STAR FLEET BATTLES PLAY-BY-EMAIL RULES (PB1.0) PBEM STANDARD RULES This document contains rules for playing Star Fleet Battles (SFB) via E-Mail. These are the official rules used by the Star Fleet Battles Play-by-E-Mail (PBEM) System. Playing SFB by E-mail is in many ways very different from a face-to-face game, though the SFB Rulebook is followed in almost every case. The PBEM rules attempt, as much as possible, to allow Players to maintain direct control of their ships. However, it is not an exact duplicate of a face-to-face game. The basic gist of the PBEM System is that you and your opponent submit your orders for the turn to a Moderator via E-Mail. The Moderator then processes them, and sends a "Sitrep" (Situation Report) to the Players via E-Mail. You receive the results, write up your next turn, and then submit your orders once again. The process is repeated until the game is completed. Sounds simple? That's because it IS! It'll take a little getting used to (after all, what doesn't?), but once you've got the hang of it, you'll be lobbing Photon Torpedoes (or whatever your weapon of choice is) at opponents from all over the world. This is a listing of the different rules which are normally used (or not used) when playing PBEM SFB. These are not all-inclusive, as you and your opponent can decide to use more (or less) of the rules than those listed here. These rules are simply the standard ones used if no others are specified. Every PBEM game has at least three participants: two or more Players and one Moderator. The Moderator's purpose is to accept orders from the Players and carry them out, reporting the results of those orders to all Players. While (s)he is not a Player, the Moderator fulfills a very important role in the game. Good Moderators and good Players make for a good, enjoyable game of SFB. Experience has also shown that moderating a PBEM SFB game is also an excellent way to learn more about the SFB rules. NOTE: You will not be able to play PBEM SFB unless you actually own the SFB Rules. If you do not have the rules for SFB, you will need to purchase the rules from your local hobby or gaming store, or from ADB, Inc. (PB1.1) TERMS: Below is a list of terms used in these PBEM SFB Rules, along with their definitions. * PBEM (Play-by-E-Mail): The term for using E-Mail (or other electronic means) to send orders and turn results back and forth. * SFB (Star Fleet Battles): The Star Fleet Battles board game system, developed and copyrighted by Amarillo Design Bureau. * MODERATOR: The person who "runs" the PBEM SFB game for the Players. * EAF (Energy Allocation Form): SFB Form used to distribute and record ship's energy usage. * SOP (Standard Operating Procedure): The written orders that a Player submits to the Moderator via E-Mail. * SITREP (Situation Report): The written results of each turn that the Moderator sends to the Players, showing what happened during that period of play. * PBEM SFB Organization: A Gaming Group that organizes PBEM SFB Games, as well as other SFB pursuits. (Some examples of PBEM SFB Organizations: BattleForce CompuServe, ADB PBEM Website, Star Fleet Arena, etc...) * GAMES DIRECTOR: The person responsible for organizing, regulating, and adjudicating the PBEM SFB Games for a specific PBEM SFB Organization. (PB1.2) RULES FOR STANDARD GAMES (NON-TOURNAMENT): Unless agreed upon prior to game start, the following rules will be used. These are considered "PBEM STANDARD" and will be the assumed rules during the game. * ALL Basic, Advanced, and Commander's level rules from the Captain's Basic & Captain's Advanced Missions Rulebooks. * ALL Basic, Advanced, and Commander's level rules from expansions you or your opponents may be using races from. * PBEM MOVEMENT (PB5.34) will be used in place of the movement options listed in section C of the SFB Captain's Rulebook. In cases where (PB5.34) does not cover the movement rule, the Captain's Rulebook will be used. * NO RULE LISTED AS OPTIONAL will be used with the exception of (D6.5) Ubitron Interface Modules. Note that these are the standard rules, and are intended to help speed game setup and play. Other rules can be used with the mutual agreement of both Players and the Moderator, and there is no penalty for doing so. (PB1.3) PBEM TOURNAMENT GAMES: If you are playing a Tournament Duel (whether in an actual Tournament, or just dueling for the fun of it) then Tournament Rules (as spelled out in Captain's Module T) will be used. See Module T for the list. NOTE: A special waiver for authorization to run Rated Ace PBEM Tournaments can only be obtained directly from Steve Cole. (PB1.4) PLAYTEST GAMES: Playtest games use the Standard Rules, as modified by specifications in the playtest scenario. (PB2.0) SETTING UP A GAME There are a few things you need to do before requesting a PBEM game of SFB. * Read and understand THESE rules. If there's something unclear, then please feel free to E-mail the ADB PBEM Staff with your questions. * Decide what type of game you're looking for. (ie; Standard Duel, Scenario #, Tourney Duel, etc.) In some cases, the Games Director of the PBEM Organization you're playing with will only allow certain types of games. (Tourney / Non-Tourney / Playtest, etc.) * If it's a non-time specific Scenario, then you'll also need to decide a Year for the battle to take place. This will affect the availability of some ships / units. * Decide what rules you want to use. If you're using PBEM Standard, or Tourney Rules, then you're done with this step. Otherwise, make a listing of all the optional rules you want to include (or standard rules you want to exclude). * If you're new to SFB itself, then you'll need to make sure this fact is known before you call for a game. (PB2.1) FINDING AN OPPONENT: Once you're ready to go, you'll need an opponent. The procedure for doing this varies depending on which PBEM SFB Organization you are playing with. These procedures will be specifically spelled out by each particular Games Director, along with where to send your startup information. (PB2.2) MODERATORS: Every game must have a Moderator, which makes Moderators a very important commodity in the PBEM SFB universe. Generally, it is requested that every Player, after playing a couple of games, make themselves available to moderate games. Demand for Moderators can be quite high, and volunteering to help out will help to keep new game starts from being delayed. While Players with some PBEM SFB experience are preferred as Moderators, it is not absolutely required. This information will also be provided by your PBEM SFB Organization, along with any requirements for Moderators. Moderating a can be a very rewarding experience. (You get to see all the nasty tricks that two other Players can pull on one another. Then you can use them yourself!) So give it a try. (PB3.0) GAME PROCEDURE The exact game procedure may vary slightly from one game to the next (mostly dependent on the Moderator), but will use the forms and follow the sequence shown below at all times, unless specifically spelled out prior to game start. (PB3.1) GAME SETUP: The first turn of a game will differ from subsequent turns only in the initial "setup" phase. This is where you let the Moderator know of any special circumstances that are required to be laid out prior to game start. This information is usually included in (or sent at the same time as) the initial turn's EAF. Some of the items that need to be specified include (but are not necessarily limited to): * Ship Upgrades: Such as Refits, and other Commander's Options. * Option Mounts: If your ship has Optional Weapons Mounts, you need to specify these for the Moderator. * Drone Loadouts: If you "spent" any points on drone upgrades (or are allowed points by the scenario) then you need to let the Moderator know where these points were spent, and where specialty drones are loaded. * Shuttle Status: If your weapon status allows, you need to let the Moderator know if you have any Suicide Shuttles, Scatter Packs, etc. ready and waiting. * Prior Overload Energy: Depending on weapon status, you may have overload energy carried over from prior to game start. This needs to be specified. * Any other pre-start info that may be required by the scenario. (i.e., Minefields, etc.) (PB3.2) TURN SEQUENCE: The Turn Sequence will vary from one moment to the next, as break conditions, conditional orders, and other unforeseeable events occur. What follows here is a BASIC example of how a turn will proceed. Explanations of the forms and how they work are described in later sections. (PB3.21) SEQUENCE OF PLAY: 1) Both Players send their EAFs to the Moderator. (This will include Startup info on Turn 1) 2) Moderator informs both Players of their opponent's starting speeds, plus any information that the opponent can see. (Fighters launched, drones deployed, refits, etc.) 3) Both Players send their initial SOPs to the Moderator. 4) Moderator processes all orders on the SOP's. When a break condition occurs, (s)he will post a Situation Report to both Players, requesting an updated SOP for the Player who had the break. The Sitrep is also sent to the Web Meister of that game (if applicable). The end of the SOP Period is always a break condition. 5) Player(s) send revised SOP(s) to Moderator. 6) Moderator processes the revised SOP(s) and posts another SITREP. 