Combat jump: Difference between revisions

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*Arming and posting of [[Colonial Marine Corps|Marine]] defense teams in order to repel potential boarding parties
*Arming and posting of [[Colonial Marine Corps|Marine]] defense teams in order to repel potential boarding parties


*The loading of additional [[Viper (RDM)|Vipers]] to supplement the [[Alert fighters|alert fighters]]
*The loading of additional {{RDM|Viper}}s to supplement the [[Alert fighters|alert fighters]]


The vessel's Commanding Officer will also likely order [[Action stations|Condition One]] to be set, readying the ship for an immediate engagement following the jump.  
The vessel's Commanding Officer will also likely order [[Action stations|Condition One]] to be set, readying the ship for an immediate engagement following the jump.  

Latest revision as of 19:51, 7 May 2021

A combat jump is an FTL jump in which the exit co-ordinates are likely to put the jumping vessel in harm's way, with a high probability of an armed exchange directly following or soon after the jump. Preparation for a combat jump involves different procedures than a standard jump. These are likely to include things such as:

  • Arming and posting of Marine defense teams in order to repel potential boarding parties

The vessel's Commanding Officer will also likely order Condition One to be set, readying the ship for an immediate engagement following the jump.

Notes[edit]