FOG 5 COMMUNICATION RULES

Version 2.2

These rules were originally created by Jeff 'Blackbeard' Tonglet but this version represents revisions based on the experience gained in PBEM play.

(COMM1.0) GENERAL OVERVIEW

In a real-life battle 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.

This set of rules simulates the limited capabilities of Captains to communicate with each other during combat. Each ship may send and receive a limited number of messages every break. These messages are routed through a moderator with each SOP. The moderator then sends to the receiving ship as many messages as the receiving ship can handle in the following SITREP. There is a 4-impulse delay between an SOP being written and a SITREP delivered so it is not uncommon for the tactical situation to change dramatically before the received comm can be acted upon. Players are encouraged to think ahead.

When combined with TacIntel (D17.0) these rules can create a situation in which even the Fleet Admiral does not know the entire picture, simulating the "Fog of War". TacIntel is not required for these communication rules to work.

(COMM2.0) LIMITS OF THIS RULE SET

(COMM2.1) These rules are designed for PBEM scenarios using fixed impulse breaks involving several Captains per side.

(COMM2.2) Comm rules are designed to be used in scenarios where each player controls exactly one ship. If one player had several ships, those "Captains" would in effect be in constant communication. While it is possible for one player to control more than one ship if not enough players are available, this must be done carefully to avoid unrealistic cooperation between those ships. Experience suggests that a small ship combined with a small number of attrition units can work if necessary.

(COMM2.3) Players are on their honor not to coordinate with teammates during the scenario.

(COMM3.0) SCENARIO ORGANIZATION

(COMM3.1) Before the scenario starts all players will have a reasonable amount of time to do as much communicating as they wish. It should be assumed that the admiral has gathered all his Captains to the briefing room on the flagship before the battle begins.

(COMM3.2) Once the scenario begins players may only send messages to the moderator with each SOP. The moderator will then distribute these messages to the other players as part of the SITREP.

(COMM3.4) Once the scenario begins players may not send e-mails, post to a BBS, or in any other way coordinate with each other except by comm channel.

(COMM4.0) COMMUNICATION PROCEDURE

(COMM4.1) Ships have a number of radios or comm channels equal to their command rating. Ships with a command rating less than 4 are assumed to have 4 radios. Fighter squadrons, PF's flotilla and any other unit without a command rating will have 4 radios per Captain, but see (COMM4.74) for multiple units. The number of radios available are reduced in certain circumstances (COMM6.0).

(COMM4.2) Each radio is capable of either sending or receiving one message per communications step, but not both.
(COMM4.21) 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 Federation DN has 10 radios. The Federation Admiral decides to send 4 messages during this communication step. This allows 6 radios to be available to receive messages. See (COMM4.7).

(COMM4.3) All messages must be in unabbreviated English. Creating a code book is prohibited.
(COMM4.31) Exception: Standard SFB abbreviations may be used (e.g. SP for scatter pack, I32 for Impulse 32, etc.)
(COMM4.32) Exception: Rule numbers can be referenced.
(COMM4.33) Exception: Pre-game message board posts can be referenced.
(COMM4.34) The moderator has the right to block any message he feels violates this policy, but must provide an explanation to the sending ship. In essence the moderator determines what is and is not an acceptable message.

(COMM4.4) SENDING COMMS
(COMM4.41) Each radio on a ship used to send a message can send to either:

  1. One specific ship, friend or foe, provided the sender has a lock on to the receiving ship.
  2. All ships in the sub-fleet.
  3. In the clear to everyone, friend or foe, with an available radio.
(COMM4.42) A comm can be sent on any impulse during 6E: Post Combat, but if no impulse is specified the final impulse of the break is assumed. A Cloaked ship (COMM4.6) might have a good reason for sending a message out of step with a break.
(COMM4.43) Comms are received only on 6E: Post Combat of the final impulse of the break. The moderator distributes messages to each ship, prioritized (COMM4.5) and up to that ship's limits (COMM4.1). The messages sent are those submitted during the immediately previous SOP.

Example: Messages sent on your 1.01 SOP will be processed and received on the 1.04 SITREP.

(COMM4.44) Like most PBEM orders, comms can be triggered, modified or cancelled by conditional orders.
(COMM4.45) Comms [of any type listed in
(COMM4.41)] are restricted to a true range of 15 hexes.

(COMM4.5) MESSAGE PRIORITY
(COMM4.51) Each message sent has a priority from 1-9 attached. Priority 1 is the highest priority. All messages sent in the clear are considered Priority 9.
(COMM4.52) If there are more messages of a given priority than radios available then the messages will be prioritized within a category as follows:

  1. Outgoing messages by impulse (COMM4.751).
  2. Outgoing messages by priority.
  3. Incoming message by priority.
(COMM4.53) If there are more messages than radios then the lowest priority messages are lost. In the case of equal priority messages, random message(s) will be lost.

