Jump point niggles

mollari_uk

Mongoose
I've been trying to figure out some of the finer details of jump points and I've been searching the forums to no avail.

Not sure if this should be in rulesmasters or not but here goes.

Hope you can clarify these me:

1) When coming out of hyperspace: Am I right in saying that a jump point can be used the turn on which the special action is used?

1.1) If so, then according to the rules the point closes as soon as the ship creating it enters the table. Therefore you can't bring on an entire fleet in that turn unless they all have jump engines as the one creating it must wait, is this correct?

1.2) If so, how do you bring on all your fleet in a turn as stated on some scenarios (on turn 2 in "Flee to the jump gate")? Is it presumed that the ship created it on turn 1?
 
mollari_uk said:
1) When coming out of hyperspace: Am I right in saying that a jump point can be used the turn on which the special action is used?

No. That has been corrected in the FAQ. http://www.mongoosepublishing.com/pdf/ctafaq.pdf

1.2) If so, how do you bring on all your fleet in a turn as stated on some scenarios (on turn 2 in "Flee to the jump gate")? Is it presumed that the ship created it on turn 1?

I would assume that the jump point was created in turn 1. Any ships can eneter from it, but the ship using its jump engine must do so last.

Note: the Lumati transport can use its jump point on the turn it was created. In this instance your suppositions are correct, you would not be able to use its own jump point to bring ships though and eneter itself on the same turn.
 
How do you all do fighters in regards to hyperspace-->realspace jump points? Couple of points to consider.

1. As far as I can tell, there is no minimum move forward when exiting a jump point anymore. In 1e, a ship had to stay within a 90@ arc at a minimum of 4 inches from the jump point. In 2e that rule has seemingly dissappeared.

2. Fighters are SM

3. Movement from a jump point is considered to be from the center stem of the created jump point.

Given all that, am I right in assuming that fighters can go up to thier full movement in a 360@ circle from the center stem of a jump point? Even if that full movement takes them 180@ opposite from the dircetion the jump point is facing?
 
There are no restrictions on movement of ships entering from hyperspace via another ship's jump point, so I'd say yes they can go anywhere.
 
Mollari_UK, you had the same questions I had :D

I have a couple of questions about Jump Points also:

1. When you have a ship in Hypersace, do you place the Jump Point at anytime during the movement phase?

2. Can you pass the ships in Hyperspace if they do not place a Jump Point as an initiative sink?

Thanks in advance.
 
1. When you select the ship in hyperspace to act, you declare it is initiating its jump point and place the JP counter.

2. You either do nothing with them or declare the Initiate JP special action. You cannot use them as initiative sinks by declaring they do nothing.
 
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