Hyperspace in Scenarios

Jetbaker

Mongoose
I was just wondering for scenarios used in a campaign, unless it specifically says so can ships be kept in hyperspace. I was curious as it would be a good tactic for shadows.

Thanks
 
You cannot use hyperspace unless it specifically says so. Imagine trying to ambush the Shadows, if the Shadows can start in hyperspace - your fleet is placed on the board and then the Shadows do the ambushing from hyperspace.
 
Blockade Run would be quite silly too - open a JP on the opponent's edge, facing off the board... come through, win!
 
Hrmm is there any fluff reason for ships to actually not use hyperspace from A to B if they have JE equipped ships within the group?
 
Voronesh said:
Hrmm is there any fluff reason for ships to actually not use hyperspace from A to B if they have JE equipped ships within the group?

I believe that jump gates are placed at locations where the fabric of space is weak and most easily breached by the jump gate. These points aren't always close to planets, so ships make the transit via normal space. My best guess ;)
Regards,
 
Voronesh said:
Hrmm is there any fluff reason for ships to actually not use hyperspace from A to B if they have JE equipped ships within the group?

Probably because using a jump engine opens up a rift between dimensions, and that amount of energy is incredibly easy to detect, point big guns at and then open fire on. Additionally, you cannot enter a jump point on the turn it is opened. The jump capable ship is pretty vulnerable while holding the point open (no firing, half speed).

The blockade run probably simulates attempting to creep through the blockade, and that enemy fleet you are facing is the easiest part of the blockade to bypass.

Oh, and lets face it, it would be pretty boring if you then set up and your opponent hits hyperspace before you can do anything.
 
Voronesh said:
Hrmm is there any fluff reason for ships to actually not use hyperspace from A to B if they have JE equipped ships within the group?

There is nothing specific, but we have seen from the series that hyperspace travel is dangerous - it is quite easy to become lost. Also there isn't a direct correlation between hyperspace and real space. Finally navigation is tricky, requiring beacons.
 
Think the scenarios where you can not use hyperspace
represent the travenling to or from a nearby jumppoint
from a planet or starbase or whatever.

i.e.
In the series the raiders always attacked ships
on their travel between planets and jumpgate.
 
Greg Smith said:
Voronesh said:
Hrmm is there any fluff reason for ships to actually not use hyperspace from A to B if they have JE equipped ships within the group?

There is nothing specific, but we have seen from the series that hyperspace travel is dangerous - it is quite easy to become lost. Also there isn't a direct correlation between hyperspace and real space. Finally navigation is tricky, requiring beacons.
IIRC (from AoG history and other JMS/B5 materials)
Beacons are a HUGE part of the B5 story. That's why a lot of the gates aren't right next to each other (ever wonder why the B5 fighters were escorting ships through empty space and had to "run" for the gate?) If the gates are too close they screw with each others beacons, if you're jumping without beacons of some kind at your target then you're taking huge risks. Also, the energies involve are tremendous and if possible Captains aren't going to use their own jump engines and screw up their chance of a retreat if they have a reasonable jump gate.
 
In wartime, though, escort commanders would use their own jump drives to get their charges through to the destination safely. As long as they enter hyperspace via a jumpgate in safe territory, they could use their own jump drives to return to realspace in an unpredictable location and avoid ambushes. Also, with more than one jump-capable ship in the escort, which you'd have in wartime in all probability, you'd still have reserve jump power to make an unscheduled escape.
 
Back
Top