Talon PBF 3: A Chance Encounter

OK, we still have

Ship Curve A B C D E F
Surprise 2-3-0 move AP move AP, move
Hunter 1-3-0 move move AP, move
Shadow 1-3-0 move move AP, move
Thor 3-3-1 AP, move AP, move AP, move
Caleb 2-3-1 move AP move AP, move

1.A.1
and nothing from us in phase A.

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Nothing I can do.

Over to you for Impulse B!

1.B.1 all my ships move, no AP.

1.B.2 both your ships move, Thor gets AP.

Thor spends her AP on Charging her Batteries.

Both ships move forward 1 space.

Back to you for Impulse C!

1.C.1

  • Surprise gets an AP, spends it on Defend Initiative.
  • No regular movement. Hunter spends an afterburner to move forward 1.

1.C.2
No movement, Caleb gets AP.

Caleb Charges her Batteries.

Back to you.

1.D.1 All Talon ships move.

1.D.2 both ships move, Thor gets AP.

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Thor spends her AP to Reinforce her Port Shields.

Movement:

Both ships move Forward.

Back to you for Impulse E!

(Tension slowly rises in the background…)

1.E.1 no moves or AP expected.

  • Hunter uses second Afterburner to move.

1.E.2 no moves or AP expected.

(Incidentally I see the whole moving map as a synthetic convention so I intend to ignore the rule that missiles going off the map are lost. Or I could move everything towards the top right corner now.)

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As memory serves, the missiles have to be 6 hexes from any target for them to be removed from the table. I suspect it’s one of those “I fired 8 volleys at that one guy, he ran, and the rest of the fight happens over there…” conventions. I’m happy to keep them in play.

You can also shift everything to the middle of the table if you want.

No AP, moves, or firing. The yeoman on the Thor begins composing a heroic ballad about the Caleb’s upcoming sacrifice.

Over to you for Impulse F!

Yup, happy to do “too far away to be interesting any more” as needed.

1.F.1 all Talon ships AP and move.

  • all reinforce fore shields, expiring next F.
  • Hunter turns starboard, Shadow and Surprise move ahead.
  • Hunter and Shadow each launch two missiles at Caleb (in both of their F arcs). They orientate onto the hexside most facing their target. There is a glorious sizzling hissing sound that goes with massed rocket fire; even now I can feel it in my bones.

1.F.2 all Terran ships AP and move.

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Well, if I’m really lucky you might have to ram your own ships to pull of this shot… which is good, because there’s no way to survive 4 missiles in a single hex.

Okay… let’s see if I can at least do an effective trade for the Caleb.

Caleb spends her AP on Side Slipping

Thor spends her AP on Changing the Initiative.

Movement:

Caleb slips to the right.

Thor moves forward.

No weapons fire.

POWER PHASE:

Caleb adjusts her curve to 2 - 4 - 1

Thor adjusts her curve to 2 - 4 - 2

Over to you for your Power Phase.

1.P.2

  • All ships, power curves to 1-4-1.

Hunter and Shadow recharge 1 red box per weapon.

Round 2

Ship Curve A B C D E F
Caleb 2-4-1 move AP, move move AP, move
Thor 1-4-2 move move move AP, move
Surprise 1-4-1 move move move AP, move
Hunter 1-4-1 move move move AP, move
Shadow 1-4-1 move move move AP, move

1.A.1 all Terran ships will move, no AP

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@Marx asked for a die roll:
Caleb spends her Batteries to Reinforce Forward Shields

Movement:

Caleb moves forward one space
Thor moves forward one space.

Weapons:

Caleb fires Antimatter Torpedoes at Hunter’s Left side.
Range is 2, hits on 2+ doing 4 damage.
d6: 2

Kablamo!

@Marx asked for a die roll:
Phew, good thing it was 2+! 2 Damage to Hunter, inflicting a Critical Hit!

Critical Hit:
2d6: 3 + 1 = 4

Smoke! Fires! Panic!

Ooooooh… Helm is unresponsive! That could be very good. Maybe? We’ll see!

With that, I turn it over to you for Impulse A.

@RogerBW asked for a die roll:
Harsh but fair. I’ve added the helm damage marker to Hunter’s counter group.

2.A.2 all Talon have move but no AP

  • Missiles move, aiming for Caleb’s bow arc (equal distance, I get a choice of hex).
  • Hunter moves straight without the option
  • Shadow turns to starboard
  • Surprise moves straight
  • Surprise fires both disruptors at Caleb, each hitting on 2-6 for 2 damage

pool 2d6: 1, 4

Takes off Caleb’s reinforcement and one bow shield box. (Possibly this has exposed me to explosion damage, but you might have got some point defence in.)

1.B.1 no scheduled Terran AP or move, but you might have battery plans.

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Sadly, no batteries and no way to move forward that last hex to get in the engine explosion damage. Ah well.

No Impulse B actions for the Terrans. Caleb launches escape pods.

Over to you for your Impulse B missiles!

Oh, quick aside: You have the Thor in your chart as 1 - 4 - 2, but she’s actually 2 - 4 - 2.

Only difference is she gets an AP in Impulse C.