7) [** Steps 5 & 6 are repeated until the end of the turn.] 8) End of turn procedures are carried out. 9) An end-of-turn SITREP is mailed to the Players, and to the Games Director for recording. Then it all starts over at step 1. (PB4.0) ENERGY ALLOCATION FORMS (EAFs) The EAFs used in PBEM SFB are similar to the paper ones you're used to, with the obvious difference that they are "electronic" here. You submit your EAF to the Moderator. The example below is the preferred form, but other forms can be worked out with your Moderator. Keep in mind that, while you need to submit your EAF via E-mail, you may fill it out using a word processor. Of course, the form is more easily read using a non-proportional font. Note that you must submit a separate EAF for each ship you control that requires an EAF. Also, an effort should be made by each Player to double check their EAFs (and SOP's) for errors. Some will probably slip by, but these will be minimized by careful attention on the Players' parts. This is to minimize the number of times the Moderator has to stop the game in order to get a clarification of some illegal action taken by one of the Players. (PB4.1) EAF REQUIREMENTS: Each Player is required to keep track of their own EAF. This is true for all the forms used in PBEM SFB. The Moderator will also keep records in case something happens to your files, but you must still keep copies for yourself. This is to avoid repeated requests for copies of your last EAF, which would be an unnecessary hassle for the Moderator. Also, the EAF form included here makes it necessary to keep only the latest copy, as all turns are kept track of (as in the paper version) on one form. Whichever form you end up using, you MUST keep a record of your EAF for the entire game. (This also applies to the Moderator) At the end of the game, your opponent can request a review of your EAFs in order to resolve a problem, so you (and your Moderator) must have them available. If an opponent DOES request to review your EAF, however, the Moderator's copy is the official one. (PB4.2) FORMAT: The format of the EAF is identical to the paper version in content. As far as the layout, the blank form included here is the preferred layout to use. (PB4.21) SUBJECT LINE: The Subject Line is the "Title" of the message. This is what is visible when you look at the list of messages, and is also what you can key on when "searching" for a specific type of message. As such, it's important that you include certain information here so that your Moderator can find your EAFs and SOP's without any trouble. The Format of the Subject Line is as follows: Gxx.T.im RAC TYP Where: Gxx = Game Number. (i.e., HR4011, 02SFA117, A0310, etc: - You will be given this by the Games Director.) Do NOT include the "G", and ensure you use two digits. T.im = Turn & Impulse. (i.e., Turn 3, Impulse 18 = 3.18) RAC = Three letter Race designation. (i.e., HYD, ROM, KZI, FED) You do not need to list a race for Sitreps. TYP = Form Type. (i.e., SOP, EAF, Sitrep) For example: 02SFA117.2.00 ROM EAF (PB4.22) HEADING: The Heading of the EAF is another one of the differences of the PBEM version. This section is at the top of the form, and is used by the Moderator to quickly identify certain game information. The Format of the Heading is as follows: Gxx.T.im RAC TYP (See above.) YOUR NAME & ADDRESS (i.e., Christopher Pike / cpike@somewhere.new) SHIP: SPEED PLOT (For each ship you control. See example below) For your SPEED PLOT, show (for each ship) your speed for each impulse of the upcoming turn. For example: KR: IMP 1-9 = Speed 12 / IMP 10-24 = Speed 18 / IMP 25-32 = Speed 15. WE: IMP 1-32 = Speed 9. While some of this info is also available in the subject line (up at the top of the message), it makes it easier for the Moderator to keep track of everything if the heading contains all of the above info. This way, if the Moderator "cuts & pastes" the info into a word processor, the necessary info will go right along with it. EAF Heading Example: 02SFA117.2.00 ROM EAF Christopher Pike / cpike@somewhere.com KR: IMP 1-9 = Speed 12 / IMP 10-24 = Speed 18 / IMP 25-32 = Speed 15. WE: IMP 1-32 = Speed 9. (PB4.23) EXAMPLE: Below is an example of a completed EAF. The form has been trimmed down to show just turn 1. Also, the Heavy weapons have been labeled for the specific ship, and a "Cloak" line has been added, as the ROM ship needed one. 02SFA117.2.00 ROM EAF Christopher Pike / cpike@somewhere.com KR: IMP 1-9 = Speed 12 / IMP 10-24 = Speed 18 / IMP 25-32 = Speed 15 ============================================== ENERGY ALLOCATION FORM | 1 | ============================================== 1. WARP ENGINE POWER | 30 | 2. IMPULSE ENGINE POWER | 5 | 3. REACTOR POWER | 3 | 4. TOTAL POWER AVAILABLE | 38 | ---------------------------------------|-----| 5. BATTERY POWER AVAILABLE | 4 | 6. BATTERY CAPACITY DISCHARGED | 0 | ---------------------------------------|-----| 7. LIFE SUPPORT | 1 | 8. ACTIVE FIRE CONTROL | 1 | 9. CHARGE PHASER CAPACITORS | | ---------------------------------------|-----| 10. HEAVY WEAPONS Plasma-S A | 2 | Plasma-S B | 2 | Plasma-F C | | Plasma-F D | | ---------------------------------------|-----| 11. ACTIVATE SHIELDS | 2 | 12. GENERAL REINFORCEMENT | | 13. SPECIFIC 1 | | 7 | REINFORCEMENT/ 2 | | | AND CURRENT 3 | | | STRENGTH 4 | | | 5 | | | 6 | | | ---------------------------------------|-----| 14. ENERGY FOR MOVEMENT | 12 | HET | 5 | ---------------------------------------|-----| 15. DAMAGE CONTROL | | 16. RECHARGE BATTERIES/RESERVE WARP | 4 | 17. TRACTOR/NEGATIVE TRACTOR | 4 | 18. TRANSPORTERS | | 19. LABS | | PROBE | | WILD WEASEL | 1 | SUICIDE SHUTTLE | 1 | CLOAK | | ---------------------------------------|-----| 20. TOTAL POWER USED | 42 | 21. BATTERY POWER USED | 4 | PHASER CAPACITORS CHARGED | 7 | PHASER CAPACITORS USED | | ============================================== (PB4.3) BLANK FORM: You may use the following blank form for your own EAF. Just "Copy & Paste" it to your word processor, or to your E-mail software. If you are having trouble (due to HTML conversions), then just use the Text copy of these rules, found in the Star Fleet Arena Library. Please note that you may have to change it slightly for your specific ship. (Or, in the case of Andromedans, you may have to change it extensively.) You should always at least add the names of your heavy weapons, and add things that may require energy for your ship that are not listed here. (i.e., cloak, web, etc.) Gxx.T.im RAC EAF RACE / NAME & ADDRESS SHIP: SPEED PLOT ============================================================= ENERGY ALLOCATION FORM | 1 | 2 | 3 | 4 | 5 | ============================================================| 1. WARP ENGINE POWER | | | | | | 2. IMPULSE ENGINE POWER | | | | | | 3. REACTOR POWER | | | | | | 4. TOTAL POWER AVAILABLE | | | | | | ------------------------------|-----|-----|-----|-----|-----| 5. BATTERY POWER AVAILABLE | | | | | | 6. BATTERY CAPACITY DISCHARGED| | | | | | ------------------------------|-----|-----|-----|-----|-----| 7. LIFE SUPPORT | | | | | | 8. ACTIVE FIRE CONTROL | | | | | | 9. CHARGE PHASER CAPACITORS | | | | | | 10. HEAVY WEAPONS A | | | | | | B | | | | | | C | | | | | | D | | | | | | E | | | | | | F | | | | | | ------------------------------|-----|-----|-----|-----|-----| 11. ACTIVATE SHIELDS | | | | | | 12. GENERAL REINFORCEMENT | | | | | | 13. SPECIFIC 1 | | | | | | REINFORCEMENT/ 2 | | | | | | CURRENT 3 | | | | | | STRENGTH 4 | | | | | | 5 | | | | | | 6 | | | | | | ------------------------------|-----|-----|-----|-----|-----| 14. ENERGY FOR MOVEMENT | | | | | | HET | | | | | | ------------------------------|-----|-----|-----|-----|-----| 15. DAMAGE CONTROL | | | | | | 16. RESERVE WARP / IMPULSE | | | | | | ------------------------------|-----|-----|-----|-----|-----| 17. TRACTOR/NEGATIVE TRACTOR | | | | | | 18. TRANSPORTERS | | | | | | 19. LABS | | | | | | PROBE | | | | | | WILD WEASEL | | | | | | SUICIDE SHUTTLE | | | | | | ==============================|=====|=====|=====|=====|=====| 20. TOTAL POWER USED | | | | | | ------------------------------|-----|-----|-----|-----|-----| 21. BATTERY POWER USED | | | | | | PHASER CAPACITORS CHARGED | | | | | | PHASER CAPACITORS USED | | | | | | ============================================================= (PB5.0) STANDARD OPERATING PROCEDURES (SOPs) SOPs are your way of telling the Moderator what you want your ship(s) to do for the turn. This will include everything; from where you want them to move, to when you want to fire your weapons, and which weapons to fire. EVERYTHING that is done during the turn goes into the SOP. Note that you should combine multiple ships onto a single SOP, if you are controlling more than one ship. (PB5.1) LENGTH: The turn will normally be broken up into two "halves" of 16 impulses each. Each halve will have it's own separate "initial" SOP. This is known as the SOP Period. Breaks which occur during the half-turn will not "reset" the Period. In other words, the first SOP Period of the turn would be for impulses 1-16. If it is impulse 9, and a break occurs, the rebid would be for impulses 9-16. (The rebid starts on IMP 9 because the break will have occurred on a specific action, and other actions could be taken to respond to that break condition later in the Impulse Activity Segment of that impulse.) Note that each and every rebid MUST include a FULL SOP for the impulses it covers. A "FULL" SOP is considered to be ALL movement, impulse activities, and any other instructions, just like the original. The Player is not allowed to submit alterations or "amendments" to their previous SOP's. So, in the above example, a rebid for impulses 9-16 would consist of a COMPLETE SOP for impulses 9-16. This means rebids consisting of statements like; "Use my old SOP, except change my break conditions to..." would NOT be allowed. (This is done to make the Moderators' jobs a little easier, and reduce the likelihood of Moderator errors.) A Moderator receiving a partial SOP, alteration request, or amendment request should immediately notify the Player that a FULL SOP for the impulses covered must be submitted before the orders can be processed. Once impulses 1-16 were complete, the Moderator would ask for new SOPs (from both Players) for impulses 17-32. (The second SOP Period) The Length of the SOP Period can be changed only with the approval of all Players, and is assumed to be 16 impulses, unless otherwise specified. (PB5.2) RECORD KEEPING: