===== INTRO:

Hi!  I'm Jeff Buchmiller, jlb@edsr.eds.com.  I'm looking to play Star Fleet
Battles by email.

This is the Twirling Aces combat series of SFB PBEM games.

Jim Mason's web site (http://www.pacificcoast.net/~jimbo/sfb.htm) has some
reference sheets, rules, utilities, and at least one game going.

Our game is email based, but we've got a web interface up & running, for our
convenience in accessing game information.  It is at
(http://www.netcom.com/~dratliff/sfb.html).

===== LOGISTICS:

I'm moderating a game now.

All players send text-based forms to the moderator with orders.  The
moderator sends out results, positions, damage summaries, etc.

Each segment of orders covers 8 impulses.  Each segment of orders is due on
the following Monday at 18:00 US Central time.

Please include any ongoing orders in each segment's orders.  It gets
ambiguous when an old ongoing order doesn't really conflict with new orders,
but also doesn't jive with them.

We could use http://www.irony.com for die rolls.  The results are email'd to
whomever is specified.  PGP tagged for authenticity, in case anyone is
concerned.  Nobody would be required to use PGP with those web dice
rolls, but it's available if anyone cared to validate the emails.
So far, nobody minds having the moderator roll dice, which is much
more convenient.

Rules, races, & ships are official Captain's edition, with ADB-published errata
(see http://www.task-force-games.com/sfu/sfb/errata/erratoc.html and
http://www.task-force-games.com/sfu/sfb/errata/Errata.txt).

As standard gaming netiquette, please always include "SFB ACES #: " in your subject, so that people at work can prioritize
answering emails.  ...whichever way that is for you. ;^)  "SFB ACES" to
distinguish between this game and others that some of us are in.  The # is the
scenario number.

Once most people are eliminated, we could get the next scenario going, depending
on interest at that time.

What normally happens in PBEM games is that some people drift off after a
couple weeks.  We should prepare for that to happen, but hope that it doesn't.
If you just need help for a week somewhere down the road, let me know.  If
someone's ship is killed, you can pick up an abandoned ship, if you want.
Otherwise, they'll sit for target practice.

This is a combat sim game, but a little role playing flavoring can enhance the
fun, and you're welcome to go by your Captain's name, name your ship, etc.  You
might be inclined to rationalize an alpha strike by relating the story about how
that ship's captain hit on your niece, slaughtered an outpost, etc., but no such
flavoring is required at all.

If you disagree with an action or result, please bring the issue to the
moderator's attention promptly.  It is the moderator's responsibility to be
reasonable, fair, and thorough, but also to keep the game fun and moving
along.  If a dispute over an interpretation of the rules and/or of orders
arises, the moderator will make a decision as promptly and fairly as is
possible, and play will continue with that precedent applied consistently
for the remainder of the game.

Transmissions from any captain to any or all others are freely allowed.
Disinformation may or may not be present.  Nobody is there to police, so
why bother trying.  Feel free to send in-character communications to all
of us, especially including the moderator [hint, hint], even if in a "real"
battle, not everyone could hear it.  Some of you are good writers,
role-players, etc., I'm sure.

The moderator will NOT send you disinformation, unless completely accidental,
in which case let him know ASAP for correction.  The moderator will not
forward transmissions to other captains, unless permission obtained for
a specific purpose.

===== SCENARIO 1:

Each player has one destroyer-size ship.

Use the tournament map.  Each ship starts along a wall evenly spaced around the
perimeter (we'll figure out even spacing once # players is known).  Note that
there may not be much room to go & hide.

The barrier that separates you from your freedom (around the edge of the map)
will stop your ship and do 5 points of damage if you run into it.  If you are
tractored, the tractor link will be broken, also.  If you are tractoring some
other unit, that tractor link is not broken.  Seeking weapons and shuttles take
the 5 points of damage, but, if they survive, do not stop moving, just remain
in their current hex, similar to being stuck in a web.  Plasma torps take
this damage as phaser damage.  A unit displaced by a Displacement Device
would simply end displacement in the last hex possible, not taking any
damage.

