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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26387</id>
		<title>Gamehelptalon</title>
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		<updated>2025-09-02T14:29:48Z</updated>

		<summary type="html">&lt;p&gt;Joe: Undo revision 26386 by Joe (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; You can allocate the AP to try to prevent an initiative change. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; You can allocate the AP to try to change the initiative. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Collisions&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Floating map&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage effects:&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to shields only reduce the # of remaining boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for &lt;br /&gt;
the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &amp;lt;/li&amp;gt;&lt;br /&gt;
		 &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;• Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;• Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26386</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26386"/>
		<updated>2025-09-02T14:27:45Z</updated>

		<summary type="html">&lt;p&gt;Joe: replaced nested lists with indented text due to BGA bugs for How To Play viewing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; You can allocate the AP to try to prevent an initiative change. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; You can allocate the AP to try to change the initiative. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Collisions&#039;&#039;&#039; &#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Floating map&#039;&#039;&#039; &#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&lt;br /&gt;
a. &#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&lt;br /&gt;
b. &#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&lt;br /&gt;
&lt;br /&gt;
c. &#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &#039;&#039;&lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
d. &#039;&#039;&#039;Damage effects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039;  Damage to shields only reduce the # of remaining boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039;  Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039;  Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039;  Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&amp;lt;/li&amp;gt;&#039;&#039;&#039;• Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;• Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&lt;br /&gt;
&lt;br /&gt;
a. &#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&lt;br /&gt;
&lt;br /&gt;
b. &#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&lt;br /&gt;
&lt;br /&gt;
c. &#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;•&#039;&#039;&#039; &#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26385</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26385"/>
		<updated>2025-09-02T12:08:51Z</updated>

		<summary type="html">&lt;p&gt;Joe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; You can allocate the AP to try to prevent an initiative change. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; You can allocate the AP to try to change the initiative. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Collisions&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Floating map&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage effects:&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to shields only reduce the # of remaining boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for &lt;br /&gt;
the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &amp;lt;/li&amp;gt;&lt;br /&gt;
		 &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;• Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;• Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26384</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26384"/>
		<updated>2025-09-02T12:07:18Z</updated>

		<summary type="html">&lt;p&gt;Joe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; You can allocate the AP to try to prevent an initiative change. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; You can allocate the AP to try to change the initiative. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Collisions&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Floating map&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage effects:&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to shields only reduce the # of remaining boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for &lt;br /&gt;
the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &amp;lt;/li&amp;gt;&lt;br /&gt;
		 &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;---- Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;---- Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&amp;lt;br&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26383</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26383"/>
		<updated>2025-09-02T12:06:24Z</updated>

		<summary type="html">&lt;p&gt;Joe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; You can allocate the AP to try to prevent an initiative change. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; You can allocate the AP to try to change the initiative. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Collisions&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Floating map&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage effects:&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to shields only reduce the # of remaining boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for &lt;br /&gt;
the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &amp;lt;/li&amp;gt;&lt;br /&gt;
		 &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&amp;lt;/li&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;---- Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&lt;br /&gt;
&#039;&#039;&#039;---- Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26382</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26382"/>
		<updated>2025-09-02T12:04:44Z</updated>

		<summary type="html">&lt;p&gt;Joe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; You can allocate the AP to try to prevent an initiative change. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; You can allocate the AP to try to change the initiative. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Collisions&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Floating map&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage effects:&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to shields only reduce the # of remaining boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for &lt;br /&gt;
the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &amp;lt;/li&amp;gt;&lt;br /&gt;
		 &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it&lt;br /&gt;
&#039;&#039;&#039;---- Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&lt;br /&gt;
&#039;&#039;&#039;---- Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26381</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=26381"/>
		<updated>2025-09-02T11:36:37Z</updated>

		<summary type="html">&lt;p&gt;Joe: Testing different list - to correct visual appearance in the game page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; You can allocate the AP to try to prevent an initiative change. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; You can allocate the AP to try to change the initiative. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Collisions&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Floating map&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage effects:&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to shields only reduce the # of remaining boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for &lt;br /&gt;
the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &amp;lt;/li&amp;gt;&lt;br /&gt;
		 &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&lt;br /&gt;
&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;/li&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20892</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20892"/>
		<updated>2024-04-26T09:02:57Z</updated>

		<summary type="html">&lt;p&gt;Joe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; If you have initiative, you can allocate the AP to try to keep it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; If you don’t have initiative, you can allocate the AP to try to get it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Collisions&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Floating map&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage effects:&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to shields only reduce the # of remaining boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for &lt;br /&gt;
the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &amp;lt;/li&amp;gt;&lt;br /&gt;
		 &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20891</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20891"/>
		<updated>2024-04-26T09:00:01Z</updated>

		<summary type="html">&lt;p&gt;Joe: correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; If you have initiative, you can allocate the AP to try to keep it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; If you don’t have initiative, you can allocate the AP to try to get it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Collisions&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Floating map&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Damage effects&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to shields only reduce the # of remaining boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for &lt;br /&gt;
the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &amp;lt;/li&amp;gt;&lt;br /&gt;
		 &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20890</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20890"/>
		<updated>2024-04-26T08:58:02Z</updated>

		<summary type="html">&lt;p&gt;Joe: changed table formatting to HTML&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; If you have initiative, you can allocate the AP to try to keep it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; If you don’t have initiative, you can allocate the AP to try to get it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce &lt;br /&gt;
number by 1 &amp;amp; eliminate if the number goes to 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on &lt;br /&gt;
the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, &lt;br /&gt;
put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to &lt;br /&gt;
sideslip or just move straight, remove the sideslip chit from your ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Collisions&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Floating map&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. &lt;br /&gt;
If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of &lt;br /&gt;
ships desired.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This &lt;br /&gt;
terrain is permanently out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would &lt;br /&gt;
NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon &lt;br /&gt;
icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it &lt;br /&gt;
could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Damage effects&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;ul&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;### Damage to shields only reduce the # of remaining boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;### Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;### Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;### Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for &lt;br /&gt;
the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &amp;lt;/li&amp;gt;&lt;br /&gt;
		 &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &lt;br /&gt;
&#039;&#039;(Rules section 17.2.2)&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. &lt;br /&gt;
Randomly determine which shield arc in the target receives the damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you &lt;br /&gt;
may choose between equal distance paths.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the &lt;br /&gt;
new target, it will immediately detonate – randomly decide which ship shield it hits.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with &lt;br /&gt;
damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the &lt;br /&gt;
missile’s hex, the missile will explode&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical &lt;br /&gt;
Damage Table (8.5)” for which critical hits have the repair icon).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has &lt;br /&gt;
“Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. &lt;br /&gt;
Whichever player chooses initiative may do the following:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next &lt;br /&gt;
initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
	    &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;# &#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power &lt;br /&gt;
Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box # (if any &lt;br /&gt;
number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;## &#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until &lt;br /&gt;
repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to &lt;br /&gt;
have a Power number &amp;lt; 0, you are destroyed.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20881</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20881"/>
		<updated>2024-04-25T11:56:01Z</updated>