Essentially, the Record Keeping requirements for EAFs (PB4.1) apply to SOPs. The exception is in the length of time you need to keep them. While EAFs are required to be kept the entire game, SOPs only need to be kept until they are resolved. Being "resolved" means that a Sitrep covering the impulses relevant in the SOP has been posted by the Moderator, and both Players agree with the results. There is not necessarily a formal agreement by the Players. As long as they accept the Sitrep, and repost new SOPs, agreement can be implied. This way, if there are discrepancies (no one is perfect... even Moderators!) they can be discussed while you still have a copy of your latest SOP. Basically, once you're satisfied that the portion of the turn which applies has been run according to your SOP, you can dispose of it. Obviously, you are not required to dispose of it. Feel free to keep it as long as you like. NOTE: If any discrepancies are noted AFTER the players have accepted the Sitrep and submitted new SOPs, then those discrepancies may or may not be corrected at a later time, based upon the situation and at the discretion of the Game Director. Note any discrepancies to your Moderator IMMEDIATELY. (PB5.3) FORMAT: The format of the SOP is laid out to make viewing and processing it easier for everyone concerned. If a "standard" format is used, then new Players (and new Moderators) won't be surprised by an unknown format. Another benefit of a standard SOP is that the required information will be less likely to be accidentally left out. (PB5.31) SUBJECT LINE: The Subject Line format is identical to an EAFs subject line, (PB4.21), with the exception that you put "SOP" in the TYP slot, rather than "EAF". (PB5.32) HEADING: The SOPs heading is similar to an EAFs heading, (PB4.22), minus the Speed Plot. (You must still include the ship in a multi-ship force.) The Format is as follows: Gxx.T.im RAC TYP YOUR NAME & ADDRESS SHIP (If there is more than one ship of your race.) IMPULSES COVERED The SHIP is included to differentiate between two ships of the same race. This applies even if the two different ships are on opposite sides. (Such as a ROM Tournament KE and a Tournament KR battling in a Tourney Duel.) This would also apply if there were two Players on one side. (i.e., a 3+ Player game) SOP Heading Example: 02SFA17.2.09 ROM EAF Christopher Pike / cpike@somewhere.com ROM KR IMP 9-16 (PB5.33) CURRENT POSITIONS: The Current Position shows each of YOUR unit's starting locations and their starting speeds. (Beginning with the first impulse of THAT SOP.) For instance; For SOP 2.09, the starting situation would reflect the ship's starting locations and speeds on IMPULSE 9 of turn 2. You should include Ships, Shuttles / Fighters, PFs etc. (but not seeking weapons) here. An example follows: SHIP HEX SPEED ================ KR 1708C 15 WE 2010D 12 Note that the HEX location of a unit is shown as it's actual hex number, with it's heading immediately after. i.e., A ship in hex 0515, facing direction B is said to be in hex 0515B. (PB5.34) MOVEMENT: The Movement Section contains the locations of all ships during the course of the SOP, on an Impulse-by-Impulse basis. For each impulse that one of your ships is to move, simply put the new hex location (including heading) under the appropriate ship. If you want to take other actions during that impulse, that will be listed in the Impulse Activities Section. (i.e., If performing an HET, just list the new hex location in the Movement Section, while listing the HET action itself in the Impulse Activity Section.) Movement Section Example: IMP ROM KR ROM WE =================== 1 ---- ---- 2 ---- ---- 3 2321B ---- 4 ---- 2422B 5 2420B ---- 6 ---- ---- 7 2419B ---- 8 ---- 2421A 9 2519B ---- 10 ---- ---- Notice that during Impulse 7, the KR sideslipped. This information does not need to be spelled out, as the plotting of movement will make it apparent. Also notice that the WE turned during Impulse 8. This is also apparent, and does not need to be specifically noted. The movement plot itself is sufficient. (PB5.341) PBEM NON-PLOTTED MOVEMENT: Occasions will arise when you will want your moderator to move your ship in response to your opponent's movement. The Pre-Plotted Movement section ((C1.32) in SFB Rulebook) has some movement options that have the same names as those shown below. THESE ARE NOT THE SAME RULES, and are NOT interchangeable. When playing PBEM SFB, the definitions of the terms below will be used. Note that there should be very little confusion, as PBEM Movement is plotted only as much as is necessary to play the game. (C1.32) is used when you are using SFB's Pre-Plotted Movement, which must all be plotted at the beginning of the turn, and cannot be changed, except by using (C1.32). The terms PURSUIT PLOT, EVASION PLOT, & STATION KEEPING PLOT are used in PBEM to describe basically what you want your ship to do relative to your opponent's ship. When you want to use one of these methods, you can tell your Moderator to adopt the plot on your opponent's ship. Except as noted below, use (C1.322), (C1.3223), & (C1.3224) to determine actual ship movement criteria. (THESE rules take precedence for PBEM Games if there is any conflict.) The requirements and limitations are: * You MUST state a target unit. * You MUST state a period to maintain the Non-Plotted movement. (i.e., IMP 10 to IMP 16, or based on certain conditions.) * You MAY state any other clarifications. (i.e., Try to stay on his #3 shield, or Keep my #2 Shield out of his arc, etc.) * You may BEGIN and END this at ANY TIME, as specified in your SOP. (There is NO delay period between announcement and implementation.) * You MAY use conditional orders to initiate or terminate PBEM NON-PLOTTED movement. (PB5.35) IMPULSE ACTIVITIES: This is where all other actions are spelled out. Weapons Fire, Shuttle / Fighter launches, Seeking Weapon launches, Tractor use, Transporter use, etc... ANYTHING you want to do during the turn (except normal movement) is done in this section. The Format of this section is simply; Impulse #: Activity. That's it. List each impulse separately, and each activity separately. It makes it easier to sort the actions out when the Moderator processes the turn. Impulse Activity Example: IMP 24: WE Launch Pseudo R Plasma at FED CA+. IMP 24: WE Begin Cloaking. IMP 26: KR Launch Two Type S Plasmas (A & B - Standard warheads) at FED CA+. IMP 26: KR FIRE 4 PH-1's (#1-4) at FED CA+. IMP 27: KR Launch Wild Weasel. IMP 28: KR Begin Cloaking. Note that when listing weapons fire / launching, MAKE SURE you include which weapon (A,B,C,D,1,2,3,4) is being fired / launched. It may be obvious in most cases, but sometimes it isn't. It's better to get in the habit. Otherwise the Moderator has to delay the game to request the information, or pick one out at random. (PB5.36) BREAK CONDITIONS: Break Conditions are your requests to interrupt the game under certain conditions so that you may reassess the situation and "Rebid". (Rebidding is simply the act of submitting a new SOP.) Once a break occurs, your old SOP is considered "dead" at that point, which means that you can change any of the orders you had originally put down (from that point forward). Break Conditions are listed after the Impulse Activity Section. You may include a set of "Break Conditions" in your SOP so that, if your opponent takes certain actions, or if events develop a certain way, you will have the opportunity to rebid your SOP. They are here so that your initial SOP doesn't have to be 12 pages long to cover every response to every event which may possibly take place. They are also here to give you a chance to react to actions or events that would make you want to change your ship's orders (either movement or impulse activities.) For example; Let's say that you are approaching an enemy ship with your drones "leading" you. Rather than list all the possible responses to all their possible actions, you could put in a request to break if (s)he sideslips away, or tractors some drones. You could then look to see what (s)he actually did, and respond to it. Also, when a break condition occurs, it is that specific event which triggers the break. This means that you may still take any actions which occur later during the Impulse Activity Segment of the SAME IMPULSE as the event which caused the break. For example; Let's say that you originally had an SOP that had you firing phasers on IMP 9. Your opponent launches drones at range 2 on IMP 9, which triggers an Auto-Break (PB5.37) This means that you now have the opportunity to fire some of your phasers at the drones, and adjust your SOP to split your fire, because Direct Fire comes AFTER Seeking Weapon Launch in the Impulse Activity Segment. (PB5.361) BREAK CONDITIONS FORMAT: The Format of Break Conditions is basically a description of what would make you want to reassess the situation. Try to make it brief and to the point, so the Moderator doesn't have to wade through it to get to the point. For example: BREAK CONDITIONS: (BREAK IF...) FED CA+ Drops a shield. FED CA+ Activates transporters. FED CA+ Tractors drones. There are two major dangers with Break Conditions; not enough, and too many. First is the danger that you'll overlook a possible action, and miss an opportunity (or worse, fall into catastrophe). It's a very real concern, and one which you have to keep in mind. Second is the problem of loading up with every conceivable break condition, and bogging the game down to unacceptably slow speeds by having every other impulse trigger a break, and an SOP rebid. The trick is to balance these two situations out. The easiest way to do that is to update your break conditions with EVERY SINGLE SOP! By updating, we mean add those breaks which are now applicable, and DELETE THOSE WHICH ARE NO LONGER APPLICABLE. The situation is changing all the time, and there are very few break