Wormholes, similar to Jump Gates, allow ships to travel great distances in a single turn. Unlike a Jump Gate, it is not necessary to set a particular command code in order to use the wormhole.
To use a wormhole, just end your ship's movement within 3 lyrs of it. The ship will travel through the wormhole and begin its next turn about 5 - 12 lightyears from the other end. Wings & Pods cannot use wormholes by themselfes.
Wormholes also allow a chaining effect. You can go from WH 1 to WH 2 and then enter WH 3 and go to WH 4 all in one turn if you land within 3 lyrs of WH 3 when you exit WH 2. This assumes that WH 3 has an id lower than WH 1 or 2. However this will be updated in the next host to ignore WH ids.
There are two types of wormholes: Stable and Unstable.
 Stable Wormholes
A stable wormhole is just that: stable. It doesn't move, and it's permanent. Enabling "stable wormholes" in the hconfig will produce wormholes at the start of the game that are in a circular pattern around the edge of the map. They don't move and cannot be destroyed. They attempt to give the map a "wrap" feeling, such that if you exit the map via a wormhole on one side of the map then you will appear on the other. There is also a wormhole that links to a wormhole in the center of the map.
 Unstable Wormholes
They are called "Wandering wormholes" in the hconfig. They have some unpredictable behaviors. Either end may move a small amount each turn, and wormhole has a small chance (I think about 5%) of disappearing entirely.
- "Wandering wormholes" are randomly created. They have a chance every turn of being destroyed and appearing elsewhere.
- "Wandering wormholes near planets" will place the wandering wormholes within 50 ly of a planet. It is useful on maps that have a lot of empty area.
 Creating Wormholes
Wormholes can be scripted into a game from the start, or they may appear randomly during the course of a game (if the game's HConfig setting 3 will allow it).
- In a scripted game:
- Wormholes may have a sensor image ranging from -5000 to 5000
- There may be multiple Wormholes linked together.
- There is a limit of 1000 Wormholes per game.
- The Wormhole data1 value should be 4 characters long. These may be numberical (such as 1111) or they may be alpha (such as AAAA). If the data1 value is below 3, master ignores the scripted value and creates its own ID. If the data1 value is over 4 characters long master only uses the first 4characters. For example: data1 1234567890 will be treated as 1234. So it is possible to have Wormholes mis-linking based on these criteria.
 Using Wormholes
- Wormhole travel is possible in both way, from WH 1 to WH 2 and WH 2 to WH 1. See ID for more info.
- Wormhole travel is at the end of the Movement Phases.
- If a ship ends its movement at the coordinates of a wormhole then the ship will enter the wormhole and reappear immediately at another location.
- Fighter Wings cannot use wormholes.
- Pods cannot use wormholes
 Scanning Wormholes
- They are hard to find, they only have a Sensor_Profile of 1000. This is only accurate for non-scripted games. Scripted games the Wormholes may have a Sensor_Profile ranging from -5000 to 5000. Though anything below 0 seems to function as 0.
- Wormhole id # 1 goes to Wormhole id # 2, using that information you can find them even with unknown scan data.This is only accurate for non-scripted games.
 Ship Devices
- Most ship device like mine laying and mine sweeping will done at the Worhole entry point, not the exit point. (it's also the same for Jump Gate)
 Exiting Worm Hole
Instead of a worm hole exiting situation leaving everything that enters it at coordinates (x+7,y+7), it can be in any direction from x-4 to x-7 and y-4 to y-7. (Host 213)
 What is new in Host.exe Version 4.000.213b
 April 09, 2008
- Fixed: The last scans of ships, bases, and wings at the end of the turn would not see the changed location of units that moved after movement (base chunnel, worm hole, jump gate, etc.).