		<summary type="html">&lt;p&gt;Joe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; If you have initiative, you can allocate the AP to try to keep it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; If you don’t have initiative, you can allocate the AP to try to get it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&lt;br /&gt;
# &#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce number by 1 &amp;amp; eliminate if the number goes to 0.&lt;br /&gt;
# &#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&lt;br /&gt;
# &#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to sideslip or just move straight, remove the sideslip chit from your ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collisions&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&lt;br /&gt;
## &#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&lt;br /&gt;
# &#039;&#039;&#039;Floating map&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of ships desired.&lt;br /&gt;
## &#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This terrain is permanently out of the game.&lt;br /&gt;
# &#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&lt;br /&gt;
# &#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&lt;br /&gt;
## &#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&lt;br /&gt;
## &#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&lt;br /&gt;
## &#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&lt;br /&gt;
## &#039;&#039;&#039;Damage effects&#039;&#039;&#039;&lt;br /&gt;
### Damage to shields only reduce the # of remaining boxes.&lt;br /&gt;
### Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&lt;br /&gt;
### Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&lt;br /&gt;
### Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &#039;&#039;(Rules section 17.2.2)&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&lt;br /&gt;
## &#039;&#039;&#039;Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. Randomly determine which shield arc in the target receives the damage.&lt;br /&gt;
## &#039;&#039;&#039;Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&lt;br /&gt;
# &#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&lt;br /&gt;
# &#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&lt;br /&gt;
## &#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&lt;br /&gt;
## &#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&lt;br /&gt;
## &#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you may choose between equal distance paths.&lt;br /&gt;
## &#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the new target, it will immediately detonate – randomly decide which ship shield it hits.&lt;br /&gt;
## &#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&lt;br /&gt;
## &#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the missile’s hex, the missile will explode&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical Damage Table (8.5)” for which critical hits have the repair icon).&lt;br /&gt;
# &#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has “Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. Whichever player chooses initiative may do the following:&lt;br /&gt;
## &#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&lt;br /&gt;
## &#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&lt;br /&gt;
## &#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&lt;br /&gt;
# &#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&lt;br /&gt;
# &#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&lt;br /&gt;
## &#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&lt;br /&gt;
## &#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box # (if any number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
## &#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
&lt;br /&gt;
= 2. End round  =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20880</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20880"/>
		<updated>2024-04-25T11:54:35Z</updated>

		<summary type="html">&lt;p&gt;Joe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase                                                                                                                           (Rulebook sections 3, 4, 6, 7, 8) =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping                                                                                                                                                                        (Rules section 3.2) ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP)                                                                                                                                                               (Rules section 6) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; If you have initiative, you can allocate the AP to try to keep it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; If you don’t have initiative, you can allocate the AP to try to get it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&lt;br /&gt;
# &#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement                                                                                                                                                                                (Rules section 7) ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce number by 1 &amp;amp; eliminate if the number goes to 0.&lt;br /&gt;
# &#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&lt;br /&gt;
# &#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to sideslip or just move straight, remove the sideslip chit from your ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collisions&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&lt;br /&gt;
## &#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&lt;br /&gt;
# &#039;&#039;&#039;Floating map&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of ships desired.&lt;br /&gt;
## &#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This terrain is permanently out of the game.&lt;br /&gt;
# &#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse)                                                                           (Rules section 8) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&lt;br /&gt;
# &#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&lt;br /&gt;
## &#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&lt;br /&gt;
## &#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&lt;br /&gt;
## &#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&lt;br /&gt;
## &#039;&#039;&#039;Damage effects&#039;&#039;&#039;&lt;br /&gt;
### Damage to shields only reduce the # of remaining boxes.&lt;br /&gt;
### Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&lt;br /&gt;
### Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&lt;br /&gt;
### Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &#039;&#039;(Rules section 17.2.2)&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&lt;br /&gt;
## &#039;&#039;&#039;Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. Randomly determine which shield arc in the target receives the damage.&lt;br /&gt;
## &#039;&#039;&#039;Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&lt;br /&gt;
# &#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&lt;br /&gt;
# &#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&lt;br /&gt;
## &#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&lt;br /&gt;
## &#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&lt;br /&gt;
## &#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you may choose between equal distance paths.&lt;br /&gt;
## &#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the new target, it will immediately detonate – randomly decide which ship shield it hits.&lt;br /&gt;
## &#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&lt;br /&gt;
## &#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the missile’s hex, the missile will explode&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair                                                                                                                                                         (Rules section 8.7) ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical Damage Table (8.5)” for which critical hits have the repair icon).&lt;br /&gt;
# &#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping                                                                                                                                                  (Rules section 4.1) ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has “Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. Whichever player chooses initiative may do the following:&lt;br /&gt;
## &#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&lt;br /&gt;
## &#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&lt;br /&gt;
## &#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&lt;br /&gt;
# &#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase                                                                                                                                                      (Rules section 9.1, 9.2, 9.3) ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&lt;br /&gt;
# &#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&lt;br /&gt;
## &#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&lt;br /&gt;
## &#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box # (if any number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
## &#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
&lt;br /&gt;
= 2. End round                                                                                                                         (Rules section 9.4) =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game                                                                                                                      (Playbook section 20) =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20879</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20879"/>
		<updated>2024-04-25T11:53:17Z</updated>

		<summary type="html">&lt;p&gt;Joe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase                                                                                                                           (Rulebook sections 3, 4, 6, 7, 8) =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping                                                                                                                                                                        (Rules section 3.2) ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP)                                                                                                                                                               (Rules section 6) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; If you have initiative, you can allocate the AP to try to keep it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; If you don’t have initiative, you can allocate the AP to try to get it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Draw Train Car Cards&#039;&#039;&#039; – The player may draw two Train cards (or just one, if the card they select is a face-up Locomotive)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Claim a Route&#039;&#039;&#039; – The player claims a route on the board by playing a set of Train cards from their hand that match the color and quantity of the spaces that make up the route. They place one of their colored trains on each space, and score the number of points indicated on the Route Scoring Table for that route’s length&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Draw Destination Tickets&#039;&#039;&#039; – The player draws three Destination Tickets from the top of the Tickets deck, and must keep at least one of them&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Build a Train Station&#039;&#039;&#039; – The player may build a Station in any city that does not yet have one. To build their first Train Station, the player plays one Train card of any color and places one of their Train Stations on that city. To build their second station, the player must play a set of two cards of the same color, and to build their third station, a set of three cards of the same color. Only one station is allowed per city.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&lt;br /&gt;
# &#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement                                                                                                                                                                                (Rules section 7) ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce number by 1 &amp;amp; eliminate if the number goes to 0.&lt;br /&gt;
# &#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&lt;br /&gt;
# &#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to sideslip or just move straight, remove the sideslip chit from your ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collisions&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&lt;br /&gt;
## &#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&lt;br /&gt;
# &#039;&#039;&#039;Floating map&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of ships desired.&lt;br /&gt;
## &#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This terrain is permanently out of the game.&lt;br /&gt;
# &#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse)                                                                           (Rules section 8) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&lt;br /&gt;
# &#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&lt;br /&gt;
## &#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&lt;br /&gt;
## &#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&lt;br /&gt;
## &#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&lt;br /&gt;
## &#039;&#039;&#039;Damage effects&#039;&#039;&#039;&lt;br /&gt;
### Damage to shields only reduce the # of remaining boxes.&lt;br /&gt;
### Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&lt;br /&gt;
### Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&lt;br /&gt;
### Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &#039;&#039;(Rules section 17.2.2)&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&lt;br /&gt;
## &#039;&#039;&#039;Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. Randomly determine which shield arc in the target receives the damage.&lt;br /&gt;
## &#039;&#039;&#039;Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&lt;br /&gt;
# &#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&lt;br /&gt;
# &#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&lt;br /&gt;
## &#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&lt;br /&gt;
## &#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&lt;br /&gt;
## &#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you may choose between equal distance paths.&lt;br /&gt;
## &#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the new target, it will immediately detonate – randomly decide which ship shield it hits.&lt;br /&gt;
## &#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&lt;br /&gt;
## &#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the missile’s hex, the missile will explode&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair                                                                                                                                                         (Rules section 8.7) ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical Damage Table (8.5)” for which critical hits have the repair icon).&lt;br /&gt;
# &#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping                                                                                                                                                  (Rules section 4.1) ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has “Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. Whichever player chooses initiative may do the following:&lt;br /&gt;
## &#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&lt;br /&gt;
## &#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&lt;br /&gt;
## &#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&lt;br /&gt;
# &#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase                                                                                                                                                      (Rules section 9.1, 9.2, 9.3) ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&lt;br /&gt;
# &#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&lt;br /&gt;
## &#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&lt;br /&gt;
## &#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box # (if any number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
## &#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
&lt;br /&gt;
= 2. End round                                                                                                                         (Rules section 9.4) =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game                                                                                                                      (Playbook section 20) =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20878</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20878"/>
		<updated>2024-04-25T11:52:21Z</updated>

