(IP3.0) WORMHOLES

Wormholes are natural holes in subspace. They transport units to their "other end" (a Wormhole in another sector of space) either in this or other galaxies.

(IP3.1) GENERAL INFORMATION

(IP3.11) Wormholes do not move.

(IP3.12) Wormholes cannot be tractored, displaced, placed into stasis, or otherwise effected except as allowed in these rules.

(IP3.13) Wormholes are never located within 300 hexes of a planet or system.

(IP3.14) Stabilized structures (bases), web and mines cannot be constructed or located within 300 hexes of a Wormhole.

(IP3.15) Wormholes are undetectable.

(IP3.151) If a unit passes through a Wormhole (by accident) the Wormhole is charted and the location is known to that player.

(IP3.152) If a unit is close enough to observe a ship passing through a Wormhole the location is known to that units player.

(IP3.16) Units displaced or tractored into a Wormhole hex are not transported by the Wormhole.

(IP3.17) Wormholes break lock-ons. No unit or weapon may fire through a Wormhole. Type-III-XX drones and seeking weapons on ballistic courses, which do not have or require lock-on move through Wormholes without affect.

(IP3.18) Any number of units may enter or exit a Wormhole in any impulse.

(IP3.19) Wormholes are usually used in large campaigns (or in operational movement?).

(IP3.2) VARIABILITY:

(IP3.21) Wormholes are variable. They use the same destination Wormholes at all times, but the specific destination Wormhole changes over time. They may have 2-11 destination wormholes. Roll two dice to determine the number of destination wormholes.

(IP3.22) Roll six dice for each end of the Wormhole to determine the number of turns until that exit of the Wormhole changes its destination.

(IP3.23) Create a chart to determine which destination wormhole it opens to. Each time a wormhole changes destination wormholes roll to determine which destination wormhole it opens to.

(IP3.3) EFFECT OF WORMHOLES

(IP3.31) A Wormhole appears only when open. They open whenever a unit enters the Wormhole hex.

(IP3.32) A Wormhole displaces entering units to it’s "other end" (a Wormhole at another location).

(IP3.33) Units entering a Wormhole are always displaced to the same exit Wormhole; the entrance and exit connect.

(IP3.34) There are several types of Wormholes.

(IP3.341) Semi-Stable Wormholes use the above rules (IP3.2) for only one end. The other end is stable and does not shift.

(IP3.342) Stable Wormholes do not shift at either end; ignore (IP3.2). Reentering the exit Wormhole will transport the unit to the originating entrance Wormhole hex.

(IP3.343) UNSTABLE WORMHOLES: Unstable wormholes can shut down; ignore (IP3.31).

(IP3.3431) Each impulse roll a die to determine the number of dice to roll.

(IP3.3432) Roll that number of dice to determine whether the wormhole opens or closes that impulse. The maximum result means the Wormhole opens or closes.

(IP3.3433) EXAMPLE: If a 2 is rolled in (IP3.3431) and the result in (IP3.3432) is a 2 or 12 the wormhole opens (or closes if open).

(IP3.4) EXIT WORMHOLE

(IP3.41) The exit Wormhole cannot be controlled. It is always the Wormhole’s "other end". Exiting unit(s) are placed in a Wormhole hex at it’s "other end".

(IP3.42) Units exit Wormholes with the same speed and facing (relative to the exit Wormhole) as they had on entering the Wormhole.

(IP3.43) No impulses are gained or lost by units exiting a Wormhole.

(IP3.44) Turn modes, side-slip modes, and fire control are not affected by entering or exiting a Wormhole.

(IP3.45) Positron flywheels are reset on exiting a Wormhole.

(IP3.46) Active ESGs are deactivated on units exiting a Wormhole.

(IP3.47) Exiting a Wormhole exposes a cloaked unit on the exit impulse.

(IP3.48) Units leaving the exit Wormhole map must keep track of their relative location to return to the originating scenario.

(IP3.49) Units entering a Wormhole at any speed greater than speed-1 cause a burst of energy equal to the total warp energy used for movement that turn of all units exiting on that impulse. This energy burst affects all units within 150 hexes; use (IP6.41).

(IP3.5) DESTROYING WORMHOLES

(IP3.51) Wormholes (to prevent an invasion?) can be destroyed in two ways.

(IP3.511) Do 1000 points of damage to the Wormhole hex in a single impulse.

(IP3.512) Do 10000 points of total damage to the Wormhole hex in any 32 impulse period.

(IP3.6) VARIATIONS

(IP3.61) Make a Wormhole detectable after units have gained 500 information points or at TI level-M.

(IP3.62) Make a Wormhole one way or one-way to certain destinations; ignore (IP3.2).