FEDERATION COMMANDER PBEM 7FC - SITREPs

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(7FC) SITUATION REPORTS (SITREPS)

Sitreps are the moderator’s 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(s) in.

When the Sitrep is posted by the moderator, it will be sent by email to all players involved in that game and the webmaster 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 Game Sitreps are also normally sent to the PBEM Coordinator, so that they can keep The Games Pages up to date.

(7FC1) SUBJECT LINE: The subject line is formatted similarly to the subject lines for Energy Allocation and SOPs, with the obvious difference that it is for all players. This allows you to "search" for the subject line content to find the Sitrep you’re interested in. The format is as follows:

Gxx T.im SITREP
For example:
FC0001 3.2 SITREP

(7FC2) CURRENT POSITIONS: The Current Positions section will be identical to the Current Positions section on the SOPs, (5FC6) except that it will include the locations and speeds for all units (of ALL sides) as of THAT Sitrep. (i.e., If the Sitrep is for impulses 5-7, then the Current Positions section would show the locations on IMPULSE #7.) For example:

SHIP      HEX
==============
FED DNG  1708C
FED CA   2010D
KLIN C7  1318F
KLIN D7  1215E
KS/1     1215E

Note that KS/1 is the designation for the 1st Klingon Shuttle launched. See (9FC4) (Small Unit Designations) for further explanation.

(7FC3) BODY: The body will show everything that has happened (so far) that turn.
(7FC3a) MOVEMENT PLOT: The Movement Plot will look exactly like an SOP’s movement plot (6FC3d), 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 what’s going on, since it’s all on one form. For example:

MOVEMENT:
 SUB-
PULSE  CA    D7  KD/1  KD/2
============================
 3.1
 3.2 1811C 2923F
 3.3
 3.4 1912C 2822F 2822F 2822F
 4.1
 4.2 2012C 2821F 2722F 2722F
 4.3             2721A 2721A
 4.4 2113C 2721F 2720A 2720A

Note that KD/1 (and KD/2) is a designation for a drone. See (9FC4) (Small Unit Designations) for further explanation.

(7FC3b) 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. The format is:
IMP xx: Event. (i.e., IMP 17: D7 Launches 1x drone at CA)

Each action will be listed separately, and each impulse will be listed separately. If two actions are being done on the same impulse, they will be listed on separate lines. For example:

IMP 7:  CA  Accelerates to speed 16+1
        D7  Launches 2x drones, facing A, target CA (KD/1-2)
(7FC3c) 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
------------------------
Disruptor A  2    3
Disruptor B  6    0
Disruptor C  2    3
Disruptor D  3    3
------------------------
sub-total         9
Reinforcement     1
Shield damage     4
TOTAL INTERNALS   4

INTERNALS: CA
Damage Allocation Chart Roll = 2
Phaser (#9)
R Hull
Reactor
Lab
(Repeat as needed for additional Damage Allocation Charts.)

A more simplified version of this information could be used, if the moderator desires. (The Damage Allocation Chart Roll and Internals lines would be repeated as needed.) For example:

IMP 5:  D7  Fires 4x Disruptors at CA (range 7)
            Rolls=2,6,2,3 for 9 damage on #2 shield
            1 reinforcement, 4 point shield – 4 internals
            Damage Allocation Chart Roll=2
            Internals=Ph-3 (9), R Hull, Reactor, Lab
            CA shields now 30/24/24/24/00/24

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.

(7FC4) REMAINING POWER: This section will list the remaining power for each ship in the battle. Each ship will have it’s own line. This will not be a complete Energy Allocation list, just the number of remaining tokens the ship has.

POWER REMAINING:
Federation CA:  7 power
Klingon D7:    14 power

(7FC5) NEXT SOP INFO: This is where the moderator will tell the players the Sequence of Play step the break condition occurred in, who must submit an SOP to continue the game, and when that SOP is due. If the break occurred during movement, the movement sub-pulse will also be listed. For example:

BREAK CONDITION MET (1E2b #3) - FED
NEW FED SOP DUE 6-20

(7FC6) EXAMPLE: Below is an example of a complete SITREP for a complete turn. (This is for example purposes, so please excuse any “bad” tactics.)