On impulse 16 of each turn, a speed 20 standard drone is launched from two
random corners, and a plasma S-torp is launched from a random one of the two
remaining corners.  Note that being on impulse 16 means that orders for the
third segment of the turn can take these house weapons into account.  These
house weapons move towards the nearest _ship_ each impulse of movement; they are
able to change targets if someone else becomes closest.  They seek under the
rules, except to remove conscious control by a player, they slip, move forward,
then turn, in that precedence, without creating a disadvantage for themselves,
whenever a choice is available.  Whenever two targets are equally close
(including at impact), a random target is selected. At HET or initial
placement, if 2 headings are otherwise equal, head to lead the target.
If all ships are destroyed and the battle continues with only shuttles,
the house weapons seek shuttles.

> Has the plasma torp [& drones] already moved one hex when it appears?

No.  The generators/launchers are not behind the wall; they're in the corner
hexes on very small indestructible (within the span of a scenario) asteroid-
like platforms.

Victory goes to the last ship or shuttle surviving (or not conceding).  Why a
shuttle?...

In orders, a player may specify that the ship is being abandoned.  For those 8
impulses, the only activity allowed other than life support, shields, fire
control, seeking weapon control, & straight movement (if not at speed 0) is to
get into a shuttle.  A legal transporter activity on any impulse is ok, or you
can climb into a shuttle in a bay on your ship, launching on the 8th impulse of
the segment.  A fighter is a shuttle, too.  The ship self destructs on the
_following_ turn, if it is not otherwise destroyed first.

Weapon Status III:
* Phaser capacitors energized & charged.
* Energy stored in systems designed for it (ESG, DisDev, etc.).
* All fighters armed.
* Fighters may be deployed within 2 hexes of ship with same facing
  as ship, then ship's "Turn 0" speed <= max fighter speed (for acceleration
  purposes).
* One drone (medium only, not slow) per rack may have been launched on
  Impulse 28 of "Turn 0".  Place them within 4 hexes of your ship, not
  within 3 hexes of any enemy unit.
* 2 shuttles may be prepared for special roles (SS, WW, SP).
* Multi-turn arming weapons (note: not disruptors, not fusion beams)
  may be ready & held, except non-holdable weapons (such as plasma-R)
  still need their last turn of arming.

All commander's options & option mounts are public information from the
start.  It is suggested that TacIntel level K be used when full TacIntel
rules are not in use, for future scenarios.

Crew and boarding party losses will be public information, since original
numbers were known.  In other scenarios, with TacIntel level K, you wouldn't
be able to track them on enemy ships.

===== SCHEDULE

Select a ship by MON Jun 02.  The moderator will send out starting positions
(randomized via dice, evenly spaced) WED Jun 04.

By FRI Jun 06, please send in commander's options, option mount weapons,
locations of drones and fighters you want to launch on "Turn 0," and
your ship's heading, then the moderator will forward them all at once.  You'll
then know the combatants & positions for first turn EA and first segment
orders, which are due MON Jun 09.

You may wait until first turn EA to declare special role shuttles (SS, WW, SP)
prepared and weapons & systems charged, but DO NOT FORGET!

Default heading is towards the center of the map, default deployment of
drones/fighters is none.  Default Commander's Options selection is T-bomb
(if possible), then extra BP until 96 is reached.

===== RACES & SHIPS:

Pick a race & ship you'd like to twirl.  Select from the list below or make a
proposal (the next thing to do for you).  Let the moderator know, and he'll
forward to all respondents at once.

The moderator will also send human names with ship selections.  If you prefer to
have a captain name and/or ship name, let him know.

Y175, with Y175 refits generally available subject to BPV.  BPV limit 96 (except
for the poor crewed-Romulan, pun intended).  'n' on size class means nimble.
These stats need to be verified on the ship before they're official.  If you
need the SSD of any of these, let me know.  Don't forget to start thinking about
drone upgrades, commander's options, option mounts.

> Was 96 BPV the hard ceiling, or is that a "before 10% commander's
> options" limit?

Hard ceiling.  If you have a 96 BPV ship, you won't have commander's option
points to spend.  Note that there won't be many T-bombs in this scenario.

> Do we get the T-bombs on the SSD?

No T-bombs unless purchased, as per the rules.

> Do I get 20% commander's options?

No.

> How about ship X?...

No experimental ships, simulator races, or unofficial races/ships.

A note on the scanned SSD's:  My scanner is one of the 1/2-page wide variety,
we'll be sending & storing these often, and the weapons charts are the same
over & over, so I arranged the ship-specific diagrams & charts in a smaller
format.  A ship fits on even a small screen ok, now.  The full-page high-speed
(and high-quality) scanner is currently unavailable.