		<summary type="html">&lt;p&gt;Joe: changed list to HTML formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase                                                                                                                           (Rulebook sections 3, 4, 6, 7, 8) =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping                                                                                                                                                                        (Rules section 3.2) ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP)                                                                                                                                                               (Rules section 6) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; If you have initiative, you can allocate the AP to try to keep it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Change initiative –&#039;&#039;&#039; If you don’t have initiative, you can allocate the AP to try to get it. Put a chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&lt;br /&gt;
# &#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement                                                                                                                                                                                (Rules section 7) ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce number by 1 &amp;amp; eliminate if the number goes to 0.&lt;br /&gt;
# &#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&lt;br /&gt;
# &#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to sideslip or just move straight, remove the sideslip chit from your ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collisions&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&lt;br /&gt;
## &#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&lt;br /&gt;
# &#039;&#039;&#039;Floating map&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of ships desired.&lt;br /&gt;
## &#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This terrain is permanently out of the game.&lt;br /&gt;
# &#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse)                                                                           (Rules section 8) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&lt;br /&gt;
# &#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&lt;br /&gt;
## &#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&lt;br /&gt;
## &#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&lt;br /&gt;
## &#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&lt;br /&gt;
## &#039;&#039;&#039;Damage effects&#039;&#039;&#039;&lt;br /&gt;
### Damage to shields only reduce the # of remaining boxes.&lt;br /&gt;
### Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&lt;br /&gt;
### Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&lt;br /&gt;
### Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &#039;&#039;(Rules section 17.2.2)&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&lt;br /&gt;
## &#039;&#039;&#039;Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. Randomly determine which shield arc in the target receives the damage.&lt;br /&gt;
## &#039;&#039;&#039;Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&lt;br /&gt;
# &#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&lt;br /&gt;
# &#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&lt;br /&gt;
## &#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&lt;br /&gt;
## &#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&lt;br /&gt;
## &#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you may choose between equal distance paths.&lt;br /&gt;
## &#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the new target, it will immediately detonate – randomly decide which ship shield it hits.&lt;br /&gt;
## &#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&lt;br /&gt;
## &#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the missile’s hex, the missile will explode&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair                                                                                                                                                         (Rules section 8.7) ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical Damage Table (8.5)” for which critical hits have the repair icon).&lt;br /&gt;
# &#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping                                                                                                                                                  (Rules section 4.1) ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has “Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. Whichever player chooses initiative may do the following:&lt;br /&gt;
## &#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&lt;br /&gt;
## &#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&lt;br /&gt;
## &#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&lt;br /&gt;
# &#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase                                                                                                                                                      (Rules section 9.1, 9.2, 9.3) ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&lt;br /&gt;
# &#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&lt;br /&gt;
## &#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&lt;br /&gt;
## &#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box # (if any number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
## &#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
&lt;br /&gt;
= 2. End round                                                                                                                         (Rules section 9.4) =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game                                                                                                                      (Playbook section 20) =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20877</id>
		<title>Gamehelptalon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptalon&amp;diff=20877"/>
		<updated>2024-04-25T10:16:20Z</updated>

