TEXT: Written by ALEXANDER MACRIS
  
  WAGING WAR WITH THE ADVENTURER CONQUEROR KING SYSTEM
  C A M P A I G N S
  
  CREDITS
  Design: 
  Alexander Macris
  Development: 
  Tavis Allison 
  Jeffrey Binder 
  Timothy Brannan 
  Colin Chapman 
  Cain Gillespie 
  Charles Myers 
  Greg Tito
  Editing: 
  Boboblah
   
  John Davis 
  Newton Grant 
  Tshilaba Verite
  Cover Art: 
  Michael C. Hayes
  Cover Design: 
  Carrie Keymel
  Interior Art: 
  Ryan Browning
  Graphic Design: 
  Carrie Keymel 
  Greg Lincoln
  Webmaster: 
  Tim Turner
  Event Support: 
  Tavis Allison 
  Alexander Macris 
  William Macris 
  Greg Tito
  ACKS Player’s Companion © 2012 Autarch™ LLC. The Auran Empire™ and all proper names, dialogue, plots, storylines, 
  locations, and characters relating thereto are copyright 2011 by Alexander Macris and used by Autarch™ LLC under license. Cover 
  artwork is copyright 2011-2012 Michael C. Hayes and used under license. Interior artwork is copyright 2012 John and Laura Lakey 
  and used under license. Some artwork is copyright 2012 Ryan Browning and used under license. Some artwork is copyright 2012 
  William McAusland and used with permission. 
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the written permission of the copyright owners. Autarch™, Adventure 
  Conqueror King™, Adventurer Conqueror King System™, ACKS Player’s Companion™, and ACKS™ are trademarks of 
  Autarch™ LLC. Auran Empire™ is a trademark of Alexander Macris and used by Autarch™ under license. Adventurer Conqueror 
  King System is distributed to the hobby, toy, and comic trade in the United States by Game Salute LLC. This product is a work of 
  fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the USA.
  www.autarch.co
  
   
   
  1
  The Adventurer Conqueror King System: Domains at War - Campaigns
  Credits .  .  .  .  .  .  .  .  .  .  .  .  . 2
  Thank You    .   .   .   .   .   .   .   .   .   .   . 2
  Caesar  .  .  .  .  .  .  .  .  .  .  .  .  . 2
  IMPERATOR .  .  .  .  .  .  .  .  .  .  . 2
  MAGISTER MILITUM .  .  .  .  .  .  .  . 2
  AUTARCH RETAILER .  .  .  .  .  .  .  . 2
  LEGATE .  .  .  .  .  .  .  .  .  .  .  .  . 2
  TRIBUNE  .  .  .  .  .  .  .  .  .  .  .  . 2
  D@W RETAILER    .   .   .   .   .   .   .   .   . 2
  CENTURION PHALANX .  .  .  .  .  .  . 2
  PRIMUS PILUS .  .  .  .  .  .  .  .  .  . 2
  Backers cont.    .   .   .   .   .   .   .   .   .   . 4
  Introduction 
  6
  About Domains at War                     7
  How to Use this Book  .  .  .  .  .  .  . 7
  Basics of the Game  .  .  .  .  .  .  .  . 7
  Chapter 1: Armies 
  8
  Mercenaries  .  .  .  .  .  .  .  .  .  .  . 9
  Militia  .  .  .  .  .  .  .  .  .  .  .  .  14
  Followers  .  .  .  .  .  .  .  .  .  .  .  16
  Slave Soldiers   .  .  .  .  .  .  .  .  .  16
  Vassal Troops   .   .   .   .   .   .   .   .   .   18
  Army Organization   .  .  .  .  .  .  .  19
  Army Command   .   .   .   .   .   .   .   .   20
  Organization and Command in Very Small 
  or Very Large Armies .  .  .  .  .  .  22
  Military Specialists   .   .   .   .   .   .   .   23
  Troop Characteristics Summary .  .  .  25
  Unit Characteristics Summary  .  .  .  29
  Chapter 2: Equipment 
  39
  Army Equipment  .  .  .  .  .  .  .  .  40
  Artillery and Siege Equipment  .  .  .  43
  Equipment Availability on Campaign 47
  Strongholds and Structures  .  .  .  .  48
  Construction Projects   .   .   .   .   .   .   49
  Chapter 3: Campaigns 
  53
  Regions    .   .   .   .   .   .   .   .   .   .   .   54
  Campaign Activities .  .  .  .  .  .  .  54
  Strategic Stance   .   .   .   .   .   .   .   .   54
  Moving Armies .  .  .  .  .  .  .  .  .  55
  Supplying Armies .  .  .  .  .  .  .  .  56
  Reconnaissance and Intelligence .  .  58
  Invading, Conquering, Occupying, and 
  Pillaging Domains    .   .   .   .   .   .   63
  Chapter 4: Battles 
  66
  Strategic Situations  .  .  .  .  .  .  .  67
  Resolving Battles .  .  .  .  .  .  .  .  67
  Heroes in Battle   .  .  .  .  .  .  .  .  71
  Ending Battles .  .  .  .  .  .  .  .  .  72
  Aftermath of Battles .  .  .  .  .  .  .  73
  Chapter 5: Sieges 
  76
  Methods of Siege .  .  .  .  .  .  .  .  77
  Siege Mechanics  .  .  .  .  .  .  .  .  77
  Blockade  .  .  .  .  .  .  .  .  .  .  .  77
  Reduction .  .  .  .  .  .  .  .  .  .  .  79
  Assault .  .  .  .  .  .  .  .  .  .  .  .  82
  Ending Sieges  .  .  .  .  .  .  .  .  .  85
  Sieges, Simplified .  .  .  .  .  .  .  .  86
  Chapter 6: Vagaries 
  87
  The Vagaries of Recruitment .  .  .  .  88
  The Vagaries of War .  .  .  .  .  .  .  90
  The Vagaries of Battle  .  .  .  .  .  .  93
  Wishes and Warfare .  .  .  .  .  .  .  94
  Glossary   .   .   .   .   .   .   .   .   .   .   .   95
  Table of Contents
  
  Introduction
  I am not carrying on a war of extermination against the 
  Romans. I am contending for honor and empire. My ancestors 
  yielded to Roman valor. I am endeavoring that others, in their 
  turn, will be obliged to yield to my good fortune, and my valor.
