Communication Rules

By Jeff (Blackbeard) Tonglet

(SJGT0.0) During a scenario, it is next to impossible for a fleet admiral on one ship to have a lengthy tactical discussion with a captain on another ship. Enemy ships are flying by, damage reports are broadcast, ships are blowing up, etc. Life does not have a pause button, and combat doesn't even have a "normal speed" button.

To simulate the limited capabilities of ships (and captains) to communicate with each other during combat, here is a set of rules to handle communications between ships:

1) General overview
2) Limits of this rule set
3) Scenario organization
4) Ship types
5) Fleet organization
6) Communication limits
7) secret codes (optional)
8) Ship damage
9) Legendary communications officers

(SJGT1.0) GENERAL OVERVIEW

Each ship may send and receive a limited number of messages every 4th impulse. These messages are routed through the moderator, who then sends them to the receiving ship.

These "comm rules" are designed for use with Richard Eitzen's PBEM system. No breaks, no autobreaks, except one universal autobreak after every fourth impulse.

In a face to face scenario, these rules could only be used if teammates were isolated from each other. (That's why nobody tried to develop comm rules until PBEM. The whole point of face to face is for everyone to get together.)

When combined with TacIntel (D17.0), Secret Damage (D17.6), and Deception (D17.7), it can create a situation in which even the Fleet Admiral does not know the entire picture, the "Fog of War". However, TacIntel is not required for comm rules to work.

(SJGT2.0) LIMITS OF THIS RULE SET

(SJGT2.1) These rules are best suited for PBEM scenarios involving several ships per side, where a moderator is already present.

(SJGT2.2) Comm rules can only be used in scenarios where each player controls EXACTLY ONE ship. (If one player had several ships, those "captains" would be talking to each other constantly.) This does mean that 11 ship fleet actions would require 22 players plus a moderator.

(SJGT2.3) Players are on their honor not to send e-mail to teammates discussing the scenario. (This is next to impossible to enforce, but cheating only brings hollow victories.)

(SJGT3.0) SCENARIO ORGANIZATION

(SJGT3.1) Before the scenario starts, all players have a reasonable amount of time to do as much communicating as they want. (The admiral has summoned all his captains to the briefing room on the flagship.) In PBEM scenarios, this is up to the moderator and players, but a month or two is not unreasonable.

(SJGT3.2) Once the scenario starts, players may only send messages to the moderator, who will distribute them to the other players.

(SGJT3.3) At the end of every fourth impulse, as the last step in that impulse, a "communications step" is added to the Sequence of Play.

(SJGT3.4) During the comm step, the moderator sends out messages to each ship, up to that ship's limits.

(SJGT3.5) Messages are delayed 4 impulses from send to receive. (This simulates the time needed to decode the message, and send it from the communications officer to the commander.)

Example:

a) Players submit SOPs and messages for impulses 5-8.

b) Moderator sends back SITREP for impulse 8, along with messages broadcast on impulse 4.

c) Players submit SOPs and messages for impulse 9-12.

d) Moderator sends back SITREP for impulse 12, along with messages received in step a) of this example. Etc.

(SJGT3.6) Players MAY NOT send e-mails, post to BBS's, or in any other way communicate to each other regarding the scenario. (BIG NOTE: This entire comm rules system depends on players being on their honor in upholding this.)

(SJGT4.0) SHIP TYPES

(SJGT4.1) For purposes of this rules set, there are two types of ships, "command" (or "leader") ships, and "regular" ships.

(SJGT4.2) Command ships include all ships specifically listed as "leader variant" or "command cruiser", plus all ships that have a Command Rating of 9 or 10 in the Master Ship Chart. (This includes most DNs, CCs, X-Cruisers, Starbases, and Battle Stations).

(SJGT4.3) The Flagship is the ship that the admiral is on. Strategically, it is a good idea to put the admiral on a command ship, since his job is to command. See (S8.36) for limits on number of command ships.

(SJGT5.0) FLEET ORGANIZATION

See (S8.2) for the size of the fleet.

(SJGT5.1) If the fleet has no command ships, the admiral can try to control his fleet, but this will be difficult due to limited C&C capabilities. Tactics will generally be the "armed mob" variety. "What we've got here is a failure to communicate"

(example, 4 D7s without a D7C)

(SJGT5.2) If the fleet has one command ship, the command structure is simple. The flagship commands the fleet to the best of its ability. (A C9 would be hard pressed to command 8 D5s, but it is much easier than a D7 non-leader commanding the same 8 D5s.)

(SJGT5.3) If the fleet has more than one command ship, then the fleet may be organized into squadrons. This has the advantage of freeing up channels for the flagship.

(A C9, a D7C, 3 D7s, a D5C, and 3 D5s. The C9 sends orders to the D7C and D5C, who then relay the messages to the D7s and D5s. Squadron leaders have an advantage of sending messages to their own squadron without tying up channels of the rest of the fleet.)

(SJGT6.0) COMMUNICATIONS LIMITS

(SJGT6.1) Regular ships have a number of radios equal to half its command rating. (round fractions up)

(SJGT6.2) Command ships have a number of radios equal to their command rating.