(COMM4.531) Communications in FOG are not perfect and when the system becomes overloaded sometimes the wrong message gets dropped. You may randomly miss a priority 2 message from your Admiral while receiving a priority 3 message from an ally. The moderator won’t do this on purpose, but if it happens you as a player have no recourse. In all likelihood you won’t even know it has happened.

(COMM4.54) Coded messages (i.e., non priority 9) can be sent between units of allied fleets as long as both units (sender and receiver) know that they are allied. If only one side knows that the other is an ally, any messages sent from that side (i.e., from the side that knows they are allied to the side that doesn't know they are allied) will be received by the receiving side as a non-coded, priority 9 message. Note that the message will not be received by any other units, but if there is a lot of radio traffic, the intended recipient may not receive it either.

(COMM4.6) MESSAGE LENGTH: No message can be more than 128 characters in length. If needed, this can be used for formatting your SOP:

My squadron, fire all your plasmas at Lexington, then cloak, rea
rm, and finish them. We shall have our glory soon. 
1234567890123456789012345678901234567890123456789012345678901234
         1         2         3         4         5         6

(COMM4.61) A cloaked ship only receives the first 32 characters of each message.

(COMM4.7) SPECIAL CONDITIONS

(COMM4.71) ON THE SAME SHIP: When two players are physically located on the same ship (such as the Captain and the Commander of a fighter squadron), the two players may send one message of any length to each other on each SOP. These messages travel over the ship's internal intercom and do not take up a radio, but are subject to the four-impulse delay.
(COMM4.72) EXECUTIVE OFFICERS: XOs are on the bridge with the Captain and can communicate with the Captain at any time, with no limits, through any medium, without taking up a radio and with no delay.
(COMM4.73) OBSERVERS: Observers will receive all SITREPs, SOPs, EAFs and communications that are routed to or from a Captain, but cannot respond in any way. They only observe.
(COMM4.74) MULTIPLE UNITS: Should a Captain control more than one unit, such as a ship and a squadron of fighters, the number of radios unit has will be decreased by one.

Example: A Captain controls both a Fed CA and 3 fighters (which count as one unit). The CA normally has 8 radios, and the fighters have 4. These numbers would be reduced to 7 for the CA and 3 for the fighters.

(COMM4.75) CLOAK: Sending a message voids the cloaking device on the impulse after the comm was sent. Receiving messages have no effect on the cloak but see (COMM4.61) for message length limits.

(COMM4.751) Since a message from a cloaked ship can come out on any impulse, messages sent on an earlier impulse will have priority over messages sent on later impulses (COMM4.5).

(COMM4.8) FLEET DATALINK: Some information can proceed from ship to ship in a fleet without needing to be communicated by radio. This is done primarily to allow effective seeking weapon defense and to ease moderator workload. The information is presumed to be transmitted instantly on a sub-fleet wide datalink which is separate from the radios of the ship and cannot be used for other purposes. The following information is shared on this datalink:

(COMM5.0) FLEET ORGANIZATION

(COMM5.1) Allied communications between sub-fleets is limited.
(COMM5.11) Any Captain may communicate to any one allied Captain at the cost of one radio. Multiple Allied Captains can be communicated to at the cost of multiple radios.
(COMM5.12) Allied Captains may not send Comms to an allied sub-fleet. A message sent to ‘Fleet’ will only be received by the Captain’s sub-fleet, not the allied sub-fleet. The only way sub-fleets can communicate is to use one comm channel per allied recipient.

(COMM6.0) SHIP DAMAGE

(COMM6.1) Radios are located in the control boxes of each ship. If a ship is crippled then only half the ships radios (round up) continue to function. If a ship is uncontrolled then all radios cease to function. If a ship which was uncontrolled (G2.2) repaired a control space the lost radios would again function normally.
(COMM6.11) A captured ship has radios equal to one half (round up) of the original radios. Captured ships may only communicate in the clear (COMM4.4). Legendary Captains in control of captured ships ignore this rule and are allowed the full comm capability of the captured ship.
(COMM6.12) The radios allocated to a fighter squadron or PF flotilla cannot be destroyed except by destruction of the entire squadron or flotilla. A Captain controlling only a fighter/PF squadron has 4 radios. Once all controlled units are crippled or uncontrolled use (COMM6.1).

(COMM6.2) In the event of catastrophic damage the ship's Captain might escape by shuttle, transporter, or some other means. While the Captain retains control over any unit with radios the Captain may continue to control those radios. The two players on the same ship may communicate under the rules of (COMM4.71).

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