===== RACE & SHIP MENU:

Here's the proposed ships menu:

                  #1/#4
race ship sz BPV shields weapons, notes
---- ---- -- --- ------- -------------------------------------------------------
Fed   DD   4  94  20/16  4 PHOT, 6 PH-1, no refit
Fed   FFB  4  92  20/20  3 PHOT, 4 PH-1, 2 PH-3, DRN(G-rack)
>> another alternative, from Captain's Log #8 (ok since ADB & Capt. Edition)
Klin  F5C  4  94  26/16  2 DISR, 2 DRN, 2 PH-1, 3 PH-2, no refit, 1 UIM
>> drop UIM, pay for Med drones, BPV = 93
Klin  F5D  4  93  21/16  5 DRN, 5 PH-2, 2x drone reloads, no UIM, B refit
>> pay for 2 racks of Med drones, others remain Slow, no B refit, BPV = 96
Klin 2xE3D 4n 84  15/9   2x(2 DRN, 4 PH-3), Y175 refit, module R3
>> never mind this pair of E3D's
Rom   SPA  3 100  30/20  PL-G, 2 PL-F, 5 PH-1, 4 PH-3, cloak, poor crew
Rom   SNB  4n 90  20/20  PL-G, 2 PL-F, 2 PH-1, 2 PH-3, cloak, NSM, lg wp ofcr
Kzin  CL+  3  96  18/16  4 DISR, 4 DRN, 2 PH-1, 4 PH-3
>> no C-12 "+" refit (only 2 DISR, 2 DRN), add Y175 refit, Med drones, BPV = 96
Kzin  DW   4  90  24/16  2 DISR, 4 DRN, 3 PH-1, 2 PH-3, module R2, Y175 refit
>> no Y175 refit, Med drones, BPV = 94
Gorn  CL   3  92  24/16  2 PL-S, 4 PH-1, no refit, 6 shuttles
Gorn  BDD  4  96  20/20  PL-G, 2 PL-F, 4 PH-1, no refit
Thol  ? - make a proposal
Orio  CR   3n 92  18/12  3 OPT, 4 PH-1, 2 PH-3, stealth, no refit, no cloak
Orio  DW   4n 94  18/18  3 OPT, 3 PH-1, 4 PH-3, stealth, cloak, mod. R2
Lyra  CL   3  92  24/11  2 DISR, 2 ESG, 4 PH-1, 2 PH-3, refits available
Lyra  DW   4  89  24/16  3 DISR, 2 ESG, 2 PH-1, 2 PH-3, refit available
Lyra  DND  4  90  20/20  2 DISR, 2 ESG, 6 PH-1, 4 PH-3, module R5
LDR   DD   4  96  22/12  2 DISR, 1 ESG, 4 PH-1, 4 PH-G, UIM refit
>> another alternative, from Module C4, an altered Lyran ship
Hydr  RN   3  93  33/15  4 FUS, 6 PH-2, 2 PH-G, no refit, ftrs previously lost
Hydr  L-Q  4  95  20/20  4 FUS, PH-2, PH-G, 4 Sting2 (choose)
Hydr 2xHN  4  96  17/11  2x(2 FUS, 3 PH-2, PH-G)
Hydr  LN   4  95  24/12(18) 3 FUS, 3 PH-2, 2 PH-G, Sting1+Sting2+(Sting2|refit)
Hydr  ERL  4  96  28/20  2 HB, 2 FUS, 3 PH-1, 2 PH-G, module R5
Wyn   AxCV 4 50+  10/10  4 OPT, PH-1, <=6 Basic Ftrs (F18, Z*, *AAS, Sting*)
Wyn   ODB  4n 93  24/20  5 OPT, 3 PH-1, 4 PH-3, stealth, no 2xEngine, mod. R3
ISC   DD   4  92  20/20  4 PL-F, 4 PH-1, 4 PH-3
ISC  2xPOL 4  88  14/10  2x(PL-F, 2 PH-1, 2 PH-3)
Andr  COB  4  83  4P/3P  2 TRL, 4 PH-2, extra Tbombs?, legendary navig/science?
Andr  VIP  4  90  4P/3P  TRL, 4 PH-2, outstanding crew

===== RULES:

The intent is to keep the rules as open as possible, in order to enable each of
you to utilize your strengths.  However, many rules listed as applicable for
this scenario simply won't be utilized (terrain, minesweeping, etc.)  Instead of
listing only those rules likely to be utilized, I'm focussing on what is not
allowed.  This scenario, as many do, has many optional rules excluded.  Once
discussion of a future scenario rolls around, bring up any ideas.

