2e Hyperspace rules

Iain McGhee

Mongoose
I've left a message at Rulesmasters, but no replies so I'll paraphrase it here:

The rules for Jumping in don't say anything about having to wait until the next turn after opening the Jump Point before using it (same for Jump Gates in either direction) but they do for Jumping out. Is this a change to the 1e rules or do you have to wait in all cases ? I'd think yes, but others who've read the rule disagree. Also, do you have to keep using the special action to hold open a Jump Gate or does it stay active for 3 turns with one SA ?
 
I believe the rules state that you have to keep IJP each turn you wish to keep it opne, and that the maximum turns it is to be held open is 3.


As for the other thing... I'm not too sure about.
 
Winged_Human said:
I believe the rules state that you have to keep IJP each turn you wish to keep it opne, and that the maximum turns it is to be held open is 3.


As for the other thing... I'm not too sure about.

For Jump Points yes, but it's Jump Gates I'm unsure about.
 
I always thought you used jump gates the same turn.. if you wanted, as their is no power drain or anything from your own ship, you are just flicking an "ON switch. and being autonomous,
 
hiffano said:
I always thought you used jump gates the same turn.. if you wanted, as their is no power drain or anything from your own ship, you are just flicking an "ON switch. and being autonomous,

But if the jumpgates opperate in that way and don't drain your power would that also imply that you can act normally after coming through a jumpgate but not throguh a jump point that you have formed; as the Pollux did when she opened fire on some civilian liners during the civil war.
 
no, the reason for not being able to act is that your ship just went between a large energy wobbly event Horizon between 2 dimensions, so is still affected, or at least that was always my understanding.
 
Yeah I always thought that it wasn't the energy preventing you from firing, it is the targetting systems that can't lock on because of the rift. That is why advanced jump engines help (rather than "big power supply"), and why having a scout on the table now helps.
 
Burger said:
Yeah I always thought that it wasn't the energy preventing you from firing, it is the targetting systems that can't lock on because of the rift. That is why advanced jump engines help (rather than "big power supply"), and why having a scout on the table now helps.

G'Kar explains it on one episode. it's not a lack of energy, it's too much from outside the ship, that momentarily blinds your sensors as you pass through. Ships wih AJP have some way of projecting through this, either by shielding, or some such
 
personally, I'd say that you would have to wait for a Jumpgate before you can use it;
after all, the gate still has initalise.
but I can see the reasons for not.
I Just hope it doesn't use windows, or we'll be waiting for a while...
 
And the Pollux knew exactly where the targets would be when she jumped in as they were on prelogged shipping routes. (also bear in mind the length of time a turn represents in ACTA isnt actually that huge!) jumping in and opening fire next turn is still pretty much imeditately after clearing the jump point its just not firing actually AS you cross the event horizon!)
 
I just noticed an entry in the Lumati ship's stats where it has a special feature that it allows it to use Jump Points on the same turn they were created(or Gates on the turn they were activated). So I'll take that to mean that other ships that use regular jump engines can't.

My reading of the Jump Gate rules was that once you activate it, it stays open for 3 turns regardless of what your ships are doing. And ships entering Realspace from one may act as if they entered using another ship's Jump Point.
 
hiffano said:
Burger said:
Yeah I always thought that it wasn't the energy preventing you from firing, it is the targetting systems that can't lock on because of the rift. That is why advanced jump engines help (rather than "big power supply"), and why having a scout on the table now helps.

G'Kar explains it on one episode. it's not a lack of energy, it's too much from outside the ship, that momentarily blinds your sensors as you pass through. Ships wih AJP have some way of projecting through this, either by shielding, or some such

If anyone has ever read the Night's Dawn Trilogy, there is an interesting statement about how scanners work that influenced how I interpreted the No Fire while Jumping rules. In NDT when most ships make jumps they have to shield the sensor equipment during the transit and after they come out they deploy sensors. Military ships can do it much faster then civilian ships. But that's how I saw that slight delay for non-advanced Jump Point ships, they need a moment for the sensors to sweep the area and start picking up lock-ons.

As for the first turn usage of jump points - I always assumed that the first turn was the formation of a jump point so that at the beginning of the next turn the jump vortex was stable enough for ships to begin passing through. (A simple solution is to move the formation of the jump point to the End of Turn phase along with the launch of fighters.)
 
Sulfurdown said:
If anyone has ever read the Night's Dawn Trilogy, there is an interesting statement about how scanners work that influenced how I interpreted the No Fire while Jumping rules. In NDT when most ships make jumps they have to shield the sensor equipment during the transit and after they come out they deploy sensors. Military ships can do it much faster then civilian ships. But that's how I saw that slight delay for non-advanced Jump Point ships, they need a moment for the sensors to sweep the area and start picking up lock-ons.

Interesting but not quite right. In TND the ships need to retract sensors and thermal dumps because the wormhole they open is just wide enough to fit the ships hull. If the booms are not retracted they get left behind. As happens to one ships that jumps to escape something and why Tranquility needs power - its lines to the gas giant were severed.
 
Silvereye said:
Interesting but not quite right. In TND the ships need to retract sensors and thermal dumps because the wormhole they open is just wide enough to fit the ships hull. If the booms are not retracted they get left behind. As happens to one ships that jumps to escape something and why Tranquility needs power - its lines to the gas giant were severed.
That's what I meant by 'shield' and 'deploy' of sensors, just didn't want to get too deep into the off topic technicality. But since it was brought up; It's been a while since I read it but didn't Tranquility need power do to the drain from making such a phenominal jump rather then any cut lines?
 
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