STAR FLEET BATTLES PBEM PB6 - SITUATION REPORTS (SITREPS)

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(PB6.0) 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 in, and will obviously not include "hidden" information. (i.e., 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 game’s progress.

(PB6.1) SUBJECT LINE: The subject line is formatted similarly to the subject lines for the EAF’s and SOP’s, with the obvious difference that it is for both 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

Where:

For example:

03SFA121.3.18

(PB6.2) HEADING: The heading is likewise similar to headings for the EAF’s and SOP’s. 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 SOP’s, (PB5.33) except that it will include the locations and speeds for all units (of BOTH sides) as of THAT Sitrep. (i.e., 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 who’s 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 SOP’s 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 what’s going on, since it’s 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. (i.e., Reserve Power use, Real vs. Pseudo Plasma, etc.)

The Format is: IMP xx: Event. (i.e., 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), you’ll see that the Pseudo R Plasma is shown here as simply a 50 pt plasma, and the real Type S’s 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 that’s all that’s given. (The Plasma speeds are given for format only. This would normally only apply to drones, which have different available speeds, but it’s 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 SOP’s from ROM and FED by 1/9/99.

MOVEMENT:
IMP  ROM KR   ROM WE   FED CA+   FS/1    RP/B
================================================
1    ----     ----     ----      ----    ----
2    ----     ----     1417B     ----    ----
3    1608E    ----     ----      ----    2010E
4    ----     1911E    1416B     ----    1911E
5    1609E    ----     1415A     ----    1811E
6    ----     ----     ----      1315B   1812E
7    1510E    ----     1515A     ----    1713E
8    ----     1912E    1514A     ----    1613E
9    1511E    ----     ----      ----    ----
10   ----     ----     1613A     ----    ----

IMPULSE ACTIVITIES:
IMP 1: ROM WE launches 20 pt Plasma (RP/B) heading E, speed 32.
IMP 2: ROM WE Announces Cloaking.
IMP 2: FED CA+ Fires 4 Standard Photons at WE. 9 Internals to ROM WE (See damage below)
IMP 5: ROM WE now fully cloaked. FED lock-on lost.
IMP 8: FED CA+ Fires 4 PH-1’s (#3-6) at RP/B. 17 pts damage. RP/B Destroyed.
IMP 10: ROM KR announces speed change to speed 11. (Takes effect IMP 11)

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 (9)
Roll Damage
------------
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

(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:

DAMAGE:
Weapon   Roll  Damage
------------------------

------------------------
sub-total
Reinforcement
Shield damage
TOTAL
INTERNALS:

Roll Damage
---------------

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Copyright 1996-1999, 2005 Amarillo Design Bureau, All Rights Reserved Updated 15 November 2006