ACTA 2e Hyperspace rules

Iain McGhee

Mongoose
The entry for going from Realspace to Hyperspace states that ships cannot enter a jump point on the turn it was created. Doesn't say this for Hyperspace to Realspace Jump Points or Jump Gates.
So,
1: Is this a change to the old rules and all ships may enter the table on the same turn the point is created or should they have the same restriction as for jumping out ?

2: Can Jump gates be used on the same turn they're activated now or not ?

3:Once the Activate Jump Gate action is performed, does it now stay open for 3 turns on it's own or does the ship have to continue using the action each turn, as with Jump Points ?

(It has "Initiate Jump Point" in my book, but It's obvious what was intended)
 
1. There is no additional restriction for entering realspace (or using a jump gate).

2. They can.

3. It stays open on its own (the benefit of having that much power available).

BTW, you will find Activate Jump Gate on the previous page :)
 
Clear, shame though...I liked the delay on the 'mugging', added some depth to defensive tactics. Somewhat true to the show too in that they could detect where a point was opening before it did in a number of scenes. That was part of what I saw the 'delay' being...the enemy ships having a chance to respond to the pre-opening energy spike.

Oh well...at least its clear, and that really is the priority.

Ripple
 
msprange said:
1. There is no additional restriction for entering realspace (or using a jump gate).
Woah woah woah... didn't see this thread til I saw it on Greg's FAQ. That IS TOTALLY BROKEN. Can I ask if you read the question properly, Matt? The question is, can jump points be used on the turn they are created? ie. can my Tethys create a jump point, and my Warlock come through it and open fire on an enemy target all in the same turn! If the answer to this is "yes" then that is definitely extremely broken and demands immediate fixing.
 
I don't understand how This would be broken?

If Ship "A" creates a jump point, and Ship "B", and "c" all come through the jump point at the same time, why should the "Energy drain" be restricted to ships "B" and "C"? they didn't create the jump point, and therefore should not be held to such restrictions.


this is just my opinion.
 
It would be incredibly broken because you could just ninja in your entire hyperspace fleet, and gank the enemy before they even have a chance to respond. It isn't to do with energy drain, it's to do with the actual jump point taking time to open up, like it does in the series. They never just open a point and come flying straight through; there is always the opponent saying "jump point forming in sector 3831! Evasive manouvers!"

It is broken because it has no counter.
 
1) Hardly any of the scenarios allow you to keep your entire fleet in hyperspace. (I don't remember ANY allowing you to actually though I could be wrong)

2) There is no counter against "Jump point bombing", and if you're that worried about them Ninja-ing their fleet in, you can always CBD during your movement phase, and by next turn they've lost the element of suprise.
 
It seems a bit too powerful if your ships have AJP (or if you're using Shadows who can have their whole fleet in Hyperspace in some scenarios), at least with most races they'd need a scout on the table to be able to fire on the same turn they jump in. Which was why I wasn't sure if I was reading it right initially.
 
1) Just because it's only broken in a few scenarios doesn't mean it isn't broken.

2) Many people (myself included) regard JP bombing as broken as well. But at least JP bombing is hard to do: it needs AJE, a high CQ roll and a Scout on the table.
 
Iain McGhee said:
It seems a bit too powerful if your ships have AJP (or if you're using Shadows who can have their whole fleet in Hyperspace in some scenarios), at least with most races they'd need a scout on the table to be able to fire on the same turn they jump in. Which was why I wasn't sure if I was reading it right initially.
The Shadows won't change on this one because of the nature of Hyperspace Mastery, however this gives all ships the opportunity to take supreme positioning without a chance for a reaction before the firing begins. I'm with Burger on this one - it seems a little cracked. (I also agree w/ Burger on the JPB, by the way.) Firing on the turn you arrive is one thing, but firing on the turn the J/P is created makes everyone into Shadows.
 
I agree that this is broken. ok you cannot keep your entire fleet in hyperspace, but imagine at riad level around 3 t'loths appearing in the middle of your fleet.
 
Our campaign has had two games where this was employed.

Game 1: Minbari dropped a Tigara out of hyperspace right into the middle of a squadron of 4 Sho'kovs. Tigara cripples one Sho'kov and damages two others. It was less than stellar.

Game 2: Shadows vs Minbari, 6 point skirmish. Entire Shadow fleet starts in hyperspace - 3 scouts, squadroned. Turn 1 the show fleet drops out immediately surrounding a Leshath. The Minbari has a Tigara in hyperspace which promptly drops out, jump bombing one scout and lining up its powerful front weapons behind another. Two of the scouts failed to see the Leshath, so it suvived, and conversely the Tigara failed to do much damage either with the jump point or its guns. Could have been very nasty for both sides, but actually less than stellar.

In both cases there was no tactics, just Blam! we're here. But the results weren't that great.
 
well i can see the standard narn fleet is now going to include a scout to bring all those t'loths and g'quans out firing straight away etc with no way to avoid the fire.
 
Sulfurdown said:
Would you say that was due to poor dice, or just the effects were a standard?

It was somewhat due to poor dice rolling, but to be honest it wasn't terribly poor. The Tig might have been able to kill one Sho'kov if it had been slightly luckier, but to expect its side guns to kill more was a little over ambitious. Against the Minbari, I wouldn't expect a Tig's front guns to killl a Shadow scout, and is was damaged, but might have been a little worse off. So pretty standard.

So a little of both.

Now these were only skirmish level games. But, as ever, there is the risk that you are dropping in the midst of the enemy fleet away from your supporting ships, which is what happened in the Narn/Minbari game.

Shadows used to be the only ones that could drop in unnanounced, now everyone can. I suspect that the deviation of standard JEs will mean this is a tactic still only used by AJE races. Is it potentially more nasty than in 1e? Yes. Is it a game breaker? No.
 
It would be a game breaker in a 5pt Raid game, if you jumped 3 Ka'Tocs behind (for example) a Dargan - all boresighted and unuable to be shot back at.
 
Greg Smith said:
It certainly could be.

Of course the Ka'tocs don't actually have jump engines....
Nope, but their friendly neighbourhood Sho'Kar does... why do you think I said 3 Ka'Tocs come through not 4 ;)
 
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