  – Hannibal of Carthage
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
  Introduction
   
  About Domains at War 
  7
  ABOUT DOMAINS AT WAR
  Domains at War™ (D@W) is the mass combat supplement for 
  the Adventurer Conqueror King System™ (ACKS). The rules of 
  Domains at War are divided into two books: Campaigns and 
  Battles. The book you are presently reading is the Domains at 
  War: Campaigns book. Using the rules herein, your fantasy RPG 
  characters can raise armies, campaign against enemy forces, 
  and conquer domains. The Campaigns book also includes a 
  streamlined system for resolving the outcome of pitched battles 
  between army-sized forces. This system is ideal for resolving 
  battles between NPC commanders, where the adventurers are 
  bystanders or front-line participants.
  When your campaign’s characters attain the heights of power 
  and begin to lead armies into pitched battles, then it’s time to 
  consult the Domains at War: Battles book. Battles provides 
  comprehensive rules for playing out the results of epic battles on 
  the tabletop using hex mapsheets and counters or miniatures. 
  While Domains at War: Battles can be enjoyed as a stand-alone 
  wargame, it was designed primarily for battles where the player 
  characters are in command, so it makes the deeds and decisions 
  of those characters the focus of its gameplay. 
  If you purchased the Complete Domains at War Set, you’ll 
  have both the Campaigns and Battle rulebooks, along with an 
  assortment of mapsheets, counters, and tokens. 
  Domains at War is the product of a lifetime love affair with 
  ancient military history and role-playing gaming. The chief 
  inspirations for its rules have been the classical writings of 
  Arrian, Maurice, Plutarch, Polybius, Thucydides, Vegetius, and 
  Xenophon. But my understanding of these works has been 
  in the light shed by the brilliant military historians who have 
  illuminated these ancient sources. Any interested parties cannot 
  go wrong by consulting the following masterworks: Alexander 
  the Great and the Logistics of the Macedonian Army, by Donald 
  W. Engels; Byzantium and its Army, by Warren Treadgold; The 
  Grand Strategy of the Byzantine Empire and The Grand Strategy 
  of the Roman Empire, by Edward N. Luttwak; Siege Operations 
  and Military Mining, by Junius Brutus Wheeler; Warfare in 
  Antiquity, by Hans Delbruck; and Warfare in the Classical 
  World, by John Warry.
  HOW TO USE THIS BOOK
  You must have a copy of ACKS or a similar D20-based fantasy 
  role-playing game to use Domains at War: Campaigns. This 
  rulebook contains the strategic and operational rules for 
  Domains at War, organized into the following parts.
  The Introduction details the purpose, inspiration, and sources 
  for this rulebook.
  Chapter 1, Armies, explains how leaders recruit and train 
  soldiers and organize them into armies. 
  Chapter 2, Equipment, details the costs and characteristics of 
  military equipment, artillery, and siege engines. It also provides 
  advanced rules for military construction projects, such as 
  building strongholds or digging trenches.
  Chapter 3, Campaigns, provides rules for going to war, 
  maneuvering and supply armies, and reconnoitering enemy 
  forces. 
  Chapter 4, Battles, provides a streamlined system for resolving 
  the outcome of pitched battles between army-sized forces. 
  Chapter 5, Sieges, explains the mechanics for laying sieges and 
  assaulting fortifications. 
  Chapter 6, Vagaries, includes a variety of random tables 
  designed to add chaos, friction, and happenstance to your 
  military campaigns.
  Finally, the Glossary at the back of the book summarizes all of 
  the defined game terms used throughout the rules. Glossary 
  terms are generally introduced in bold when they initially 
  appear in the rules, and bolded again each time they are defined 
  or elaborated upon.
  BASICS OF THE GAME
  Read this section carefully! These terms will be used through 
  the rules of Domains at War. 
  When a group of people sit down to play using ACKS, the 
  participants are called players, and they take on the role of a 
  character (or, sometimes, more than one character). Characters 
  played by players are referred to as player characters (PCs) or 
  adventurers. One participant will take on the role of the Judge 
  and control non-player characters (NPCs). 
