Talon Playbook
Talon Playbook
PL AY BOOK
TA B L E OF CONT E NT S
I ntroduction................................................................... 2 Scenario 12 - The Battle of the Line..................... 14
20. Victory.................................................................. 2 27. Design Your Own Scenarios................................ 15
21. Setup.................................................................... 2 28. Campaign Game................................................... 15
22. Reinforcements.................................................... 3 29. Battle Modes........................................................ 15
23. Transports............................................................. 3 30. Terrain.................................................................. 16
24. Jury Rigging......................................................... 4 31. Empire War Mode................................................ 17
25. Multi-Player Games............................................. 4 32. Playing Space Empires: 4X With Talon............... 19
26. Scenarios.............................................................. 4 33. Optional Rules..................................................... 21
Tutorial................................................................. 4 Credits ........................................................................ 21
Scenario 1 - War is Upon Us................................ 7 Ship Design and Fleet Doctrine.................................... 22
Scenario 2 - A Chance Encounter........................ 8 Tactical R&D................................................................ 23
Scenario 3 - The First Fleet Engagement............ 8 Extended Example of Play............................................ 25
Scenario 4 - Patton’s End..................................... 9 Advanced Play Example............................................... 31
Scenario 5 - The Loss of Beta Centauri............... 11 Frequently Asked Questions......................................... 34
Scenario 6 - Secrets.............................................. 11 Astrometrics Lab Sheet................................................. 36
Scenario 7 - Convoy Ambush............................... 11 Lifetime Score Sheet..................................................... 37
Scenario 8 - The Sector Capital........................... 12 Empire War Ship List.................................................... 38
Scenario 9 - Base Assault..................................... 12 Space Empires/Talon - Ship Chart................................ 39
Scenario 10 - Dogger Bank.................................. 13 Space Empires/Talon - Research Chart......................... 40
Scenario 11 - Battle of Saturn.............................. 13
© 2015 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com
© 2015 GMT Games, LLC
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• Some scenarios may cap the maximum level of victory at Great
or Minor.
20.3 Lifetime Score
• Players are encouraged to track their wins/losses and Lifetime
Score.
20.4 Sportsmanship
• It is considered good sportsmanship to concede defeat when there
is no reasonable chance of victory. It is better to call the game
INTRODUCTION and start another one instead of dragging it out for no reason!
There are 5 ways to play Talon: • Unless specified in a scenario, the conceding player’s ships are
considered to be destroyed unless the ships are so far out of range
• You may play the scenarios in the Play Book which detail the
that the opponent cannot or will not get close enough to destroy
most critical battles of the first Talon War and are a great place
them before they can retreat when the game is called.
for new players to start. (Page 4)
• It is possible that both sides may be left with no ships at the end
• You may Design Your Own Scenario, spending Ship Points to
of battle or that both sides have ships remaining with ineffective
deploy whatever ships you want. (Page 13)
Weapons. In this case, both sides lose and the battle should be
• You may play a Campaign in which you and your opponent play replayed.
a series of scenarios. (Page 13)
• You may play Empire War mode which has strategic level
decisions. (Page 15) 21. SETUP
• You may play GMT’s Space Empires: 4x using Talon to resolve Unless otherwise noted in the scenario instructions, the following
battles. (Page 17) apply to every game:
Lifetime Score: However you decide to play Talon, we encourage • Place the map width-wise between the players.
you to keep track of your Lifetime Score. Depending on your level
of victory you score 0 to 3 points each game. This is tracked by • The Talon always start the scenario as the Initiative Player.
opponent. A tracking sheet is provided in the back of this booklet • Some scenarios have specified setup areas for each side. If they
and a file can also be downloaded to do it electronically. Hopefully, do not, use this setup map for ship deployment:
an app will soon follow.
20. VICTORY
The goal of most battles is to control that region of space. Unless oth-
erwise specified by the scenario, use the following victory condition:
In this example, the Terran player has a ship he may bring in as Talon and Terran Transports
a reinforcement at this time. His reinforcement side as dictated by
the scenario is the right side of the board. His CA Napoleon is the
nearest other ship to that side of the board so he counts 6 hexes
away from that point. The hexes shaded in blue are the closest legal
hexes to the battle for deployment of Terran’s reinforcement. Note,
the Missile and FTR Squadron do not block reinforcement.
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She watched as the other ship moved towards them and then sighed The young man ran his hand through his hair, “Captain? I think
as it pierced the line that the Terran Confederation’s leaders had they fired with two weapon mounts out of the four I can see and hit
decided was the border that could not be crossed. She punched an with both? It looks like they may have a similar firing effectiveness
icon on her panel. The yellow flashing lights changed color to red, at middle ranges to our torpedoes and since it’s energy they can
and a channel opened across the ship. “Red Alert. This is not a probably also hit with it at close range? Um, it also looks like their
drill. All hands prepare for battle.” She remembered for a fleeting shield is already down?”
moment the old videos from science fiction shows of Earth’s past, As he spoke, the graphic on the main screen updated to show a red
how the ships were ordered not to fire unless fired upon. Her orders line on the port side of the enemy ship indicating the probability of
were different and were about to make her famous. She knew that a shield collapse. The graphic also showed the two ships separating.
philosophers and politicians would critique her decisions, and that
her actions in the coming battle would be studied and dissected at “Lieutenant Orson, do your best to get onto the port side again al-
War College. She knew her name would be remembered by gener- though I don’t expect them to make it easy for us.” O’Brien said, and
ations yet unborn, as captain of the Terran Confederation’s first sure enough the enemy ship was turning to starboard. “Lieutenant
contact with an alien species. Rojas, you have priority on power to recharge our weapons, but once
we get into firing range priority goes back to Orson.”
