(IP10.0) JUMP POINT
A Jump Point is a place where space naturally folds back on itself allowing units entering it to cross-over to it's other side.
(IP10.1) GENERAL INFORMATION
(IP10.11) Jump points do not move.
(IP10.12) Jump points cannot be tractored, displaced, placed into stasis, or otherwise effected except as allowed in these rules.
(IP10.13) Jump Points cannot be destroyed by any means.
(IP10.14) Jump points are never located within 900 hexes of a planet or system.
(IP10.15) Stabilized structures (bases), web and mines cannot be constructed or located within 300 hexes of a Jump point.
(IP10.16) Jump points are not detectable except as follows:
(IP10.161) If a players unit passes through a Jump point (by accident) that Jump point is charted and the location known to that player.
(IP10.162) If a players unit with tactical intelligence level A of a ship passing through a Jump point the location is known to that player.
(IP10.17) Jump Points are always surrounded by a nebula (P6.0). Nebula hexes extend 300-900 hexes from the Jump Point hex.
(IP10.18) Jump points break lock-ons. No unit or weapon may fire through a Jump Point. Type-III-XX drones and seeking weapons on ballistic courses lose lock-on and are removed from play on entering a Jump Point.
(IP10.19) Jump points are usually used in large campaigns (or in operational movement?).
(IP10.2) EFFECT OF JUMP POINTS
(IP10.21) Any number of units may enter or exit a Jump point in any impulse.
(IP10.22) Jump Points are always open; there are no closed impulses or turns.
(IP10.23) A Jump Point displaces entering units to it's "other end" (a Jump Point at another location).
(IP10.231) Units entering a Jump Point are always displaced to the same exit Jump point; the entrance and exit connect.
(IP10.232) Reentering the exit Jump Point will transport the unit to the originating entrance Jump Point hex.
(IP10.24) A units speed does not affect and is not affected by entering or exiting a Jump Point.
(IP10.25) No impulses are gained or lost by units exiting a Jump point.
(IP10.26) Turn modes, sideslip modes, positron flywheels and fire control are reset on exiting a Jump point.
(IP10.27) Active ESGs are deactivated on units exiting a Jump point.
(IP10.28) Exiting a Jump point exposes a cloaked unit on the exit impulse.
(IP10.29) Units displaced or tractored into a Jump Point hex will not be transported by the Jump Point. Only units moving into the Jump Point under their own power are transported.
(IP10.3) EXIT JUMP POINT
(IP10.31) The exit Jump Point is always the Jump Point's "other end" and cannot be controlled or changed. Exiting unit(s) are placed in the Jump point hex at it's "other end".
(IP10.32) Units exit Jump Points with the same speed and facing (relative to the exit Jump point) they had on entering the Jump Point.
(IP10.33) The exit Jump Point can be as little as 900 hexes from the entrance Jump Point or an unlimited number of hexes away (in another sector, quadrant or even galaxy). Players must set up their own Jump Point setups.
(IP10.34) Units leaving the exit Jump point map must keep track of their relative location to return to the originating scenario.
(IP10.4) CLOSING JUMP POINTS
(IP10.41) Jump points (to prevent an invasion?) can be closed in two ways.
(IP10.411) Do 1000 points of damage to the Jump Point hex in a single impulse.
(IP10.412) Do 10000 points of total damage to the Jump Point hex in any 32 impulse period.
(IP10.42) If a Jump Point is closed by the above roll two dice to determine the number of (32 impulse) turns it is closed.
(IP10.5) UNSTABLE JUMP POINTS
(IP10.51) Unstable jump points open and close; ignore (IP10.22). Both ends open or close at the same time.
(IP10.52) Each impulse in which a unit exits and unstable Jump Point it will close for a number of impulses.
(IP10.521) Roll 2 dice and total the result.
(IP10.522) Roll a number of dice equal to the result in (IP10.521). The total is the number of impulses the Warp Point remains closed.
(IP10.523) EXAMPLE: If a 2 is rolled in (IP10.521) and the result of (IP10.522) is 12 the jump point opens 12 impulses after it closed.
(IP10.6) VARIATIONS
(IP10.61) Make a Jump point detectable after units have gained 500 information points or at TI level-M.
(IP10.62) Make a Jump point one way; ignore (IP10.3).