conditions that are applicable throughout the game. While some inapplicable ones may actually trigger a break, I have found a few instances where a break was triggered, and the Player rebid with "Just go ahead and use my old SOP." This is usually an indication of an unnecessary break. Don't get me wrong. There are times when a break is valid, but when (upon consideration) you decide that your original course of action is the correct one. Far more often, however, it turns out to be just a "I wanna look around and see what's up" or a "I forgot to update my Break Conditions Section" situation. Remember, there are (at least) two other people involved in the game, too. It's not fair to them to have the game drag out just so someone won't miss any conceivable event. That's part of the "skill" of playing PBEM SFB. Having a streamlined SOP that will break the action when it counts, but not when it doesn't. (PB5.37) AUTOMATIC BREAKS: Automatic Breaks are breaks which will occur without any request from the Players. Auto Breaks are for those events which most Players would request a break for anyway. The number of "Auto-Breaks" is purposely kept to a minimum, so that they don't unnecessarily bog the game down with unneeded delays. It does include some of the most common and continually asked for breaks, however. Auto-Breaks will be assumed to be in effect unless it is agreed upon by all Players (and the Moderator) PRIOR to game start. There are two basic classes of Auto-Breaks. First, is the "Universal" break. This is a break which allows all Players to rebid. An example of these types would be along the lines of internal damage, so that the both Players could see what was damaged, and then decide what action to take based upon which systems were destroyed. In other words, the events which trigger a Universal Auto-Break are ones that all Players (even the one who initiated the action) would normally want to see the results of before proceeding. The second type is the "Singular" break. This kind of break would only allow the Player who DID NOT cause the event to rebid. For example; Drone Launch: The Player who launched the drones already knows about them, so there's no reason for that Player to need a rebid. The other Player, however, would like to take action in response to the drone launch (namely... KILLING THEM!). For either type of Auto-Break, the Player(s) can state in their SOP that the Moderator can skip any upcoming Auto Breaks that won't affect them. For instance; You and your opponent have played many times before, and you KNOW that once (s)he unloads their plasmas, cloaking will follow. If you see them unload, you can let the Moderator know that you don't need the "Opponent Cloaks" Auto-Break, and plan for them cloaking. (Of course, you would then put in a Break Condition so that the action would break if (s)he DIDN'T cloak after a specified period of time.) This would also apply near the end of that SOP Period, when certain actions won't change your plot anyway, (for those last few impulses). Below is a list of all the Auto-Breaks. If you don't see it here, then you'll need to specify it in your SOP. If you DO see it here, then you don't need to clutter your SOP with an identical break. (PB5.371) "UNIVERSAL" AUTOMATIC BREAKS: These events will trigger an Auto-Break. Each Player must submit a new SOP in response to these breaks, or inform the Moderator to continue on with their most recent SOP. * SHIELD DAMAGE on any ship which leaves 5 or less shield boxes (on damaged shield) intact. * INTERNALS scored on any ship, excluding seeking weapons, fighters, or shuttles. (Except see next break.) * Any Fighter or Shuttle becomes crippled or destroyed. * Any UNIT FIRES Heavy Weapons. * Any ship shows DOWN SHIELD to any enemy unit in range & capable of firing. * TRACTOR initiation that targets a unit able to resist via Tractor Auction. * Andromedan ship DISPLACEMENT FAILS. (PB5.372) "SINGULAR" AUTOMATIC BREAKS: These events will trigger an Auto-Break. Only the Player NOT responsible for the below actions is allowed to rebid. If that Player does not desire a rebid, they must let the Moderator know that. * COURSE CHANGE by enemy ship (excluding fighters & shuttles). This includes HET's, TAC's, or any other situation that results in a course change. * SPEED CHANGE announcement by enemy ship (excluding fighters & shuttles). This includes Emergency Decels, Tournament Barrier impact, or any other situation that results in a speed change. * NEW COUNTER on board. This includes Shuttle/Fighter launch, Seeking weapon launch, Web Casting or Laying, Satellite Ship appearance, reinforcements, Transported T-Bombs, etc. * Enemy ship announces or cancels CLOAKING / DE-CLOAKING. * HIT & RUN RAID conducted against any friendly ship. * Andromedan announces or completes DISPLACEMENT. * Enemy ESG Activation announcement or cancellation when any friendly Ship or Shuttle/Fighter is within 10 hexes. (PB5.4) CONDITIONAL ORDERS: Conditional Orders are orders you put down to react to the developing situation without using a Break Condition. In other words, they are "IF X THEN Y" Impulse Activities. Conditional orders can be used to do the following, based upon certain conditions you specify: * Change Impulse Activities * Change your Movement Plot * Change / Cancel Break Conditions * Cancel Automatic Breaks A Conditional Order allows the game to proceed (without a break), under certain conditions which you anticipate. They are normally used to eliminate a Break, and keep the game moving .For example; If FED CA+ turns to direction C, then place KR on PURSUIT PLOT on FED CA+. If ROM KR announces cloaking, then FIRE 6 PH-1s at ROM KR, and have CA+ on pursue KR. Conditional Orders also take precedence over, and CANCEL, Auto-Breaks. For example; In the above examples, the first Conditional Order would also cancel the COURSE CHANGE Auto-Break, (for a direction C turn only), while the second example would cancel the CLOAKING/DECLOAKING Auto-Break and instead fire the weapons shown. (PB5.41) FORMAT: The format for Conditional Orders is similar to Impulse Activities. It can be a simple IF / THEN statement, or it can be a paragraph on what your intent is. Just keep in mind that the more specific you are, the more likely it is that it will happen the way you want. If you give the Moderator a lot of leeway, (s)he may not do exactly what you wanted. Here's some examples: If ROM WE moves to 1220D, Then launch Suicide Shuttle at speed 6 targeted on WE. [This is pretty specific and clear cut.] If ROM KR sideslips or changes course, then keep them lined up along my centerline, using sideslips (if possible) or turns, if that's the only way. [This is relatively specific.] I want to keep away from the FED's centerline. Move me so I don't line up on it. [This leaves a LOT to the Moderator... actually, too much. According to the letter of this Conditional Order, the Moderator could theoretically move you anywhere (s)he wants... EXCEPT lining you up with the FED's centerline, and you would have no recourse if you considered it a "stupid" move.] The more specific approach is usually best, but you can "talk" your way through what you want to do... just be careful. (PB5.42) LIMITATIONS: The biggest limitation of Conditional Orders is that it can be difficult to anticipate much of what's going to happen in the next few impulses. Conditional Orders are not meant to replace Break Conditions. They are simply meant to enhance them. It's just another tool for you to use when constructing your SOP. As such, if you load your SOP up with a LOT of Conditional Orders, you may be able to catch enough of the upcoming events to avoid a break altogether. However, the poor Moderator is going to have to wade through your 34 Conditional Orders to make sure (s)he didn't miss anything, which will take some time to do. On the other hand, there are enough times when the courses of action your opponent can take are limited to two options. In these cases, try to use Conditional Orders instead of Break Conditions. Your game will speed up considerably. Another limitation of Conditional Orders is that they can get very complex. If you try to do too many things in a Conditional Order, the Moderator has the option of requesting clarification, or just triggering a break, and letting you rebid from there. Keep in mind that Conditional Orders are NOT mandatory. Everyone involved will benefit from their proper use, but if you feel too uncomfortable, then just use Break Conditions. Of course, you can ask your Moderator for advice, too. They can help you turn your Break Conditions into effective Conditional Orders. (PB5.43) RESERVE POWER SHIELD REINFORCEMENT (RPSR): RPSR instructions should be included with EVERY SOP. If a Player does not include any RPSR orders, then the Moderator MUST break and ask the Player for RPSR decisions, even if there is only one point of damage done to their shields. Needless to say this will slow the game up considerably. Note that a Player who does NOT include RPSR decisions will be giving away some information to his opponent. Since a Moderator does NOT have to break if the Player has NO reserve power left, any RPSR breaks will let your opponent know that you DO have reserve power left. (Assuming there was no valid Auto-Break at that time.) The Player who does put RPSR orders in will usually not get a break for RPSR, leaving his opponent guessing as to whether he is out of RPSR, or was smart enough to designate RPSR in his SOP. RPSR orders follow the same format as other conditional orders. It specifies under what conditions you want to use reinforcement, and how much to use. An example of RPSR orders: Use RPSR as necessary to protect the last shield box of any shield about to be dropped by damage. DO NOT use RPSR if last shield box cannot be saved. IF shield cannot be saved, then use RPSR points to stop ANY AND ALL internals. IF