“
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.
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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 battalionScenario 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