PLAY BOOK TABLE of CONTENTS Introduction

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PLAY BOOK TABLE of CONTENTS Introduction 1 PLAY BOOK TABLE OF CONTENTS Introduction .................................................................. 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 2 • 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: 20.1 Last Ship Standing If a side becomes the only side with ships remaining on the map, that side wins the battle (even if it had more ships destroyed). Missiles do not count as ships for this purpose. Fighters that have lost their CV or Base DO count for this purpose. 20.2 Degree of Victory • Destruction of enemy ships and preservation of your own ships is important, especially if you are playing a Campaign game or if Ship Selection you are using the Lifetime Score. A score can be generated after Most scenarios specify which ships are deployed. the battle to see how well the winner performed. • Total the Ship Point value of ships destroyed on each side. Terrain Ship Point values can be found on the Player Aid Card. Divide Most scenarios dictate exactly where Terrain is placed. Otherwise, the loser’s total by the winner’s total. The degree of victory is as see the Terrain Placement section (30.2). follows: ≥ 3 Devastating victory (worth 3 points) Ship Deployment ≥ 1.5 Great victory (worth 2 points) • Starting with the Initiative Player each player takes turns placing < 1.5 Minor victory (worth 1 point) one ship at a time, face down, to their setup area until all ships are placed. • These points are added to your Lifetime Score and/or Campaign • Ships may be placed in any whole hex within the marked area game score. corresponding to their side. • It is possible for the winner to have more points destroyed than • After all ships are placed, they are turned face-up. Then, starting the loser. with the Initiative Player, each player then sets the facing of all • Hull damage has no impact on the victory level. ships at once. © 2015 GMT Games, LLC 3 • Ships must assume a forward facing. floating map would remove other ships from play. EXAMPLE: The Terrans can have a ship facing upward-left or • Ships may assume any facing and any Speed. upward-right in the above diagram. • Ships may not deploy to a hex with Terrain. • Terran FTRs must be deployed to a hex adjacent to a friendly • If CV and FTRs are being deployed the FTRs must be placed in Base or CV. This hex must also be within the setup area. a hex adjacent to the CV. • During some reinforcement phases, a player may be allowed to Starting Ship Properties deploy more than one ship or may have to choose between certain • All ships start with all of their Weapon Groups fully charged. ships to deploy, as per the scenario instructions. • Terran ships do not start with charged Batteries (Batteries cannot hold a charge while a ship is traveling at FTL Speeds). • The starting Speed for most ships is 3 (a ship’s starting Power 23. TRANSPORTS Curve is boxed on the Player Aid Card) and the appropriate Power • Transports are required for some scenarios and represent ships Curve should be written on the ship. The starting Speed will be carrying critical supplies or troops. the Speed for each ship the first Round. There is no Power Phase • A Transport may not dock with a Base or land on a planet unless before beginning the scenario. it is moving at Speed 1. • If a scenario includes more than two Transports, the first two Transports must be deployed with all other ships at the start of 22. REINFORCEMENTS the scenario. However all remaining Transports may be deployed • The Reinforcement Phase occurs after the Power Phase of certain during any Reinforcement Phase at the owner’s discretion. The game Rounds, specified in a scenario. owner of these excess Transports may decline to deploy them, in • Scenarios with reinforcements may have specified “reinforcement which case they are considered to have retreated. sides”. PLAY NOTE: After distracting and disrupting enemy forces you • The Initiative Player deploys all of his reinforcements first. can send in additional Transports as Reinforcements and capture the objective! Deploying Reinforcements FTL drives cut off at this range automatically when they are ap- proaching most other vessels with active NFTL drives. • Place the ship(s) in any hex at least 6 hexes away from the nearest other ship (friendly or enemy) or planet, counting in the direction of the specified reinforcement side. If no reinforcement side is declared in the scenario, reinforcements may deploy from any side. • Ships arriving as reinforcements do not block other friendly ships arriving as reinforcements. Their deployment is considered simultaneous within a given Reinforcement Phase. • Missiles, Bases and Fighters do not block reinforcement. • The
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