SFB Survivor

SFB Survivor

SFB Survivor Star Fleet Universe Discussion Board: Star Fleet Battles: Play-by-Email: SFB Survivor: Star Fleet Survivor (SFS) PBEM FFA Variant Game Moderator: Tos Crawford Draft Version 0.6 Player signups are closed, but players may sign up to be XO or replacements at [email protected]. General: • All non-optional rules are in play except as noted herein. • Players are split between two teams of approximately equal BPV by the moderator. • Teams are subject to change. After EAF of any turn the teams may be shuffled to form new teams or the game could become a free-for-all. • 16-impulse breaks. • The game begins at WS3. Ships begin at speed max, unless a request is made for some other speed. • You cannot transfer control of seeking weapons between units due to the FOG. o Submunitions (Scatter Packs and Multi-Warhead drones) are partially exempt from this rule provided they were under control at the time of release. Plotted Movement: • Ships must plot an actual course and may not plot any type of pursuit or evade course. • Ships may conditionally adjust their movement to react to another ships actions (including HET), but cannot tie conditional movement to any other ship’s movement, facing, hex, range, TAC or speed change. • A ship may not plot a pursuit or evade plot on an enemy seeking weapon or shuttle, but they may perform conditional movement to attempt to keep a specific shield facing the weapon. ECM Drones, ECP or friendly seeking weapons are not eligible for conditional movement in any way. Example of a Legal Conditional movement: When a 22-point or greater plasma enters range 8, maneuver to keep the plasma off my #3 shield. • Late SOPs will result in the moderator controlling the ship. While I won’t steer you into a black hole, don’t expect to be scoring many victory points either. Conditional Actions: • You may not plot conditional actions based on an enemy ship’s current speed, facing or hex. • You may plot conditional actions using speed, facing or hex on drones (excluding ECM drones), plasma (excluding ECP), shuttles and fighters (you might not want your fighters keeping station on your ship). • You may plot conditional actions on impulse, range, facing shield, shield status, which of your ships weapons are in arc, or any observable action. Victory Points: • Victory points are scored by doing damage to an enemy ship. • Damage to shield reinforcement, shuttles, fighters and seeking weapons generate 0 victory points. • Shield damage caused by enveloping plasma generates 0 victory points. • Direct fire damage caused by a shuttle or fighter generates 0 victory points. • Shield damage caused by non-enveloping seeking plasma generates 1 victory point. • All other shield damage generates 2 victory points, including suicide shuttles and fighter seeking weapons. • Internal damage causes 3 victory points, including suicide shuttles and fighter seeking weapons. • Every ship that contributed to a ship explosion on the impulse of explosion is credited with any victory points earned by damaged caused by the explosion. • Victory points from mines are credited to the ship or team that laid the mine, see friendly fire. • Friendly fire from any source is permitted during team play but counts towards the enemy team’s victory points. • If the sides are unbalanced, one or more players will be randomly excluded from scoring victory points (or having victory points scored on) for the turn. Excluded ships will be announced after EAF. • At the beginning of the game, you may pick one ship as your called target. Any damage you do to that target scores double victory points. This information remains secret until victory points are awarded following the break in which the damage was done. Fleet Council: • The team that scores the most victory points gains immunity for the turn. • The team that fails to score the most victory points at the end of the turn votes out one ship on their side (see hidden immunity). • Destroyed ships must be voted out before functioning ships. • In the event of a tied vote a new vote is called for. In the event of a second tie, one random non- immune player present at Fleet Council will be ejected. Ask yourself if maintaining the integrity of your alliance is worth the chance that you will be voted out. • A ship in stasis does not get a vote and cannot be voted out. • When down to the final three players, the last five players kicked out vote for the winner from among the final three. • Ships voted off disappear. They do not explode. Any launched fighters or shuttles are allowed to continue under player control. • Any seeking weapons controlled by an ejected ship may continue only if they can achieve their own lock-on, but no