All of this passed through her mind in an instant, and then she pushed
it away. She continued over the open channel: “Our standing orders “Ensign Aminpour, any response to our hails now?” She looked
are to engage any ship that crosses our border. If they respond to over hopefully at the woman, even knowing that she would have
our hails at any time, we are permitted to break off combat and already interrupted her if such a response had come, knowing how
escort them back across the border to open negotiations. Sick Bay, important such information would be to her Captain. Aminpour
ready for casualties.” merely shook her head while continuing to ask for acknowledgment
from the enemy ship.
She broke the connection and watched the screen. In the time it
took for her to make the announcement, the ships had closed. She O’Brien barely had time to take a deeper breath before the two
started a rapid series of orders by turning her first officer who had ships were moving towards each other again. Chariz spoke up,
moved to his station on the bridge. “Mister Denigo, please connect every sentence ending on his characteristically questioning tone,
all tactical displays to my panel and put the overhead view on the “Captain? I think their weapons that they fired are still charging?”
main screen. Set firing lines at the range at which our torpedoes
and phasers are most effective.” The Captain nodded and glancing at her information panel, saw
that Patton’s weapons were almost fully charged. And then the en-
As her first orders were being carried out, she turned to an older emy ship surged forward with a sudden burst of speed. Orson first
man, “Lieutenant Orson, attempt to maneuver so that our weapons grunted and then shouted, “He’s too close for us to get on that down
can fire at their..” she glanced at the display, “port side.” shield now.” O’Brien nodded, and calmly said, “Then take down
another one.” Rojas sent the torpedoes away again and announced
Looking over at the middle aged, swarthy skinned woman sitting another hit. The enemy ship came on and finally fired its remaining
next to Orson, she said “Lieutenant Rojas. Fire at the other ship two weapon mounts as the Patton slid in front of it, managing to
when we are in the ideal band for the torpedoes and facing their take the hits on its own port side.
port side. If we are in the ideal band and about to leave it before
we can fire, then take whatever shot presents itself. Follow up with Aminpour called out, “Port shield almost gone, Captain!”
phasers on the same side if odds are good for them to hit effectively.”
Chariz then broke in, “And Captain, their front shield is down only
Next, she turned to a very tall and thin young man from Barnard’s slightly more than half? Much more ability to take hits to their front
Star-2 with a messy mop of red hair that never conformed to regu- than their sides? Also? That speed burst came from what appear to
lations. “Ensign Chariz. Keep scanning them and observing their be panels on the rear of the ship? Not sure how many times they can
behavior, weapons effectiveness, points of weakness and so on. do that, it actually appeared to shut off due to overheating rather
Report to me when you learn anything.” than deliberately?”
Ensign Rojas called out, “Ideal range in 10 seconds. It looks like The two ships slowly swung back towards each other again, and
we’ll get a shot on their port side, Orson, if you shorten our turn.” O’Brien knew that likely this time would see one or both damaged
Orson answered back, ”Shortening turn now!” in the exchange “Try the port side again, do your best to give them
everything we have.” The ships closed, the bands showing the opti-
Helena O’Brien turned to communications, “Keep trying Ensign mum firing ranges for both coming closer. O’Brien leaned forward,
Aminpour. Let me know the instant we hear anything from them.” “On my mark Orson and Rojas, execute this order.” She had been
Chariz called out, “They’re firing!” at the same moment that Rojas preparing the order on her panel and sent it to both of their own
announced, “Torpedoes away!” In spite of more information always displays. “Aye Captain.” came two answers.
coming from the computers than from the visuals, O’Brien couldn’t “Wait... wait...” she muttered under her breath, “NOW!”
help but glance up at the two screens that showed both ships, just
to the right of the main screen. The first showed a real time video
of the other, now definitively enemy, ship. The second showed a
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Patton’s end
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Scenario 5 - The Loss of Beta Centauri Setup: Note, there are nebulae in this battle. FTRs must deploy
With the defeat of the Outer Rim Fleet and the loss of Patton, the adjacent to the CV.
small research colony on Beta Centauri was in danger. On the far
flung reaches of Terran space, holding it was not really an option at
this point. Rescue was the goal. A small force of Terran ships was en
route to attempt evacuation, but would first have to stop the troop
transports. The loss of this colony was inevitable, but defeating this
first force would allow the Confederation to save the colonists and
their research, while giving the Terran morale a much needed boost.
• Terran Units: 2 CL, 2 DD : Thor, Valhalla, Achilles, Hercules
• Talon Units: 1 FF, 2 Tran, 2 CL : Vision, Legion, Tribe, Dauntless,
Indomitable
Victory:
• Landed Transport Bonus: Each landed Transport’s ship
points count as if it was an enemy ship that was destroyed. The
Transport’s ship points are also DOUBLED.
• Destroyed Transport Bonus: Destroyed Transport ship points
are DOUBLED for the purposes of calculating degree of victory.
• If TWO Transports are landed, the game immediately ends and Scenario 7 - Convoy Ambush
the invading side wins. Degree of victory is determined by normal FTL drives were dangerous to operate through the Arcturus Clus-
victory rules plus the above transport bonuses. ter. Gravimetric interference forced ships to use their drive only at
• If only one Transport lands and the other is destroyed, the normal, NFTL levels. Ships would drop out of FTL before these patches and
Last Ship Standing, victory rules apply and the degree of victory is operate at high NFTL Speed until the patch was crossed, at which
determined by normal victory rules including the above transport point they would again jump to FTL. A supply convoy was just about
bonuses. through the Arcturus Cluster when the transports and their escorts
were run down by Talon ships.
Special Rules: Place a planet in the Terran setup area. This is Beta
Centauri. • Terran Units: 1 Tran, 1 DD, 1 CL: Normandy, Hercules,
Asgard
• Talon Units: 1FF, 1 DD, 1 CL: Surprise, Hunter, Fearless
Scenario 6 – Secrets
There was much that the Terrans and the Talon did not know about
each other—culturally, politically, AND militarily. An unknown Tal-
on ship was wreaking havoc wherever it showed up. Desperate, the
Terrans unleashed a secret of their own. The Talon had encountered
small wings of Fighters defending bases but had thought these to
be only perfunctory defense. They were right, in part, as these ships
could only be supported in battle by large bases at the start of the war.