(SJGT6.3) Shuttlecraft each have one radio.

(SJGT6.4) PFs and Interceptors each have 2 radios.

(SJGT6.5) Each radio is capable of either sending or receiving one message per four impulses, but not both.

(SJGT6.51) The captain of each ship decides how to use each radio by the number of messages he sends during a comm step. (For example, a Fed DN has 10 radios. The Fed Admiral decides to send 4 messages during this comm step. 6 radios are then made available to receive messages.)

(SJGT6.6) Each radio on a ship used to send a message can send to either:

a) one specific ship,

b) all ships in his squadron, See (SJGT5.3)

c) all ships in the fleet,

d) in the clear (to everyone with an available radio).

(Note, for a, there is no mention of friendly or enemy. Pirates can use this for double-agent work. The ships were not originally designed to send messages to the enemy, but any pirate still alive can rig a radio.)

(SJGT6.61) Each radio on a shuttlecraft or PF used to send a message can send to either:

a) the launching ship,

b) other PFs in the same squadron (PFs only),

c) in the clear.

Typically, the same player will fly the shuttle and the launching ship. The shuttlecraft radio is mostly used in a catastrophic damage (D21.0) situation or if the ship blows up. (Distress signals, etc.)

(SJGT6.62) Each message sent to any/all ships on the same side has the option of being sent "priority one". This message will be sent to the top of the priority list of the receiving ship(s).

(Fleet admirals frown heavily on freighter captains who use priority one to call the flagship, but there is nothing that can be done (at that time....) The message will be received if the receiving ship has a channel open.)

(SJGT6.7) Each radio in receive mode will pick up one message from all those that were sent to the receiving ship. Priority is as follows:

For regular ships:

a) designated "priority one"

b) from the squadron leader. See (SJGT5.3)

c) from the flagship

d) from the receiving ship's side

e) sent in the clear

For command ships:

a) designated "priority one"

b) from the flagship

c) from other ships in the squadron

d) from the receiving ship's side

e) sent in the clear

(SJGT6.8) If there are more messages to be received than radios set to receive, then the lowest priority messages are lost.

(SJGT6.9) No message can be more than 128 characters in length. Since the word "Acknowledged" is 12 characters, this leaves plenty of room for the rest of the message.

(SJGT7.0) SECRET CODES

There has been some debate as to the effect secret codes have on the battle. Some players want to try to make the best codes as a key to victory, while others do no want to put in the time and just want to blow ships up. As these rules are experimental, I will try to make rules for both, and whoever uses them can provide feedback.

Use either (SJGT7.1), or (SJGT7.2) for how to handle secret codes.

(SJGT7.1) SIMPLE SET

(SJGT7.11) All messages must be in unabreviated English (spoken messages).

(SJGT7.12) The moderator has the right to block any message (s)he feels violates this, but must provide an explanation to the sending ship.

(SJGT7.2) CODEMEISTER SET (optional)

(SJGT7.21) All messages, regardless of how cryptic, may be sent in a ship's transmission up to the size limit (SJGT6.9). The moderator must be careful not to make any typos. (Note, to use this, both sides will need to make A LOT of preparations before the scenario begins in order to get more use out of codes than the opponent.)

(SJGT8.0) SHIP DAMAGE

(SJGT8.1) Each regular ship's radios are located on the Main Bridge, except one radio is stored on the emergency bridge.

(SJGT8.2) Each command ship's radios are located on the Flag Bridge, except the one on the emergency bridge.

(Exception: Klingons did not build flag bridges. Their flag bridge radios are on the main bridge.)

(SJGT8.3) Comm radios are destroyed with the last box of the particular control space they are on. (Due to the location on the DAC, most ships will take excess damage before they lose the flag bridge, but H&R raids become important in disrupting communications.)

(SJGT8.4) A player whose ship is destroyed is OUT for the rest of the scenario, and should not talk to anyone who is still playing in the scenario (at least about the scenario in progress).

(SJGT8.41) If using catastrophic damage (D21.0), the ship's captain might be able to escape by shuttle, transporter, or some other means. However, even if he ends up on another friendly ship, the original captain is still captain and controlls the comm channels. The player with the destroyed ship is effectively out anyway.

(SJGT8.42) If a player is playing a legendary captain (G25.0) (i.e. the player is on an ego trip :) , his ship blows up, but he manages the 1% "Captain Kirk miracle" he may use the full comm capabilities, but the ship is still programed for its original side's ships and the commanders will recognize a different voice if using (SJGT7.1)

(SJGT9.0) LEGENDARY COMMUNICATIONS OFFICERS (why not?)

(SJGT9.1) A ship with a legendary communications officer can rig half of its radios to simultaneously send and receive messages.

(SJGT9.2) If transfered to another ship, one radio per turn can be converted, up to the 1/2 total limit, but these will only work in dual mode as long as the LCO is on board.

(SJGT9.3) I have no idea what BPV this would be worth (5 points times the command rating of the ship?)

(ZJGT0.0) Jeff "Blackbeard" Tonglet
e-mail: JTonglet@msn.com