  In Domains at War, characters are not just dungeon crawlers 
  – they are leaders who rule domains and realms. A domain 
  is an area of land secured by a fortified structure, known as a 
  stronghold. A collection of domains under control of one 
  powerful leader is known as a realm. A realm’s leader personally 
  controls one domain within his realm, known as his personal 
  domain. The other domains within his realm are governed by 
  the leader’s vassals, and are known as vassal domains. If a realm 
  is large and powerful, the leader’s vassals might themselves 
  each control smaller realms, and have their own vassals. The 
  Adventurer Conqueror King System provides detailed rules on 
  establishing and managing domains and realms.
  As leaders of domains and realms, the PCs will raise armies 
  of troops. Armies are organized into divisions of units led by 
  commanders. At the strategic level, armies are maneuvered in 
  military campaigns to defend domains or seize new domains. 
  Domains at War uses hex maps to chart the movement of armies 
  at the strategic level. Therefore the territory and terrain of any 
  realms and domains should be mapped on hex paper. The map 
  scale for strategic maneuver in Domains at War is 1 hex = 6 
  miles. 
  When two opposing armies move into the same hex, a battle 
  may result. In Domains at War, battles are resolved either with 
  a streamlined resolution system (provided in this rulebook) or 
  by pitching a battle on a tabletop battlemap (discussed in the 
  Domains at War: Battles rulebook). The battle system in this 
  rulebook is intended to quickly resolve engagements between 
  armies commanded by NPC rulers. The system can also be 
  employed for PC-on-NPC battles, or even to pit different PCs 
  against each other, if the Judge prefers a more abstract resolution. 
  Once the outcome of a battle is resolved, the defeated force may 
  be pursued or besieged. The victor will earn the spoils of war 
  and have the opportunity to occupy, conquer, and/or pillage 
  the domain of the enemy. 
  
  Chapter 1: Armies
  I am not afraid of an army of lions led by a sheep; I am afraid of 
  an army of sheep led by a lion.
  – Alexander the Great
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Mercenaries 
  9
  Armies
  In order to wage war and fight battles, a leader must have an 
  army. An army is made up of all the soldiers from all sources that 
  are under the command of a particular leader. The soldiers in an 
  army can be drawn from six sources: mercenaries, conscripts, 
  militias, followers, slave soldiers, and vassal troops. 
  MERCENARIES
  Mercenaries are hired soldiers that will guard, patrol, and 
  campaign for anyone who pays their fee. Unlike conscripts and 
  militias, which are levied involuntarily, mercenaries must be 
  found and recruited to serve in an army.
  TYPES OF MERCENARIES
  Mercenaries are classified by how they are trained and equipped, 
  which in turn dictates how they are used in battle. The Mercenary 
  Type table below shows the most common mercenary types, 
  along with the races that typically employ them and the default 
  equipment for the type. Default equipment may vary with race 
  or realm, and any given realm or race might have mercenaries 
  of different types or equipment given the particulars of a Judge’s 
  setting. 
  In addition to the weapons and armor noted for their troop 
  type, all mercenaries have the following equipment: military 
  tunic, cloak, pair of sandals, backpack, laborer’s tools, 4 stakes 
  and mallet, mess kit, small tent, 2 wool blankets, and waterskin. 
  Cavalry mercenaries will also have saddle, bridle, 2 saddlebags, 
  and grooming kit. Missile-armed mercenaries will have 20 
  rounds of ammunition. 
  AVAILABILITY OF MERCENARIES IN MARKETS
  All characters can hire mercenaries from markets to serve in 
  their armies. The availability of mercenaries will depend on the 
  market class (ACKS, p.39-40) within which they are recruited, 
  as noted on the Mercenary Availability by Market Class table. 
  Mercenaries will be of the prevailing race of the settlement they 
  are recruited from (usually human). 
  Dwarven and elven troops may only be found in dwarven 
  and elven settlements. Humanoid troops may only be found 
  in Chaotic-aligned settlements. Certain troops can only be 
  found when the realm lies within particular types of climates, 
  or consists of particular types of terrain. For instance, camel 
  archers are only available in desert realms. Exotic troops are 
  available only at the Judge’s discretion (see Exotic Mercenaries, 
  p. 12).
  EXAMPLE: Marcus sends a retainer to Aura (a Class I 
  market) with instructions to hire as many heavy infantry as 
  he can. According to the Mercenary Availability by Market 
  Class table, there are 2d100 heavy infantry mercenaries in a 
  Class I market. The GM rolls 2d100 and gets a 181. Marcus’ 
  retainer will be able to hire up to 181 heavy infantry. 
  The total number of mercenaries available of a given type is 
  called a crop. One half of the crop (rounded up) become 
  available within the week after the character begins mustering 
  troops. Another quarter (rounded down, minimum 1) become 
  available during the second week. The remainder of the crop 
  becomes available in the third week. The crop of mercenaries 
  available in the market replenishes at the end of each month. 
  Finding 
  and 
  hiring 
  mercenaries 
  in 
  markets 
  cost money. Each week that 
  the adventurers are in the 
  market for mercenaries, they 
  must pay the fee listed on the 
  adjacent table. This fee is per 
  type of mercenary.
