Rapid Transit, Antares Day scenario
A narrative exploration scenario for 750-1250 points. This could be played as part of a Dronescourge campaign (see pp.28-29 in ‘The Dronescourge Returns’).
The deadly snow and ice of a Taskarr Ice Age makes operating and installing transmat pads difficult, not to say dangerous when every pad has to be located within a shelter. Enemy commanders have come up with the idea of reactivating the ancient rapid transit system’s suspensor bed. Your own high command has identified a weakpoint in the chain where the destruction of a few pylons or towers generating teh suspensor bed would be a severe set-back for your opponent.
Your task force’s mission: destroy one of three towers in a critical location.
Running the Game
The game is run as normal on a 6’x4′ table with the attackers setting up on their long table edge opposite the table in half in which the towers are placed. The defenders arrive from turn 1 on the table edge closest to the towers.
This game was originally designed for two players with 750-1000 points each using Breaching weapons. We suggest that only a single strategic selection is allowed, whatever points are used, and player’s should read the Scenario Special Rules for how the defender can react to elements in the attacker’s force before deployment.
Place three towers 10″ in from the centreline towards the defender’s edge. One tower should be in the centre and two others about 12″ in from the side table edge. Set up 12 other items of terrain as described in the core rulebook (p.138+). For Taskarr, the table is ideally snow, tundra or ice with terrain as snow-covered rocks, ice, crevasses, thin ice (count as deep water) or similar, ice- or snow-ridden terrain. Otherwise, any wilderness terrain is possible.
Place a tracking chit or dice to mark 30-40 points of damage by each tower (see below).
The attacker deploys within 1M of their own, long table edge. The Defender arrives from turn 1. For both, see pp.139-141 in the rulebook.
The defender can now use one of the four scenario cards in the download (Focused Nanosphere, Long-Range Barrage, Camo Probes or Contructors) provided their faction and the attacker’s forces match the pre-requisites on the cards. Play the card and act on it immediately. Only one card can be used per game.
For the attacker to destroy a transit tower; for the defender to save all the tower.
The game is played until six turns have elapsed or a tower is destroyed.
A maximum of five victory points are possible.
|To an attacking force for destroying a tower/pylon.||Score 4 victory points|
|To the defenders for saving all the tower/pylon.||Score 3 victory points|
|To the defenders for breaking the attackers (as this makes them unable to
attack anywhere else along the line).
|Score 2 victory points|
|To the attackers for breaking the defenders (as this makes it more difficult
for the defenders to block further destructive efforts).
|Score 1 victory point|
Special Scenario Rules
Destroying Transit Towers
The transit towers/pylons are destroyed as for buildings and have Threshold 5 and 30 DP (core rulebook p.62 and The Dronescourge Returns). When shooting overhead weapons at the pylons, use the nearest edge of the tower as the aiming point and measure any deviation from there: if the blast template does not touch the tower, then the tower is not damaged.
As a reminder: Breaching weapons do their calculated damage, all the time; non-breaching weapons or Heavy Weapons with a potential to damage buildings have to match or exceed the tower’s threshold of 5 (Mag Mortars or X-Howitzers, for example).
Spotters, targeters and similar probes or drones can be used as normal against the towers. Batter shields in other units can also be used to protect the towers from direct fire as normal (p.110).
The defenders typically have to be highly proactive to try and protect the towers. Special ammunition such as Arc or Blur can be useful in limiting the attacker’s hits. One tip for the defenders is to try and get their troops close to the towers to absorb or block as much of the attacking fire as possible. The towers may be stationary, but attackers still need to roll to hit them just like any other target ajnd damage is shared between every target hit, as normal!
A tough alternative is to set the transit towers to a much high threshold, say 10 or even 12. This means that many overhead and non-Breaching weapons will struggle to damage it at all. However, this variation is considerably more of a challenge to attackers with the more deadly breaching weapons such as Mag Mortars.
If the attacker destroys a tower too quickly, switch sides and try again. It is often the case that an army not geared up for destruction is better at defending the towers than destroying them, whilst an army focussed on destroying buildings may struggle to defend them. On the Antares Day, this was one of several scenarios each of which required a very different force to succeed, which meant players had to think about balanced forces very carefully.
Counters and Card Downloads
Record the damage to each pylon either by using 1-3 d10 or by using the special tokens provided by the Warlord Studio who have created a set of snazzy damage counters (one per tower/pylon) and a set of the defender’s cards. Download, print and use for your own games (personal use only)!
Click on the image to access a .jpg file to print, or download a PDF via this link: Antares Day Rapid Transit Damage Tracks and Cards.