(IP8.0) PHASE SPACE
Phase Space is an unstable area of space in which all units phase into and out of local space at random.
(IP8.1) GENERAL INFORMATION
(IP8.11) All units (monsters, web, terrain, mines, etc.) in Phase Space phase in and out of normal space at random intervals (IP8.2). (IP8.12) A phased-out unit cannot affect or be affected by anything in normal space.
(IP8.121) If a phased-out unit phases in it is immediately affected by anything that will affect it in normal space.
(IP8.122) No unit can maintain a lock-on to or detect phased-out units or terrain.
(IP8.123) Phased-out units cannot maintain a lock-on to, detect or affect anything in normal space.
(IP8.124) If a phased-out unit leaves Phase Space it will immediately phase-in.
(IP8.13) Phase Space may be 10 hexes to 9000+ hexes in diameter.
(IP8.14) Phase Space may be combined with other terrain.
(IP8.2) PHASE-IN / PHASE-OUT
(IP8.21) Each unit in Phase Space rolls two dice during the 6A1 phase of each impulse. On a die roll of 2 or 12 that unit will phase. If the unit is in normal space it will phase-out. If the unit is phased-out it will phase-in.
(IP8.22) Phase-out and phase-in occur during the 6A1 phase of the impulse.
(IP8.3) PhaseD-out MOVEMENT
(IP8.31) Only units that can move under their own power are affected by this rule.
(IP8.32) A phased-out unit does not deploy a marker on the map [the effect is similar to hidden movement (G13.61)].
(IP8.33) Ignore turn and sideslip modes. Units that are phased-out cannot turn, sideslip, HET, or tactical maneuver. A phased-out unit must, on each impulse it is to move, roll two dice before movement and use the following rules.
(IP8.331) If the die roll is 2 or 12 the unit will turn 180º.
(IP8.332) If the die roll is 3 the unit will turn 120º to the right.
(IP8.333) If the die roll is 4-5 the unit will turn 60º to the right.
(IP8.334) If the die roll is 6-8 the unit will continue a straight course.
(IP8.335) If the die roll is 9-10 the unit will turn 60º to the left.
(IP8.336) If the die roll is 11 the unit will turn 120º to the left.
(IP8.337) Players must record each unit’s die rolls and movement while it is phased-out to verify the unit’s movement and location on phase-in. A form is included for this. These die rolls are secret.
(IP8.34) Phased out units cannot use erratic maneuvering.
(IP8.4) EFFECTS OF PHASE SPACE
(IP8.41) WEB
(IP8.411) Phase Space affects webs.
(IP8.412) Each hex of web may phase-out or phase-in separately. This may cause a web to be dropped due to loss of an anchor.
(IP8.413) Web can be laid and cast within Phase Space. Cast web hexes phase in and out separately.
(IP8.42) SEEKING WEAPONS
(IP8.421) Seeking weapons are affected by Phase Space and roll (IP8.2) for phase-out and phase-in.
(IP8.422) Seeking weapon guidance cannot be transferred by or to a phased-out unit.
(IP8.423) Seeking weapons controlled by a unit which phases-out are lost.
(IP8.424) Self-guiding seeking weapons operate normally. If they or their target phase-out they lose tracking.
(IP8.43) TRACTOR BEAMS
(IP8.431) If the tractored or tractoring unit phases-out the tractor beam is broken.
(IP8.44) CLOAKED UNITS
(IP8.441) Phase-out voids a cloaking device.
(IP8.442) When the unit phases-in the cloaked unit is treated as if it just voided the cloak.
(IP8.443) A phased-out unit can turn the cloaking device off and/or on while phased-out.
(IP8.45) TERRAIN
(IP8.451) Terrain is not affected by Phase Space.
(IP8.46) Monsters are treated as ships. They roll for phase-out and phase-in (IP8.3).
(IP8.47) Mines are affected by Phase Space and roll as ships (IP8.2) for phase-in and phase-out.
(IP8.48) ESGs, SFGs, Displacement Devices and Temporal Elevators do not function while the operating unit is phased-out.
(IP8.5) VARIATIONS
(IP8.51) PHASE STORM
(IP8.511) A Phase Storm may occur in any scenario. It is an area of Phase Space that lasts for a limited number of turns.
(IP8.512) At the beginning of each turn each player rolls 3 dice to determine if a phase storm occurs.
(IP8.513) If any players result is a 3 or 18 a phase storm occurs. If more than one player rolls a 3 or 18 no phase storm occurs.
(IP8.514) If a phase storm occurs roll 3 dice to determine the number of turns the phase storm lasts.
(IP8.515) The phase storm is centered on the middle (2215) hex of the map that is currently in play and extends for 300 hexes in each direction. If the map is a floating map ships may escape by leaving the affected area. Players may elect to use larger or smaller ranges.