internals cannot be prevented, use 3 points of reserve if I take over 15 internals. (To take battery hits on emptied batts.) In all other cases, DO NOT apply RPSR. (PB5.5) GUARDS: his is where you list any guards on vital systems. Simply list which boxes you want guarded. For example: GUARDS: 1 Guard each on: Hellbore A&B Both PH-Gs NOTE: Guards are ONLY assigned on the FIRST SOP of the turn (IMP 1-16) per (D7.83) of the SFB Rulebook. After that, Guards can ONLY be changed in response to a Hit & Run raid (D7.86). At NO other time may Guards be reassigned during the turn. (PB5.6) SOP EXAMPLE HR4199.2.17 HYD SOP Christopher Pike / cpike@somewhere.com IMP: 17-32 START: ======================= SHIP HEX SPEED ----------------------- LM 1614C 4 RN 1414C 15 MOVEMENT: IMP LM RN --------------------------- 17 ---- ---- 18 ---- 1515C 19 1615C ---- 20 ---- 1615C 21 1716C ---- 22 ---- 1716C 23 1717D ---- 24 ---- 1717C 25 ---- ---- 26 1718D 1817C 27 ---- ---- 28 1719D 1818D 29 ---- ---- 30 1819D 1819D 31 ---- ---- 32 1820D 1820D IMPULSE ACTIVITY: IMP 18: LM Announce speed change to 14. IMP 25: LM FIRE PH-1s #1-4 and Hellbores A & B (both overload / enveloping) at ROM KE. (Resolve Hellbores second) CONDITIONAL ORDERS: IF LM is within 2 hexes of ROM KE and it begins cloaking, then FIRE LM's PH-1s #1-4 and Hellbores A&B (Both overload / enveloping) IMP 32: IF RN is within 2 hexes of ROM KE, THEN FIRE RN's PH-G (all 4 shots) and two Fusion Beams at ROM KE. GUARDS: LM: 1 Guard each on: Hellbore A&B Both PH-Gs (PB5.7) BLANK SOP FORM: Below is a standard version of a Blank SOP form: Gxx.T.im RAC TYP YOUR NAME &ADDRESS SHIP IMPULSES COVERED START: ======================= SHIP HEX SPEED ----------------------- MOVEMENT: IMP SHIP (SHIP) -------------------- 1 ---- ---- 2 ---- ---- 3 ---- ---- 4 ---- ---- 5 ---- ---- 6 ---- ---- 7 ---- ---- 8 ---- ---- 9 ---- ---- 10 ---- ---- 11 ---- ---- 12 ---- ---- 13 ---- ---- 14 ---- ---- 15 ---- ---- 16 ---- ---- IMPULSE ACTIVITY: BREAK CONDITIONS: CONDITIONAL ORDERS: GUARDS: (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 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 you're interested in. The format is as follows: Gxx.T.im SITREP Where: * Gxx = Game Number. (i.e., 5SFA18, HR5189, etc.) * T.im = Turn & Impulse. (i.e., Turn 3, Impulse 18 = 3.18) 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 --------------- (PB7.0) TOURNAMENT DICE LISTS In tournament games, the Moderator is supplied with a list of 100 each of D6 and 2D6 rolls to be used for each Player. (This is to assure all Players that the dice rolls are fair and that the Moderator cannot fudge the rolls in favor of one Player.) There are different formats for dice lists. Generally, to find the first number to use, you would go to the topmost unused number in the leftmost column for that D6 or 2D6 section of that player. So, each time a player "rolls a dice" (ie; fires a weapon, attempts to ID a drone, etc.) you would go to the first unused number for that player, and use it. For example: If you had a list that had one column for a player's D6 rolls, you would simply use the topmost unused number in that column. If you had a dice list that had two columns of 50 numbers each, you would use the topmost unused number in the leftmost column, and go down the column until it was used up, at which point you would return to the topmost unused number of the unused column. An example two column (8 roll) dice list would look similar to this: 9SFA117 (Moderator) Christopher Pike (FED) Harry Mudd (ORI) ------------------------------------------------------------- D6 2D6 D6 2D6 ------------------------------------------------------------- 6 4 4 11 1 3 10 6 2 2 7 8 4 1 9 5 1 6 10 3 2 5 12 4 3 5 9 7 3 6 7 8 (NOTE: The first three numbers of Pike's D6 list are shown as used. Also, the first five of Pike's 2D6 are shown used - for this 8 roll dice list.) (PB7.1) DICE ROLLS FOR WEAPONS: When firing weapons, apply the dice rolls to all weapons fired simultaneously in the following sequence (Using 1st roll 1st.): 1) Heavy Weapons, in sequence by their weapons designation, (A, B, C, etc). Lettered Option Mounts with Phasers are included in THIS sequence. 2) Phaser 4s, in sequence by their weapons designation. (Bases and Juggernauts only) 3) Phaser 1s, in sequence by their weapons designation, (1, 2, 3, etc.). 4) Phaser 2s, in sequence by their weapons designation, (4, 5, 6, etc.). 5) Phaser 3s, in sequence by their weapons designation, (7, 8, 9, etc.). If more than one unit is firing (say, two ships, or a ship and its fighters) on the same impulse, roll all damage from the largest unit first, (designated by size class, and within the same size class, by total BPV) then the next largest unit, then the next. If two units are the same size, then roll them in order by their unit number. (PB7.2) AUTOKILLS: Rolls which are unnecessary should not be used. For example, a ship making an HET with no chance of breakdown should not use up a dice roll for this purpose. Similarly, if a ship is firing two phaser-3s at an admin shuttle at range 1, the kill is automatic and the roll need not be made. IMPORTANT NOTE: Before a roll can be considered automatic BOTH PLAYERS must know that it is an autokill. A phaser-1 at a range 1 drone is only an autokill if both Players know it is a type-I. (PB8.0) DEFAULT DAMAGE ALLOCATION PROCEDURE (DDAP) The Default Damage Allocation Procedure outlines how damage is applied when internals are scored if no damage preference is given by the Player prior to the internals being rolled. (PB8.1) PURPOSE: The Purpose of the DDAP is to speed the game by having a standard order of damage so that the Moderator does not have to break the action in order to find out where the Player wishes the damage to be applied. As such, the DDAP will be used unless otherwise specified, and the Moderator will not stop damage allocation to request specific damage instructions. The Damage Allocation Chart (DAC) is still used. This procedure is only used to determine which box is damaged when there is more than one choice, and that choice can affect the battle. For example; The DAC calls for Phaser Damage. Rather than stop and ask the Player which Phaser to damage, the Moderator will simply follow the Order of Precedence (below) to determine which Phaser gets the hit. (PB8.2) EXCEPTIONS: The Players have the option, at any time PRIOR to the actual damage being scored, to override the DDAP. The exceptions that the Player wants to make must be spelled out clearly to the Moderator in the most recent SOP. These overrides must follow all other normal rules of damage allocation (i.e., Phasers in arc, Best Phaser on 3rd hit, etc.) In cases of confusion, refer to annex 7E and hit the weapon of lowest priority first. For example, if you're expecting damage, and want to save your 360 PH-3 (Phaser #5) more than your FA arc PH-1's (due to an incoming drone from the rear), you can let the Moderator know that you want the 360 PH-3 (#5) to be the LAST Phaser damaged. You would give the Moderator this information in your SOP. The info would have to be in each and every SOP that you want it to apply, otherwise the DDAP will be used. Remember to delete it from your SOP if/when you want the exception to no longer apply. (PB8.3) DAMAGE ORDER OF PRECEDENCE: Below is the Default Order of Precedence for damage applied from the DAC. This is listed from first weapon hit to last. * PHASERS: Fired Ph-3, unfired Ph-3, Fired Ph-2, unfired Ph-2, Fired Ph-G, unfired Ph-G, Fired Ph-1, unfired Ph-1, Fired Ph-4, unfired Ph-4 (Note: Damage applied must still follow the "Phasers in arc" and "Best Phaser on 3rd hit" rules.) * HEAVY WEAPONS: Smallest Fired, smallest charging, smallest unfired. In the case of multiple types of weapons on one ship, the owner will need to specify which will be hit first. If not specified, refer to annex 7E, hitting the weapon of lowest priority first. * DRONE RACKS OR DRONE "HITS:" Hit ones that have Fired/Launched on the current turn prior to ones that have not, and within each category, the one with the least spaces of available drones. If not specified, refer to annex 7E, hitting the weapon of lowest priority first. * SHUTTLE BAYS: Unoccupied, occupied with admin shuttle, occupied with unarmed fighter, occupied with specialty shuttle, occupied with armed fighter. * TRACTOR BEAMS: Used and dropped this turn, unused, in use holding object. * OTHER SYSTEMS: Used this turn, not used this turn. * UNDETERMINABLE: In cases where the default or modified order of damage results in two or more weapons falling into the same category, hit the one with the most restricted arc first. If both arcs are equal, determine randomly. The Moderators interpretation of what the Players DDAP override orders mean is final. If an order is vague or illegal, the Moderator will fall back upon the default order of damage without contacting the Player prior to internals being scored, so make sure you're specific. (PB9.0) MODERATING The person who checks, compiles, collates, and posts the data associated with a PBEM SFB game is known as the Moderator. Moderators are simply Players who volunteer to run the game for fellow Players. It helps for the prospective Moderator to have PBEM SFB experience, though it is not generally necessary. As long as the Players know about the lack of experience, and accept the Moderator, that is all that is required. (Your PBEM SFB Organization may have specific guidelines regarding Moderator experience.) (PB9.1) PREREQUISITES: Agreeing to Moderate a PBEM SFB Game is a commitment to the Players of that game to process their turns correctly, in a timely manner, and to remain unbiased toward any of the Players. Generally, you should only agree to Moderate a PBEM SFB Game if you will have the time to do it right. Helping out your fellow players by volunteering to Moderate is a noble endeavor. BUT, if you don't