Because of the varied backgrounds, it is difficult to provide everyone with the
exact set of rules they prefer.  If this stretches you a little, then it's
probably helping you to be a better player.  If you genuinely have a hard time
with something, let me know.

Generally, the rules are in the Basic Rulebook, Advanced Rulebook, Module C1,
Module C2, and the R Modules.  Rules in modules M, J, K, C3, C4, & others are
generally excluded, with the exception being that the LDR is an available race.
The map comes from the Tournament module.

All sub-rules of stated rules are implied.

A  Intro
B  How to Play
C  Movement
   excluding C1.32-C1.33 Pre-Plotted Movement
   excluding C2.3 Deceleration Due to Damage
   excluding C3.8 Directed Turn Modes
   note: including C12.0 Mid Turn Speed Changes
D  Combat
   excluding D3.6 Leaky Shields
   excluding D6.3 Electronic Warfare (but natural sources DO apply)
   excluding D8.0 Critical Hits
   excluding D17.0 Tactical Intelligence
   excluding D20.0 Hidden Deployment
   excluding D21.0 Catastrophic Damage
   excluding D22.0 Energy Balance Due to Damage
E  Direct Fire Weapons
F  Seeking Weapons
   note: F3.6 Secret Targeting means that you won't know if those SW's are
         coming for you or someone else.  Labs are important in this scenario.
         Make sure to declare any special intentions for the use of labs.
         If you want to tell someone else acquired targeting information in
         exchange for other information or not firing on you, feel free.  (Just
         remember: the only enforcement of agreements is the weapons & systems
         on your ship & shuttles!) It's a little more work for me, but I hope 
         that not knowing whether those drones, plasma torps, and shuttles 
         coming at you are targeted at you or the ship behind you will add to 
         this scenario.
FD Drones
   excluding FD9.0 ECM Drones
FP Plasma
G  Ship Systems
   excluding G13.6 Hidden Cloaked Units
   excluding G24.0 Scout Functions
   excluding G27.0 Romulan Cloak Decoy
H  Power
J  Shuttles
   excluding J4.9 Fighter EW
M  Mines
P  Terrain
R  Races, Units (see list of modules above)
S  Scenarios (some special scenario rules used)
X  X Technology
   these rules are excluded

Natural sources of EW (non-generated/non-loaned) still count, so you can have a
die roll shift.  Erratic Maneuvers, small target modifiers, etc.

Commando BP's are avaiable as Commander's Options, but their only effects
are improved results on the BP tables in the Basic Rulebook.

No Warp Booster Packs, MRS, or Andromedan shuttles.

GAS specified on ships are present as on SSD with increased damage capacity,
but function as admin shuttles except may not be used as Suicide Shuttle.

If you purchase one T-bomb, you get one Dummy T-bomb with it.  Don't forget
to declare triggering parameters when placing a T-bomb, or the defaults will
be used (no count, all size classes).

Sorry if it is annoying, but please use fractional accounting.  With smaller
ships like these, it matters.  Let's stay consistent, and I'm used to
fractions, so it'll be easier on me, too.  Leftover fractions can be stored
in batteries, capacitors, or applied to almost anything as contingent
allocation (thus requiring less battery to complete, leaving some battery for
next turn).  If you don't want to deal with fractions, round all costs up to
the nearest whole point (except Andros are required to use fractional
accounting, to avoid abuses).

Note that you are technically friendly with nobody else; everyone else is
enemy.  This matters for certain rules, such as friendly fire limitations,
shuttles landing/crashing/being dragged aboard ships, etc.

We are not using Catastrophic Damage (D21.3) this scenario,
because of the special Captain Evacuation rule.  However,
see G8.33.  Because "emergency situation" is discussed in
this rule, with just a reference to D21.3 (which I
believe is due to the fact that this rule is in the
Basic Rulebook and D21.3 is in the Advanced Rulebook), we'll
allow the 4 crew/tran rate (instead of 2).  However, this
activity does cost normally and restrictions on frequency of
use of transporters remain in effect.  (These are relaxed in
D21.3, but we're not playing with that rule.)