However, Carriers capable of transporting and sustaining Fighters
were as yet unknown to the Talon. The Terrans had hoped to save
them for a critical battle and use them in mass, but the situation
was too urgent. They would, in turn, be shocked by the size of the
unknown ship and the power of its weapon.
• Terran Units: 1 CV, 4 FTRs, 1 BC: Wasp, Black Sheep, Flying
Tiger, Diamondback, Cougar Squadrons, Alexander
Special Rules: The Terran units start facing towards the Talon setup
• Talon Units: 1 DN, 1 CA, 1 DD: Imperial, Service, Shadow area. The Transport must spool its FTL drive and retreat to win.
Victory: The Talon player’s goal is to destroy the CV Wasp. The Victory:
Terran objective is to destroy the DN Dominion. If one side is able • If the Transport escapes the Terran side wins.
to destroy the other’s target ship and retreat their target ship, the • If the Transport is destroyed the Talon side wins.
battle immediately ends and the side that accomplished this wins.
• If the Transport escapes or is destroyed the battle does not end
Otherwise, normal, Last Ship Standing, victory rules apply. Target
and combat may continue to determine degree of victory.
ships count DOUBLE for the purposes of degree of victory and
retreated target ships count as destroyed enemy ships. • An escaped or destroyed Transport’s ship points are DOUBLED
for degree of victory.
.
Terran Units: 1 BB, 2 BC, 1 CL: Thunderchild, Alexander, Sun This is a divided battlefield. Both factions have ships along the polar
Tzu, Valhalla opposite ends of Saturn. Saturn’s rings are represented by asteroids
and Saturn’s upper atmosphere is represented by nebulae. In order
Talon Units: 2 BC, 3 CL: Honor, Victory, Dauntless, Fearless, for one battle group to aid the other, they will have to cross either
Indomitable the rings or the atmosphere. The deployment sides are broken into
groups A and B for both factions.
Alternative Setup: Normally this battle is played with standard
setup, however, the historical fleet positioning is provided. All Terran DEVELOPER’S NOTE: The scale of the hexes in this scenario
ships must face the top right side of the board and all Talon ships is variable, to represent the difficulty of navigating near a large
must face the bottom left side of the board. gravity well.
Side A:
• Terran Units: 1 CV, 4 FTRs, 1 DD: Hornet, Ace of Spades, Double
Down, Black Sheep, Cougar Squadrons, Caleb
• Talon Units: 1 BB, 1 CA, 1 DD, 1 FF: Eradicator, Service,
Predator, Vision
Side B:
• Terran Units: 1 BB, 1 CL, 1 DD: Prometheus, Valhalla, Hercules
• Talon Units: 1 CA, 2 DD, 1 FF: Unity, Shadow, Hunter, Surprise
Setup:
The player that wins the Campaign Game gets a 5 point bonus to 29.4 Convoy Intercept
their Lifetime Score. During long FTL journeys, it is sometimes necessary to drop out
of FTL and recalibrate your navi-computer to avoid collision with
large celestial gravity wells. This is also the perfect opportunity
for an ambush.
29. BATTLE MODES
These different setup and victory conditions may be used in Designed • Randomly select one side to be the Convoy and the other side to
Scenarios, a Campaign or in Empire War mode. be the Attacker.
• No more than 200 Ship Points per side may be used.
29.1 Last Ship Standing • The convoy side must add one Transport (and only 1) to the ships
This is a normal battle in which the victor is the side with ships left he will deploy at the start of battle; these count as part of his total
on the battlefield (see Victory). Ship Points.
• The convoy side must protect their Transport until it is ready to
29.2 Planetary Invasion jump to FTL.
• Randomly select one side to be the invader, the other side to be
• Use the setup areas and rules from the “Convoy Duty” scenario
the defender.
to place units for the start of the battle. The convoy side sets up
• The invader must add at least two Transports to the ships he will as if they were the Terran side in that scenario.
deploy at the start of the battle; these count as part of his total
• If the Transport escapes or is destroyed the battle does not end
Ship Points.
and combat may continue to determine degree of victory.
• The defender takes the planet terrain counter and places it in his
• An escaped or destroyed Transport’s ship points are DOUBLED
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for degree of victory.
• If the Transport escapes the Convoy side wins.
30. TERRAIN
• If the Transport is destroyed the Attacker side wins. 30.1 Terrain Placement
• Terrain selection and deployment is specified in the main story
29.5 Worm Hole Blockade scenarios, however, in Design Your Own Scenarios, Empire War
The Convoy Intercept game mode can be played with Worm Holes or Space Empires you may need to add terrain.
(19.0) instead. Here the Attacker side is trying to stop the Convoy • Terrain is added based on Terrain Patterns (see Astrometrics Lab
side form entering the Worm Hole and escaping the battle. Use the page). Terrain selection can be randomized (see Random Terrain
Convoy Intercept rules with the following exceptions: Placement).
• The Attacking side deploys a Worm Hole to their setup area. • Terrain Placement takes place after each side has selected their
• The Convoy side Transport cannot jump to FTL due to interference ships, but before deployment.
in this sector. It can only escape by colliding with the Worm Hole. • Each side, starting with the Second Player, selects and places one
Terrain Pattern on the board.
29.6 Escort Zone • Both players must agree to use a Black Hole counter.
Some areas of space were safer for small escort groups. As such, • Terrain counters that correspond to a ship that has already been
BOTH the Terran and Talon would frequent these space lanes and, selected by a player may not be used.
during the war, it was not uncommon for two escort groups to en-
• Each Terrain counter must be placed in a non-setup hex. The
gage in battle.
pattern may be rotated to fit any orientation. Terrain counters
• No more than 200 Ship Points per side may be used. may not be placed on top of other Terrain counters already on
• Both sides must add one Transport (and only one) to the ships he the board.
will deploy at the start of battle; these count as part of his total • After the Second Player has placed his pattern, the Initiative player
Ship Points. may then follow suit.
