Escort and spec.actions

AdrianH said:
Does the ship start its movement in hyperspace ... or just as it exits hyperspace
The movement would start just as it exits; however when the ship is nominated to move, it is still in hyperspace.

Democratus said:
A ship in Hyperspace can give no SA other than "Initiate Jump Point".
Ah, but where does it say that? Page 26 states "Ships in hyperspace cannot perform any action other than the Initiate Jump Point Special Action", however this rule is obviously incorrect, otherwise no ship would ever be able to leave hyperspace! The only other reference is the fourth paragraph of "Entering Realspace" section, which states that ships using another ship's jump point are not subject to the restriction of no SA's.
 
Burger said:
Democratus said:
A ship in Hyperspace can give no SA other than "Initiate Jump Point".
Ah, but where does it say that?
Right here. ;)
Burger said:
The only things a ship in hyperspace can do are open a jump point, keep a jump point open (for up to 3 turns), or move through a jump point. When you want to do any of those, the ship takes its turn in the initiative sequence as usual. You can't nominate a ship in hyperspace and declare "do nothing".
Page 26 states "Ships in hyperspace cannot perform any action other than the Initiate Jump Point Special Action", however this rule is obviously incorrect, otherwise no ship would ever be able to leave hyperspace!
As I said, the answer to that one is that ships in hyperspace don't move in the usual manner, i.e. by getting your measuring tape and moving a model. They're just assumed to be able to get to the hyperspace exit point; then their movement action begins on, and is measured from, the realspace entry point.

I would guess that the purpose of the restrictions is to prevent a player from using ships in hyperspace as init sinks. Dropping a ship down a jump point in order to join the battle is fair use; keeping it in hyperspace and declaring "All Stop", or even declaring "Do nothing", is not. :)
 
I will have to double check my 2nd Ed rulebook (it's the only one I have, really) when I get back to the house tonight. It's possible that sentence on Scout is only on my quicksheet (didn't you put those pretty sheets together, Burger?). But I'll look. It would certainly make my ISA even nastier...

As for my other point, well, you can only have it one way, Burger :P
 
Burger said:
The rule that states "Ships in hyperspace cannot perform any action other than the Initiate Jump Point Special Action" is obviously not correct: sticking to the wording of that rule, no ship could even move through a jump point into realspace!

Personally, when it says "any action" here, I always took it to mean "any Special Action".


page 26 said:
Moving from hyperspace to realspace in this way demands a great deal of energy and so a ship creating a jump point may not turn, launch fighters, or use any Special Actions in the same turn.

The trouble is that this "rule" is poorly written, as it is an impossibility to fulfill the criteria. In order to open a jump point, you must use the "Initiate Jump Point" SA, but this rule says that you cannot use *any* SAs in the same turn you open a jump point.

Since you can only issue a single SA per turn, this "penalty" clearly cannot exist. If you remove this part of the rule, IMHO it is a reasonable interpretation that the rule, "Ships in hyperspace cannot perform any action other than the Initiate Jump Point Special Action", relates to special actions.

Regards,

Dave
 
Foxmeister said:
Personally, when it says "any action" here, I always took it to mean "any Special Action".
But that wouldn't prohibit launching fighters. That ban is required to prevent ships in hyperspace launching and re-docking a fighter, to act as an initiative sink.

Foxmeister said:
The trouble is that this "rule" is poorly written
Yep, absolutely agree! I think we all agree on how it actually is intended to work, though, no matter what is written in the book.
  • A ship in hyperspace cannot take a place in the initiative order unless it makes a jump point, holds a JP open, or comes through a JP.
  • When the ship that opened the JP comes through, it cannot perform special actions. It also cannot launch fighters because it used IJP! this turn.
  • A ship coming through someone else's JP can perform special actions on the turn it comes through. It can launch fighters if it does not perform an SA.
  • A ship coming through a JP (whether its own or another ship's) may fire if there is a friendly scout on the table, or if it has advanced jump engines.
I think that sums it up... there may not be specific wording in the rules to support all of this, but this is how everyone I've ever played plays it...
 
Well said, Burger! Things always make sense when you resort to bullet points.

I'm going to copy that down and make it a house ruling in our local group. Now I have to buy you a beer when I come visit.
 
Burger said:
Foxmeister said:
Personally, when it says "any action" here, I always took it to mean "any Special Action".
But that wouldn't prohibit launching fighters. That ban is required to prevent ships in hyperspace launching and re-docking a fighter, to act as an initiative sink.

How would that work, exactly? Fighters are launched or recovered in the End Phase.
 
Taran said:
Burger said:
Foxmeister said:
Personally, when it says "any action" here, I always took it to mean "any Special Action".
But that wouldn't prohibit launching fighters. That ban is required to prevent ships in hyperspace launching and re-docking a fighter, to act as an initiative sink.

How would that work, exactly? Fighters are launched or recovered in the End Phase.
Yeah like I said 4 posts above the book's wordng is all contradictory and screwed, and not really worth discussing any more IMO. Lets forge about dissecting each sentence in the book, and concentrate on the important issues such as how it's intended to work.
 
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