Hyperspace question

Greybeard

Mongoose
First this is my first post and I have searched the forum to see if this has been asked before but there were WAYYY to many hits!!

When a ship creates a jump point to enter real space can it enter the table on the same turn? The FAQ was not clear on that.

also

Confused regarding hyperspace.

In the rules page 26, para 7 says:

"... a ship creating a jump point may not turn, launch fighters or use any special actions in the same turn. ........ Ships using a jump gate or jump point created by another ship are not subject to these penalties."


On page 16, in relation to the Advanced Jump Engines says;

"......the ship (that initiates the JG) may act normally on the turn it arrives. ...... Other ships that use this jump point will not be able to act normally on the turn they arrive unless they also have the Advanced Jump Engine trait."

So, why do ships piggy backing a 'normal' jump point act normally, while those using a AJP act like zombies?

Many thanks
 
Welcome :)

No, a ship cannot enter realspace on the same turn it creates a jump point. The FAQ was originally answered incorrectly, but changed to "no".

The ship's allowable actions when coming through a JP depend on the ship's jump engine type, not the type of engine used to create the JP. If the ship coming through has AJE then it can act normally, even if the JP was created by a ship with standard JE. If the ship coming through has standard JE then it can't turn, special action or launch fighters, even if the JP was created by a ship with AJE.
 
the Lumati however can enter through a jump point on the same turn it was created can they not? and I acknolwedge i may be wrong here!
 
Burger,

Thanks for the quick reply and the welcome.

Just to clarify in my mind then.

If a ship has no or normal jump engines then it cannot do anything other than shoot when piggybacking a jump point created by another ship regardless of the type of engine used to create that JP.

If a ship has the AJE trait it can act normally regardless of the type of engine that created the JP.
 
Correct.

A ship with no or normal jump engines can only fire its weapons if an allied scout is on the table, though. If no scout is present it can't even shoot.
 
Has this rule effectively been totally rewritten then? Because the rules in the book don't point to that effect.

In fact in the "fluff" part it says something like: "opening a jump point requires a great amount of energy". So that's why the ship opening the JP is penalised. Then it goes on to say that other ships don't have that particular restriction.

I read the AJE part as normal ships are still effected by the "can't fire" part of the normal JE text.
 
mollari_uk said:
Has this rule effectively been totally rewritten then? Because the rules in the book don't point to that effect.

In fact in the "fluff" part it says something like: "opening a jump point requires a great amount of energy". So that's why the ship opening the JP is penalised. Then it goes on to say that other ships don't have that particular restriction.

I read the AJE part as normal ships are still effected by the "can't fire" part of the normal JE text.

speaking of fluff, in the show, it mentions the vast energies a ship contends with during the transition between normal and hyperspace, this it seems is what disrupts the ships systems.
 
What penalties is the ship not subject to in the quote from pg 26 cited by the op?

I still don't have an current home rulebook and don't want to go by the playtest stuff we saw as much seems to have changed.

Ripple
 
okay, just to clarify...

hermes and avenger in hyperspace.

Hermes goes IJP.

Avenger goes through... it may turn, scramble scramble and launch fighters due to not being the ship opening the jump point. If there is a scout on the table it may fire.

Hermes goes through, it may not turn, launch its flight, (already doing a special order), or fire, regardless of scout presence.

Only change for AJP is that the hermes, if it had it, could fire and turn. It could not launch a flight as it is doing an SA?

Ripple
 
Hermes goes through, it may not turn, launch its flight, (already doing a special order), or fire, regardless of scout presence.

The way I read the rules any ship can fire if there's a scout on the table. The rules about the ship who opens the JP don't mention firing. The firing rule is further down as a such I read as independant.

I hate the way that the hyperspace rules are written, they're too complex. Add in Hyperspace mastery and brain matter starts coming out of my ears! :?
 
The hyperspace rules are rather poorly organized. It states under the entering hyperspace from realspace section that no ship can use a jump point in the turn it was created but in the previous section about ships opeing a jump point from hyperspace into real space no such mention is made.

So can ships other than the one that created the jump point use the jump point from hyperspace into realspace on the turn in which it was created or not?
 
Greybeard said:
If a ship has no or normal jump engines then it cannot do anything other than shoot when piggybacking a jump point created by another ship regardless of the type of engine used to create that JP.
Burger said:
Correct.

A ship with no or normal jump engines can only fire its weapons if an allied scout is on the table, though. If no scout is present it can't even shoot.
Err? The rulebook states that the ship creating the JP is can't turn/launch/SA, but specifically states that other ships using the JP are not so restricted.
 
I'm trying not to be to much of an antagonist here, but I've always hated the hyperspace rules. Not so much in practice as in wording. I traded blows with lots of folks in last edition over the way it was written and it didn't change.

They needed to separate the rules into a few blocks...

Generating a jump point - what restrictions does this place on the ship.
Transiting a jump point - what restrictions does this place on the ship.

Traits...

Jump point - allows use of the IJP sa...
AJP - should have been dropped for Accurate jump engine and Transit resistance in my opinion... but, as is, removes drawbacks of transiting a jump point and allows accurate placement of the jump point in space during use of IJP. Has an auxillary function as a weapon under limited circumstances.

Guess I more saying separate the rule from the fluff. Keep each rule in it's own separate paragraph, do not talk about anything that belongs in another paragraph as your likely to get unintended outcomes.

Ripple
 
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