• The Transport must be protected until it is ready to jump to FTL. • Once both players have placed their patterns Ship Deployment
• An escaped or destroyed Transport’s ship points are DOUBLED can begin. More patterns may be used if the players wish but it
for degree of victory. will limit the amount of ships you can deploy.
• If one side’s Transport retreats while the other side is destroyed, • Worm Holes may be selected if they are being used to fulfill an
the side that successfully retreated the Transport wins and degree objective in a designed scenario.
of victory is calculated with the above Transport ship point bonus.
30.2 Amount of Terrain
• In all other cases, normal victory conditions apply with the above For most Designed Scenarios, we recommend using 1-2 Terrain
Transport ship point bonus. Patterns. Players should decide how many they want to use prior
to the start of the game or they may decide randomly (see Random
29.7 Base Assault Amount of Terrain).
• Randomly select one side to be the Defender and one side to be
the Attacker.
30.3 Random Terrain Placement using the
• The defending side must add one Base to the ships he will deploy
at the start of battle; these count as part of his total Ship Points.
Astrometrics Lab
Terrain selection can be randomized using the Astrometrics Lab on
• The attacker’s goal is to destroy the enemy Base. The Base’s ship page 36. Roll two 6-sided dice, one at a time. The first die result
points are DOUBLED for degree of victory. represents the column on the Astrometrics Lab. The second die roll
• If the enemy Base is destroyed, the attackers win. Degree of indicates the row, the black die icon. If there are insufficient counters
victory is determined with the above bonus. to build the Terrain Pattern rolled, re-roll.
• Otherwise normal victory rules apply. Both players must agree to using a Terrain Pattern with a black hole.
Otherwise, re-roll.
29.8 Priority Target Mission
• Both sides must deploy one ship that costs more Ship Points than Please see the Astrometrics Lab Chart on the next to last page of
his other ships. This ship is the target ship for each side and should this booklet.
be designated with the dry erase marker.
• The goal is to destroy the enemy target ship and retreat your 30.4 Random Amount of Terrain
target ship. If this occurs, the battle immediately ends and all To really change things up the amount of terrain can be randomized.
remaining forces safely retreat. The side that accomplished the Note that this can be limited by your choice of ships and have a
above condition wins. Otherwise, normal victory rules apply. dramatic effect on the battle. Roll one 6-sided die and use the table
below.
• Target ships count DOUBLE for the purposes of degree of victory.
Die roll Result
1 No Terrain
2-3 Light Terrain (1 Terrain Pattern)
4-5 Moderate Terrain (2 Terrain Patterns)
6 Heavy Terrain (3 Terrain Patterns)
CA 3 The minimum LP per sector must be satisfied before the Battle Phase
can begin. If assigning a ship to the Fleet Reserve would prevent
BC 3
a player from meeting the minimum LP per sector, then that ship
BB 4 may not be assigned to the Fleet Reserve. It is possible due to fleet
DN 4 losses, that a player may not be able to meet the minimum LP per
sector. In that case, just enough ships from farther than one sector
FTR 1 away may be assigned to satisfy the minimum as closely as possible.
CV 1
Tran 0
31.6 Battle Phase
After the Ship Assignment Phase a battle is fought in every Current
• The minimum amount of LP per Sector changes depending on Conflict Zone. Battles are resolved starting in the Antares Sector and
how many ships you have that are not in the Fleet Reserve. This moving down the Empire War map. If there are Front Line markers
is your Active Fleet. on both Home Planets, the player with the most LPs may decide
• At the start of every Strategic Round, add up the LP of your Active which of those battles is resolved first.
Fleet. Then use this table to determine the minimum LP per Sector.
Until a Home Planet has a Front Line marker, there will always be
four battles each Strategic Round.
Active Fleet LP Minimum LP/Sector
Battles involve the ships from both sides that are assigned to a given
0-3 Surrender!
Sector. The ships in the Fleet Reserve are not involved in any battle.
4-9 1 For each battle:
10-15 2 1. Reveal Forces – Each side reveals their forces in that Sector.
16-21 3 2. Engage the Enemy
22-27 4 • Players may decide not to engage the enemy and forfeit this battle.
28-33 5 • No ship losses occur for a forfeited battle, but the Front Line
marker will still move since the conceding player lost the battle.
34-39 6 The ships assigned to that Sector remain assigned, they have fallen
40-45 7 back.
46-51 8 • The player with the fewest LP assigned to that Sector must decide
to Engage first.
52-57 9
3. Resolve Battle – Battles follow the standard Last Ship Standing
58-63 10 victory conditions unless they are above planets (see Battles Above
64-69 11 Planets).
70-75 12 SHIP BATTLE LIMITS: The amount of ships that can ever be in
76+ No minimum a battle at any one time is limited to the number of counters of that
type that you have available. Therefore, if you have two games of
For every Front Line counter on a player’s Home Planet subtract Talon available, you can have more DDs (for example) present in a
one (–1) from that player’s minimum LP per sector. battle. If more of a ship type is in a battle than counters are available,
the battle is fought normally with available counters. As soon as a
Since the war has pushed from a Sector to your doorstep, you have ship of that type is destroyed another of that type must be brought
more resources with which to defend yourself. on as a reinforcement during the Reinforcement Phase. The battle
EXAMPLE: The Terran player has 40 LP worth of ships in his Active cannot end if there are reinforcements inbound and reinforcements
Fleet but two Front Line counters above his Home Planet. Normally, must be deployed if able.
he would have to dedicate 7 LP, at minimum, to each sector, but EXAMPLE: The Talon have 5 Frigates in a battle, but only one
since he has two Front Line counters above his Home Planet, he game of Talon is available so only 2 FF counters are available. In
only needs to dedicate 5 LP to each sector. one impulse, 1 of the starting 2 FFs is destroyed. During the Rein-
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forcement Phase, the Talon can bring on one of the remaining FFs • To take control of a planet, a player must land two more
at any power curve with weapons charged. transports on a planet than the owner does during the duration of
a battle.