		<summary type="html">&lt;p&gt;Joe: Initial page seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 1. Impulse Phase                                                                                                                           (Rulebook sections 3, 4, 6, 7, 8) =&lt;br /&gt;
Follow the following steps for one impulse. Do this for each impulse A to F (each side taking turns within each impulse).&lt;br /&gt;
&lt;br /&gt;
== 1.1 Impulse – Initiative player ==&lt;br /&gt;
The player with initiative, does the following – one ship at a time:&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 Housekeeping                                                                                                                                                                        (Rules section 3.2) ===&lt;br /&gt;
If you have any shield reinforcement chits on your ship matching the current impulse, remove them.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 Available Power (AP)                                                                                                                                                               (Rules section 6) ===&lt;br /&gt;
Check to see if your ship receives available power (leftmost digit on Power Curve matches any digit in impulse box). If you received AP (or have a charged battery – if your ship has a battery), you can do any one of the following:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Defend initiative –&#039;&#039;&#039; If you have initiative, you can allocate the AP to try to keep it. Put a chit on your ship to show this.&lt;br /&gt;
# &#039;&#039;&#039;Change initiative –&#039;&#039;&#039; If you don’t have initiative, you can allocate the AP to try to get it. Put a chit on your ship to show this.&lt;br /&gt;
# &#039;&#039;&#039;Charge a yellow box –&#039;&#039;&#039;You may charge ONE yellow box in ONE Weapons “Charge Bar” (but not a red box). Mark the box to show this.&lt;br /&gt;
# &#039;&#039;&#039;Charge a battery –&#039;&#039;&#039; If your ship has an uncharged battery, you many charge it with the AP. Mark the battery to show this.&lt;br /&gt;
# &#039;&#039;&#039;Reinforce a shield arc&#039;&#039;&#039; – You may reinforce any of your shields by 1 point (even if that shield is destroyed). No more than 2 shield reinforcements may be active at a time. Also, can’t be used if shields are down due to a critical hit. Put a shield reinforcement chit on your ship on the reinforced shield with the current impulse letter to show this.&lt;br /&gt;
# &#039;&#039;&#039;Enable a slide slip&#039;&#039;&#039; – You may enable your ship to slip sideways (but not turn) when it moves its next movement point. Put a slide slip chit on your ship to show this.&lt;br /&gt;
# &#039;&#039;&#039;Power through a turn&#039;&#039;&#039; – You may enable your ship to turn sooner by using the AP to reduce the ship’s current turning radius by one. Move the turning radius marker one closer to the ship (or remove it if it is only 1 hex a way) to show this. If you are instead using the “numbered turn radius marker” on the ship, reduce the marker by 1 (or remove if the current marker is already a 1).&lt;br /&gt;
# &#039;&#039;&#039;Select new missile targets&#039;&#039;&#039; – If your missile launcher is facing your launched missiles, you may change their target.&lt;br /&gt;
# &#039;&#039;&#039;Do nothing&#039;&#039;&#039; – You are not required to spend any AP received – but it’s not a good idea to waste it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;AP notes&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;1 AP per impulse -&#039;&#039;&#039; Only one AP can be received per impulse. So, if you have a charged battery, you can either use any AP normally received in the impulse (if any) or the AP from the battery – not both.&lt;br /&gt;
# &#039;&#039;&#039;Battery -&#039;&#039;&#039; If you receive the AP from a battery, clear the mark from the battery to show that the battery is discharged.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 Movement                                                                                                                                                                                (Rules section 7) ===&lt;br /&gt;
Move your ships in any order. Check to see if your ship receives a movement point (middle digit on Power Curve matches any digit in impulse box). If you received a movement point you MUST move your ships one MP. When you move, you may move in any of the following ways (subject to certain restrictions):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Move 1 hex straight&#039;&#039;&#039; – Move one hex straight ahead. If you have a turn radius chit present, remove if you move on top of it. Or, if using “on ship” chit, reduce number by 1 &amp;amp; eliminate if the number goes to 0.&lt;br /&gt;
# &#039;&#039;&#039;Turn –&#039;&#039;&#039; If you have no movement radius chit present, you may turn. To do this, rotate the ship 60° right or left &amp;amp; then move 1 hex straight. Next, place a turn radius chit on the board equal to your ship’s turning radius from the Power Curve (IE. rightmost digit on Power Curve). You place an unnumbered chit that many hexes ahead of the ship. Alternately, put a numbered turning chit ON your ship equal to the turning radius on the Power Curve.&lt;br /&gt;
# &#039;&#039;&#039;Sideslip&#039;&#039;&#039; – If you have a sideslip chit on your ship, you may optionally move the ship sideways to the right or left and then forward 1 hex. Regardless of whether you choose to sideslip or just move straight, remove the sideslip chit from your ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement complications:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collisions&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;With enemy ships&#039;&#039;&#039; – no effect. You may be in hexes with enemy ships with no damage to either side.&lt;br /&gt;
## &#039;&#039;&#039;With your own ships&#039;&#039;&#039; – Each co-resident ship takes 3 damage on the side of each ship that would be facing the other when the collision occurred.&lt;br /&gt;
# &#039;&#039;&#039;Floating map&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Ships&#039;&#039;&#039; - If ships get too far apart so that a ship would move off the map, shift all ships over so this does not happen. If this is impossible, add the 2nd map to make room. If this is still not enough room, any ship on the edge that is 6 or move hexes from any other ship is considered to have “retreated” and is out of the game. Then do any shifting of ships desired.&lt;br /&gt;
## &#039;&#039;&#039;Terrain&#039;&#039;&#039; – Treat map terrain like ships. If any terrain is too close to the edge and cannot be shifted, remove any terrain 6 or more hexes from any ships and then shift. This terrain is permanently out of the game.&lt;br /&gt;
# &#039;&#039;&#039;Afterburner&#039;&#039;&#039; – If your ship has one or more Afterburner boxes, you may use this ability once per game per Afterburner box. You may only use this in an impulse where you would NOT be given a movement factor. Simply mark off the box and move normally – whether straight or, if possible, doing a turn.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 Firing (May be done even if no AP or movement in a specific impulse)                                                                           (Rules section 8) ===&lt;br /&gt;
Fire weapons for your ships in any order. However, all weapons on one ship must be fired before going to the next. Use the following procedure to fire – for any weapons with a FULL charge bar (all red &amp;amp; yellow cells marked):&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Discharge charge bar&#039;&#039;&#039; – Do this for the entire weapons group&#039;&#039;&#039;.&#039;&#039;&#039; Whether one or all weapons in a group fire, all are discharged.&lt;br /&gt;
# &#039;&#039;&#039;Fire each weapon in the weapons group&#039;&#039;&#039; – Do the following for each weapon within a weapon group (and each weapon can have a different target):&lt;br /&gt;
## &#039;&#039;&#039;Determine target&#039;&#039;&#039; – Determine if you have any enemy ships in range of a particular charged weapon and also within that weapon’s arc. (The little triangle mark on the weapon icons indicate which arc the weapon can fire into). Below is a diagram of the Shield Arcs (also rules – section 5.3 or back of Talon Combat Tables card) .&lt;br /&gt;
## &#039;&#039;&#039;Determine damage&#039;&#039;&#039; – Roll 1 die and index with range for the specific weapon type being used to determine damage.&lt;br /&gt;
## &#039;&#039;&#039;Apply damage&#039;&#039;&#039; – Apply damage to the Shield Arc hit on the target ship. &#039;&#039;(Target shield hit is the shield arc from which the target would fire back at the firing ship if it could).&#039;&#039; One point of damage destroys one shield or shield reinforcement chit. Once all shield boxes are gone, one point of damage destroys one hull box.&lt;br /&gt;
## &#039;&#039;&#039;Damage effects&#039;&#039;&#039;&lt;br /&gt;
### Damage to shields only reduce the # of remaining boxes.&lt;br /&gt;
### Damage to hull boxes with no number in leftmost remaining hull box only reduce the # of remaining hull boxes.&lt;br /&gt;
### Damage to hull boxes with a number (always a “negative” number) in leftmost remaining hull box reduce the AP # of the ship’s Power Curve during the Power Phase of the round.&lt;br /&gt;
### Damage to orange hull boxes (besides any numbers present to the leftmost hull box after that) cause a critical hit. Roll on the Critical Damage Table. Follow the instructions for the critical damage including placement of damage chits or destruction of various ship systems. Sometimes this will cause cascading damage which will destroy the ship. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Firing obstructions&#039;&#039;&#039; – Other ships do not obstruct fire. Planets can obstruct fire if a straight edge from the center of the firing ship to the target ship touches the planet. &#039;&#039;(Rules section 17.2.2)&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Ship explosion collateral damage&#039;&#039;&#039; – If a ship explodes, it causes the following damage to all ships around it:&lt;br /&gt;
## &#039;&#039;&#039;Ships in same hex&#039;&#039;&#039; – Unfortunate neighboring ships receive the exploding ship’s Explosion Rating + 1 in damage. See the ship profile tables for the ship’s explosion rating. Randomly determine which shield arc in the target receives the damage.&lt;br /&gt;
## &#039;&#039;&#039;Ships in adjacent&#039;&#039;&#039; hexes – Each neighboring ship receives the ship’s Explosion Rating in damage. The target receives the damage on the shield arc facing the exploding ship.&lt;br /&gt;
# &#039;&#039;&#039;Same hex combat&#039;&#039;&#039; – No firing allowed between ships or against missiles in the same hex.&lt;br /&gt;
# &#039;&#039;&#039;Missile firing&#039;&#039;&#039; &#039;&#039;(Rules section 13)&#039;&#039; – Missiles cause 2 damage each when they hit. Here is how to fire, move, control them:&lt;br /&gt;
## &#039;&#039;&#039;Fire&#039;&#039;&#039; - Fire them like any other weapon system but put the missiles in front of the missile launcher arc on a hex adjacent to the ship.&lt;br /&gt;
## &#039;&#039;&#039;Target&#039;&#039;&#039; - Mark the target ship or otherwise put a marker on it with the missile IDs targeting it.&lt;br /&gt;
## &#039;&#039;&#039;Move&#039;&#039;&#039; - Missiles move every impulse and have a turn radius of 0. Missiles have no AP &amp;amp; cannot side-slip. You must move a missile to its target by the shortest path – but you may choose between equal distance paths.&lt;br /&gt;
## &#039;&#039;&#039;Re-target&#039;&#039;&#039; - You can change a missile’s target in the AP phase if your missile battery is facing the missiles you fired. If the retargeted missile is in the same hex as the new target, it will immediately detonate – randomly decide which ship shield it hits.&lt;br /&gt;
## &#039;&#039;&#039;Firing at missiles&#039;&#039;&#039; - Missiles can be fired at and destroyed with 3 pts of damage. If 1 or 2 pts damage, flip it over &amp;amp; another hit will destroy it. If missiles are hit with damage due to an exploding ship, only one missile takes damage. Damaged missiles still cause 2 points of damage when they hit.&lt;br /&gt;
## &#039;&#039;&#039;Same hex&#039;&#039;&#039; - Missiles can co-reside with other ships or missiles w/ no effect &amp;amp; won’t detonate until they reach their target. However, if the target ship moves into the missile’s hex, the missile will explode&lt;br /&gt;
&lt;br /&gt;
=== 1.1.5 Critical Damage Repair                                                                                                                                                         (Rules section 8.7) ===&lt;br /&gt;
You may attempt to repair critical damage that is repairable (the ⚅ è @ repair icon) by rolling 1 die. If you roll a 6, the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Once per impulse&#039;&#039;&#039; – You may attempt to fix one critical damage at the end of each of your impulses – even if you do not get AP, movement, or anything else. (See “Critical Damage Table (8.5)” for which critical hits have the repair icon).&lt;br /&gt;
# &#039;&#039;&#039;No immediate repair attempt&#039;&#039;&#039; – You many not attempt a repair in the same impulse you received the critical hit.&lt;br /&gt;
&lt;br /&gt;
=== 1.2 Impulse – mid housekeeping                                                                                                                                                  (Rules section 4.1) ===&lt;br /&gt;
Move the impulse marker from the “Initiative Player” box to the “Second Player” box. DO NOT flip the initiative marker over.&lt;br /&gt;
&lt;br /&gt;
== 1.3 Impulse – Non-initiative player &#039;&#039;(aka “Second Player”)&#039;&#039; ==&lt;br /&gt;
The player without initiative does the same steps as the initiative player – once per impulse.&lt;br /&gt;
&lt;br /&gt;
== 1.4 Impulse – end housekeeping ==&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Determine next impulse initiative&#039;&#039;&#039; &#039;&#039;(Rules section 4.2)&#039;&#039; – If the non-initiative player has more “Initiative Change” chits on ships than the initiative player has “Initiative Defend” chits, the non-initiative player gets to determine the next impulse initiative. Otherwise the initiative player gets to determine the next initiative player. Whichever player chooses initiative may do the following:&lt;br /&gt;
## &#039;&#039;&#039;Take/keep initiative&#039;&#039;&#039; – The player may be the initiative player next impulse.&lt;br /&gt;
## &#039;&#039;&#039;Give initiative&#039;&#039;&#039; – The player may force the other player to be the initiative player.&lt;br /&gt;
## &#039;&#039;&#039;Remove initiative chits&#039;&#039;&#039; – If there are any initiative change or defend markers on any ships, remove them.&lt;br /&gt;
# &#039;&#039;&#039;Move impulse marker&#039;&#039;&#039; &#039;&#039;(Rules section 4.1)&#039;&#039; – Move the impulse marker from the “Second Player” box of the current impulse to the “Initiative Player” box of the next initiative. Also, flip the marker to whichever side has initiative – Human or Talon. (Use the marker side that is NOT you if you are playing the AI and the AI has initiative).&lt;br /&gt;
&lt;br /&gt;
Repeat 4.1 through 4.4 until impulses A through F are complete.&lt;br /&gt;
&lt;br /&gt;
== 1.5 Power Phase                                                                                                                                                      (Rules section 9.1, 9.2, 9.3) ==&lt;br /&gt;
After all impulses (A through F) are complete, players do some ship housekeeping starting with the initiative player &amp;amp; and then the non-initiative player following.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Charge weapons&#039;&#039;&#039; – Charge yellow &amp;amp; red boxes in each weapon’s charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Yellow boxes&#039;&#039;&#039; – For each weapon in a weapons group, you may charge (mark) one yellow box in the charge bar.&lt;br /&gt;
## &#039;&#039;&#039;Red boxes&#039;&#039;&#039; – Alternately, you may charge (mark) one red box in a weapon’s group charge bar.&lt;br /&gt;
# &#039;&#039;&#039;Adjust Power Curve&#039;&#039;&#039; – You may either leave your Power Curve the same or adjust it (write a new Power Curve on the ship) according to the following rules:&lt;br /&gt;
## &#039;&#039;&#039;Max change of 1 movement&#039;&#039;&#039; – You may only increase or decrease your Power Curve by 1 movement (IE. the middle Power Curve number). If you make this change, use the new Power Curve on the ship description for the new speed. (If a turn radius marker for the ship is currently on the board, it stays there).&lt;br /&gt;
## &#039;&#039;&#039;Hull damage effects&#039;&#039;&#039; – After you change your Power Curve, reduce the AP value (leftmost Power Curve number) by the amount of the ship’s leftmost uncovered hull box # (if any number is in that hull box). If this would cause you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
## &#039;&#039;&#039;Power Loss critical damage&#039;&#039;&#039; – If you have this critical damage, you may NOT change your Power Curve until it is repaired. Also, you receive no AP in any impulse until repaired and may not charge any weapons. However, you must still change the Power number in your current Power Curve if hull damage dictates this. Once again, if this causes you to have a Power number &amp;lt; 0, you are destroyed.&lt;br /&gt;
&lt;br /&gt;
= 2. End round                                                                                                                         (Rules section 9.4) =&lt;br /&gt;
Move the round marker to the next round on the round track. If the round marker is already on round 10, move the round marker to round 1. Then go back to section 4 of this synopsis (Impulse Phase) and start the next round.&lt;br /&gt;
&lt;br /&gt;
= 3. End of game                                                                                                                      (Playbook section 20) =&lt;br /&gt;
See the Play Book for determination of victory for each specific scenario. Generally, there is no round maximum for any scenario. Ships fight until one side is destroyed or has retreated &#039;&#039;(see Retreat as per rules section 11)&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=14166</id>
		<title>Gamehelpjumpdrive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=14166"/>
		<updated>2022-07-27T07:41:15Z</updated>