FC0001 2.8 SITREP

SITUATION:
SHIP      HEX
==============
FED CA   2520C
KLIN C7  2123F

MOVEMENT:
 SUB-
PULSE  CA    D7  KD/1  KD/2
===========================
 1.1
 1.2 1409C 3225F
 1.3
 1.4 1410C 3125F
 2.1
 2.2 1610C 3024F
 2.3
 2.4 1711C 2924F
 3.1
 3.2 1811C 2923F
 3.3
 3.4 1912C 2822F 2822F 2822F
 4.1
 4.2 2012C 2821F 2722F 2722F
 4.3             2721A 2721A
 4.4 2113C 2721F 2720A 2720A
 5.1
 5.2 2213C 2620F 2619F 2619F
 5.3             2618A 2618A
 5.4 2314C 2520F 2617A 2617A
 6.1
 6.2 2315D 2420E 2517F 2517F
 6.3 2316D       2416F 2416F
 6.4 2317D 2421E 2317E 2317E
 7.1
 7.2 2318D 2322E       2318E
 7.3 2319D             2319E
 7.4 2320D 2323E       2320E
 8.1
 8.2 2420C 2223E
 8.3
 8.4 2520C 2123F

IMPULSE ACTIVITIES:
====================================================
IMP 0:  CA   Announces baseline speed 16
        D7   Announces baseline speed 16
        CA   Holds 4x +8 overload photon torpedoes
IMP 3:  D7   Launches 2 drones, facing F, target CA (KD/1-2)
IMP 5:  D7   Fires 4x Disr (A-D) at CA (range 7)
             Rolls=2,6,2,3 for 9 damage on #2 shield
             No reinforcement – shield reduced to 15
             CA shields now 30/24/24/24/15/24
IMP 6:  CA   Accelerates to speed 16+1
        KD/1 Impacts CA #5 shield
        KD/2 Impacts CA #5 shield
        CA   Attempts defensive fire against KD/1
             CA Fires 1x Anti-drone from Drone rack #1 at KD/1
                Roll=6 – anti-drone missed
             CA Fires 1x Ph-3 (9) at KD/1
                Roll=3 for 4 damage – KD/1 destroyed
        CA   Attempts defensive fire against KD/2
             CA Fires 1x Ph-3 (10) at KD/2
                Roll=6 for 3 damage – KD/2 not destroyed
             CA Uses 1x Energy Token to tractor KD/2
IMP 7:  CA   Accelerates to speed 16+1
        CA   Attempts defensive fire against KD/2
             CA Fires 1x Ph-1 (7) as ph-3 at KD/2 – autokill*
        CA   Fires 4x Photons at D7 (range 3)
             Rolls=5,2,6,5 for 8 damage on #3 shield
             No reinforcement – shield reduced to 14
             D7 shields now 30/22/14/22/22/22

POWER REMAINING:
KLINGON D7:    18   POWER
FEDERATION CA: 11.5 POWER

END OF TURN
ENERGY ALLOCATION FROM BOTH PLAYERS DUE 2-7-06

* An autokill is when the minimum damage from a weapon (or weapons) is more than enough to destroy the target, a die roll is not needed. The weapon is fired (energy is expended and the Weapons Fired track is marked) and the target is destroyed, but no die is rolled. In the above example, the drone only had 1 damage point remaining. Since the minimum damage of a phaser-3 at range 1 is 3, this was an autokill.

(7FC7) 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

SITUATION
SHIP   HEX
===========

MOVEMENT:
 SUB-
PULSE SHIP A  SHIP B
===================
 1.1  -----   -----
 1.2  -----   -----
 1.3  -----   -----
 1.4  -----   -----
 2.1  -----   -----
 2.2  -----   -----
 2.3  -----   -----
 2.4  -----   -----
 3.1  -----   -----
 3.2  -----   -----
 3.3  -----   -----
 3.4  -----   -----
 4.1  -----   -----
 4.2  -----   -----
 4.3  -----   -----
 4.4  -----   -----

IMPULSE ACTIVITIES:

REMAINING POWER:

NEXT SOP INFO DUE

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Copyright © 2006 Amarillo Design Bureau, All Rights Reserved Updated 15 November 2006