4. Advance Front Line Marker
• The planet owner cannot deploy his transports in his setup area at
• If possible, the front line marker moves one Conflict Zone towards the start of the game. He can only bring them in as reinforcements
the losing side’s Home Planet. during the Round 1 (or beyond) Reinforcement Phase.
• If neither side has ships remaining in battle, both players lose and
the Front Line counter is not moved. This means both the planet owner and the attacker can field and land
transports on the planet. The owner is landing additional defense
• The Front Line marker is not advanced beyond a planet unless troops.
the winning player also controls the planet in that Conflict Zone.
5. Temporary Repairs If a player does not engage and the other player has at least two
transports, landing on the planet is considered automatic.
• Every ship’s shields are fully restored but none of the damaged
hull boxes are repaired (including destroyed FTRs). If a transport lands on a planet, no matter what happens after that,
• All critical damage with the Repairable Damage icon and damaged that transport is considered to have survived the battle and must be
FTL drives are repaired. Other critical damage (such as destroyed placed in Fleet Reserve.
Weapon Groups) is not repaired.
• Damaged ships can be assigned to the Fleet Reserve for repairs 31.9 Empire War Lifetime Score
in the next Strategic Round. Because of the uneven nature of some of the battles in an Empire
War, players may decide ahead of time not to include the results in
31.7 Terrain their Lifetime Score.
• Some Conflict Zones have terrain patterns pictured. These terrain If the results are included, then unbalanced battles count differently. A
patterns must appear in the battle. Except for planets, they are battle is unbalanced if one player has 1 more LP in the battle than the
placed using the Terrain Placement rules by the Initiative Player. other side. If the Favored side wins, they cannot score anything better
Only this terrain pattern may be placed. This represents battles than a Great Victory. If the Underdog wins, they get 1 bonus point.
in key choke points.
• Some Conflict Zones have a pair of dice depicted. Here players EXAMPLE: A Devastating Victory for the underdog would be worth
must roll on the Astrometrics Lab chart and use the generated a total of 4 Points.
terrain pattern in this battle. It is deployed like the static terrain A battle is dramatically unbalanced if one side has 3 more LP than
patterns above. This represents battles in various areas of large the other. In this case if the Favored side wins, they cannot score
Conflict Zones. anything better than a Minor Victory. If the Underdog wins, they
• If a battle occurs above a planet, the planet owner must place it get double points.
in his setup area.
EXAMPLE: A Devastating Victory for the underdog would be worth
• Any Planet that appears in battle as a result of Terrain generated a total of 6 Points.
using the Astrometrics Lab is considered to be barren and cannot
be captured. If a player decides to withdraw before combat, Victory Points are
not scored for that “battle”.
Victory Points have no impact on the Empire War. If tracked, they
only contribute to the Lifetime Score.
The player that wins an Empire War gets a 5 point bonus to their
Lifetime Score.
SHIP DESIGN AND FLEET Heavy Cruiser (CA) – The Heavy Cruiser signified
a major break in design from the ships that were
DOCTRINE smaller than it. The Scout, Destroyer, and Light
Cruiser were all built with a similar design philos-
Terran Ships ophy, utilized common parts, and optimized the
Scout (SC) – The Scout was the first ever deep space building capacity of the original ship yards. Though
exploration vessel for the Terran Confederation. It was only marginally more powerful than the Light
a level above all previous exploration ships. The earliest Cruiser, the Heavy Cruiser required a leap forward
version of the ship was notoriously dangerous—almost in ship building technology. The design process opened up whole
half did not return from deep space missions—the new capabilities in hull size and ship building, which the Terran
problem lay less with the ship design and more with an Confederation took full advantage of. It was meant to be the largest
instability in the FTL and NFTL drives resulting from of all Terran ships, but when greater capabilities became available
them being improperly tuned. A stabilizing ring equipped with field the design was slightly modified and it instead became the comple-
modulating equipment was added to the center of the ship to help ment to the Light Cruiser and the true backbone of the Terran fleet.
compensate. The problem with the NFTL drive was eventually fixed, The first hulls were not laid down until after the FTL/NFTL tuning
but the ring remained, as it was found to provide continued benefits refinement so this ship never had the power problems that plagued
during the deep space exploration that was the primary mission of earlier, smaller ships. One unintended consequence of the larger hull
the ship design. It should be noted that the Scout is the only FTL was that weapon arcs became more limited, a trait all of the larger
capable ship without a Critical on its hull bar and the ring is partial- ships share. This had to do as much with power distribution and the
ly the reason for it. Not designed as a warship, Scouts were com- ability of the hull to handle the weapons at points in its frame, as it
pletely unarmed until the first FTL signatures were detected by the did with simple sight lines. The Terrans did not consider this a se-
deep space arrays. With the coming of an unknown threat, all Scouts rious issue because of the increased weapons the ship could carry.
were upgraded with Phaser technology before first contact with the
Talon. Pressed into service as warships, they would perform miser- Battle Cruiser (BC) – Where the Heavy Cruiser
ably. Almost 75% of all Scouts were destroyed in their first combat was the anvil, the Battle Cruiser was the hammer.
experience. While there were far fewer Battle Cruisers in service
at the war’s peak, these ships rode in like cavalry in
Destroyer (DD) – The Destroyer was the first ever many major battles. Their design followed a more-
warship produced by the Terrans. It was armed with is-more approach. Even though their hull parameters
the only weapon available to them at the time—the were similar to those of the Heavy Cruiser, clever
Anti-Matter Torpedo. Armed with a warhead that ship design allowed them to carry two Anti-Matter
needed charging more for the firing system than the Torpedo launchers and additional shielding. Engi-
weapon itself, it was relatively “simple” technology. neers were also able to squeeze extra power out of
While the Phaser had been imagined earlier, it was not their FTL cores, which were the same model as the Heavy Cruisers’.
