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?
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?