3
© 2015 GMT Games, LLC
2.7 Fleet Log Sheets
A pad of log sheets are included, however, these are not required to
play the game. This game is best played writing information directly
on the ship counters.
2.8 Dry Erase
A dry erase marker is included in the game box to mark things on the
large, laminated ship counters. Do not use a non-dry erase marker
on the counters. For erasing use a cotton swab.
2.9 Informational Markers
1
1
Turn
Radius
(7.2.2)
Side Slip
(7.3.2)
Shield
Reinf.
(6.2)
Missile
(13.0)
Damaged
Missile
(13.6)
Round
(3.1)
Talon
Initiative
(4.1)
Terran
Initiative
(4.1)
Change
Initiative
(4.2)
Defend
Initiative
(4.2)
Critical Damage markers: These occur in a Critical Hit (8.5).
Shields
Down
Helm
Down
Power –1
Turn +1
Power
Loss
Scenario Markers: Used in special scenarios only:
Talon
Front Line
Terran
Front Line
Objective
Marker
Jury Rig
Up
Jury Rig
Down
1
2.10 Weapon Types
Fusion Cannon
Wave Motion Gun
Missiles
Anti-Matter Torpedo
Phaser
Disruptor
3. SEQUENCE OF PLAY
3.1 Rounds, Impulses, and Turns
Talon is played in a series of Rounds. A Round is composed of six
Impulses (A through F) plus the Power Phase. An Impulse is com-
posed of two Turns—the Initiative Player’s Turn and the Second
Player’s Turn. All this is tracked on the Impulse Display (4.0) with
the Initiative and Round markers (4.1).
3.2 Sequence of Play Outline
Impulse A
Initiative Player Turn
• Remove any of his Shield Reinforcement markers that expire this
Impulse.
• Use any/all AP for each of his ships that receive AP this Impulse,
in any order.
• Move all of his ships that must move this Impulse, in any order.
• May fire any/all ships that have a fully charged Weapon Group.
• May attempt to Repair any ships with Critical Damage (See
Damage and Criticals).
Second Player Turn
The Second Player Turn is identical to the Initiative Player Turn
except replace the term Initiative Player with Second Player.
At the end of each Impuse check to see if the Initiative has changed.
Impulse B-F
Impulses B through F are conducted in the same manner as Impulse
A except different ships may have AP or movement.
Power Phase
Initiative Player’s Power Phase
• Charge one Red Box per Weapon Group or Passively Charge
Yellow Boxes (see Power Phase [6.0]) on all ships.
• Every Ship’s Power Curve may be adjusted up or down by 1 step.
Second Player’s Power Phase
Identical to the Initiative Player’s Power Phase except now the Sec-
ond Player can charge boxes and adjust Power Curves on his ships.
Reinforcement Phase
Some scenarios allow reinforcements to arrive in mid-battle.
• Initiative Player—Deploy reinforcements as per scenario
description
• Second Player—Deploy reinforcements as per scenario description
Retreat Phase
It may be necessary or wise to retreat ships during battle.
• Initiative Player—Eligible ships may jump to FTL
• Second Player—Eligible ships may jump to FTL
Start a new Round with Impulse A and advance the Round marker.
4
© 2015 GMT Games, LLC
4. THE IMPULSE DISPLAY
AND INITIATIVE
4.1 THE IMPULSE DISPLAY
The Impulse Display tracks the current Impulse and informs players
when AP is available or when ships must move.
The Initiative marker is placed in the appro-
priate box for the current Impulse and Turn.
Indicate which side has the Initiative with this
marker. When moving this marker from the
Initiative Player box to the Second Player box within an Impulse do
not flip the marker. The side with the Initiative
stays face up until
Initiative is changed.
Nothing in the game happens simultaneously. During each Impulse,
the player with the Initiative takes his Turn first, followed by the
player without the Initiative.
Important! Each Impulse box on the chart may have one or more
numbers. When a number on the Impulse box matches the ship’s
Power (the first number in a ship’s Power Curve [5.4.1]), that ship
receives AP. When a number on the Impulse box matches the ship’s
Speed (the second number in the Power Curve), that ship must
move during that Impulse.
EXAMPLE: The Patton has a Power Curve of 2-4-1. On Impulse
C and F a “2” appears, matching Patton’s Power value. On those
Impulses the Patton receives AP. On Impulse A, C, D and F a “4”
appears, the “4” matches the Patton’s Speed value. On those Im-
pulses the Patton must move.
In most battles, there may be Impulses where the ships will have no
AP available and will be unable to move. Ships may still fire, use
Batteries or use Afterburners in those Impulses, but most of the
time they can be quickly skipped.
After Impulse F, the Power Phase occurs for the Initiative and then
the Second Player, after which the Round ends and the Round marker
is advanced to the next box. In some scenarios, events will occur
on a specific Round.
4.2 Initiative Control
During an Impulse, a player may spend AP
on Initiative Control in an attempt to either
Change Initiative or Defend Initiative (keep
it the same). Both the player with the Initia-
tive and the Second Player may attempt to Change it or Defend it.
Procedure:
• Each ship that spends AP on the Initiative should be marked with
either a Change Initiative or Defend Initiative marker.
• At the end of an Impulse, if there are more Change Initiative
markers on ships than Defend Initiative markers, the player who
placed the Change Initiative markers may change the Initiative
Player by flipping the Initiative marker. The new Initiative Player
will take his actions first in the upcoming Impulse and beyond,
until the Initiative changes again.
• Players may force their opponent to have the Initiative.
• If the number of Defend Initiative markers on ships is greater than
or equal to the number of Change Initiative markers, the Initiative
remains the same.
• Remove all Change/Defend Initiative markers before beginning
the next Impulse.
DESIGN NOTE: The ships in this game are traveling at tremen-
dous speeds and are actually very small compared to the distances
covered. Because of this, all of the ships on a side have interlinked
sensors, targeting computers, electronic counter measures, etc.
Spending AP to change or defend the Initiative represents a side in-
vesting ship resources into these systems to gain a tactical advantage.
EXAMPLE: It is Impulse C and the Talon player has the Initiative.
During his Impulse he had his BB spend 1 AP to Defend the Initiative.
However, both the Terran BC and SC get AP in their Turn so they
are both able to place Change Initiative markers on their ships. At
the end of this Impulse, there are more Change Initiative markers
than Defend Initiative markers so the Terran is allowed to select
the new Initiative Player. The Terran player chooses himself, flips
the Initiative marker over and will take his Turn first in Impulse D.
5. SHIPS
5.1 Ship Properties
Power Curve: Each ship has a Power Curve, listed on the Player Aid
Card, which shows, in order, the Power, Speed, and the Turn Radius
at all possible Speeds. As a ship increases Speed, the ship’s Turn
Radius will increase and the Power will decrease. This information
is written in the white box and circle on the ship counter.
Power: This is the energy that a ship generates that is not being
used for movement, life support, shields, etc. This number is the
amount of Available Power (AP) that may be spent by this ship in
the course of a Round. Each ship may only spend, at most, one AP
per Impulse. Since most ships will have less than 6 Power and there
are 6 Impulses in a Round, ships will not be able to spend an AP in
every Impulse. All AP spending options are detailed in the Spending
Available Power section.