Hyperspace fighters question

A question to which I can`t find an answer directly by looking around here...

Can a vessel / carrier `unload` in hyperspace?

For example, an avenger is waiting in hyperspace, 2 flights deployed at the start.
Turn 1: He unloads 4 / 5 more (depending the success of Scramble Scramble)
Turn 2: he unloads the last 2 / 1
Turn 3: he opens a jumphole and the 8 fighters, since they move after the avenger, cone through
Turn 4: the fighters can now do what they like, the carrier comes out of hyperspace

So far, as it isn`t clear, we ruled `yes this can be done BUT the carrier goes last in your movement -before fighter- to avoid abuse as an Initiative sink, meaning all ships in realspace must have moved first.

However, with this now comes a new great mode of AJP bomb aburse... A White Star carrier could unload his fighters in hyperspace, and those little buggers can then jump in with thier ajp`s, 6 dice TD is a lot for a little fighter to deal out then :?
 
Twin-Linked Aldades said:
Can a vessel / carrier `unload` in hyperspace?
No. Read hyperspace rules, the only thing a ship in hyperspace can do, is Initiate Jump Point or Activate Jump Gate. When using either of these, it can be done first as an initiative sink if you like. A ship or carrier can start with their usual amount of fighters pre-launched, though. Just remember fighters move last, so getting them through a jump point could be a problem unless they are flying in support of the cap ship.

Twin-Linked Aldades said:
However, with this now comes a new great mode of AJP bomb aburse... A White Star carrier could unload his fighters in hyperspace, and those little buggers can then jump in with thier ajp`s, 6 dice TD is a lot for a little fighter to deal out then :?
WS Fighters can't Initiate Jump Point, therefore cannot JP bomb. The only use for their AJP is to move and fire/dogfight/SA when coming through a JP.
 
A carrier with the AJP trait moving through another ships JP though, could still unload its normal no. of fighters on the turn it arrived, or scramble! them and an extra one. So, I suppose if you manage to get the carrier in behind the enemy fleet through the JP, within 2 turns you'd have a reasonable force of fighters in combat, and they may still be struggling to turn around to face the carrier.
 
Burger said:
Twin-Linked Aldades said:
Can a vessel / carrier `unload` in hyperspace?
No. Read hyperspace rules, the only thing a ship in hyperspace can do, is Initiate Jump Point or Activate Jump Gate. When using either of these, it can be done first as an initiative sink if you like. A ship or carrier can start with their usual amount of fighters pre-launched, though. Just remember fighters move last, so getting them through a jump point could be a problem unless they are flying in support of the cap ship.

Twin-Linked Aldades said:
However, with this now comes a new great mode of AJP bomb aburse... A White Star carrier could unload his fighters in hyperspace, and those little buggers can then jump in with thier ajp`s, 6 dice TD is a lot for a little fighter to deal out then :?
WS Fighters can't Initiate Jump Point, therefore cannot JP bomb. The only use for their AJP is to move and fire/dogfight/SA when coming through a JP.

I always thought it was a bit mean really, would be nice to unload the flimsiest of flimsy drakh mo ships in hyperspace and just send the raiders through!
 
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