		<summary type="html">&lt;p&gt;Joe: removed the test line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
A game typically consists of 6 or 7 rounds. Each round, players&lt;br /&gt;
simultaneously place cards face down (or Explore markers). Players&lt;br /&gt;
then reveal and pay for their cards, adding them to their empires.&lt;br /&gt;
Cards are either developments ([DEVELOP]) or worlds ([PLANET] or [MILITARY]). Each player&lt;br /&gt;
may either:&lt;br /&gt;
* Place 1 development ([DEVELOP]). Discard 1 fewer card when paying for it.&lt;br /&gt;
* Place 1 world ([PLANET] or [MILITARY]). After paying for or conquering it, draw 1card.&lt;br /&gt;
* Place 1 development and 1 world. Pay full cost. Do not draw a card.&lt;br /&gt;
* Or, instead of placing any cards, place an Explore marker and draw some extra cards (see Explore below).&lt;br /&gt;
Players then score all their empire cards. If no one has 50+ VPs, players draw as many cards as their incomes and begin the next round.&lt;br /&gt;
&lt;br /&gt;
==Payments/Conquest==&lt;br /&gt;
The cost to place a card is the black number inside its diamond or circle.&lt;br /&gt;
(Worlds with red outlined numbers are placed differently. See below.)&lt;br /&gt;
To pay a cost, discard as many cards from hand as that number,&lt;br /&gt;
placing them face down in the discard pile. A cost might be reduced&lt;br /&gt;
by discounts, but not below 0.&lt;br /&gt;
&lt;br /&gt;
Once per game, you may place a Survey Team from the center instead&lt;br /&gt;
of a development from hand, paying its 1 cost normally (discarding no&lt;br /&gt;
cards if you did not also place a world).&lt;br /&gt;
&lt;br /&gt;
===Conquest===&lt;br /&gt;
A military world with a red outlined number, its defense,&lt;br /&gt;
must be conquered when placed (exception: Contact Specialist).&lt;br /&gt;
To conquer a military world, a player does not pay any cards, but must&lt;br /&gt;
have as least as many military icons as the world’s defense (or&lt;br /&gt;
powers that add enough extra military to equal or exceed its defense).&lt;br /&gt;
Some card powers provide military only towards conquering certain&lt;br /&gt;
colors of military worlds or [REBEL] military worlds.&lt;br /&gt;
&lt;br /&gt;
A player may not combine military and payments to place worlds.&lt;br /&gt;
A Contact Specialist allows a player to place non-Alien military worlds&lt;br /&gt;
as non-military worlds by paying for them instead (at -1 cost).&lt;br /&gt;
&lt;br /&gt;
===Order===&lt;br /&gt;
A development’s power or icons cannot affect its own placement, but may affect placing a world that round. A world’s power or icons cannot affect its own placement (but can affect placing a second world, via Colony Convoy or Military Convoy).&lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
If you cannot or choose not to place any cards, place an Explore marker instead. Draw 2 cards, plus as many cards as the number of explore icons in your empire, including the 3 icons on the Explore marker itself. Add them to your hand. Then, discard as many cards (old or new) as your explore icons [EXPLORE], for a net gain of 2 cards. Flip the Explore maker to its * side (to mark the turn). Score and take income normally.&lt;br /&gt;
&lt;br /&gt;
==Score VPs and Collect Income==&lt;br /&gt;
Collect VPs for every card in your empire as shown on the card.&lt;br /&gt;
Some cards produce varying VPs or income for certain icons or card&lt;br /&gt;
types in your empire (see right). Duplicate cards do this multiple&lt;br /&gt;
times. Some cards produce VPs for certain icons or card types in your&lt;br /&gt;
empire and in one other player’s empire of your choice (see right).&lt;br /&gt;
&lt;br /&gt;
Some cards produce extra VPs or income “with” the presence of a&lt;br /&gt;
specific card or card type in your empire. Having additional copies&lt;br /&gt;
of the specified card or card type does not increase the amount&lt;br /&gt;
received.&lt;br /&gt;
&lt;br /&gt;
Put each round’s VP chips beneath the card(s) or explore marker you&lt;br /&gt;
placed (see Sample Turns below). This makes it easy to calculate&lt;br /&gt;
next round’s VPs by adding the VPs that your new cards provide to&lt;br /&gt;
this amount and collecting this total.&lt;br /&gt;
&lt;br /&gt;
===Winning===&lt;br /&gt;
If any player has 50 or more total VP chips, the game is&lt;br /&gt;
over. The player with the most VPs wins!&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the tied player with the most cards in hand plus&lt;br /&gt;
total income wins. If still tied, these players share in their victory.&lt;br /&gt;
&lt;br /&gt;
If the game is not over, collect income and begin the next round.&lt;br /&gt;
&lt;br /&gt;
When the deck is close to being exhausted, give income first to&lt;br /&gt;
the player with the most VPs and then clockwise. If several players&lt;br /&gt;
are tied for most VPs, begin with the tied player closest clockwise&lt;br /&gt;
from the dealer during setup. Reshuffle the discards to form a new&lt;br /&gt;
draw pile once the deck is exhausted.&lt;br /&gt;
&lt;br /&gt;
===Hand Limit===&lt;br /&gt;
After all players have collected income, players with more than 10 cards in hand must discard down to 10 cards in hand.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=14160</id>
		<title>Gamehelpjumpdrive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=14160"/>
		<updated>2022-07-26T21:32:27Z</updated>

