Hyperspace Carriers

If you have a carrier among a number of ships in Hyperspace, can the carrier still 'start' a battle with half of its fighters around it? Could those fighters then be sent through the jump point independently of the carrier,
and, if the carrier is not the ship creating the jump point, could it continue to launch fighters in the end phase, ready to send through the jump point on the next turn?
I know ships cannot use Special Actions in Hyperspace, but a carrier's carrier ability is a trait, so i don't know if that's affected...
 
It can start with half it's flights deployed as normal, but couldn't launch any more until it entered Realspace. The only time you can activate a ship in hyperspace is to have it open a Jump Point or move through one.
 
Is that true for ships with the carrier trait or only the fleet carrier trait?

And a ship in hyperspace cannot do anything but IJP as of first ed, not sure it was addressed in second ed. It was intended to prevent 'sinking' with ships in hyperspace, or carriers influencing the battle without risking any victory points.

Ripple
 
Fleet Carrier lets you launch half your onboard flights at setup. Carrier just lets you launch them faster during the game. The rule about taking actions in Hyperspace also applies to 2e. Can't remember when, but it's been asked already and had an official answer with regards to 2e.
 
Humm. Now that fightes are launched in the end phase, you don't need to activate your ship in the movement phase to launch fightes! So is there anything to stop a carrier from launching fightes while in hyperspace?
 
The rule that says, 'Ships in hyperspace cannot perform any action other than the Initiate Jump Point! Special Action'.
 
Greg Smith said:
The rule that says, 'Ships in hyperspace cannot perform any action other than the Initiate Jump Point! Special Action'.
So they can't move through other ships jump points? Or, even move through their OWN jump points???
 
I dont see why a carrier wouldnt be able to launch more fighters while in hyperspace. The downside would be that the carriers ability to bring dead fighters back from the dead would not be in effect while the carrier was located in hyperspace. So while you wouldnt be risking the carrier you would take heavier than normal casualties to your fighter wings.

The question would be would that balance things out or not.
 
Only if your talking a fleet carrier. A number of ships carry fighters that are not worth bringing into a fight that are not either a 'carrier' or a 'fleet carrier' specifically. These were the ones that could be an issue.

- I may check again, 2 ed may have changed the stats enough that it is not as true. Still against some races, being able to keep you ships hidden while . your fighters clean house would be interesting. -

Ripple
 
Burger said:
Greg Smith said:
The rule that says, 'Ships in hyperspace cannot perform any action other than the Initiate Jump Point! Special Action'.
So they can't move through other ships jump points? Or, even move through their OWN jump points???
Zing! (sorry couldn't help it.)
 
While it is clear that thsat rule isn't quite correct as written, I think the intent is that the only action a ship in hyperspace can take is to create a jump point or exit a jump point.
 
You can still have a cap ship place as many flights as it's allowed to deploy at setup as escorts so that they enter with their parent ship, as well as placing any independant wings as escorts.
 
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