have the time, you will likely cause more harm than good. You are the one who will keep the game running, and check the Players documentation for mistakes. Now, everybody's human... or... at least fallible beings, so mistakes will be made, but effort should be made to check EAFs and SOPs for errors prior to running the turn. Some will inevitably slip by, but the Moderator should try to minimize these, where possible. It should be noted, however, that it is the PLAYERS' responsibility if they make an error and the Moderator doesn't catch it in time. Check with your PBEM SFB Organization, as they may have specific rules regarding any other Moderating prerequisites. (PB9.11) EXPERIENCE: At the present time, these PBEM SFB rules have no exact qualifications for a Moderator, though your PBEM SFB Organization may. A simple rule of thumb would be that if you're comfortable with playing PBEM SFB, then you should have no trouble running a game. It is possible to Moderate a game without having played it, but this is not advised, (and may not be allowed by your Games Director). If the Moderator has to "learn" the game while Moderating, there will be no one to catch their mistakes, which could cause some serious problems during game play. If all else fails, and a Moderator with experience cannot be found, then the inexperienced volunteer may be able Moderate the game, as long as everyone realizes that this is their first time, and there are no PBEM SFB Organization specific rules forbidding it. (Players should take extra care when submitting EAFs and SOPs in this event.) (PB9.12) COMMITMENT: When you sign on to Moderate a PBEM SFB Game, you are telling the Players that you will take the time and put forth the effort to Moderate their game to the best of your abilities. If you cannot commit to regularly logging on and processing turns, then you should not volunteer to Moderate a game. This is not meant to sound draconian. It is simply a courtesy to the Players that you, as a Moderator, don't waste their time by delaying the game unnecessarily, causing them to log on time and again in a futile attempt to retrieve their Sitreps. If you can only log on once a week, then make sure that the Game Director knows this, and ASK them if this is acceptable. You are responsible for the game flow, so you must be willing to spend the necessary time to ensure that the game flows smoothly. (PB9.2) DUTIES / RESPONSIBILITIES: The Moderators duties are outlined below. Please take the time to read them thoroughly before volunteering to Moderate any PBEM SFB Games. (PB9.21) GAME FLOW: The Moderator is responsible for maintaining the "flow" of the game. This not only means processing the turns in a timely manner, but also means that (s)he must occasionally "prod" delinquent Players, and (if necessary) assign penalties for tardiness. Now, no one says you must "rule with an iron hand", but being fair to the Players includes the Player who gets their turn in on time. (PB9.211) DEADLINES: The Time Limits shown in (PB9.22) are the standard limits. These may be different depending on your PBEM SFB Organization's rules, and what type of game you are playing. They may also be altered prior to or during the game, but only with the approval of all Players. It is your duty as the Moderator to see that these limits are held to as often as possible. If for some reason they cannot be adhered to, you must let all the Players know about the delay, and when they should expect to be able to download the next Sitrep. It is expected that should the Players require extra time, or an extension, they will inform you of this fact in advance. If they fail to inform you of a foreseeable delay, then they will be considered delinquent. By "foreseeable delay", we mean vacations, upcoming heavy work loads, moving, etc. A computer crash would be a valid excuse for not informing the Moderator of a delay, as the Player has no available means of doing so. (PB9.212) DELINQUENCY: This will most likely be the most uncomfortable aspect of Moderating a game. When Players are delinquent, it is your responsibility to give them a warning, and (if there is no response) to assess a penalty against the late Player. [See (PB9.221).] This may not be fun, but most Players understand the need, and will accept the penalty without comment. In fact, my experience has been that the Player will likely apologize for delaying the game. Once a penalty has been assessed, it should not be revoked lightly. A Player's excuse "after the fact" may sound reasonable, but if it is apparent that the Player just "forgot", rather than something unexpected happening, then the penalty should stand. However, it is up to YOU, the Moderator, to decide the issue. You are allowed to revoke your own penalties if the Player's excuse is valid, but you are not required to do so. Should a Player complain about your decision, try to work it out with them. If that fails, then direct them to contact the Games Director for further resolution. (PB9.22) TIME LIMITS: In order to make the game fun and enjoyable for all Players, certain time limits are imposed. The time limits listed here are suggested time limits. Your Games Director will likely have more specific ones. Games can move slower if it is known by all participants that there will be a time delay. Time limits are imposed on both Players and the Moderator. The suggested time limits are: * EAF: 3 days * Initial SOP: 3 days * Normal SOPs: 2 days * SITREPs: 2 days This means that, from the time you are informed that such information is due, you have the stated amount of time to send your reply to the Moderator. For Moderators, there is a two-day delay for getting out a new SOP once you have all the information from both Players. Note that any players that cannot access the Internet (or their E-Mail) MUST inform the Moderator of such limitations. If you access your E-Mail from work, and don't log on during weekends, then this information must be shared with your Moderator, so that your time limits can be extended if they fall on a weekend. (PB9.221) LATE PENALTIES: If a Player is late with a post (either EAF or SOP), the Moderator should issue a warning to that Player, reminding them of the passed deadline, and requesting a reply within 24 hours. If, after 24 hours have passed, the Player still has not posted their form, the Moderator must asses a penalty of one hull or cargo box damage (F-Hull, A-Hull, C-Hull or Cargo, whichever the ship has the most of). If there are no Hull or Cargo boxes left, then the Moderator should assign a random hit using the DAC. (Use the Tournament Dice list, if provided.) They must also send a message to the Player noting the penalty and requesting a reply within 24 hours. When assigning the random DAC hit, use the 2D6 numbers as if the delinquent Player's opponent had scored ONE internal, (which means that you use the OPPONENT's 2D6 numbers). Also, treat all late penalties assigned in a row as ONE VOLLEY. If the Player submits SOP's, and is then assessed late penalties in the future for a different occurrence, then that would be a new volley. This cycle continues until the Player responds, or it becomes apparent that the Player will not respond. (PB9.222) EXTENSIONS: We realize that SFB is (probably) not the most important thing in your life. From time to time, you will need a few days, or even weeks, off. Since a game can last several months in real time, it is not always possible to foresee when you will need an extension. However, extensions for good reason are always granted. Simply ask your Moderator for an extension. If it is reasonable, it will be granted. If it is for an extended period of time (several months) or has impact on the completion of an on-line tournament, the Moderator may decide to end the game at its current point. (PB9.223) MODERATOR DELAYS: While it is not common, it does occasionally occur that the Moderator is the person who is being delinquent in their posts. If this is the case, the Player should first prod their Moderator with an E-mail. (It may be that the game is progressing, and that your opponent has had six breaks in a row which did not affect you.) If you do not get a response from your Moderator in 48 hours, send E-mail to the Games Director. (S)he will check into the situation and determine what needs to be done. Possible solutions are to call the game, or to assign a new Moderator to finish the game. (This is one reason that good record-keeping by the Players AND the Moderator is so important.) (PB9.3) RUNNING THE GAME: The following guidelines are provided for Moderators running games. (PB9.31) SITREPS: The main difference between a Sitrep and an SOP is the nature of the information. In an SOP, the Player tells you EVERYTHING they want to do. When you convert this information over to a Sitrep, you must be sure to exclude (or alter) the information which the other Player would not normally have access to. (i.e., Reserve Power use, Seeking weapon targets, etc.) Prior to putting the Sitrep together, check over the SOPs and EAFs to make sure that a Player didn't inadvertently make a mistake. Errors caught after the fact are MUCH more difficult to deal with. Once the Sitrep is put together, check it over one more time to make sure the YOU didn't make any mistakes. If the Sitrep gets run, and a mistake is discovered later, it is difficult to simply "back up" the game to where the mistake was made, as vital information has already been given to the opponent about what a Player's intended actions will be. Note, however, that if a Player makes an error on their SOP or EAF that the Moderator doesn't catch, then it is the PLAYER'S responsibility for that error, and that Player must live with any consequences. (Just as if they had made the mistake while playing face-to-face, without the benefit of a Moderator.) Still, the Moderator should take care to provide as much