		<summary type="html">&lt;p&gt;Joe: another test...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
A game typically consists of 6 or 7 rounds. Each round, players&lt;br /&gt;
simultaneously place cards face down (or Explore markers). Players&lt;br /&gt;
then reveal and pay for their cards, adding them to their empires.&lt;br /&gt;
Cards are either developments ([DEVELOP]) or worlds ([PLANET] or [MILITARY]). Each player&lt;br /&gt;
may either:&lt;br /&gt;
* Place 1 development ([DEVELOP]). Discard 1 fewer card when paying for it.&lt;br /&gt;
* Place 1 world ([PLANET] or [MILITARY]). After paying for or conquering it, draw 1card.&lt;br /&gt;
* Place 1 development and 1 world. Pay full cost. Do not draw a card.&lt;br /&gt;
* Or, instead of placing any cards, place an Explore marker and draw some extra cards (see Explore below).&lt;br /&gt;
Players then score all their empire cards. If no one has 50+ VPs, players draw as many cards as their incomes and begin the next round.&lt;br /&gt;
&lt;br /&gt;
test - [METAL]&lt;br /&gt;
&lt;br /&gt;
==Payments/Conquest==&lt;br /&gt;
The cost to place a card is the black number inside its diamond or circle.&lt;br /&gt;
(Worlds with red outlined numbers are placed differently. See below.)&lt;br /&gt;
To pay a cost, discard as many cards from hand as that number,&lt;br /&gt;
placing them face down in the discard pile. A cost might be reduced&lt;br /&gt;
by discounts, but not below 0.&lt;br /&gt;
&lt;br /&gt;
Once per game, you may place a Survey Team from the center instead&lt;br /&gt;
of a development from hand, paying its 1 cost normally (discarding no&lt;br /&gt;
cards if you did not also place a world).&lt;br /&gt;
&lt;br /&gt;
===Conquest===&lt;br /&gt;
A military world with a red outlined number, its defense,&lt;br /&gt;
must be conquered when placed (exception: Contact Specialist).&lt;br /&gt;
To conquer a military world, a player does not pay any cards, but must&lt;br /&gt;
have as least as many military icons as the world’s defense (or&lt;br /&gt;
powers that add enough extra military to equal or exceed its defense).&lt;br /&gt;
Some card powers provide military only towards conquering certain&lt;br /&gt;
colors of military worlds or [REBEL] military worlds.&lt;br /&gt;
&lt;br /&gt;
A player may not combine military and payments to place worlds.&lt;br /&gt;
A Contact Specialist allows a player to place non-Alien military worlds&lt;br /&gt;
as non-military worlds by paying for them instead (at -1 cost).&lt;br /&gt;
&lt;br /&gt;
===Order===&lt;br /&gt;
A development’s power or icons cannot affect its own placement, but may affect placing a world that round. A world’s power or icons cannot affect its own placement (but can affect placing a second world, via Colony Convoy or Military Convoy).&lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
If you cannot or choose not to place any cards, place an Explore marker instead. Draw 2 cards, plus as many cards as the number of explore icons in your empire, including the 3 icons on the Explore marker itself. Add them to your hand. Then, discard as many cards (old or new) as your explore icons [EXPLORE], for a net gain of 2 cards. Flip the Explore maker to its * side (to mark the turn). Score and take income normally.&lt;br /&gt;
&lt;br /&gt;
==Score VPs and Collect Income==&lt;br /&gt;
Collect VPs for every card in your empire as shown on the card.&lt;br /&gt;
Some cards produce varying VPs or income for certain icons or card&lt;br /&gt;
types in your empire (see right). Duplicate cards do this multiple&lt;br /&gt;
times. Some cards produce VPs for certain icons or card types in your&lt;br /&gt;
empire and in one other player’s empire of your choice (see right).&lt;br /&gt;
&lt;br /&gt;
Some cards produce extra VPs or income “with” the presence of a&lt;br /&gt;
specific card or card type in your empire. Having additional copies&lt;br /&gt;
of the specified card or card type does not increase the amount&lt;br /&gt;
received.&lt;br /&gt;
&lt;br /&gt;
Put each round’s VP chips beneath the card(s) or explore marker you&lt;br /&gt;
placed (see Sample Turns below). This makes it easy to calculate&lt;br /&gt;
next round’s VPs by adding the VPs that your new cards provide to&lt;br /&gt;
this amount and collecting this total.&lt;br /&gt;
&lt;br /&gt;
===Winning===&lt;br /&gt;
If any player has 50 or more total VP chips, the game is&lt;br /&gt;
over. The player with the most VPs wins!&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the tied player with the most cards in hand plus&lt;br /&gt;
total income wins. If still tied, these players share in their victory.&lt;br /&gt;
&lt;br /&gt;
If the game is not over, collect income and begin the next round.&lt;br /&gt;
&lt;br /&gt;
When the deck is close to being exhausted, give income first to&lt;br /&gt;
the player with the most VPs and then clockwise. If several players&lt;br /&gt;
are tied for most VPs, begin with the tied player closest clockwise&lt;br /&gt;
from the dealer during setup. Reshuffle the discards to form a new&lt;br /&gt;
draw pile once the deck is exhausted.&lt;br /&gt;
&lt;br /&gt;
===Hand Limit===&lt;br /&gt;
After all players have collected income, players with more than 10 cards in hand must discard down to 10 cards in hand.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=14159</id>
		<title>Gamehelpjumpdrive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjumpdrive&amp;diff=14159"/>
		<updated>2022-07-26T21:31:10Z</updated>