===== EA, ORDERS, & RESULTS FORMS:

Declare your speed(s) for the turn along with EA.  Default is a constant
speed for the turn.

You can make conditional orders for movement, systems, and weapons.

You'll notice that if someone wanted to get crazy, they could.  As long as
it's clear, that's fine.  Use pseudo-code, if you prefer.  But if it's not
clear, the moderator no choice but to try to match the orders as closely
as he can, maybe not achieving optimal results for you.  This is a big
difference (can be considered good or bad, depending on what you like)
between face-to-face and PBEM.  Giving concise and clear orders is a great
leadership skill.  I hope we're all accidentally improving ourselves as
we play.  :^)

Whenever a choice that the player would normally make is not specified in orders,
it's the moderator's responsibility to achieve favorable results within
the rules and considering information normally available to the player.  For
example, if a drone rack is destroyed as an internal hit, he'll choose the one
that has fired all its drones already over the one that hasn't.  Whenever there 
is no obvious reason to choose one over another, he'll determine randomly. 
Within a class of Phasers (PH-1, PH-2, etc.), he'll determine randomly, unless
you specify otherwise.  "Better" firing arc all depends on what you're planning
to do, is the reason for this one.  Decide your priorities on boxes for damage. 

You can give deterministic orders per impulse, which would ensure you get
done what you order.

You can say things like "Fire all overloaded photons as soon as I'm
in range 8."  Then, if you don't make it there by Impulse #8, you'll
not have fired them, and you can decide what to do with them for the
next segment.  You can say, "If any drone gets within lab range, try
to identify, and if targeted on me, use minimal phasers to guarantee a
kill."  As we go, I'm assuming some simple strategies that are in your
best interest, such as firing ADD's at drones instead of phasers, when
possible, and identifying with labs a solitary seeking weapon coming
at you.

I hope you agree that to maintain complete neutrality and fairness, the
moderator has to go by what the orders are, not by what the moderator
thinks the intent behind them was.  There's got to be a line, or else the
moderator would end up sitting down to play the battle out alone for all
the ships. 

There are normally missed opportunities and goofs, in almost every
segment.  You are not alone when you have one.  This is the nature of
8-impulse segments and not being present every step of every impulse, to
provide an explicit context for orders, in a game of endless potential
combinations of interdependent events and restrictions.

Be as clear and concise in orders as possible.  "If someone like the Kzinti
gets within range 8," is different than, "if the Kzinti gets within range 8."
"Like the Kzinti" sounds like a guess as to who it will be, but anybody
will qualify.

Starting out with a description of your intent can be very helpful.  If you
say, "I am doing whatever I can to kill the Fed F," then that can take care
of which ship to fire at, in case of ambiguity (such as "like the Kzinti" when
both reach range 8 at the same time).  "Protecting my shield #1 from damage
is more important than any offensive action," is helpful in certain situations,
as another example.

It is usually a good idea to include "safety net" clauses, such as, "Fire
any photon at X if on the next impulse, X can leave its firing arc or the
range to X will increase beyond 8."

Using an impulse-by-impulse format is not required for orders, but it may
make it more difficult for you to overlook opportunities and dangers.

You don't need to write a dissertation, listing every possible combination of
events.  You'll likely miss some possibilities, if you try that approach.

We're all improving by experience.  If you come up with any suggestions to
improve how we play, please speak up.

If you think I misinterpreted your orders, you are welcome to point it out
and state your case as to why the orders indicate otherwise.  There has to
be a limitation, though, and revisions can be made only for true
misinterpretations of, not for amendments to, orders.  I'm doing my best,
spending the time with each of your orders, to try to avoid ever going back
and redoing segments.  Let's keep cross-checking each other's info.

If I see any ambiguous situation coming up, I'll remind everyone
generically to give specific orders about ADD vs. phaser, or deciding
which seeking weapons to identify.

> Are we allowed to just say "Pursuit"/"Evasion"/"Station
> Keeping"/"Ballistic" etc., with relation to *one* other unit?

Yes.  See the "plotted movement" rules for definitions of those terms.  Even
though the rules are not in effect, you can communicate movement orders with
them.

If you don't turn in an EA, you get a default EA for that turn.  If you don't
turn in battle orders for a segment, you get defaults for the segment.
You can miss here & there will no ill effects, but not always.  If you'll be
out of town, busy, etc., you can send in orders ahead of time, simply taking a
little more risk that conditions won't change by unanticipated events.

