(IP7.0) WHITE HOLE

A white hole is the opposite of a black hole. Instead of drawing mass to itself a white hole expels mass. Within the game the effect of a white hole is to make all units move away from the white hole hex on certain impulses. They are being pushed away from the white hole hex by powerful gravitic forces. Mark the location of the white hole with a counter.

(IP7.1) PROCEDURE

The chart below governs movement in response to a white hole. During the specified impulses, all units (including cloaked units) within the specified range are moved one hex away from the white hole hex. This is done during the Involuntary Movement Stage. The units are moved in order of those closest to the white hole first and proceeding outward. Units at the same range are moved simultaneously (B2.4).

RANGE IMPULSES

4 hexes Every impulse.

8 hexes Every other impulse.

16 hexes Every fourth impulse; 4, 8, 12, 16, 20, 24, 28, 32.

32 hexes Every eighth impulses; 8, 16, 24, 32.

48 hexes every sixteen impulses; 16 and 32.

64 hexes Impulse 32.

(IP7.11) PROCEDURE: During each of the stated impulses, all units within the stated range are moved one hex away from the white hole hex. For example, a unit 48 hexes from the white hole hex would be moved one hex away from it during both the 16th and 32nd impulses. The owning player of each unit makes the choice between available hexes.

If a unit is moved by the white hole, any units to which it is linked by tractor beam are also moved. If two units linked by a tractor beam are pushed in different directions on the same impulse by two different white holes, each ship is moved independently. If the ships move farther apart, the ship generating the tractor beam may have to apply more energy to maintain it at the new range. If insufficient energy is available to maintain the tractor beam at the new range, or if the range exceeds the maximum limit for tractor beams (usually three hexes), the link is broken.

(IP7.12) FACING: Movement due to a white hole does not change the unit's facing.

(IP7.13) STABILIZERS: Units with active stabilizers (G29.27) cannot be located within 300 hexes of a white hole.

(IP7.14) MINES are moved by white holes.

(IP7.15) TERRAIN: White holes are never found within 900 hexes of any massive terrain (planets, stars, pulsars, WYN Radiation Zone, novas, etc.). Terrain that allows movement of units from one area of space to another area of space is never found within 300 hexes of a white hole.

(IP7.2) EFFECT OF A WHITE HOLE

(IP7.21) ENTERING A WHITE HOLE: Units cannot enter the hex of a white hole. If a unit does enter the hex that unit is destroyed.

(IP7.22) SEEKING WEAPONS are affected by (IP7.1) above.

(IP7.23) DIRECT-FIRE WEAPONS cannot be fired if the line of sight (the direct line between the center of the firing unit's hex and the center of the target's hex) passes within four hexes of a white hole. See (D17.151).

(IP7.24) ELECTRONIC WARFARE: If the line of sight passes within 16 hexes of the white hole the target gains the benefit of two points of ECM.

(IP7.25) INVIOLABILITY: A white hole cannot be put in stasis (G16.61). A white hole cannot be displaced (G18.72).

(IP7.26) ESG: An expanding sphere cannot be generated into a hex within eight hexes of a white hole. In this case, an ESG works as it would with a web (G23.85).

(IP7.27) TRANSPORTERS: Transporters (G8.0) cannot be used through or along the edge of a white hole hex.

(IP7.28) DISENGAGEMENT: No unit can disengage (C7.36) when within 64 hexes of a white hole or when a white hole is in its FA firing arc and within 300 hexes. A unit cannot disengage by sublight evasion (C7.3) if within 50 hexes of the white hole.

(IP7.29) White Holes cannot move or be moved.

(IP7.3) SURROUNDING TERRAIN

(IP7.31) Due to the expulsion of mass from a white hole it is surrounded by various types of terrain.

(IP7.311) DUST CLOUD: A white hole is surrounded by a dust cloud (P13.0) to a range of 64 hexes. Intense dust cloud (P13.5) surround a white hole to a range of 16 hexes.

(IP7.312) NEBULAE: White holes are surrounded by Nebulae (P6.0) to a range of 32 hexes.

(IP7.313) RADIATION ZONE: White holes are surrounded by a radiation zone (P15.0) to a range of 48 hexes.

(IP7.32) GRAVITY WAVES: White Holes produce gravity waves (P9.4).

(IP7.321) White holes produce a gravity wave on the first impulse of a scenario and at random intervals thereafter. After each gravity wave roll two dice and multiply the result by 10 to determine the number of impulses until the next gravity wave.

(IP7.322) Each gravity wave produced has a different strength. Roll two dice and multiply the result by 5 to determine each gravity wave’s strength.

(IP7.4) VARIATIONS

(IP7.41) STRENGTH: White holes vary in strength. Use these rules to vary a white hole’s strength.

(IP7.411) For a stronger white hole increase the distance for each effect by a similar amount. For instance a white hole with double normal strength will: double the ranges for the (IP7.1) and (IP7.31) effects, be surrounded by dust to 128 hexes, etc.

(IP7.412) For a weaker white hole reduce the distance for each effect by a similar amount. A half-strength white hole will: reduce the ranges for the (IP7.1) and (IP7.31) effect by half, be surrounded by dust to 32 hexes, etc.

(IP7.42) GRAVITY WAVE: The gravity wave multipliers [(IP8.321) and (IP8.322)] can be varied to vary gravity wave production and strength.