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

Heh, yeah, numbers, numbers would be nice. I’ll write a proper hex grid generator at some point.

Lacking anything specific to the scenario, I see a general desire for 7 rows of hexes between the forces, and a two-hex-deep setup zone beyond that. So it might look like this:

If you have a preferred side, let me know how it should move for setup. Talon canonically starts with initiative.

1 Like

Nope, looks good, happy with that as deployment.

My resolution isn’t good enough to tell: which ship is the Napoleon, and which is the Zhukov? Just so I can keep my moves straight.

Other than that, it is your Initiative for Impulse A, sir. Good luck!

Yeah if I could embed SVG directly this would be much easier. Everyone expects that to be zoomable. I’ll put initial letters on the ships. Same weapons fit as in the proof of concept.

We start with the power phase. All weapons are charged. Both Talon ships leave power curve at 3.

1 Like

Huh, I think the Scenarios start with Impulse A and you don’t get a Power until after Impulse F (one full round of actions)… but for the sake of simplicity: Both Terran ships will remain on their starting curves as well. All weapons (but not Batteries) charged.

Heaven or Hell, Impulse A. Let’s Rock.

Oh OK, fair enough. No difference then.

Talon ships at 3 power have no AP and don’t move. We’re well out of weapon range. No change to map, over to you.

1 Like

Terran ships likewise have no AP, no Batteries, and are out of range.

Impulse B to you.

01.B.Talon: ships spend 1AP each on Defend Initiative.
Ships move forward 1 each, no turns.

1 Like

Impulse B: Ships both spend 1AP to Charge Batteries.

Napoleon Moves 1
Zhukov Turns Starboard (rotate right, move 1 forward, place Turning Radius marker 2 hexes forward)

“All hands, brace for contact with enemy fleet. Say what prayers are appropriate for your culture now, ladies and gentlemen, and toss a quick thought for the alien cesspools that spawned these horrors, for they will soon be lamenting the loss of their beloved progeny.”

Your Impulse C, my good sir.

EDIT: Hey Roger, can you toss the Impulse chart on the hex map (or below it, if that’s easier)? Keeps me from having to haul out the manual each Impulse… if it’s a pain in the butt, don’t worry about it.

I’ll try arrows as turn markers instead of the counters, because then they can be linked to the individual ships.

Impulse C, no actions.

1 Like

Impulse C:

Napoleon spends Battery to Reinforce Starboard Shields.
Zhukov spends Battery to Reinforce Forward Shields.

Over to you for Impulse D.

(Mental note: Next time just Reinforce the shields, rather than Charging the Batteries to then just Reinforce the Shields… ^_^)

Tagged the relevant shields with a green C.

1.D.1 Justice reinforces port shields, Unity Defends Initiative.
Both ships turn starboard.
Unity expends an afterburner to take an extra move.

1 Like

So Afterburners work slightly differently than this: on any Impulse where you don’t move (ie: A, C, or E right now, since you’re Speed 3) you can make a Move Action. So they don’t speed you up during turns that you DO move, but instead give you opportunities to move “out of sequence.”

1 Like

Sorry! I got this all loaded into my head a while ago, and I’m misremembering it. I’ll take the turn but not the extra move.

1 Like

All good. I’m just learning the game right now, so the rules are fresh* in my mind.

Napoleon will spend its 1AP to Reinforce its Forward Shields (so it has the maximum number of Shield Reinforcements, 2, one each on its Starboard and Forward shields).
Zhukov will spend its 1AP to Charge its Battery.

Napoleon Moves forward 1, and then takes the “Hurl Insult” free action (“Your mother was a hamster, and your father smelled of elderberries!”)

Zhukov them Moves forward 1.

Both ships hold fire, although the Napoleon is within range of the Justice with its Antimatter Torpedoes… surely not a decision I will regret immediately.

Back to you for Impulse E!

*Note that “fresh” does NOT mean “correct.”

After 1.D.2:


1.E.1
Unity deploys afterburner (and picks up its turn marker).
No fire.

1 Like

@Marx asked for a die roll:
Impulse E: Zhukov spends its Battery to Change Initiative.

Impulse F:

Napoleon spends 1AP to Charge Battery
Zhukov spends 1AP to Power Through a Turn

Napoleon Moves 1 forward
Zhukov turns Port (rotates Left, moves forward 1)

Weapons Phase:

Napoleon opens fire!
Weapon Group: Port Phasers
Target: Unity (Range 3, Forward arc, hitting your Forward Shields)
One Phaser hitting on 5+, doing 1 Damage if I hit:
d6: 4

Weapon Group: Starboard Phasers
Target: Unity (Range 3, Forward arc, hitting your Forward Shields)
One Phaser hitting on 5+, doing 1 Damage if I hit:
d6: 1

Weapon Group: Antimatter Torpedoes
Target: Unity (Range 3, Forward arc, hitting your Forward Shields)
One barrage of Torpedoes hits on 3-6, inflicts 4 damage if hits:
d6: 5

@Marx asked for a die roll:
Zhukov, seeing that the Napoleon’s Torpedoes struck true, decides to gamble and risk the long distance shot.

Weapon Group: Antimatter Torpedoes
Target: Unity (Range 4, Forward Arc, hitting Forward Shields)
One Antimatter Torpedo, hitting on 5+, doing 4 damage if it hits:
d6: 2

Curses!
Okay, so 4 total damage to the forward shields of the Unity, and I’m done.

Over to you for Impulse F, good sir!

(Turning in for the night, will sort this in the morning.)

1 Like

@RogerBW asked for a die roll:
We sneer at your democratic gunnery.

1.F.2
Unity applies 1AP to sideslip.
Justice applies 1 AP to power through a turn.
Both ships will fire on Napoleon at range 2. Each disruptor hits on 2-6 for 2 damage. Sadly, we can’t hammer the same shield.
Unity 4× disruptor at Napoleon’s starboard shield: pool 4d6: 2× 3, 5, 6
Justice 4× disruptor at Napoleon’s fore shield: pool 4d6: 2, 3, 5, 6