		<summary type="html">&lt;p&gt;Joe: testing something, will delete soon...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
A game typically consists of 6 or 7 rounds. Each round, players&lt;br /&gt;
simultaneously place cards face down (or Explore markers). Players&lt;br /&gt;
then reveal and pay for their cards, adding them to their empires.&lt;br /&gt;
Cards are either developments ([DEVELOP]) or worlds ([PLANET] or [MILITARY]). Each player&lt;br /&gt;
may either:&lt;br /&gt;
* Place 1 development ([DEVELOP]). Discard 1 fewer card when paying for it.&lt;br /&gt;
* Place 1 world ([PLANET] or [MILITARY]). After paying for or conquering it, draw 1card.&lt;br /&gt;
* Place 1 development and 1 world. Pay full cost. Do not draw a card.&lt;br /&gt;
* Or, instead of placing any cards, place an Explore marker and draw some extra cards (see Explore below).&lt;br /&gt;
Players then score all their empire cards. If no one has 50+ VPs, players draw as many cards as their incomes and begin the next round.&lt;br /&gt;
&lt;br /&gt;
==Payments/Conquest==&lt;br /&gt;
The cost to place a card is the black number inside its diamond or circle.&lt;br /&gt;
(Worlds with red outlined numbers are placed differently. See below.)&lt;br /&gt;
To pay a cost, discard as many cards from hand as that number,&lt;br /&gt;
placing them face down in the discard pile. A cost might be reduced&lt;br /&gt;
by discounts, but not below 0.&lt;br /&gt;
&lt;br /&gt;
Once per game, you may place a Survey Team from the center instead&lt;br /&gt;
of a development from hand, paying its 1 cost normally (discarding no&lt;br /&gt;
cards if you did not also place a world).&lt;br /&gt;
&lt;br /&gt;
===Conquest===&lt;br /&gt;
A military world with a red outlined number, its defense,&lt;br /&gt;
must be conquered when placed (exception: Contact Specialist).&lt;br /&gt;
To conquer a military world, a player does not pay any cards, but must&lt;br /&gt;
have as least as many military icons as the world’s defense (or&lt;br /&gt;
powers that add enough extra military to equal or exceed its defense).&lt;br /&gt;
Some card powers provide military only towards conquering certain&lt;br /&gt;
colors of military worlds or [REBEL] military worlds.&lt;br /&gt;
&lt;br /&gt;
A player may not combine military and payments to place worlds.&lt;br /&gt;
A Contact Specialist allows a player to place non-Alien military worlds&lt;br /&gt;
as non-military worlds by paying for them instead (at -1 cost).&lt;br /&gt;
&lt;br /&gt;
===Order===&lt;br /&gt;
A development’s power or icons cannot affect its own placement, but may affect placing a world that round. A world’s power or icons cannot affect its own placement (but can affect placing a second world, via Colony Convoy or Military Convoy).&lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
If you cannot or choose not to place any cards, place an Explore marker instead. Draw 2 cards, plus as many cards as the number of explore icons in your empire, including the 3 icons on the Explore marker itself. Add them to your hand. Then, discard as many cards (old or new) as your explore icons [EXPLORE], for a net gain of 2 cards. Flip the Explore maker to its * side (to mark the turn). Score and take income normally.&lt;br /&gt;
&lt;br /&gt;
==Score VPs and Collect Income==&lt;br /&gt;
Collect VPs for every card in your empire as shown on the card.&lt;br /&gt;
Some cards produce varying VPs or income for certain icons or card&lt;br /&gt;
types in your empire (see right). Duplicate cards do this multiple&lt;br /&gt;
times. Some cards produce VPs for certain icons or card types in your&lt;br /&gt;
empire and in one other player’s empire of your choice (see right).&lt;br /&gt;
&lt;br /&gt;
Some cards produce extra VPs or income “with” the presence of a&lt;br /&gt;
specific card or card type in your empire. Having additional copies&lt;br /&gt;
of the specified card or card type does not increase the amount&lt;br /&gt;
received.&lt;br /&gt;
&lt;br /&gt;
Put each round’s VP chips beneath the card(s) or explore marker you&lt;br /&gt;
placed (see Sample Turns below). This makes it easy to calculate&lt;br /&gt;
next round’s VPs by adding the VPs that your new cards provide to&lt;br /&gt;
this amount and collecting this total.&lt;br /&gt;
&lt;br /&gt;
===Winning===&lt;br /&gt;
If any player has 50 or more total VP chips, the game is&lt;br /&gt;
over. The player with the most VPs wins!&lt;br /&gt;
&lt;br /&gt;
If there is a tie, the tied player with the most cards in hand plus&lt;br /&gt;
total income wins. If still tied, these players share in their victory.&lt;br /&gt;
&lt;br /&gt;
If the game is not over, collect income and begin the next round.&lt;br /&gt;
&lt;br /&gt;
When the deck is close to being exhausted, give income first to&lt;br /&gt;
the player with the most VPs and then clockwise. If several players&lt;br /&gt;
are tied for most VPs, begin with the tied player closest clockwise&lt;br /&gt;
from the dealer during setup. Reshuffle the discards to form a new&lt;br /&gt;
draw pile once the deck is exhausted.&lt;br /&gt;
&lt;br /&gt;
===Hand Limit===&lt;br /&gt;
After all players have collected income, players with more than 10 cards in hand must discard down to 10 cards in hand.&lt;br /&gt;
&lt;br /&gt;
test - [METAL]&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmemoir&amp;diff=12505</id>
		<title>Gamehelpmemoir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmemoir&amp;diff=12505"/>
		<updated>2022-04-06T08:16:29Z</updated>