I catch several problems, and hopefully resolve them without messing up
anybody's plans.  I also cause a couple problems here & there.  Whenever I do
that, I'll try to work out a resolution that meets as closely as possible
the intent of your orders and the rules.  If you see something, let me
know asap, and we'll work on it.  I'm reasonable, but have to make sure
the correction doesn't make anything worse.  For example, correcting a record
of an isolated ship's position is an easy fix.  

===== PLANNING STRATEGY & TACTICS

Because you submit orders for 8 impulses at a time, there will be many
situations in which an opportunity slides right by, you're surprised by a
Suicide Shuttle, etc.  It's the same for everyone.  Not only does grouping 8
impulses together speed up the game, but it also allows each of us to put
whatever amount of effort each of us enjoys into playing this game.  And I'm
sure there will be at least one week for each of us where there's only time to
submit obvious orders and let all the little possibilities play themselves out. 
If someone has the ability to analyze all the little possibilities, they'll be
able to utilize that skill, but lots of detail is not required in order to play
& enjoy it.

===== GAMEPLAY NOTES

Instead of holding Tractor Auctions, state how much power you are willing
to spend (for positive or negative tractor in each circumstance), then
you'll actually spend the minimum required to win (or you'll spend it all
and lose).  All reserve power is assumed to be available to place or to
resist a tractor beam, unless declared otherwise.  For Tractor Auctions
during EA, you'll have to indicate where unused power you were willing to
spend in a Tractor Auction should go.

Please note what weapons (if any) are not to be used in defense.  Default
fire order is: ADD, PH-G, PH-3, PH-2, PH-1.  You might want to declare where
in that list defensive drones and torps fall; otherwise, they will be saved
for offensive purposes.  You'll have to declare if you'd fire PH-2 as PH-3
to save power, also.

Declare (to the moderator) the target of a SW (drone, plasma torpedo, seeking
shuttle) when it is launched.  You may share this information with
whomever else you choose.

The default damage trigger for a Scatter Pack is 1.

Please note that the Energy Allocation Form has a few extra line items for
ease of accounting.

At the end of each turn, Twirling Aces Battle Points may be awarded, based on
participation (1 point for actually playing in a game) and damage inflicted
(by numbers of internals inflicted).  Special achievements (capturing an enemy
ship, defeating monsters, winning a scenario, etc.) can earn bonus points.
Twirling Aces Battle Points are valid for your career, and will sometimes be
used to seed players and for some scenarios to determine order of side/ship
selection.

===== FORMS

ENERGY ALLOCATION FORM
SEGMENT BATTLE ORDERS
SEGMENT RESULTS

===== SCENARIO 1 OPENING ANNOUNCEMENT

9 blips have appeared on the long-range sensor scans.  Or is that 8, 10, or
11?  How curious to find so many warships in one place at one time!
Attempting to hail unidentified vessels...  Some are fading off the screen.
Several are growing brighter and warp signatures are being identified...

Red Alert!

You have just been trapped within a subspace anomaly as you were focussing
sensors on several blips that suddenly appeared on your screen.  Attempts to
scan beyond the anomaly's rectangular (how odd!) border prove futile.

As you were drawn to this point in space, so were several other ships from all
ends of the known portions of the Milky Way and even from another galaxy.

Ship/Captain List:

MODERATOR:    Jeff Buchmiller     jlb@edsr.eds.com

code  ship    player                                          start hex/head
F    Fed FFB  David Ratliff                                   3230/A
              Marko Ramius, Capt. D.R.At
              opt: IVm drone, Im drone, upgr 2 DRN, 2 DRN -> VI, extra CMDO
R    Gor BDD  Mike                                            2701/D
              Adjudicator, Capt. Gwendarian
              opt: none
              old: Michael Dunington   
G    Gor CL   Gordon Fraser                                   1601/D
              Capt. Gordon
              opt: none
H    Hyd LN+  Brian Newman                                    0123/A
              GloriousFire, Capt. Lraxxayn
              opt: +-refit, Sting-1, Sting-2, 2*BP, 2*ftr @0121/A
I    ISC DD   Travis Boelter                                  4223/F
              Subjugator, Capt. Thavik
              opt: T-bomb
A    And VIP  Jim Meier                                       1030/A
              Capt. Teneel
              opt: T-bomb, 2*extra CMDO
Q    Hyd LQ   Wayne Bell                                      0501/D
              HiddenMeaning, Capt. Bell
              opt: 4*Sting-H, 3*ftr @0501/D
K    Kli F5C  Les Hostetler                                   2130/A
              Havoc,  Uncle
              opt: UIM, one rack drone upgrade
D    LDR DD   Tattoo Luck                                     4212/E
              Deception, Capt. Kreshk
              opt: none
E    Fed DD   Eric Stilleon                                   3801/E
              USS Patton, Capt. Stilleon
        orig: Justin Miller       
              opt: none
O    Ori CR   Lysander Lysandrou                              0112/C
              Capt. Lysander
              opt: Stardust Cartel, PHOT FA, PL-F LP, PL-F RP
Z    Kzi CL                                        1516/C
        orig: Eric Stilleon       
              opt: none
L    Lyr DND  Zephyr Q                                        2816/F
              Mokatar Zeph'Qo tar ('He who speaks no poison')
              opt: none

