Tractoring Ships ...A ship that has been tractored by another may not move at all, or use the Engage Cloaking Device! Special Action until it breaks the tractor...

Which leads to.

Breaking the Tractor ...A ship that has been tractored may attempt to break free whenever it is its turn to be moved. An opposed Crew Quality check is made between the two ships, with each adding its current Damage, divided by 10 (rounding down)...

This is the answer I was given last time this question came up. Now there is one little item I just realized. if this holds up and it should since Compulsory Movement is after Damage Control there is a chance you could repair a Dilithium Critical Score of 5 dropping it to 4 allowing your ship to escape as long as you were under a Critical Score of 5 at the time you declared the Special Action.
 
Rambler said:
Now there is one little item I just realized. if this holds up and it should since Compulsory Movement is after Damage Control there is a chance you could repair a Dilithium Critical Score of 5 dropping it to 4 allowing your ship to escape as long as you were under a Critical Score of 5 at the time you declared the Special Action.

"Scotty, I need warp power in five minutes, or we are all dead!"
 
Rambler said:
Okay first the relate rules.

Maximum Warp Now! ...The ship may not make any turns and may move up to 6 inches. However, in the End Phase, it is removed from the table as it makes its escape...

Now the question is when in the End phase does the Ship Warp out? There are 3 sub phases here in order they are Damage Control, Compulsory Movement and Check for Escalation. It appears that Warping Out would probably be considered Compulsory Movement. Why is that important?

Tractoring Ships ...A ship that has been tractored by another may not move at all, or use the Engage Cloaking Device! Special Action until it breaks the tractor...

Which leads to.

Breaking the Tractor ...A ship that has been tractored may attempt to break free whenever it is its turn to be moved. An opposed Crew Quality check is made between the two ships, with each adding its current Damage, divided by 10 (rounding down)...

Okay, so it sounds like the ship being tractored in my situation above would do an opposed Crew Quality check in the end phase, and if successful it would get to leave the map.
 
I understand that there's also a RAW argument of moved vs removed. Basically, the warping ship is removed from the table rather than being moved*, so the argument goes that a tractor beam technically has no effect.
Personally though, I prefer the additional attempt to break tractor :)


*Fluff-wise, we know that the ship is moving real fast, but in game terms there is no movement.
 
lets also keep in mind that technically the whole game is played at tactical warp. This would to me imply that maximum warp would break the tractor because they are built to hold something going that fast.
 
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