Fri, 27 Feb 2004 If you happen to run into a wormhole, you'll likely be moving many sectors in a single impulse. Wormholes are unpredictable, and subject to the GM's whim. Unless specified otherwise, you should tell the GM whenever you send something through a wormhole rather than just assuming you know where it goes. Wormhole movement is a bit difficult to handle in the script. The best way I've found is to make two identical fleets, and send one to 9999 on the same impulse that the other arrives from 9999. This way the script doesn't complain that sector XXXX isn't adjacent to YYYY, and that therefore the ship can't move directly there.