ready for production or being placed onto a ship until
10 years after the Torpedo was in use. Both the De- Battleship (BB) – The Battleship is literally a
stroyer and the Light Cruiser were originally very underpowered. ship built around and for a weapon, the Wave
Again, this was related to the tuning problem of the NFTL drive and Motion Gun. It serendipitously falls at the nexus
therefore they were both essentially built around one main weapon of two boundary conditions. It is simultaneously
with a maximum firing arc. Multiple weapons would simply have not the largest ship the Terrans can build and the
been sustainable by the power available at the time. When the tuning smallest ship capable of fielding the Wave Motion
problem was fixed, it increased power output of the drive by 50%. Gun. While the Terrans were working to build
larger ships and were working to put the gun on
Light Cruiser (CL) - The Light Cruiser was designed small ships, they had no success at either goal by
concurrently with the Destroyer and developed in the end of the first Talon war.
concert, although at the time the ship was simply
designated as a “Cruiser”. It was intended as the Fighter (FTR) – With the breakthrough of micro-NFTL
backbone of the fleet. Sharing the same tuning problem drives, the Fighter was possible. Although the craft was
already mentioned, it was originally fitted with only possible, being a fighter pilot is a dangerous profession.
one Torpedo with a maximum firing arc. After the Fragile compared to a capital ship, destruction of the
development of the Phaser and the fix to the NFTL fighter most often meant death for the pilot. Few pilots
drive which increased its available power dramatical- were skilled enough to survive the first pass against the
ly, it was discovered that the design could support a Phaser from enemy. Those that did tended to be younger in age. The first pilot
both a structural and power standpoint and one was added. While that discovered how to effectively dodge the Talon Fusion Cannon
the FTL and NFTL fix was instituted on all Light Cruisers very was 16 years old. He, like many others, falsified his age on his en-
quickly for safety reasons, the Phaser retrofit was considered less listment form. The Terrans fielded them because of their great need.
of a priority. Fully 25% of the Terran’s CLs were missing the Phaser Just one squadron of Fighters that managed to get behind a Talon
at the start of the Terran-Talon conflict. Even though the Light capital ship often spelled doom for that ship. For that reason they
Cruiser would not be the main ship of the line that it was originally were often targeted first in combat.
intended to be, the design can be considered a “happy accident”.
Almost forced to go down a certain design path by power limitations
that would later be fixed, it proved to be an excellent and flexible
combat vessel once upgraded.
In this extended example of play using the basic rules, we start at to hit the Patton’s front shields, but this shot would be at range 4 and
the top of Round 3. It is Impulse A and Talon has the initiative in would only hit on a roll of 5-6. The Sacrifice holds her fire for now.
this Heavy Cruiser (CA) battle. His ships will get to spend Available
Power, Move and Fire before the Terran player. So far, one of Ter-
ran’s CA’s, the Patton, has taken 4 shield damage on her front arc,
has both phaser groups charged but does not have any charge boxes
marked off for her torpedo. All the Terran ships have their batteries
charged. The Talon CA, Service, has taken 5 shield damage on her
front arc and only has Red boxes charged for her disruptor groups.
On the Impulse Chart, Impulse A reads “4 5 6” so the Service will
receive Available Power and the Sacrifice must move.
First, the Service spends its Available Power to charge one Yellow
box on its left disruptor group. No other Talon ships get power in
this Impulse.
Now all Talon ships may fire at ships within range. While the Service
is within firing range of the Patton, her weapon groups are not fully
charged. The Sacrifice has fully charged weapons and would be able
Before Terran can breathe a sigh of relief, Talon goes for a kill shot!
Even though Justice did not gain Available Power or move this
Impulse, she may still fire her weapons. Both her disruptors will
hit Patton’s empty forward Shield Arc. Range 3 disruptors only hit
on a roll of 3-6, but it is worth it to take this shot as just one hit will
destroy Patton. Justice fires her right weapon group first. If this hits,
she will still have her left weapon group available to fire on other
ships this Round. She rolls a 2, which misses with the first disruptor
in the group, then she rolls a 5 which hits for 2 damage, destroying
Patton. Justice erases her right weapon group Charge Bar.
When multiple ships get to move, the ships’ owner may choose the
order. In this case, Napoleon executes her side slip, sliding to the
Now that the Impulse is over, the Change Initiative marker that left, then Guderian turns and moves into the space Napoleon just
Sacrifice placed steals the Initiative back from the Terran. Talon vacated. A 2-Turn Radius is placed 2 hexes in front of Guderian’s
goes first in Impulse D. new position due to her 2 turn radius and Napoleon’s Sideslip marker
is removed. Now these ships are in a “concave” formation which
can be optimal for firing. However, they do not fire at this time.
Both the Service and Justice get Available Power. They each charge
a Yellow box for one of their weapon groups. It is now Impulse E for Talon since they are the Initiative Player.
Only a “6” appears in Impulse E so not much may happen. How-
ever, both the Sacrifice and Justice decide to mark off and use their
Afterburner to close in near the Terran ships. The Sacrifice has no
charged weapons to fire. Justice does have a disruptor group avail-
able but opts to hold her fire for now.
For Impulse F, both Terran ships use their Available Power to re-
charge their batteries. They may come in handy in the upcoming
Round.
Oh no! She rolled 12. Her FTL core was breached and Justice was
destroyed instantly. Napoleon AND Sacrifice (who was in the same
hex as Napoleon) must now take 3 explosion damage. Napoleon
takes the damage on her front shields and Sacrifice takes it on the
left side.
Napoleon moves forward and enters the same hex as Sacrifice. Since
these ships are from different factions, their NFTL drives do not
interfere and thus, no collision damage occurs. However, neither
the Napoleon nor the Sacrifice can target each other. Guderian has
a Turn Radius marker so she must move forward 1 hex. It’s a good
thing that Terran stole the Intiative, getting in tight against Talon
ships is a good tactic. Their disruptors are less accurate at range 1
than at range 2.
It is now Talon’s Impulse F. Sacrifice spends its Available Power
to enable a Side Slip and Service uses its power to pull in the Turn
Radius marker so she can turn freely during movement.