  AVAILABILITY OF MERCENARIES FROM THE REALM
  A domain or realm leader, or a character acting with the 
  permission of the leader, may recruit mercenaries from 
  throughout his entire realm to serve in his army. Doing so takes 
  longer than recruiting from markets. The Mercenary Availability 
  by Realm Size table shows how many of each type of mercenary 
  are available in each size of realm and what time period is 
  Mercenary Type
  Races
  Default Equipment* 
  Light Infantry 
  Any
  3 javelins, short sword, shield, leather armor
  Heavy Infantry 
  Any but Kobold or Goblin
  Spear, sword, shield, banded plate armor
  Slingers
  Man, Goblin
  Sling, short sword, shield, leather armor
  Bowmen 
  Man, Elf, Goblin, Orc
  Short bow, short sword, leather armor 
  Crossbowmen 
  Man, Dwarf, Orc
  Arbalest, short sword, chainmail armor
  Longbowmen 
  Man, Elf, Hobgoblin, Gnoll 
  Long bow, sword, chainmail armor
  Light Cavalry 
  Man, Elf, Hobgoblin
  3 javelins, sword, shield, leather armor, light warhorse
  Horse Archers 
  Man, Elf, Hobgoblin
  Composite bow, scimitar, shield, leather armor, light warhorse
  Medium Cavalry 
  Man, Hobgoblin
  Lance, sword, shield, lamellar armor, medium warhorse
  Heavy Cavalry
  Man
  Lance, sword, shield, plate armor, chain barded medium warhorse
  Cataphract Cavalry 
  Man, Elf
  Composite bow, lance, sword, shield, plate armor, lamellar barded med. warhorse
  Camel Archers 
  Man
  Composite bow, scimitar, shield, leather armor, camel
  Camel Lancers
  Man
  Composite bow, lance, scimitar, shield, chainmail armor, leather barded camel
  War Elephants**
  Man
  Lamellar barded elephant, 6 x composite bows, lances, and leather armor
  Mounted Crossbows
  Dwarf
  Crossbow, short sword, chainmail, mule
  Beast Riders 
  Goblin, Orc
  Spear, short sword, shield, leather or scale armor, dire wolf or giant boar
  *Default equipment may vary with race; see the Troop Characteristics Summaries for details  
  **War Elephants are hired per elephant  
  Market 
  Class
  Cost Per Week Per 
  Mercenary Type
  I
  1d6+15gp
  II
  1d10+10gp
  III
  1d8+5gp
  IV
  1d6+3gp
  V
  1d6gp
  VI
  1d3gp
  
  10 
  Mercenaries
  required to recruit them. Availability restrictions by race, 
  climate, and terrain are identical to those from settlements 
  (above). Note that the listed realms are of minimum population 
  for their type; if the realm is larger than the listed population, 
  scale up proportionately. 
  One half of the realm’s crop of mercenaries (rounded up) 
  become available within the first time period after the leaders 
  begin mustering troops. Another quarter (rounded down, 
  minimum 1) become available during the second time period. 
  The remainder of the crop becomes available in the third period. 
  The crop of mercenaries available in the realm replenishes at the 
  end of the fourth time period. (Replenishment represents 
  younger sons deciding to become warriors, veterans leaving 
  military life to become sellswords, foreign mercenaries being 
  attracted by the opportunities for gold, etc.)
  EXAMPLE: The Tarkaun of Aura, an empire with a 
  population of 5,600,000 families, wants to hire all the heavy 
  infantry mercenaries in his realm. A total crop of (5,600,000 
  / 1,500,000 x 13,000) 48,000 heavy infantry can be hired. He 
  begins mustering mercenaries in the spring of the Year 381. 
  In the first season (spring), a crop of 24,000 heavy infantry 
  are available. In the second season (summer), a crop of 
  12,000 more heavy infantry become available. In the third 
  season (fall), another crop of 12,000 heavy infantry become 
  available. At the end of the fourth season (winter), the crop 
  of heavy infantry available replenishes to 48,000. 
  As with finding and hiring mercenaries in markets, there is a gp 
  cost associated with finding and hiring mercenaries in a realm. 
  Each time period that the adventurer is recruiting mercenaries 
  in his domain or realm, he must pay the fee listed on the table 
  below. This fee is per type of mercenary. 
