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Revolt On Antares

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James Eisert
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100% found this document useful (1 vote)
2K views12 pages

Revolt On Antares

Uploaded by

James Eisert
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
  • Cover and Introduction
  • Introduction and Rules of Play
  • Game Components
  • Scenarios
  • Artifacts and Strategies
  • Combat and Reinforcements
  • Replacements and Recruitment
  • Counter Sheets
  • Game Map
“ Antares 9 boils with unrest and intrigue. This plane, called Imir. has long been ruled by the ily clans decided by the Empire. ant mote freedom, and plots are being laid to rise up and throw off Terran The REVOLT ON ANTARES™ minigame has three diferent seenarios, Inthe Basic Game, the Rebel player lade hs or her ‘on Imirthos! REVOLT ON ANTARES™ Minigame by Tom Moldvay LAKE GENEVA, 5304 PRINTED IN USA. theta ell 03) 02) 03) (2) (2) (2) ANTARES COUNTER LIST ‘THE HOUSES REPLACEMENTS Orsini (purple) 4 Messalina Power Infantry Hovercraft Mackenzie (light blue) 5 Black Dougal Laser Tank Battalion Power Infantry Hovercraft Kinrabe (light green) 4 Barracuda Laser Tank Battalion Power Infantry Jump Troop Hovercraft lager (ed) 4 Laser Tank Battalion Power Infantry Jump Troop Hovercraft Sessedi (orange) 5 ‘Ariton Laser Tank Battalion Power Infantry Hovercraft Braganza (dark green) 5 Catherine Laser Tank Battalion Power Infantry - Jump Troop Hovereratt ANTARES COUNTER LIST REPLACEMENTS Edistyn (yellow) 4 53 Nureb Khan 6-4 (<2) Laser Tank Battalion ~ 43 (X2) Power Infantry 35 Jump Troop ‘THE TERRANS (brown) 10 63 Ward Serpentine 74 (2) Laser Tank Battalion 5.3 (x2) Power Infantry 35 (3) Jump Troop 28 Hovercraft 4-10 (%2) Airjet Squadrons ‘THE NATIVES (tan) none 43° Mirthos 3.2 (x2) Native Infantry 2.2 (x3) Native Infantry ‘THE SILAKKANS (gray) 12 Magron (%6) Powered Infantry 5 (3) Jump Troop GALACTIC HEROES (white): Andros (5-5), Corvus An- dromeda (3-3), Doctor Death (3-3), Emerald Eridani (7-4), The lron General (7-4). Lyra Starfire (5-10), The Nullspace Kid (5-10), Skarn 3 (4-5), Subadai O'Reilly (6-3), Tovan Palequire (3-3). ARTIFACTS (violet): Devastator (*), Dimensional Plane (*), Energy Drainer(*), Field Generator (*), Force Cannon (8-1), Sonic Imploder (7-2), UFO (5-10). Lyra Starfire. Intergalactic adventuress and pilot ofa 5-10 airjet squadron, ‘The Nallspace Kid. Youthful intergalactic adventurer and pilot of 45-10 airjet squadron. Skarn 3. Alien mercenary captain of a 4-5 jump troop. Subadai O'Reilly. Commander of O'Reilly's Raiders, a6.3 power infantry battalion. Tovan Palequire. Intergalactic smuggler and weaponsrunner. ‘The player who recruits Tovan receives an additional 2 replace- ‘ment points immediately to represent the cargo of Tovan’s ship. These points are not lost, even if Tovan becomes a casualty OTHER LEADERS ‘Magron the Invincible. Alien leader ofthe Silakka invasion force ‘and commander of a 7-4 laser tank corps Mirchos. Popular leader ofthe orginal, primitive alien inhabitants ‘of Imirthos. Each native counter stacked with him gains a+] bonus te its combat factor due to high morale, Ward Serpentine. Consul for Imperial Terra on Imirthos: An: tares 9 and commander ofthe Berserkers ofthe Imperial Guard, a 6:3 power infantry battalion CREDITS Design: Tom Moldvay Development: Kevin Hendryx Editing: Jon Pickens, Patrick L. Price, Stephen D. Sullivan Art: Jeff Dee, David S. LaForce, Erol Otus, Jim Roslof, Bill Willingham ‘Typesetting: Roxanne M. Percey Playtesting and Able Assistance: Tom Moldvay, Jon Pickens, Brian Pitzer, Mike Price, Evan Robinson, Edward G. Sollers twademark owned by TSR Hobbies, Ie REVOLT ON ANTARES"™ Minigame RULES OF PLAY INTRODUCTION Inhirrhos, ninth planet ofthe star Antares, les on the edge of Earth’s Imperial Terran Empite. As the Empte grows weaker, Imirhos boils with unrest and intrigue. The seven local ruling famies (or *houses”) fight for power. Some want the Terrans to leave, others need Imperial support. few know ofthe Silakka, an alien race that is waiting to invade. Inthree different scenarios, a player can bea household leader, the Imperial Terran consul, or the leader ofthe Silakka aliens. Players recruit Galactic Heroes, raite armies, and use their hereditary pychie powers and ancient alien artifacts to gain control of Imir- thos: Antares 9! ‘The REVOLT ON ANTARES game has three scenarios (situa tions): the Basic Game: Revolt Against Terra, The Silakka Invasion, and the multi-player Power Politics on Imirrhos. The rules given for the Basic Game apply in all cases unless noted ‘otherwise under the rues forthe other two scenarios. Its recom: ‘mended that beginning players learn the Basic Game