error checking as possible. As to the format of a Sitrep, see (PB6.0). (PB9.32) PLAYER ERRORS: As a Moderator, it is your job to see that as few mistakes as possible make it through you and into the Sitrep. HOWEVER, you are NOT supposed to point out errors to the players until those errors actually occur in the Sitrep. You are not to point out that something that someone want's to do a few impulses from now is not legal until that activity is actually supposed to occur. For example; Player A submits an SOP that says (s)he wants to launch a Stinger Fighter on IMP 26, and that same SOP has that Stinger firing it's Phaser at something on IMP 32. As an impartial Moderator, you ARE NOT to point out to that player that (s)he needs to launch that fighter earlier in order to be able to fire it that turn and let them resubmit a new SOP launching the fighter earlier. You would launch the fighter on IMP 26, just as (s)he requested, but when IMP 32 rolled around, you would notify them (privately) that the Stinger did not fire because it had to wait 8 impulses after launch before it was able to fire. At that point, you have corrected the mistake in the SOP (by NOT firing the Stinger when it was not eligible), but you have not assisted them by pointing out the misinterpretation of the rules until (s)he would normally have found it out. (By the opponent yelling; "HEY! YOU CAN'T DO THAT!") Obviously, EAF's are a different matter, and PBEM SFB players have the advantage of a Moderator to inform them of incorrect EAF's. While EAF's in Face-to-Face games would only be checked after the game was over, the Moderator cannot allow an improper EAF to be accepted at all, because if (s)he did, the game would be pointless. (The Moderator would know who won because one of the players had an illegal EAF on turn ONE.) If you have ANY questions about this aspect of Moderating, contact the Games Director. Also, remember that Player errors are the PLAYER'S responsibility. Do everything you can to catch them and prevent them. But if any slip by, it is the PLAYER who made the error, and who must accept the responsibility for it, NOT the Moderator who missed the error. (Now MODERATOR errors are another matter.) (PB9.33) DISCHARGED WEAPON STATUS: When a ship discharges weapons (whether aiming them at someone or not), the load status of that weapon MUST be announced. (Exception: PPD's do NOT have to be announced.) If a weapon missed it's target, or was discharged into space, the opponent must still be informed as to whether the weapon was standard or overloaded (and the level of overloading, where applicable.) (PB9.34) SEEKING WEAPON MOVEMENT: Seeking Weapon Default Movment: If a Player does not specify a movement plot (either specific, or general), then the Moderator should move the Seeking Weapon using a Leading Plot. Turns or sideslips are entirely at the discretion of the Moderator in this case. A leading plot is suggested, (though not mandatory), so the Moderator has no dilemmas about moving seeking weapons with the foreknowledge of the opponent's movement plans. Note that these are GUIDELINES ONLY. If a Player does not specify any SW movement orders, and the Moderator does not move the SW according to these voluntary guidelines, then the Player has NO recourse. (Players should specify SW movement if they wish to control their own SW's.) (PB9.4) SMALL UNIT DESIGNATIONS (SUDS): Small Unit Designations is the term used for any seeking weapon or shuttle/fighter actually on the board. The Moderator will assign a SUD to a seeking weapon or shuttle/fighter upon launch, using the guidelines below. (Note that all stationary objects are excluded from this rule, as they do not move, and can be referenced by their locations.) SUDs will be assigned using the following format: RACE TYPE / ID: Each component will use one letter/number, with no spaces between, and a slash just before the ID. * RACE: A one letter race designator will be used to minimize clutter on the Sitrep. Simply use the first letter of that race's name. (For Kzintis, use the letter Z) In the case of the same race battling each other, use a RACE letter/number designator. i.e., R1 would be Romulan ship 1. (Note that the Race designator can be omitted for those battles in which only one side could possibly have that type of unit.) * TYPE: A one letter type designator should go here. Once again, use the first letter of the object for a type designation. (i.e., F=Fighter, S=Shuttle, D=Drone, P=Plasma) Weapons not listed here that require different letters will simply use a suitable designating letter. * ID: An ID number (for Drones, Shuttles, and Fighters) or letter (for Plasmas) will be the last part of the SUD. For Drones, Shuttles, & Fighters, simply use sequential numbers to ID them. (i.e., the 1st launched would be #1, the 2nd; #2, etc.) You can use the first drone in a group to ID a swarm. (i.e., Kzinti Drones 1-4 would be labeled as ZD/1, and described as Kzinti Drones 1-4.) If the swarm splits, you can simply re-designate by actual drone numbers. For Plasmas, use the letter of the launcher which launched that particular plasma torpedo. If the same launcher launches a second plasma (due to pseudos), then use the letter twice to designate the second torp. (i.e., GP/A & GP/AA) This makes it easier for everyone to keep track of which launcher launched which plasma. Here are some examples: * 1st Romulan Plasma from launcher B: RP/B * 2nd Gorn Plasma from launcher B: GP/BB * 1st 4 Kzinti Drones: ZD/1 (Unless "swarm" separates) * 5th Klingon Drone: KD/5 * 3rd Federation Shuttle: FS/3 * 2nd Federation Shuttle from 2nd Federation ship: F2S/2 * 2nd Hydran Fighter: HF/2 Note that in the case of large numbers of different fighters, this system may become unwieldy. The Moderator can alter this system in those cases, but make sure that you tell your Players what's going on. (PB9.5) RECORD KEEPING: You must keep a copy of the EAFs of both Players for the entire game. This is so that any questions that arise, either during or after the game, can be referenced with the EAFs. You must also keep a copy of your Sitreps the entire game, for the same reason that you're keeping EAFs. The Players' SOPs should be kept until they are resolved. Being "resolved" means that the period covered by the SOPs has been run and posted, and the Players have submitted new SOPs, without any complaints about the interpretations of their old SOPs. Of course, you could keep them longer, if you wished, but it is not required. (PB9.6) REPORTING: Upon game completion, results of games must be reported to the Games Director (or their designee). It should include at least a final SOP and an analysis of the Level of Victory scored by each Player. Your PBEM SFB Organization may have additional reporting requirements. (PB10.0) PROBLEM RESOLUTION Occasionally, you are going to run into a problem. Simple rules problems are easy, as the answer is either right there in the book, or we can ask ADB. The problems that this section addresses are problems with the running of a game. This may involve a Moderator, or one (or more) of the Players. Should it be a Player problem, the Moderator is primarily responsible for resolving it. Tardiness is covered in (PB9.212), but other problems may arise, and it is the Moderator who must attempt to work them out. For Moderators who cannot (for whatever reason) resolve a Player conflict (besides the one where they're trying to drill holes in each other's ships), The Games Director should be contacted for further direction on how to proceed. (PB10.1) MODERATOR PROBLEMS: If you find that the Moderator of your game has gone absent, or you feel that (s)he is not running the game correctly or fairly, the first thing that you should do is to bring it to their attention. A lot of the time, the problem can be resolved by communicating it directly with the person involved, and has probably been caused by a lack of communication. However, if that does not bring a resolution, it may be necessary to "go over their head". In this case, bring your problem up with the Games Director. The Games Director will try to work your problem out from both ends, and will hopefully be able to come up with a solution. (PB11.0) PBEM RANKS PBEM Ranks are ways for your PBEM SFB Organization to reward good play, moderating, or other contributions to the PBEM SFB cause. Presently the three main PBEM SFB Organizations, (BattleForce CompuServe, ADB's PBEM Website, and Star Fleet Arena), use similar PBEM Ranking systems. However, these systems are separate, and may differ slightly. If your PBEM SFB Organization uses a Player Ranking system, it may use something similar to these, or it may use something completely different. This will be described by the particular PBEM SFB Organization you're involved with. Note that PBEM Ranks are in no way equivalent to ADB's rank system, but are useful only in on-line situations. To gain ABD ranks, you still must write terms papers or articles, work on the SFB staff, or, of course, win the annual Fleet Captain's Tournament. (PB12.0) SQUADRON RULES These special rules are designed to handle large scenarios. A large scenario is one in which 5 or more players are involved. These games present specific problems for a moderator and gamers, particularly of time. While the standard PBEM rules are designed to simulate a face-to-face game as much as electronically possible, these rules sacrifice some flexibility on order to gain greater playability. With many people involved in a scenario, the game tends to drag due to turn-around time, a lot of things happening on the board, and lots of breaks. These rules provide a faster game by modifying the rules for breaks and enhancing the rules for standard and conditional orders. (PB12.01) WHEN TO USE THESE RULES: The Squadron Rules are not required for any game. The are an optional rules set that we think will work