  Mercenary Availability by Market Class
  Mercenary Type
  Class I 
  Class II
  Class III
  Class IV
  Class V
  Class VI
  Availability Restrictions
  Light Infantry
  4d100
  5d20
  5d10
  3d4
  1d6
  1d2
  None
  Heavy Infantry
  2d100
  5d10
  3d8
  1d8
  1d3
  1 (85%)
  None
  Slingers
  8d20
  4d10
  2d10
  1d6
  1d2
  1 (70%) 
  None
  Bowmen
  8d20
  4d10
  2d10
  1d6
  1d2
  1 (70%) 
  None
  Crossbowmen
  8d20
  4d10
  2d10
  1d6
  1d2
  1 (70%) 
  None
  Longbowmen 
  4d20
  2d10
  1d10
  1d3
  1
  1 (33%)
  None
  Light Cavalry 
  4d20
  2d10
  1d10
  1d3
  1
  1 (33%)
  None
  Horse Archers 
  4d20
  2d10
  1d10
  1d3
  1
  1 (33%)
  None
  Medium Cavalry
  3d20
  4d4
  2d4
  1d2
  1 (70%)
  1 (23%)
  None
  Heavy Cavalry 
  4d10
  1d10
  1d6
  1d2 (50%)
  1 (50%)
  1 (15%)
  None
  Cataphract Cavalry 
  3d10 
  1d8
  1d4
  1d2 (33%)
  1 (40%)
  1 (10%)
  None
  Camel Archers
  4d20
  2d10
  1d10
  1d3
  1
  1 (33%)
  Desert terrain only
  Camel Lancers
  3d20
  4d4
  2d4
  1d2
  1 (70%)
  1 (23%)
  Desert terrain only
  War Elephants
  1d10
  1 (70%)
  1 (40%)
  1 (7%)
  1 (5%)
  -
  Tropical climates only
  Mounted Crossbowmen
  3d20
  4d4
  2d4
  1d2
  1 (75%)
  1 (25%)
  Dwarven only
  Beast Riders
  3d10 
  1d8
  1d4
  1d2 (33%)
  1 (40%)
  1 (10%)
  Chaotic only
  Exotic
  8d100/cost
  10d20/cost
  5d20/cost
  3d8/cost
  2d6/cost
  -
  Judge’s Discretion
  Mercenary Availability by Realm Size
  Mercenary Type
  Continent
  Empire
  Kingdom
  Principality
  Duchy
  County
  March
  Barony
  Population (Families)
  16,000,000
  1,500,000
  364,000
  87,000
  20,000
  4,600
  960
  160
  Time Period
  Year
  Season
  Season
  Month
  Month
  Week
  Week
  Week
  Light Infantry
  340,000
  28,000
  6,800
  1,600
  360
  85
  17
  3
  Heavy Infantry
  170,000
  13,000
  3,400
  800
  180
  40
  8
  2
  Slingers 
  135,000
  11,000
  2,700
  645
  145
  35
  7
  1
  Bowmen
  135,000
  11,000
  2,700
  645
  145
  35
  7
  1
  Crossbowmen
  135,000
  11,000
  2,700
  645
  145
  35
  7
  1
  Longbowmen 
  70,000
  5,500
  1,350
  325
  75
  17
  3
  1
  Light Cavalry 
  70,000
  5,500
  1,350
  325
  75
  17
  3
  1
  Horse Archers 
  45,000
  3,700
  905
  215
  50
  10
  2
  -
  Medium Cavalry
  45,000
  3,700
  905
  215
  50
  10
  2
  -
  Heavy Cavalry 
  34,000
  2,750
  680
  160
  36
  8
  2
  -
  Cataphract Cavalry 
  28,000
  2,200
  540
  130
  30
  7
  1
  -
  Camel Archers
  45,000
  3,700
  905
  215
  50
  10
  2
  -
  Camel Lancers
  28,000
  2,200
  540
  130
  30
  7
  1
  -
  War Elephants
  4,400
  345
  85
  20
  5
  1
  -
  -
  Mtd. Crossbowman
  45,000
  3,700
  1,350
  215
  50
  10
  2
  -
  Beast Riders
  28,000
  2,200
  540
  130
  30
  7
  1
  -
  Exotic
  400,000/cost
  39,000/cost
  8,100/cost
  1,935/cost
  435/cost
  105/cost
  -
  -
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Mercenaries 
  11
  Armies
  EXAMPLE: Each season that the Tarkaun of Aura is finding 
  and hiring heavy infantry in the countryside, he must pay a 
  fee of 2d6+1 x 1,000gp. In the first season, he rolls an 8+1=9, 
  so his cost is 9,000gp. In the second season, he rolls a 5+1=6, 
  so his cost is 6,000gp. In the third season, his rolls a 10+1=11, 
  so his cost is 11,000gp. 
  HIRING MERCENARIES
  Just because mercenaries 
  are available does not 
  mean 
  they 
  will 
  automatically serve the 
  character. 
  Mercenaries 
  must 
  be 
  recruited 
  through negotiation, as 
  per the rules in the 
  Adventurer 
  Conqueror 
  King System (p. 49). 
  However, adventurers in 
  Domains at War generally hire large numbers of mercenaries at 
  once, making it far too time-consuming to recruit them 
  individually. The Judge should divide the mercenaries into 
  formations of companies (120), battalions (500), or brigades 
  (2,000) for purposes of rolls on the Reaction to Hiring Offer 
  table.
  EXAMPLE: The Tarkaun of Aura is attempting to recruit 
  24,000 heavy infantry mercenaries. The Judge divides these 
  into 12 brigades of 2,000 mercenaries each. The Tarkaun 
  rolls 12 times on the Reaction to Hiring Offer table. 11 of 
  the heavy infantry brigades accept his offer, meaning he has 
  recruited 22,000 mercenaries. 
  After they are hired, mercenaries must be paid the monthly 
  wages listed on the Mercenary Gp Wage per Month table, 
  below. This table replaces the GP Wage per Month table found 
  in the ACKS core rules. Note that troops with alternative arms 
  and armor might have a better or worse wage. See the Troop 
  Characteristic Summaries (p. 25) for examples. 