first GAME COMPONENTS Counters. There are three types of counters (playing pieces) used inthe game: troop counters (power infantry, laser tanks, artillery, jump troops, hovercraft, and airjet squadrons), leader counters (Faction Leaders and Galactic Heroes), and artifact counters (powerful alien weapons). Most of these counters have two ‘numbers printed on them. ‘The number tothe lefts the combat factor (how strong the counter is in combat). The number to the right is the movement factor (how far the counter can move each turn). Faction Leader and Galactic Hero counters will have the name ofthe leader or hero printed on them. Artfact counters contain the name af the device. Ariat, leaders, and seme troop counters will have speci abilities ‘Sample Counters: Fee [uwernoor | FE esos aescr —— (Eeasere zen ‘Sometimes counters are identified by their combat and movement factors. For example, a 3-5 jump troops a jump troop counter with 1 combat factor of 3 and a movement factor of 5 ‘Map. The playing map depicts the planet Imithos: Antares 9. To regulate movement, a hexagonal grid has been printed on the map (one hexagonis known as a“*hex"). Themap has nine colors. Dark blue represents Sea, brown is Imperial Terran territory, and the ‘other seven colors show the holdings of each ofthe seven houses. ‘The map also contains two kinds of symbols; terrain symbols and economic symbols. The various symbols used on the map and their meanings are: Map symbol ‘TERRAIN A | Mounrans ¥ | craw bet] suncte Dy ome DeseRT | rst ECONOMIC. [| evectricrry ‘A | IRON Iam | INDUSTRY W | minerats Le] cou @ | com. T | ou ‘was | SEAPORT Wr | came: player. Mercenary replacements are drawn at random from the face-down mercencary troop “dead!” pile there are no mercenar- ies in the dead pile, none may be recruited. ‘The length of this game is 8 turns. At the end of the game, the player with the most victory points (see How to Win)isthe winner. Active diplomacy, and wheeling and dealing on the part of the players is encouraged when more than two are playing, GALACTIC HEROES Andros. Android of unknown alien manufacture. Andros can summon and command The Phantom Regiment, a 5:5 corps of other dimensional warriors who move across terrain ike the Di ‘mensional Plane (see Artifacts). Corvus Andromeda. Intergalactic assassin, He has a bonus of +1 to the die roll for leader combat ony. Doctor Death. An outlaw who creates zombie-ike troops from the dead. Hecan takeimmediate contol of any two troop counters that dle in a batle he is in, be they friendly or enemy troops. No replacement points need be paid for these counters and they must always remain stacked with Dr. Death. IDr. Death is killed or ‘wounded, the “zombie” counters are removed from play (as if destroyed) and can be replaced normally by the original ovner Emerald Eridani. Commander of the Emerald Company, a mer: ccenary 7-4 laser tank formation. ‘The Iron General. Cyborg commander of a mercenary 7-4 laser tank battalion Scenario 3: POWER POLITICS ON IMIRRHOS This scenario is for 2,3, or 4 players. Each player plays one or smote houses, fighting against the other houses for control of An. tares. The players should roll for the fst choice (highest roll chooses first) and then alternate choosing friendly houses unt all the houses have been divided among the players as evenly as possible, Leftover houses shouldbe diced fr. Setup is dane asin the Basic Game. Terran teritoryis considered permanently neural However, counters can move through Terran hexes frely, except that no counters may move through or over the Starport Imi thos (even jump troops or airjets). The native counters are not used, nor are the Ward Serpentine or Magron the Invincible leader counters. The Silakka and Terran counters shouldbe placed face: down ina pil off the map. They represent of planet mercenaries and are divided evenly among the players just as were the houses, each player alternately drawing a counter from the pile. Leliover counters should be diced for. Mercenaries are placed on the map Hike house counters. ‘The order of play is determined at the beginning of each turn by rollinga de. The player rolling highest wll move and have combat frst, followed by the player roling second highest, et Players begin the game with zero replacement points. Eliminated mercen ary troop counters are placed face-dovn ina common “dead” pil, while iminated house counters ae keptin separate piles. Galactic Heroes are reeruited as inthe Basic Game. There no alliance phase necessary inthis scenario. At the end of Tum 3, each player should determine how many fortresses and economic hexes he or she controls (see How to Win). Each player gains 1 replacement point for every economic hex controlled and 3 replacement points for