jump mechanics

zulu01

Mongoose
OK, when a hyperspace-capable ship opens up a jump gate, it uses the initiate jump special action in its turn. Then the next turn the jump window opens and ships within range of the gate can exit the board into hyperspace.

Is the jump window condisered to be open that entire turn? Suppose the ship that inititated the jump enters hyperspace before other ships on the table... does the window continue to stay open?

What if that same ship moves more than half speed or fires a weapon? Does the gate close, or is that only a restriction for keeping the jump window open for the next turn?
 
zulu01 said:
OK, when a hyperspace-capable ship opens up a jump gate, it uses the initiate jump special action in its turn. Then the next turn the jump window opens

You place the jump point counter immediately. Although ships cannot use it (except the Lumati transport).

and ships within range of the gate can exit the board into hyperspace.

Is the jump window condisered to be open that entire turn? Suppose the ship that inititated the jump enters hyperspace before other ships on the table... does the window continue to stay open?

The jump point remains open as long as the opening ship maintains the Initiate Jump Point! SA. It will close the moment that ship enters the jump point.

What if that same ship moves more than half speed or fires a weapon? Does the gate close, or is that only a restriction for keeping the jump window open for the next turn?

If it fires or moves normally, it isn't maintaining the ISP action, so the jump point will close.

If you are planning to use a jump point to escape, remember to:

Open the jump point within your half movement distance,
If other ships are using it, move the opening ship through it last,
and hope that you don't take a no SA crit.
 
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