  If more than 50% of the crop of mercenaries available in a realm 
  are hired, prices for that type of mercenaries throughout the 
  realm increase by a percentage amount equal to the percentage 
  over 50%. This represents prices rising due to scarcity. Prices will 
  remain elevated even when a new crop of mercenaries becomes 
  available, until less than 50% of a crop is employed in the realm.
  EXAMPLE: After three seasons of recruiting, the Tarkaun 
  has retained 48,000 heavy infantry, representing 100% of 
  the empire’s crop of heavy infantry. Prices for heavy infantry 
  are therefore increased by (100% - 50%) 50%. So long as the 
  Tarkaun continues to employ 48,000 or more heavy infantry, 
  heavy infantry wages in the Empire will be (12 x 150%) 18gp 
  per month.
  MERCENARY MORALE
  All mercenaries have a morale score, which represents their 
  willingness to fight and die for their employer. Mercenary 
  morale is based on their training and equipment rather than 
  the personal magnetism of their employers. The Base Morale 
  by Mercenary Type table shows the morale of mercenaries by 
  race and type. Note that beastmen troops do not suffer a morale 
  penalty for being light infantry, bowmen, or slingers. Human 
  veterans (see p. 12) increase their morale score by +1. 
  Mercenaries may have additional bonuses or penalties to morale 
  based on working conditions. If the mercenaries are being killed 
  frequently or subjected to other abuses, morale will be low. If 
  the mercenaries are enjoying riches and excitement, it might be 
  higher. All of these factors should be considered by the Judge.
  Morale score modifies loyalty rolls and morale rolls. Morale 
  rolls are made during battles when casualties exceed an army’s 
  break point. See Chapter 4, Ending Battles (p. 72), for the Unit 
  Morale table and break point rules. 
  Loyalty rolls are made any time the mercenaries suffer a 
  calamity. A calamity includes routing from a battle, suffering 
  25% or greater casualties, being out of supply, or going without 
  pay for a month. A loyalty roll is made by rolling 2d6, adding the 
  morale score and any other adjustments, and finding the result 
  Realm 
  Size
  Cost Per Time Period 
  Per Mercenary Type
  Continent
  6d10 x 1,000gp
  Empire
  2d6+1 x 1,000gp
  Kingdom
  4d12 x 100gp
  Principality
  5d6 x 100gp
  Duchy
  4d20 x 10gp
  Country
  4d10 x 10gp
  March
  2d4 x 10gp
  Barony
  2d6+1gp
  Mercenary Gp Wage per Month
  Mercenary Type
  Man
  Dwarf
  Elf
  Kobold
  Goblin
  Orc
  Hob.
  Gnoll
  Lizardman
  Bugbear
  Ogre
  Light Infantry
  6
  -
  10
  2
  3
  6
  12
  18
  27
  35
  40
  Heavy Infantry 
  12
  18
  24
  -
  -
  9
  15
  24
  45
  50
  80
  Slingers
  6
  -
  -
  -
  3
  -
  -
  -
  -
  -
  -
  Bowmen 
  9
  -
  21
  -
  3
  6
  -
  -
  -
  -
  -
  Crossbowmen 
  18
  24
  -
  -
  -
  12
  -
  -
  -
  -
  -
  Longbowmen 
  18
  -
  42
  -
  -
  -
  24
  40
  -
  -
  -
  Light Cavalry 
  30
  -
  60
  -
  -
  -
  45
  -
  -
  -
  -
  Horse Archers 
  45
  -
  90
  -
  -
  -
  75
  -
  -
  -
  -
  Medium Cavalry 
  45
  -
  -
  -
  -
  -
  55
  -
  -
  -
  -
  Heavy Cavalry
  60
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Cataphract Cavalry 
  75
  -
  150
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Archers
  30
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Lancers
  45
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  War Elephants
  360
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Mounted Crossbowmen 
  -
  45
  -
  -
  -
  -
  -
  -
  -
  -
  Beast Riders 
  -
  -
  -
  -
  15
  33
  -
  -
  -
  -
  -
  
  12 
  Mercenaries
  for the adjusted die roll on the Unit Loyalty table, below. If the 
  troops are suffering from more than one calamity at once, there 
  is a -2 penalty on the die roll per calamity after the first. 
  Unit Loyalty 
  Adjusted Die Roll (2d6)
  Result
  2-
  Enmity
  3-5
  Resignation
  6-8
  Grudging Loyalty
  9-11
  Loyalty
  12+
  Fanatic loyalty
  Roll whenever a calamity occurs (routing from a battle, 25% or 
  greater casualties, loss of supply, no pay for a month)
  Enmity means that the mercenaries consider the character an 
  enemy. They will immediately leave his service. If the character 
  is personally vulnerable, the mercenaries may attack him or 
  stage a coup. If the character is opposed by a strong enemy, they 
  will seek employment with the enemy leader. 
  Resignation means that the mercenaries leave the character’s 
  service. If possible they will resign at an advantageous moment, 
  such as right after being paid or reaching a safe stronghold, but 
  in no circumstances will they risk a further battle or calamity.
  Grudging Loyalty means the mercenaries are reluctant to 
  continue in the character’s service, but sees no better options. If 
  a result of grudging loyalty is rolled on two consecutive morale 
  rolls, the mercenaries will leave the character’s service. 