every fortress con- trolled. These replacement points may be used to replace destroyed counters in the normal fashion during a player's replacement and recruitment phase each turn. These are the only replacement points given to the players during the game. In a 4-player game, the player who started with only one house receives double the usual number of replacement points. The only restriction on replace- ‘ments is that all house counters must be replaced before any ‘mercenaries can be replaced. Mercenaries cost twice as much to replace as house counters (i.e. 2 replacement points per counter) and only one mercenary counter may be replaced per turn per BASIC GAME: REVOLT AGAINST TERRA Revolt Against Terra. This scenario is a twoplayer game. One player isthe house leader who starts the revolt (the Rebel player) ‘The other players the Imperial Terran congu (the Terran player) ‘The gray counters (Silakka aliens) are not used and should be set aside. The players choose sides and then the Rebel player chooses stich house he or she wil ake HOW TO WIN At the end of 10 tums, the player with the greatest number of vietory points wins the game. Victory points are given for econom: ic symbols and fortresses owned at the end of the game. Each hex. Containing an economic symbol counts as I victory point. Each fortress counts as 3 victory points. Starport Imirrhos counts as 10, victory points. A hex or fortress belongs to whatever counter or Counters areinitat the end o the game. If na counters are ina hex, itbelongsto the house with the same color asthe hex, i.e itsoriginal HOW TO SET UP Setting Up. Separate the counters by color. The Artifact counters ‘and the Galactic Hero counters are placed facedown in two sepa rate piles and each pile is thoroughly mixed. The Rebel player places one face-down Artifact counter on each house's fortress hex. Artilact counters remain face-down until one player takes the ‘owning house as an ally (friend), When a player gains control of a house, he or she may look atthe artifact. The other players willnot know what the artifact can do until the owning player uses it. The Galactic Hero counters will enter play later. ‘The Rebel player chooses the house he or she wishes to play, plus ‘one allied (friendly) house. These houses are in revolt. The Terran player then chooses any other house as the ally of the Terran player. The last four houses will remain neutral (not joining either side). The Rebel player should set up the counters of each neutral house as follows: the leader, the face-down artifact, and the counter with the greatest combat factor should be placed on the house fortress. The rest ofthat house's counters are placed one per hex on any economic symbol in a hex of the house color. Once the four neutral houses are set up, the Terran player places the starting Terran forces plus the counters of the Terran allied house. Starting Terran forces are: one 3.5 jump troop, one 7-4 laser tank battalion, one 4-10 airjet squadron, one 2-8 hovercraft, and the 6-3 Ward Serpentine leader. These counters may be placed anywhere in Terran territory (the brown hexes plus the Starport Imirrhos). The counters of the Terran allied house may be placed on any hex ofthe house's color. ‘The Rebel player places the counters ofthe two houses he or she controls. Counters of each house must be set up in hexes ofthat house's color. The Rebel player now chooses one Galactic Hero at random from the face-down ple of hero counters. Unlike Artifact ‘counters, Galactic Hero counters are not kept secret, The Hero ‘may start the game inthe territory of either house. Hero counters ‘may be placed with other friendly counters. Sequence Of Play (turn phase: 1. Rebel player moves 2. Rebel player combat (including Leader Combat) 3. Terran player moves 4, ‘Terran player combat (including Leader Combat) 5. Rebel player replaces troops and recruits Galactic Heroes 6. Terran player replaces troops and recruits Galactic Heroes 7. 8. 9. i Rebel player chooses ally (from the remaining neutral houses) ‘Terran player chooses ally (from the remaining neutral houses) 1. Mark off one turn (0. Repeat phases 1-9 for 10 tums MOVEMENT More Than One Counter per Hex. Nomore than three counters may be placed (“stacked”) in the same hex. The only exceptions are the four artifact counters with no movement or combat factors (the Devastator, Dimensional Plane, Energy Drainer, and Field Generator counters). These counters must always be stacked with another counter and will move at the rate ofthe counter they are placed with. All leader counters include personal troops and do count for stacking. Counters of different colors may stack together if they are controlled by the same player. Counters inthe same hex ‘may move together at the