I guess the short version is do you need to use initiate jump point on the turn you enter realspace to or just to turn you form the jump point? Or in other words how long dos a jump point stay open.
If you must use initiate jump point on the turn you enter to, then you can't shoot and only moves ½spd. Wich goes against what it says in the "entering realspace" part of the hyper space section.
I realy whant to come out of hyperspace with guns blazing
If you must use initiate jump point on the turn you enter to, then you can't shoot and only moves ½spd. Wich goes against what it says in the "entering realspace" part of the hyper space section.
I realy whant to come out of hyperspace with guns blazing