Sacrifice side slips behind the Terran ships and Sacrifice turns in
that direction as well, placing a 1-Turn Radius marker one hex away
from her new position. This is a great move for Talon as they are
behind the enemy, giving the enemy their “good” shields and buying
time to recharge weapons.
It is now the Power Phase for Terran since he is the Initiative Player.
First Terran recharges one Red box on each weapon group for each
ship. Red boxes represent the time it takes to recharge a weapon,
whereas Yellow boxes represent the power that must be put into a The Round marker advances to the next Round and Terran begins
weapon. Next Terran has the option of adjusting his Power Curves Impulse A as the Initiative Player. Guderian does not get Available
on each ship by speeding up or slowing down. Napoleon decides Power in Impulse A but uses her battery ( ) to finish charging her
to go from Speed 3 to Speed 4. This decreases his Available Power left phaser group. Napoleon turns.
to 2 but does not alter his Turn Radius. He write “2 4 2” on the Na-
poleon counter. Guderian has two phaser groups that need Yellow
boxes charged in order to fire. To be safe, he decides to slow down
from Speed 4 to Speed 3 in order to get more power. Guderian’s
new Power Curve is “3 3 2”.
Then Napoleon fires her left phaser group. The left phaser group
can hit Service using its left Firing Arc. This will hit Service on the
rear Firing Arc. Napoleon rolls a 1, dealing 1 damage. This marks
Next Talon gets its Power Phase. Sacrifice marks off 1 Red box on of the 2nd critical hit box on Service, now she rolls on the Critical
each disruptor weapon group. Service already has the Red box on Hit Table. A 9 is rolled, Weapon Group Destroyed. Service has two
its left disruptor group marked off so that charge bar can now mark weapon groups—the left and right disruptor groups. To select a
off up to 2 Yellow boxes (one for each weapon in the group). When random Weapon Group to be destroyed, Talon rolls 1 die for each
all Red boxes on a weapon group are marked off you may mark off group: left rolls 4, right rolls 5. The highest value (right) is destroyed
Yellow boxes equal to the number of weapons in that group. This and crossed off on the counter—it can no longer fire.
finishes charging the left weapon group. Service then marks off the
Red box on the right disruptor group.
Since the Talon player was Second Player, he can see how the Terran Next, Guderian fires the phaser he just charged at Sacrifice’s left
player adjusted the speed of his ships during the Power Phase and Shield Arc. Guderian also rolls a 1 dealing only 1 damage, but this
respond accordingly. Sacrifice decides to slow down from Speed does shut down Sacrifice’s left Shield Arc for good.
4 to Speed 3—she needs more power to recharge those disruptors. That’s it for this extended example of basic play.
Her new Power Curve is “3 3 1”. Service is in trouble. She’s taken
It is Round 7, Impulse A, Talon player’s Turn. Talon has a damaged fires her three Missiles at the Terran BB. She could have split her
BC, a DD with no weapons charged and a BB with a charged Fusion Missiles’ targets amongst the other ships in firing range (the CA and
Cannon. She also has reinforced her left shield during the previous the FTR). Honor wants to fire Missiles, then cut and run.
Round in Impulse F. The Talon player has “birds in the air”: Missiles
number 1 and 2 are in flight. Their target is Diamondback squadron The Missiles are placed in the hex in front of Honor and are set to
on the left hand side (which is why “1 2” is written on the Diamond- face a hex side in the direction of their target. “3,4,5” is written on
back counter.) The ship that fired Missiles 1 and 2 was recently the Terran BB.
destroyed, but its Missiles can still home in and kill their target. For Terran’s Turn in Impulse A, the CV transmits AP to the Flying
The Terran player has three squadrons of Fighters—Diamondback Tiger squadron which is 5 hexes away. That squad is about to pass
on the left, Black Sheep flying “CAG” guarding the CV Wasp, and behind (or in) some terrain which will block the transmission of
Flying Tiger squadron to the right. AP. The AP is used to charge one yellow box on one of the charge
bars. The BB, Defiant, uses AP to charge a Yellow Box on the Wave
Motion Gun.
The Flying Tiger squadron in the top right (not shown) moves
None of Talon’s ships get AP this Impulse. The Missiles move forward. Black Sheep turns and moves on top of the Missiles. They
towards their target. Talon BC Honor is hurting pretty bad so she are hoping to give chase to the Talon BC that wants to retreat. The
© 2015 GMT Games, LLC
32
Missiles do not detonate since their target is Diamondback. Uh oh! They are not damaged and are not marked off—but any damage
Terran overlooked something huge. Diamondback squad had a Turn she would receive is placed directly on the hull. This is much like
Radius marker out in front of it since they were moving at Speed the Shields Down Critical Damage. The Shield Reinforcement she
6. This puts them on a collision course with CA Guderian, who has had is destroyed. Missiles 4 and 5 move one hex closer to Defiant.
already taken damage. Wasp could have spent its AP to pull in the Missiles 1 and 2 at the bottom have lost their target. They must
Turn Radius marker for Diamondback or mark them to side slip move forward, mindlessly, for now. They are not allowed to turn or
but failed to do so. detonate until a new target is selected.
When friendly ships collide (including a collision between two Eviscerator could fire the Fusion Cannon now, Defiant is just barely
separate FTR squadrons), their NFTL drives cause interference, in range. However, the roll would suffer a –2 penalty since fire would
dealing 3 damage to each ship in the collision. Every ship in the pass through both the Nebula and the Asteroid PLUS this weapon is
FTR squadron takes 3 damage and is destroyed. This wipes out the meant to hit a number of ships and is best at close range.
squadron. FTRs do not cause any explosion damage so no additional
damage is dealt to the CA or adjacent hexes. However, it doesn’t CV Wasp sends some AP to Black Sheep squadron to charge a Yel-
matter since Guderian’s right shield arc is down—the 3 damage is low Box. The Terran BB finishes charging the Wave Motion Gun.
dealt directly to the ship’s hull, which is just enough to destroy it.