rate of the slowest counter (exception: see Hovercraft) or may move separately, as desired. ‘The Sonic Imploderis an arillery counter witha combat factor of T and a movement factor of 2 ‘The UFO is an alien flying craft which acts as a 5-10 airjet ‘squadron. Except for the Devastator, all artifacts are reusable, Artifacts with no combat factor are destroyed fthe counters they are stacked with are destroyed, Scenario 2: THE SILAKKA INVASION Allthe counters are used. One player isthe Silakka invader, the other playeristhe Terran. The Terran player places the counters of the seven houses following the Basie Game rules. The starting Terran counters are placed wherever the Terran player wishes. The Galactic Hero countersare separatedintotwofacedown piles, cone contains only Dr. Death, Skarn 3, and Coreus Andromeda; and the other ple contains the remaining Heroes. The two players decide who controls each of the houses belore the fis turn begins. ‘The Silakka player chooses analied house first, then the Terran player chooses an allied house. The players alternate choices unt all houses are chosen, ‘The Silakka player places the Silakka counters anywhere on the ‘map (except all-sea hexes) and places the native troop counters plus Mirrhos anywhere onthe brown hexes. The Silakka player can then move all counters under his or her control (Silakka, natives, and friendly houses). The Terran player can move all Terran ‘counters and all friendly house counters. The Silakka player moves first. ‘The Silakka have 12 replacement points plus those oftheir allied hhouses. The Terrans have 10 replacement points plus those of their allied houses. Silakka replacements arrive at any friendly economic hhex. The only Heroes the Silakka player can recruit are Skarn 3, Dr. Death, and Corous Andromeda. Except for the natives, the Terran player receives reinforcements and replacements normally. ‘The Terran player may not recruit Skarn 3, Dr. Death, or Corvus ‘Andromeda. No alliance phase is necessary since all allies are ‘chosen before Turn 1. ‘The game lengthis 10 turns. The winners the player with the most victory points atthe end ofthe game. ARTIFACTS. An unknown alien culture once flourished on Imirchos. The culture destroyed itself, leaving behind a number of artifacts now con- trolled by the seven houses. The seven artifacts ae: The Devastator destroys all ile not protected by force shields in a cone-hex radius (ie. the hex itis detonated in pls the six hexes around it). It can be used only once per game during the combat pphase of the owning player, and islet on the board to mark the devastated area, Leadersinthe area ae rolled for asf they had lost in Leader Combat. Neither side receives victory points (see How to for economic hexes that have been devastated, nor can any’ counter move over or through the devastated area. The Devastator and the Field Generator will cancel each other out. If used against each other, both artifacts will be destroyed without the loss of any other counters ‘The Dimensional Plane The Dimensional Plane adds +2 to the movement factor ofall counters stacked with it and allows travel through rough terrain without penalty. Counters stacked with it may move at sea orend their movement ina all-sea hex (and can be attacked normally). ‘The Energy Drainer drains power from attacking forces. All ‘counters attacking the stack containing this artifact attack with a strength of 2 combat factorseach, regardless ofthe ype of counter, ‘This artifact can only be used when defending; it adds no bonus i attacking. It does not affect penalties or bonuses due to leaders’ Psychic powers. ‘The Field Generator can be used either to cancel a fortress force shield (the defender’s combat factors are not doubled on defense) or to create a force shield that acts like a fortress (counters stacked with it have their combat factors doubled on defense). The Field Generatorcan only be used for one function per turn;it may not be used both to attack a fortress and to create a force shield on the ssame tur. The Field Generator cannot create a force shield in a fortress hex. ‘The Force Cannons an arillery counter with a combat factor of 8 and a movement factor of 1. Itean move through rough ground (mountain, desert, jungle) at 1 hex per turn ‘Movement. During each player's movement phase, the player 'may move some, all ornone of hs or her counters. The number in the lower right comer ofa counter isthe movement factor for that ‘counter. Moving a counter into a hex costs one movement factor. ‘Theres an additional cost of one movement factor for moving into any rough terrain hexes (mountain, desert, or ungle) during a turn. is penalty isonly applied once per turnnomatter how many

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