seeking weapon can transfer control to any other unit in FOG. Reward Challenge: • Effective impulse 16 of each turn the ship that scored the most victory points in the previous 32 impulses on the team that scored the most victory points in the previous 32 impulses may attempt, but is not required to displace one enemy unit. • Displacement occurs at the end of impulse 16. • The results are known shortly after the release of the SITREP. Displaced Ships: A ship that is successfully displaced is under the full rules for displacement (G18.3) with the following modifications: • A successfully displaced player is moved 2d6 hexes in a random direction, but not beyond the board edge. • A displaced ship gains 0-50 self repair points, as determined by (die roll - 1) * 10. This information is not made public. • These points can be allocated immediately and take effect at the end of the turn. • These points cannot be carried over into subsequent turns. • A displaced ship may allocate 0-5 reserve power on impulse 17 in an attempt to recover hidden immunity. If a secret die roll is less than or equal to the amount of reserve power used, and hidden immunity is available to recover, that Captain gains hidden immunity. Hidden Immunity: • Hidden immunity can be played during the Fleet Council portion of any turn, after the vote, but before the votes are counted. • A player with hidden immunity may play it for his ship, or for any other active ship, but hidden immunity may only be played when the owner is at Fleet Council. • If the player that played the hidden immunity receives the most votes, that player is immune for this vote and the player with the second most votes is ejected. • Once played hidden immunity is returned to sub-space for the next displaced Captain to find. • Once a ship is destroyed, any hidden immunity it may have becomes available for future displaced ships to find. This information is not made public. Free-For-All: When approximately half the players are left (the exact number will not be known by the players) the game becomes a free-for-all and the following rules are in use: • The player who scores the most victory points in a given turn is granted individual immunity at Fleet Council and cannot be voted out. • Each turn the remaining players vote out one ship. Destroyed ships must be voted out before functioning ships. Map and initial placement: • The map will begin as a large square and shrink by one hex in each direction at the start of each turn. • The initial size will be determined once the number of players is known, but expect 49x49. • The barrier is a tourney barrier, but causes no damage and forces no stop if impacted during a map shrink maneuver. • Any ship displaced into a wall will bounce off the remaining hexes. • It is not possible to disengage in any manner except being voted off. • Initial board placement will alternate by team in a circle along the map edges. • No fighter cap is permitted launched at game start. Sequence of Play: 1) Players submit letter of interest to [email protected] 2) Players submit ships, subject to approval 3) Players submit Commander’s Options 3) Players are assigned a team and board position (facing is not revealed until after EAF) 4) All players SSDs are posted 4a) Players submit Bonus Target ship and any pre-game (0.28) actions (no offensive launches). 5) Players submit EAF 6) Starting speeds, ejected players and any ships sitting out the victory point calculation for this turn are communicated to players 7) Players submit SOP for impulses 1-16 8) SITREP is sent to players 9) The ship scoring the most victory points on the team scoring the most victory points may attempt to displace one enemy unit 10) The displaced player receives and may allocate any bonus repair points 11) Players submit SOP for impulses 17-32 12) Team or individual immunity is determined based on victory points scored during the turn 13) SITREP is sent to players 14) If only three players remain the final five players who have been voted out will vote for the winner. Game ends. 15) Eligible players vote for who to eject and play hidden immunity 16) Map shrinks by one hex in each direction 17) Return to step 5 Ships Selection: • Players may select any one ship, from any ADB published source, within limitations including: o No SC1 or SC2 ships o No Interceptors, PFs, PFTs (all Lyran PFTs without special sensors are allowed, but may not field PFs) o No Carriers, Carrier Escorts, MRS, Remote Control Fighters, Cloaked Decoys or SWACs o Non-Hydran casual carriers are limited to 2 fighters, which may be mega-fighters o Hydran casual carriers are limited to 6 single space fighters or mega-fighters.

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