  Loyalty means that the mercenaries will continue in the 
  character’s service with enthusiasm. 
  Fanatic Loyalty means the mercenaries have become dedicated 
  and sworn servants of the character. All future loyalty rolls will 
  be at +1. Fanatic Loyalty can never result from going without 
  pay – treat such results as Loyalty. 
  MERCENARY VETERANS
  Most mercenary units try to avoid actual warfare, preferring 
  to be deployed to patrols, garrisons, and punitive expeditions 
  against peasants. After all, real fighting leads to real dying, and 
  dead mercenaries collect no wages! As a result, the average 
  human mercenary is a 0th level normal man (1-1 HD, attack 
  throw 11+, damage by weapon). 
  Mercenary units with experience of real war are known as 
  veterans. Veterans will generally be 1st level fighters or explorers. 
  They will have morale scores 1 point higher than the base morale 
  for their troop type. If recruited into a leader’s army, veterans 
  must be paid an extra 12gp per month above the standard wage 
  for their type. Up to 25% of human mercenaries hired (e.g. 100 
  out of every 400) may be veterans. (Being 1 HD creatures, elven 
  and dwarven mercenaries are already equivalent to veterans.)
  EXOTIC MERCENARIES
  From time to time, characters might hire exotic types of 
  mercenaries, such as trained animals, constructs, or fantastic 
  creatures. The Exotic Creatures Roster (p. 31), provides 
  wages, supply costs, and other characteristics for virtually every 
  monster in ACKS. The players and Judge can use this roster to 
  create almost any exotic unit imaginable. 
  To determine the number of exotic mercenaries of a particular 
  type available, refer to the row for “Exotic” mercenaries on the 
  Mercenary Availability tables. Divide the number listed for the 
  market/realm by the creature’s total monthly cost on the Exotic 
  Creatures Roster. (Total monthly cost includes the cost of the 
  creature’s wages, supplies, and specialists necessary to handle it).
  If available, exotic mercenaries are found and hired according to 
  the rules above. However, finding exotic mercenaries costs more 
  than finding common mercenaries. Multiply the cost required 
  per time period by the multiplier shown on the table below. 
  Type of Exotic Mercenary
  Cost Per Time Period Multiplier
  Animal
  x1
  Animal, Wild
  x3
  Animal, Prehistoric/Giant
  x8
  Construct
  x10
  Fantastic Creature
  x10
  Ooze 
  x20
  Undead
  x20
  Vermin
  x20
  Mercenary Morale
  Mercenary Type
  Man
  Dwarf
  Elf
  Kobold
  Goblin
  Orc
  Hob.
  Gnoll
  Lizardman
  Bugbear
  Ogre
  Light Infantry
  -1
  -
  0
  -2
  -1
  0
  0
  0
  +2
  +2
  +2
  Heavy Infantry 
  0
  0
  0
  -
  -
  0
  0
  0
  +2
  +2
  +2
  Slingers
  -1
  -
  -
  -
  -1
  -
  -
  -
  -
  -
  -
  Bowmen 
  -1
  -
  0
  -
  -1
  0
  -
  -
  -
  -
  -
  Crossbowmen 
  0
  0
  -
  -
  -
  0
  -
  -
  -
  -
  -
  Longbowmen 
  0
  0
  0
  -
  -
  -
  0
  0
  -
  -
  -
  Light Cavalry 
  +1
  -
  +1
  -
  -
  -
  +1
  -
  -
  -
  -
  Horse Archers 
  +1
  -
  +1
  -
  -
  -
  +1
  -
  -
  -
  -
  Medium Cavalry 
  +1
  -
  -
  -
  -
  -
  +1
  -
  -
  -
  -
  Heavy Cavalry
  +2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Cataphract Cavalry 
  +2
  -
  +2
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Archers
  +1
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Lancers
  +2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  War Elephants (riders)
  +2
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Mounted Crossbowmen 
  -
  +1
  -
  -
  -
  -
  -
  -
  -
  -
  Beast Riders 
  -
  -
  -
  -
  +1
  +2
  -
  -
  -
  -
  -
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Mercenaries 
  13
  Armies
  The Judge should adjust or amend the availability and cost of 
  exotic mercenaries based on his particular campaign setting. 
  In a savage and pre-historic world, packs of trained sabre-tooth 
  tigers might be readily available; in a steampunk setting, golem 
  mercenaries might be available while sabre-tooth tigers are 
  unheard of. The nature, type, and cost of exotic troops available 
  are strictly at the Judge’s discretion!
  EXAMPLE: In ancient legends, flights of lammasu allegedly 
  served the Auran Empire’s legions. The Tarkaun decides he 
  wants to raise a unit of lammasu for his legions to prove he 
  has restored the Imperial glory of old. The Judge decides 
  this is reasonable given the context and history of the Auran 
  Empire campaign setting.
  The Judge first checks to see how many lammasu are extant 
  in the empire. The Judge consults the Exotic Creatures 
  Roster and notes that lammasu have a total monthly cost of 
  1,319gp/month. Turning to the Mercenary Availability by 
  Realm Size table, e and cross-indexes “exotic” and “empire”. 