		<summary type="html">&lt;p&gt;Joe: Initial Rules summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME TURN==&lt;br /&gt;
# Play a command card&lt;br /&gt;
# Order Announce all units you intend to order, within the limits of the command card played.&lt;br /&gt;
# Move Move ordered units.&lt;br /&gt;
# Battle Battle one ordered unit at a time. Select target and:&lt;br /&gt;
## Check range and line of sight&lt;br /&gt;
## Check potential terrain effects&lt;br /&gt;
## Resolve battle&lt;br /&gt;
# Draw a command card&lt;br /&gt;
&lt;br /&gt;
==PLAY A COMMAND CARD &amp;amp; ORDER==&lt;br /&gt;
Play one command card at the start of a your turn, then announce which corresponding unit(s) you intend to order.&amp;lt;br /&amp;gt;&lt;br /&gt;
Units on a hex straddling sections may be ordered from either section.&amp;lt;br /&amp;gt;&lt;br /&gt;
Only those units that are issued an order may move, battle, or take a special action that turn.&lt;br /&gt;
&lt;br /&gt;
===MOVE===&lt;br /&gt;
Move units one at a time and only once per unit per turn. Movement for one unit must be completed before moving the next unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
An ordered unit does not have to move.&amp;lt;br /&amp;gt;&lt;br /&gt;
Two units cannot occupy the same hex.&amp;lt;br /&amp;gt;&lt;br /&gt;
Units may not move onto or through a hex occupied by a friendly or enemy unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Individual figures of a unit always stay together and move as a group.&lt;br /&gt;
* &#039;&#039;&#039;Infantry&#039;&#039;&#039; - Move up to 1 hex and battle or 2 hexes and not battle. Special Forces (except French Resistance) may move up to 2 hexes and battle.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; - Move up to 3 hexes and battle.&lt;br /&gt;
* &#039;&#039;&#039;Artillery&#039;&#039;&#039; - Move up to 1 hex or battle.&lt;br /&gt;
&lt;br /&gt;
===BATTLE===&lt;br /&gt;
Resolve battles one at a time and only once per unit per turn. One unit’s battle must be completed before the next battle. An ordered unit does not have to battle.&amp;lt;br /&amp;gt;&lt;br /&gt;
Casualties do not affect a unit’s battle effectiveness.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit attacking an adjacent unit is in &#039;&#039;&#039;close assault&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit attacking a unit more than 1 hex away is &#039;&#039;&#039;firing&#039;&#039;&#039; at that unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit adjacent to an enemy must close assault that unit if it chooses to battle; it cannot fire on a more distant enemy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Range and hit dice rolled====&lt;br /&gt;
: &#039;&#039;&#039;Infantry&#039;&#039;&#039; 3 2 1&lt;br /&gt;
: &#039;&#039;&#039;Armor&#039;&#039;&#039; 3 3 3&lt;br /&gt;
: &#039;&#039;&#039;Artillery&#039;&#039;&#039; 3 3 2 2 1 1&lt;br /&gt;
&lt;br /&gt;
====Line of sight====&lt;br /&gt;
All units require line of sight (LOS) to the enemy except artillery. Draw a line between the centres of the hexes; LOS is blocked if any part of a hex containing an obstruction or unit crosses this line. If the line runs along the edge of one or more hexes it is only blocked if they stand along both sides of the line segment.&lt;br /&gt;
&lt;br /&gt;
====Resolving battles====&lt;br /&gt;
The attacker scores 1 hit for each dice symbol rolled that matches the unit type targeted.&lt;br /&gt;
For each hit scored 1 figure is removed from the target unit. When the last figure is removed place it on one of the medal stands on the attacker’s side of the board.&lt;br /&gt;
&lt;br /&gt;
* Infantry - &#039;&#039;&#039;HIT&#039;&#039;&#039;: Score 1 hit on infantry.&lt;br /&gt;
* Armor - &#039;&#039;&#039;HIT&#039;&#039;&#039;: Score 1 hit on armor.&lt;br /&gt;
* Grenade - &#039;&#039;&#039;HIT&#039;&#039;&#039;: Score 1 hit on infantry, armor or artillery.&lt;br /&gt;
* Star - &#039;&#039;&#039;MISS&#039;&#039;&#039;: This is a miss, unless used in a limited number of tactical command cards.&lt;br /&gt;
* Flag - &#039;&#039;&#039;RETREAT&#039;&#039;&#039;: After all hits and casualties have been resolved, for each flag rolled the target unit must move one hex back towards its side of the battlefield.&lt;br /&gt;
&lt;br /&gt;
===RETREATING===&lt;br /&gt;
Terrain has no effect on retreat moves; however impassable terrain cannot be moved through. A unit may not move onto or through a hex with any other unit in it.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a unit cannot retreat, is forced to retreat off the battlefield, or would be pushed back onto a sea hex, one figure must be removed for each uncompleted retreat move.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some obstacles allow some units to ignore the first flag rolled against them.&lt;br /&gt;
&lt;br /&gt;
===TAKING GROUND &amp;amp; ARMOR OVERRUN===&lt;br /&gt;
An ordered &#039;&#039;&#039;infantry&#039;&#039;&#039; unit in close assault may advance into a hex from which it has eliminated a unit or forced it to retreat.&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;artillery&#039;&#039;&#039; unit may not take ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
An &#039;&#039;&#039;armor&#039;&#039;&#039; unit may take the ground and claim an &#039;&#039;&#039;armor overrun&#039;&#039;&#039; combat. It may move into the vacated hex and then battle again. If the hex is adjacent to an enemy unit, this new combat must be close assault, otherwise, you may fire at a distant unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit may &#039;&#039;&#039;take ground&#039;&#039;&#039; again after a successful &#039;&#039;&#039;overrun&#039;&#039;&#039; combat, but may only make one overrun combat per turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
All battles, close assault and &#039;&#039;&#039;overrun&#039;&#039;&#039; combats must be completed before the next unit may battle.&lt;br /&gt;
&lt;br /&gt;
===SPECIAL FORCES===&lt;br /&gt;
Use Special Forces badge tokens to indicate which units are Special Forces.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;French resistance&#039;&#039;&#039; - Forces start with 3 figures per unit. They may always battle when they penetrate a new terrain type but cannot battle if they move 2 hexes. They may also retreat up to 3 hexes instead of the standard 1 on any retreat flag rolled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elite armor&#039;&#039;&#039; - Units start with 4 tank figures.&lt;br /&gt;
&lt;br /&gt;
===TERRAIN TYPES===&lt;br /&gt;
The terrain help cards summarize the effects of terrain. &#039;&#039;&#039;Soldier and tank icons show modifications to the number of dice rolled when that type of unit is attacking units within the terrain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixed obstacles&#039;&#039;&#039;&lt;br /&gt;
When an obstacle is on a terrain hex, only the best of the battle dice reductions matters.&lt;/div&gt;</summary>
		<author><name>Joe</name></author>
	</entry>
</feed>