Talon PBF 1: The Duel and 2: War Is Upon Us

I would love to try Talon and/or Talon 1000 as a PBF! Never occurred to me!

Let me know when you can set it up, and if you need anything from my end!

Shall we start with a basic scenario to get the hang of it? E.g. the tutorial scenario “The Duel”, Patton vs Sacrifice?

1 Like

Absolutely. I was a little worried you’d want to jump into one of the later scenarios.

Would you care to be the noble, heroic, wise, and compassionate humans on the Patton, or the horrible, ugly, degenerate, slovenly, and moronic Talons aboard the Sacrifice?

Happy to take the Talons.

Here’s a test map.

Is that a bit small, or workable? (Click on image to zoom in.)

1 Like

No, I think that’s about right. With several ships it might get a little hard to differentiate which is which, but with only 1 or 2 vessels per side it should be good enough.

Oooh, you even got the little Xs and numbers in there… damn fine work.

Does anyone ever tell you that you’re really good at this kinda stuff? Because they should, because you are.

You’re really good at this stuff.

2 Likes

It’s all a bit clumsy. Really I want to assemble that automatically rather than dropping the marks on by hand. But let’s see if this works. (Each ship is a group of the base image plus text overlay, so in theory I should be able to drag them about and rotate them as single units.)

(Note that I used Xs for everything, including charged weapons etc.)

So if I’m reading this right, Talon has initiative, and we start on round 1, impulse E, player Terran, i.e. the “second player” turn, you.

You are at Power 3 so you don’t get AP this turn. You could potentially burn your battery, which is charged.

Then you would Move (at speed 3, you don’t move).

Then you fire (in the unlikely event you want to, why would anyone want to do that).

Then if you have repairable critical damage you can try to repair it.

1 Like

Give me 20 minutes to read the rules, and I’ll let you know what my turn is.

Did you want to move this to a public-face thread so others can watch, or are you happier doing it face-to-face like this? I’m okay either way, obviously, just happy to get it “on the table” so to speak.

EDIT: Godsdamnit you’re a wizard, Roger. :slight_smile:
Back to the rules!

1 Like

Okay, so if I understand this correctly:

I will burn my Battery to gain 1 AP and spend that on “Change Initiative” (allowing me to act first next Impulse)
I can’t move because there isn’t a number “3” in Impulse E.

Okay, that brings us firing.
The Patton has a foreward facing Antimatter Torpedo (unquestionably the best kind of torpedo), and Phasers that are Fore-Port and Fore-Starboard. Right now I can only fire my Port Phasers. Imma do that.

  1. Select a fully charged Weapon Group (Port Phasers)
  2. Confirm that an eligible Target is within range… range, range, range… where is “Range” for Phasers?.. ah, on the Player Aid card, which I don’t have in front of me because I have the Rules in front of me (silly, really…). Let me get that… okay, Phasers at Range 3 hit on 5-6 and inflict 1 damage if they do, but it consumes all the Charge if I do that. Whereas if I wait until my next Impulse, I’ll get to move forward and turn, meaning you’d still be at Range 3… wait! I could Side Slip by spending an AP, which would move me closer, and then turn to bring all my guns to bear (bare?) in my front arc, and then I’d be at Range 2, which is optimal range for my Torpedoes and much better range for my Phasers. Huh! Okay. I have learnt something. So let’s NOT fire my Phasers.

Which means I am done my Impulse, and… we go to Impulse F?

EDIT: I don’t think I actually need to Side Slip, because turning also moves me forward one space…

EDIT 2: ARGH, no, I can’t turn because I have a Turning Marker on the board… which means I’d have to spend my AP to do the thing that pulls it in one space. Okay. I think I can still do that.

Just to make sure I’ve got the details right: this turn you’re spending the battery for an AP to Power Through a Turn, thus removing the turn marker from the board, and leaving Initiative as it stands?

No, sorry.

This turn I’m spending the Battery to Change Initiative.

NEXT Impulse I’ll spend the 1AP I gain from Impulse F to “Power Through a Turn” (which removes the Radius marker from the board), and then during my move I’ll Turn Left (Port), which rotates me one hex to the left and then moves me 1 hex forward.

Assuming I did that right?

OK, that sounds right.

1.E.2 Terran burns battery to place a Change Initiative market.
End of impulse, there’s more Change than Defend, so Terran gains initiative.
1.F.1 is now a Terran turn.
Have 1AP, use 1AP to Power Through a Turn.
Turn to port, and move. Then place turn market 2 ahead (on my ship).


If that seems right, I think it’s you to fire.

1 Like

@Marx asked for a die roll:
The Captain of the Patton heroically gazed at his Hercules Monochrome display while slurping cold RealCaff™.
“Let’s teach these alien bastards the meaning of the word floccinaucinihilipilification.”
slurp
“Fire!”

Okay, let’s do this!
Weapon Group Fore-Port Phasers:
Target is Sacrifice at Range 2. Everything hits, but rolls of 4+ do 2 damage.
d6: 5

Weapon Group Fore-Starboard Phasers:
Target is Sacrifice at Range 2, as above.
d6: 2

Weapon Group Antimatter Torpedo.
Target is Sacrifice, roll of 2+ hits and inflicts 4 damage.
d6: 4

Argh, it should be HER RealCaff™ that she slurped. Captain of the Patton is Helena O’Brien.

Shoulda read the scenario, Marc… rookie mistake…

EDIT: Having now read the scenario, it actually outlines that I should do what I did do! Go me. Like figuring out the correct Chess solution.

Do you want to restart with the Talons having Initiative (it suggests that you also have a way to launch a crippling attack, just like I did), or do you want to start Scenario 1?

@RogerBW asked for a die roll:
I’ll just work through it: 2 + 4 + 1 = 7 damage, shields are down, and 7 hull boxes is what I have.

In the other setup, I can use the Afterburner on E.1 to take a move, in which I’ll turn and face you at range 2. I have two pairs of Disruptors, each of which is a distinct Weapon Group which fires as one weapon, hitting on a 2+. Each group hit does 4 points.

d6: 6
d6: 1

@RogerBW asked for a die roll:
Which would leave you at -1 power, and a Critical Damage roll.

2d6: 2 + 5 = 7

Nothing special. But I think we’ve proved the concept here at least.

1 Like

@Marx asked for a die roll:
I think you roll 1d6 for each weapon in a Weapon Group… so your pairs of Disruptors would actually fire twice, each doing 2 points of damage regardless of range…
d6: 4 d6: 5

But I agree, proof of concept proven.

Okay, Scenario 1… I have 2 Heavy Cruisers, as do you, I believe. You deploy first (normally hidden, but since the only thing you can deploy is 2 CAs, you can probably keep it open information).

How should I tell you which hex I’d like my ships deployed in?