The CA explodes dealing explosion damage to the adjacent Missiles Flying Tigers in the top right continues to move forward. Black Sheep
that the BC launched. Explosion damage is only dealt to one Missile decide to turn again. When Black Sheep moves over the Missiles,
when a number of Missiles are sharing a hex (likewise, explosion nothing happens. Terran decides not to fire weapons.
damage is only dealt to one FTR within a squadron). Missile number
3 takes three damage. When a Missile takes 3 or more damage from
one source (the explosion in this case) it is destroyed. Missiles, like
FTRs, do not deal any explosion damage themselves. Moral of the
story: do not let FTR squadrons collide!
Now it is Impulse B, Talon player’s Turn. Only the BB gets AP
and she charges a disruptor group. Eviscerator sees that the Terran
BB almost has her weapons back online, including the devastating
Wave Motion Gun. Between her and the Defiant is an Asteroid and
a Nebula. Both are treacherous. The Asteroid will deal one damage
to the corresponding shield arc when entering and a Nebula disables
all shields. They also affect fire. The Eviscerator opts to close range
and enter the Nebula. She figures this may lead to an opportunity to
use the Fusion Cannon plus the Nebula and Asteroid may provide
some cover against long range shots from the Defiant.
Now it is Impulse C for Talon, both the BC and the DD will get AP.
The BC reinforces her rear shield for retreat. The DD has an awe-
some opportunity. She spends her AP to redirect one of the mindless
missiles to the FTR squadron sharing a hex with them! This causes
an immediate detonation. Talon selects one of the FTRs to take the 2
damage from the Missile, destroying that FTR. Missiles are always
dangerous. (Any ship with a missile launcher can redirect a missile.
It doesn’t have to be a “mindless” missile that has lost its target.
Furthermore, the missile does not have to be in the firing arc of the
redirecting ship—only the new target needs to be in the firing arc.)
Defiant side slips which causes the Missile in that hex to detonate.
This immediately deals 2 damage to Defiant’s right shield. Flying
Tigers move forward into the Asteroid field. Normally, ships take 1
damage for entering an Asteroid hex but FTRs (and Missiles) never
take damage from Asteroids.
Defiant has an interesting shot here. She decides to fire the Wave
Motion Gun on Eviscerator. She rolls a 5 which hits. When the
Wave Motion Gun hits, the displacement effect, and any resulting
collisions, are resolved BEFORE damage is applied.
The DD moves forward, the BC turns upward and moves. The other
“mindless” Missile down below must continue moving mindlessly
forward. Talon decides to split his two Missiles aimed at Defiant.
He moves one forward and has the other turn. Both of these moves
are legal as they are still one hex closer to the enemy target.
FREQUENTLY ASKED
QUESTIONS
1. Q: If a ship with a charged battery is hit on a shield that is not
down, can the owner use the battery to reinforce the shield and
reduce the damage taken?
A: No, AP may only be spent in the second step of a friendly player
turn.
2. Q: If a weapon group has more than one weapon, can I only fire
part of the group and save the rest for later?
A: You may not save any for later – the act of firing the weapon
group clears the power bar, and no weapon may be fired unless its
Missile 5 would really like to hit Defiant’s rear shield, but it can- power bar is full.
not! Missiles have a turning radius of zero but can only turn one
facing each time they turn, just like any other ship. Since Defiant 3. Q: If a weapon group has more than one weapon, do I resolve
side slipped in the previous Impulse, effectively moving behind the them all at the same time? Do they have to fire at the same target?
Missile, Missile 5 must now turn right then move. A: No to both questions; each weapon in a group is resolved se-
Let’s fast forward to the Power Phase. The Talon BC wants to jump quentially when the weapon group is fired, meaning you can observe
to FTL and retreat from battle. This will help deny the Terrans a the results of one weapon before deciding on the target of the next.
Decisive or Great Victory. You do not have to declare the targets of all weapons in a group
before resolving fire.
4a. Q: My ship is scheduled to move this impulse, and it has an AP
available. The ship has no turn marker, but I plan to make a turn
when I move. Can I use the AP to reduce the upcoming turn?
A: No, AP use occurs before movement.
4b. Q:. As above, but my ship has a charged battery available. Can
I drain the battery to shorten the turn in the same impulse I make
the turn?
To jump to FTL a ship must be traveling at Speed 1 and be “spooled”. A: No, batteries must be drained to supply an AP during the second
Since it is Round 7 and the Talon BC has 7 total hull boxes, she is step of the friendly player turn.
“spooled”. She is traveling at Speed 2 right now but can safely shift
B Q: In what order must I move my ships?
down to her Speed 1 Power Curve, “3-1-0” (with power damage
modifiers) during the Power Phase. As soon as the Power Phase A: Any ships scheduled to move this impulse may be moved in any
ends the counter is removed from the board as it has left real space. order the player desires. Move one ship and fully resolve any effects
of its movement (missile impacts, collisions, terrain effects), then
That’s it for this extended example of advanced play. Check out
move the next ship.
the example of Fusion Cannon firing in the Rule book for details
regarding that weapon’s use. 6. Q: If two friendly ships are in the same hex, but not moving this
impulse, do they inflict more collision damage on each other?
A: No, collision damage only occurs when a ship enters the hex
occupied by one or more friendly ships.
7. Q: What is the AP cost to move an extra hex? Can AP be used to
negate movement during an impulse?
A: You cannot use AP to move an extra hex or negate a scheduled
movement. The only ways AP affects movement is through reducing
the number of hexes your ship must move forward before turning
again, and enabling sideslip manruvers.
8. Q: My ship has no Turn Radius marker placed and I have placed
a sideslip marker on it. When it moves, can I turn (rotate 60 degrees
in my current hex) and then sideslip?
A: No, executing the turn consists of both rotating the ship 60 degrees
then moving the ship one hex forward. The act of moving forward
removes the sideslip marker.
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