Hyperspace rules questions

angelus2000

Mongoose
Did a forum search and couldn't find the answers.

1) When a scenario states that up to half the ships in the fleet may be held in hyperspace as a reserve, is it talking either a}the literal amount of ships ( 12 ships in the fleet, so 6 can stay in hyperspace) or B} half the FAP used for the engagement ( 6 Raid FAPs, so 3 FAP can stay in hyperspace)?

2) Was there ever a ruling on wether ships using a JP created by another ship could act normally when going from hyper to realspace? Rulebook says yes, but I ran across several threads where it was heavily debated.

My thoughts on 1)

Rules say literal number of ships (option A) but I think the intent was for half the FAPs (option B). Be kinda wierd to have only 6 Artemis on the board and for 6 Novas to jump to realspace.

2) Just looking for confirmation on this one.
 
1) If it says "half your ships" or "half your fleet" then it means half numerically. If it says 1 FAP or 2 FAPs or half your FAPs, it means that.

2) If it has AJE then it can fire and perform special actions. If it doesn't have AJE then it can only fire if there is a friendly scout on the table, and cannot perform special actions.
 
1) It's half numerically if it says 'half your ships'. putting the small ships on the table and jumping the bigger ones in is perfectly acceptable but risky as if you lose all your ships on the table you lose the game and your hyperspace ships cant jump in till the turn after they open JPs.

2) Actually I think you may be wrong here Burger. Check the FAQ, I know it's contrary to previous rulings but I have a feeling it was ruled that ships jumping in via other ships JPs CAN use special orders now.... (hoping I've misinterpreted this though...) EDIT: Apparently not the FAQ... can't remember where I saw this now...
 
2) It was always the Engine trait on the ship coming through the vortex that limited the entering ship, not the Engine trait of the ship that opened the vortex. Also ships without a Jump Engine follow the rules for the regular Jump Engine in terms of how they may act on entry.

The big penalties apply to the ship creating the jump point (with the Initiate Jump Point! special action).
Rule Book said:
"It may not turn, launch fighters, or use Special Actions while it maintains the jump point."

Rule Book said:
"Any ship leaving a jump point may not attack unless there is also a friendly ship with the Scout trait on the table."
As nothing else is actually stated (and as long as they they are not creating a jump point), I'd infer they are free to turn, launch fighters or perform special actions. Also, if your Scout is in hyperspace, make sure it is the first one through the jump point.

Possessing the Advanced Jump Engine trait allows ships using a jump point to act normally (i.e. turn, fire, launch fighters and perform Special Actions) when they appear. From the wording in the book, this does look like it includes the ship creating the advanced jump point too.
 
Locutus9956 said:
2) Actually I think you may be wrong here Burger. Check the FAQ, I know it's contrary to previous rulings but I have a feeling it was ruled that ships jumping in via other ships JPs CAN use special orders now.... (hoping I've misinterpreted this though...) EDIT: Apparently not the FAQ... can't remember where I saw this now...
p. 26: "...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 a jump point created by another ship are not subject to these penalties" (The part I omitted in the middle just talks about not being able to open another JP for the duration of the scenario.)

However, this seems to be contradicted by the description of Advanced Jump Engine on p. 16, which ends with "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."
 
One furthur question.

Do purchased Fighter Wings count towards the "half the ships" numerical limit?

I'm farily sure the answer is "Yes", just checking for confirmation.
 
From the fighter rules: "A flight of fighters is treated as a ship for all purposes, unless otherwise mentioned below."
Reading the rest of the fighter rules doesn't mention anything about them not counting as ships for the purpose of hyperspace deployment limits, so each individual flight counts regardless of if it was purchased as part of a wing or as part of a larger ship.
 
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