| STAR FLEET BATTLES PBEM |
PBEM RULES PB6 |
|
*** |
| (PB6.0) SITUATION REPORTS (SITREPS) |
Sitreps are the Moderators tool for informing Players what
happened that turn. A Sitrep (as the name implies) is a report from the Moderator on
actions taken by both Players (including movement) and the results of those actions. It
will look similar to your SOP, but it will blend the info from your opponent in, and will
obviously not include "hidden" information. (ie; Seeking Weapon target, etc...)
When the Sitrep is posted by the Moderator, it will be sent by email to
all Players involved in that game and the webmeister if (s)he is not one of those people.
This way everyone involved gets all the information they need and all the spectators can
follow the action on the web pages.
End of Turn Sitreps are also normally sent to the Games Director, so
that they can keep track of your games progress.
(PB6.1) SUBJECT LINE: The subject line is formatted similarly to the subject lines for the EAFs and SOPs, with the obvious difference that it is for both Players. This allows you to "search" for the subject line content to find the Sitrep youre interested in. The format is as follows:
Gxx.T.im SITREP
Where:
For example;
| 03SFA121.3.18 |
(PB6.2) HEADING: The heading is likewise similar to headings for the EAFs and SOPs. Again, with the differences being that it is for both Players. The format for a Sitrep heading is:
Gxx.T.im SITREP
GAME TYPE
PLAYER #1 NAME & ADDRESS
PLAYER #2 NAME & ADDRESS
(PB6.3) CURRENT POSITIONS: The Current Positions section will be identical to the Current Positions section on the SOPs, (PB5.33) except that it will include the locations and speeds for all units (of BOTH sides) as of THAT Sitrep. (ie; If the Sitrep is for impulses 18-22, then the Current Positions section would show the locations on IMPULSE 22.) Also, in games that are using full Electronic Warfare rules, you should include this information here. For example:
| SHIP
HEX SPEED ECM ECCM ================================ ROM KR 1708C 15 3 3 ROM WE 2010D 12 6 0 FED CA+ 1318F 20 6 0 FS/1 1215E 6 0 0 |
Note that FS/1 is the designation for the 1st Fed Shuttle launched. See (PB9.4) (Small Unit Designations) for further explanation.
(PB6.4) NEXT SOP INFO: This is where the Moderator will tell the Players whos Break Condition (if any) was met, who must submit an SOP to continue the game, and when that SOP is due. For example:
BREAK CONDITION MET: ROMULAN
Need SOP from ROM by 7:00PM Central on 1/9/99.
(PB6.5) BODY: The Body (once again similar to an SOP) will show everything that happened that turn. It will NOT show any particulars that are not common knowledge between all players.
(PB6.51) MOVEMENT PLOT: The movement Plot will look exactly like an SOPs movement plot (PB5.34), except that it will contain the movement information for all units (on both sides), INCLUDING Seeking Weapons. Also, the Movement Plot will be listed for the entire turn, even though the Sitrep is only for a few impulses. This makes it easier for the Players (AND the Moderator) to keep track of whats going on, since its all on one form. For example:
| MOVEMENT: IMP ROM KR ROM WE FED CA+ FS/1 RP/A =============================================== 1 ---- ---- ---- ---- ---- 2 ---- ---- 3417F ---- ---- 3 2321B ---- ---- ---- 2321B 4 ---- 2422B 3416F ---- 2420B 5 2420B ---- 3316F ---- 2520B 6 ---- ---- ---- 3317F 2620B 7 2419B ---- 3215F ---- 2720B 8 ---- 2522A 3214A ---- 2819B 9 2519B ---- ---- ---- 2919B 10 ---- ---- 3213A ---- 3018B |
Note that RP/A is a designation for a Plasma Torpedo. See (PB9.4) (Small Unit Designations) for further explanation.
(PB6.52) IMPULSE ACTIVITIES: The Impulse
Activities section will list actions and events that occurred that turn. The difference
between this and the SOP Impulse Activities section is that this one will list only those
actions which have actually come to pass, and will not list actions that are not common
knowledge between Players. (ie; Reserve Power use, Real vs. Pseudo Plasma, etc...)
