<<node,2523>><br />You don't have to Risk Jump every turn, only the turn you leave a star system.<br /><br /><b>Turn #1</b><br />TF Cassidine RJ2 (success) to Drammune<br />- 2 boxes per day, arrive on day 3<br /><br />TF Prenglar and SF NOVA RJ2 (success) to Cassidine<br />- 2 boxes per day, arrive on day 3<br /><br /><b>Turn #2</b><br />TF Prenglar and SF NOVA RJ2 to Cassidine RJ2 (failure!) 2 boxes to Drammune, 3 days off board.<br />- You don't roll to Risk Jump until you arrive at the DESTINAION system.<br /><br />[quote=RULES]A ship using accelerated movement must travel at the increased rate from the time it enters the first transit box until it reaches the jump point. The ship must stop moving for the turn when it enters its <b>Jump Box (dark blue box containing arrow)</b>, even if the ship has moved only one or two boxes this turn. After the ship makes the jump, it can decelerate at the <i>increased rate</i> or at a <i>lower rate</i>. Ships decelerating more than one transit box per turn <b>must stop</b> as soon as they enter the system's starburst symbol.[/quote] If you want to STOP, you can decel only one transit box per turn/day.<br /><br />Also remeber that Militia Ships <b>can only jump to an adjacent system</b> and must return if their HOME system is attacked.
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