better for games of 5 or more players. It is up to the moderator to decide if these rules will be in force in his game. In no case will these rules be allowed in any sanctioned tournament game that is part of a Rated Ace Tourney. (PB12.02) DESCRIPTION: The Squadron Rules differ slightly from normal PBEM SFB Rules in that each turn will be run in 4-Impulse increments. Every 4 Impulses, the action will break, and there will be NO other break conditions. The particulars are spelled out below. (PB12.1) SOPs: SOPs in Squadron Rules fall into two categories; INITIAL SOPs (those submitted at the start of EACH turn), and 4-IMPULSE SOPs (those submitted every 4 Impulses). (PB12.11) INITIAL SOPs: All beginning of turn SOPs must be submitted for the FULL 32 Impulses. This SOP will be referred to should you miss a deadline. (There are NO warnings and NO waiting in Squadron Rules.) You will still get to submit 4-Impulse SOPs throughout the turn. (This section modifies (PB5.1) SOP LENGTH.) (PB12.12) 4-IMPULSE SOPs: You will submit all subsequent SOPs for the turn in 4 Impulse periods. There will be no reason to submit beyond that, as the game will break every 4 Impulses, no matter what you want. (PB12.13) SOP DEADLINES AND GAMEPLAY: When the Moderator posts a Sitrep, he should put a deadline for new SOPs on the post. All players should get their new SOP to the moderator by the deadline. Unlike the regular PBEM rules, there is no grace period and no warning period in Squadron Rules. In order to keep the game moving, the moderator will process SOPs on a strict schedule. This will eliminate the situation of nine players waiting for a tenth player to submit a new SOP. If a new SOP is not received prior to the deadline, the moderator should continue the game using the player's current SOP and Standing Orders. He should NOT extend a grace period or deal out hull box penalties. Extensions will not be granted in Squadron Rules. If you are going to be out for an extended period of time, have someone else on your side handle your ship until you return. If in a free-for-all, take what precautions you can, and hope you're still there when you return. If a player had not responded by end of turn, the moderator should make other arrangements for that player's ship. (Hand it off to another player on the same side, or perhaps have it self-destruct.) If a player returns after two weeks and discovers that in the interim his ship has been destroyed, he has no recourse. Because the game is large and players are forced to plan ahead carefully, we suggest that moderators run no more than 2 posts per week, and to be sensitive to the fact that many SFB players do so via work E-mail addresses and may not be able to get SOPs done on weekends. (PB12.2) BREAK CONDITIONS: In Squadron Rules games, players do not specify break conditions at all. Instead, an automatic break occurs after every fourth impulse. At each break, all players have the opportunity to modify and resubmit their SOPs. The 4-impulse breaks are the only breaks in the game. There are no player-defined breaks, and no automatic breaks of any kind. (This section modifies (PB5.36) BREAK CONDITIONS.) (PB12.3) CONDITIONAL ORDERS: Because there are no breaks other than the 4-impulse breaks, the ability to define and carry out Conditional Orders (PB5.41) is of paramount importance in Squadron Rules games. However, because a break occurs every 4 impulses, you need only worry about those events which you suspect may occur within that limited time span. (Note: The Squadron Rules do specify that all SOPs should cover through the end of the current turn. This is so that the turn can be completed in the event a player drops out or disappears mid-turn, or does not get a new SOP to the moderator within a given time limit.) In most cases, the number of significant events that can happen in such a short period is limited, reducing the need for all-encompassing conditional orders. (PB12.31) STANDING ORDERS: Standing Orders are a special class of Conditional Orders. The are submitted once at the beginning of the game. These orders are designed to cover many common situations that occur in the game. They define actions that will be taken in response to a situation, regardless of whether a conditional order has been issued. Conditional Orders (and the SOP) can override Standing Orders by player request. The following Standing Orders form will help new players define standing orders for their ships. Gxx.T.im RAC Standing Orders (See (PB4.21)) NAME / E-MAIL SHIP Use of Reserve Power for Shield Reinforcement: ___Never ___If doing so will preserve a shield box ___If I take over ____ internals ___Any time I take damage If I am tractored, I will use up to ___ points of reserve power to fight it. I will use ___ of my allocated tractor energy to defend against enemy tractor attempts. If Drones will Hit Me Next Impulse: ___Slip away if at range 2. ___Tractor ___ drones. ___Lab ___ drones. ___If a drone takes ___ hits to kill, fire ___ phaser-___s at it. ___If a drone's hits-to-kill are unknown, fire ___ phaser-___s at it. ___Launch drones at them. ___Launch SS Shuttles at them (if possible by movement) ___Always start firing ADDs at drones within range. If opponent launches a shuttle within range 4: ___Lab it at closest range before impact. ___If it is of type ____ fire ___ phaser-___s at it. <== repeat as necessary ___If type is unknown, fire ___ phaser-___s at it. ___Tractor it. I will ED and WW, if possible, when faced with: ___ drones of unknown type ___ points of plasma I will turn to gain distance, if possible, when faced with: ___ drones ___ points of plasma If plasma will hit me next impulse, I will: ___ Fire phasers at it if it is more than ___ points. ___ Slip to take it on my #___ shield ___ Slip to take it on my strongest shield, including reinforcement. If opponent has fired and knocked down a shield, I will: ___ Turn to take the shield away, if possible. ___ HET to take the shield away, if possible. If the opponent transports a T-bomb, my actions will be: ___Use Phaser-1/2s as phaser-3s in order to fulfill any of these orders. As you can see, the Standing Orders cover a lot of the events that can occur and run their course within 4 impulses. This sheet is designed as a guideline. You are encouraged to add your own Standing Orders for situations specific to your game. (ESGs, DisDev announcement, etc.) (PB12.4) DAMAGE ALLOCATION: Damage allocation will be handled using the PBEM Default Damage Allocation system (PB8.0) unless otherwise specified in Conditional or Standing orders. (PB13.0) FINAL WORD We all enjoy a good SFB game (or you wouldn't have read this far!). But finding an opponent is probably the most difficult maneuver of all. The SFB PBEM Rules were developed to enable SFB players around the world to play their favorite game by E-Mail. The PBEM system is slower than face-to-face, and the rules have grown over time (as most of us who love to play SFB aren't satisfied with skimpy rule books!), but they do work. There are bound to be situations that are not covered in the present PBEM rules. When those situations arise, your Games Director can give you immediate resolution. However, any such situation or Games Director temporary ruling should also be brought up to the Star Fleet Arena Director immediately. That way, clarifications can be discussed and put into the next PBEM SFB Rules revision so that the questionable situation won't come up again in another game. BattleForce CompuServe originally developed these rules for SFB Players. We hope you get many enjoyable hours from them. If you have any questions, comments, or suggestions, direct them to the PBEM Coordinator. After all, these rules are here for YOU. (ZPB1.0) REVISIONS Below is the list of Revisions that the SFB PBEM Rules have undergone. * REV 1, 1/22/96 by Mike 'Junker' Mulka (BattleForce CompuServe) * REV 2, 3/15/96 by Mike 'Junker' Mulka (BattleForce CompuServe) * REV 3, 6/11/96 by ADB PBEM Website Staff * REV 4, 9/2/96 by Mike 'Junker' Mulka (BattleForce CompuServe) * REV 5, 10/8/96 by Mike 'Junker' Mulka (BattleForce CompuServe) * REV 6, 2/22/97 by Mike 'Junker' Mulka (BattleForce CompuServe) * REV 7, 3/12/97 by Mike 'Junker' Mulka (BattleForce CompuServe) * REV 8, 5/9/97 by Mike 'Junker' Mulka (BattleForce CompuServe) * REV 9, 10/9/97 by Mike 'Junker' Mulka (BattleForce CompuServe) * REV 10, 1/10/98 by Mike 'Junker' Mulka (BattleForce CompuServe) * REV 11, 5/10/98 by Mike 'Junker' Mulka (StarFleet Arena) o Reintegrated the PBEM Rules between BFC's original copy and the ADB PBEM Websites copy. * REV 12, 7/14/98 by Mike 'Junker' Mulka (StarFleet Arena) o Clarification of Guard assignments & RPSR SOP procedures o Addition of Hit & Run raid Autobreaks. * REV 13, 9/30/98 by Mike 'Junker' Mulka (StarFleet Arena) o (PB9.221) Delay Penalties adjusted to include Cargo and DAC damage. o (PB5.372) Auto Breaks adjusted to remove 10 hex range for course change. * REV 14, 11/15/98 by Mike 'Junker' Mulka (StarFleet Arena) o (PB5.371) Add Auto-break for fighter/shuttle crippling, and any UNIT firing heavy weapons (as opposed to any SHIP firing heavy weapons). o (PB8.3) Clarify Drone DDAP Damage order of Precedence. o (PB9.34) Add Seeking Weapon Movement guidelines for Moderators. * REV 15, 9/7/99 by Mike 'Junker' Mulka (StarFleet Arena) o (PB5.1) Adds requirement for FULL SOP's after every break. o (PB7.1) Clarified "lettered" option phasers in dice list o (PB9.221) Clarified delay penalty when out of hull/cargo. * REV 16, 2/3/06 by Frank Brooks (PBEM Coordinator) o General reformatting o Removed (PB0.0). This information is now at the top of (PB1.0). o (PB1.1) Removed EW exception from standard rules. o Made the Squadron Rules an official rule. It is now (PB12.0). The former (PB12.0) has been renumbered to (PB13.0). (It would be a little weird to have more rules after the Final Word wouldn't it?).