===== TIPS

Don't forget to plot speed, post guards, plan repairs, and initiate reloading
activities during EA.

No HET on Impulse 1 (except by seeking weapons) of any Turn.

Your maximum speed is limited by the lowest speed you traveled in the last
32 impulses... +10 (only +5 for some) or *2, whichever is higher, is your
maximum.  No speed changes before impulse 4 or after impulse 28, or within 8
impulses of another speed change.  The energy allocated for movement during
the turn must generate movement points equal to the number of hexes moved,
however many different speeds that spans.  If you are new to mid-turn speed
changes, then just plot a single speed for the entire turn, then watch what
everyone else is doing.  It's not tough, just another level of planning tactics
on top of all the others.

Decide whether to arm a photon torpedo with a proximity fuse during energy
allocation of the second (or subsequent, if held) turn of arming.

Don't forget to hold (with 1 point of energy) an armed SS or to roll
(with one point of energy) a charged WW.

Erratic Maneuvering increases Turn Mode by one, unless the unit is nimble.
Shuttles are nimble.

A seeking weapon must move straight forward on its first movement
after launch, unless it is able to HET by the seeking rules.

Don't forget that your maximum speed in any impulse is
limited by acceleration based on your slowest speed during
the previous 32 impulses.  You may change speed under the
normal between-turn limitations between turns.

Don't forget that most weapons and systems have an 8
impulse delay before next use, even across turn boundaries.

Unused shield reinforcement, tractor, transporter, HET, etc.
energy is lost and does NOT carry over to turn 2.
Capacitors, batteries, or a weapon arming cycle of some kind
is required to carry over energy.

It is important to list all ranges (a range of ranges is ok) at
which weapons/defenses will be fired, if any ranges are given.
It is important to list all hexes (a span of hexes is ok) at
which weapons/defenses will be fired, if any hexes are given.
It is important to list all conditions under which
weapons/defenses will be fired.
It can be very useful to specify alternate targets for
weapons/defenses, in case the primary targets are for
some reason destroyed/avoided by other means.
There were some orders in turn 1 that weren't as solid as the
captain hoped they'd be.

The only ways to tell a real vs. pseudo plasma torp:
* let it impact
* persuade the launching captain to tell you

Effects of being crippled (50% of internals destroyed):
  can fire probe as weapon, can use emer life support, lose
  nimble status, loss of HET bonus (Ref S2.4)

Effects of being uncontrolled (no control spaces undestroyed):
  turn mode class one higher, no HET, no Quick Reverse, no
  mid-turn speed changes, no EM, no Emer Decel, impulse 1-16
  tacs lost, fire/launch at only one target in one impulse per
  turn, half drone control ability, no tractor, no lab id, no
  ECCM, no WW launch, no scout functions, no mine functions, no
  aegis, no UIM, no DERFACS, no SFG, no DisDev, no flywheel

The maximum speed of a ship at any point in a turn is determined by
its available warp engine and impulse engine energy at the start of
a turn (unless using D22.0 Energy Balance Due to Damage).  A mid-turn
speed change cannot enable a ship to exceed its maximum speed even
during part of a turn.  If a ship's maximum speed is 17 because it
has 8 warp and 1 impulse, it cannot move faster than 17 during any
portion of the turn (such as 19 for a while then 15 for a while).

While a unit is EM'ing, it cannot launch anything and it cannot
guide seeking weapons.

    Source: geocities.com/~dratliff