[ACTA] Firing when you jump in....

Locutus9956

Mongoose
Ships with AJP can do it, ships without can if theres a scout on the table, that I know.

BUT, the special order 'initiate jump point' states that you cannot fire any weapons (as a whole other issue to entering from hyperspace).

So my question is basically can an AJP ship or regular ship with scout assistance THAT OPENED THE JUMP POINT ITSELF fire on the turn it jumps in? (since it technically must continue to perform Initiate Jump point, by the letter of the rules I'd have to say no but it's a bit fuzzy)
 
The description under the Initiate Jump Point! SA, says 'Only ships with the JP (sic) or AJE trait may use this action, to either enter or leave hyperspace. See page 26 for more information.'

Page 26 is where it says a ship can fire, only if a scout is on the table, and can't otherwise.

There is no additional restriction on firing by the ship using the SA.
 
I was under the impression that a ship stopped being under the SA, as soon as it came through the jump point. Hence it can shoot if it has AJE or a scout on the table.
 
Any ship trying to enter the battlefield needs to use the Open Jump Point special action to maintain the jump point that it is coming through. It also says that as soon as the ship ends it's special action, the jump point closes. So if you didn't maintain the AJP special action as it was coming through, it wouldn't get the chance.
 
LaranosTZ said:
Any ship trying to enter the battlefield needs to use the Open Jump Point special action to maintain the jump point that it is coming through. It also says that as soon as the ship ends it's special action, the jump point closes. So if you didn't maintain the AJP special action as it was coming through, it wouldn't get the chance.

Not true Laranos. The ship can be using another ships jump point.
 
Yes, the IJP! special action is declared at the start of its turn. It must perform this, otherwise it wouldn't be able to enter because the jump point would close. You are totally correct about that. But when it comes through the JP, the special action is dropped for the rest of the turn.

This is the only way to explain how a ship with normal jump engines can actually get to use them. If it had to maintain the IJP SA for the entire turn it would cause a paradox: ships with normal jump engines cannot perform special actions when they come through a jump point. So they wouldn't be able to perform IJP!... and the fabric of the space-time continuum would be ripped apart!
 
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