The Format is; IMP xx: Event.
(ie; IMP 17: ROM KR announces cloaking.)
Each action will be listed separately, and each impulse will be listed
separately (as in the SOP). If two actions are being done on the same impulse, they will
be listed on separate lines. For example:
| IMP 24: WE Launches 50 point Plasma.
(Designated RP/A) Heading A, speed 32. IMP 24: WE Begins Cloaking. IMP 24: FED CA+ FIRES 6 PH-1s at ROM WE. 23 points damage to #2 shield. Shield now down to 7 boxes. IMP 26: KR Launches Two 30 point Plasmas (Designated RP/B & RP/C). Heading B, speed 32. IMP 26: ROM KR FIRES 4 PH-1s (#1-4) at FED CA+. 7 points damage to #3 shield. Shield now down to 17 boxes. IMP 27: ROM KR Launches Wild Weasel. Heading C, speed 4. IMP 28: KR Begins Cloaking. IMP 31: RP/A impacts FED CA+. No Damage (Pseudo) |
If you compare this with the example in the SOP Impulse Activities
section, (PB5.35), youll see that the Pseudo R Plasma
is shown here as simply a 50 pt plasma, and the real Type Ss are shown as 30pt
plasmas. Also, the target is not shown here either. This is all the information that the
opponent would normally have, so thats all thats given. (The Plasma speeds are
given for format only. This would normally only apply to drones, which have different
available speeds, but its good to put the information in a standard format.)
(And yes, I do realize that the FED in this example is either extremely
brave, or extremely foolish.)
(PB6.53) DAMAGE RESOLUTION: When damage is scored due to a "dice roll", then a Damage Section is included to explain the results, including the dice rolls obtained. For example:
| DAMAGE: Weapon Roll Damage ------------------------ Photon A 1 8 Photon B 5 0 Photon C 6 0 Photon D 2 8 ------------------------ sub-total 16 Reinforcement 5 Shield damage 2 TOTAL 9 INTERNALS: ROM WE 5-R.Warp 7-F.Hull 7-F.Hull 11-Plasma B 8-A.Hull 3-Phaser#1 6-F.Hull 5-A.Hull 2-Bridge |
Note that when a shield is damaged, the total damage scored on the shield is reported, as well as the amount of damage the shield actually took. For example, a ship with a 20 point shield took 22 damage, but it had one point of reinforcement on it, plus a conditional shield reinforcement order to use batteries to save the last shield box. This would be reported as 22 damage, 3 reinforcement, 19 hits to the shield. Reinforcement is always totaled and reported as a single item, regardless of its origin.
(PB6.6) EXAMPLE: Below is an example of a complete SITREP for Impulses 1-10. (For a game with NO EW.)
| 02SFA107.2.00 SITREP ACE Tournament Romulan / Christopher Pike - cpike@somewhere.com Federation / Harry Mudd - HMudd@anywhere.com SITUATION: SHIP HEX SPEED ============================= ROM KR 1511E 15/11 ROM WE 1912E 12 FED CA+ 1613A 20 FSH1 1315B 6 Need SOPs from ROM and FED by 1/9/99. MOVEMENT: IMPULSE ACTIVITIES: |
(PB6.7) BLANK FORM: Below is an EXAMPLE of a blank Sitrep form. You can use this, or make one of your own. As long as it covers at least what is presented under Sitrep Format.
| Gxx.T.im SITREP GAME TYPE PLAYER #1 NAME & ADDRESS PLAYER #2 NAME & ADDRESS SITUATION SHIP HEX SPEED ECM ECCM ==================================== MOVEMENT: IMP SHIP A SHIP B ========================= 1 ---- ---- 2 ---- ---- 3 ---- ---- 4 ---- ---- 5 ---- ---- 6 ---- ---- 7 ---- ---- 8 ---- ---- 9 ---- ---- 10 ---- ---- 11 ---- ---- 12 ---- ---- 13 ---- ---- 14 ---- ---- 15 ---- ---- 16 ---- ---- IMPULSE ACTIVITIES: |
Copyright © 1996, 1997, 1998, 1999 - Mike Mulka