  He sees that the number of exotics available equals 39,000/
  cost. Since lammasu cost 1,319gp/month, there are (39,000 / 
  1,319) 29.6 lammasu available, rounded to 30.
  One-half of this crop of lammasu are found in the first 
  season. The cost in gp to find the lammasu is equal to the 
  base cost for finding mercenaries in an empire each season 
  (2d6+1 x 1,000gp) multiplied by 10 (because they are 
  fantastic creatures). The die roll is an 8, so finding half the 
  lammasu costs the Tarkaun (8 x 10 x 1,000gp) 80,000gp. 
  Hopefully they agree to his terms!
  CONSCRIPTS
  The leader of a domain can permanently conscript peasants into 
  his army. Up to 1 conscript per 10 peasant families can be levied 
  without impacting domain morale or domain revenue. This 
  conscription can be done all at once, or over a period of time. If 
  the number of peasant families changes, the available number of 
  conscripts likewise changes – a reduction in population means 
  that some conscripts will have to be released from service, while 
  an increase in population allows for increased conscription. 
  If conscripts are killed, they can only be replaced through 
  population growth, so leaders should track conscript casualties.
  EXAMPLE: When the campaign begins, Marcus’s domain 
  has 1,000 families. He can conscript and maintain a standing 
  army of 100 conscripts from his domain. Six months later, 
  Marcus has lost 50 conscripts to battle, but his domain has 
  grown to 1,200 families. He can recruit an additional 20 
  conscripts (from the 200 families that joined his domain), 
  giving him 70 conscripts.
  When recruited, conscripts will carry no weapons or armor, 
  have 1d4 hit points each, have morale scores of -2, and fight as 
  normal men. Unless trained, they can only be equipped with 
  spears, clubs, quarterstaffs, or daggers. Conscripts must be paid 
  wages of 3gp per month. Conscripts who are better equipped 
  and trained must be paid more (see below).
  TRAINING CONSCRIPTS
  Once levied, conscripts can be trained to become professional 
  troops in the same varieties as exist for mercenaries (e.g. light 
  infantry, horse archers, etc.). However, not every conscript can 
  qualify to become every type of troop. Some lack any talent with 
  animals, and cannot become cavalry; others are nearsighted and 
  cannot become archers, for instance. 
  Any peasant able-bodied enough to be conscripted in the first 
  place can be trained to be light infantry. 50% of conscripts 
  have the fitness and discipline to be heavy infantry. 50% have 
  the agility and vision to be slingers, bowmen or crossbowmen. 
  Up to 25% have the skill and seat to be light cavalry and only 
  two-thirds of those (17% of the total) to be medium cavalry. 
  Longbowmen must be drawn from those with the qualities of 
  both heavy infantry and bowmen, so only 25% of conscripts 
  can qualify. Horse archers must be drawn from those capable 
  of being both bowmen and cavalry, so only 12.5% can qualify. 
  Heavy cavalry must be drawn from those capable of being both 
  heavy infantry and medium cavalry, so only 8.5% can qualify. 
  Cataphract cavalry must be drawn from those capable of being 
  Qualifying Number (Per 120 Conscripts)
  Troop Type
  Man
  Dwarf
  Elf
  Kobold
  Goblin
  Orc
  Hob.
  Gnoll
  Lizardman
  Bugbear
  Ogre
  Light Infantry 
  120
  -
  120
  120
  120
  120
  120
  120
  120
  120
  120
  Heavy Infantry
  60
  120
  60
  -
  -
  90
  90
  90
  90
  90
  60
  Slingers
  60
  -
  -
  -
  60
  -
  -
  -
  -
  -
  -
  Bowmen
  60
  -
  120
  -
  60
  60
  -
  -
  -
  -
  -
  Crossbowmen
  60
  60
  -
  -
  -
  60
  -
  -
  -
  -
  -
  Longbowmen
  30
  -
  60
  -
  -
  -
  60
  60
  -
  -
  -
  Light Cavalry 
  30
  -
  60
  -
  -
  -
  30
  -
  -
  -
  -
  Horse Archers 
  15
  -
  30
  -
  -
  -
  15
  -
  --
  -
  -
  Medium Cavalry 
  20
  -
  -
  -
  -
  -
  20
  -
  -
  -
  -
  Heavy Cavalry 
  10
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Cataphract Cavalry 
  6
  -
  12
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Archers
  15
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Lancers
  6
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  War Elephants
  15
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Mounted 
  Crossbowmen 
  -
  15
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Beast Riders
  -
  -
  -
  -
  6
  6
  -
  -
  -
  -
  -
  
  14 
  Militia
  heavy infantry, bowmen, and medium cavalry, so only 5% can 
  qualify. 
  Forces drawn from elven, dwarven, and humanoid racial 
  stock follow similar rules at slightly different breakdowns. 
  The Qualifying Number of Conscripts table summarizes these 
  results, showing the number of each type of troop that can 
  recruited from a pool of 120 conscripts. The Judge can create 
  additional tables to create specialized nations or races. For 
  instance, conscripts from a pseudo-Mongolian kingdom might 
  all qualify as cavalry. 
  Training troops takes time, ranging from one month for light 
  infantry to a full year for cataphract cavalry. During this time, 
  the leader who levied the troops incurs costs for ammunition, 
  training gear, marshals (p. 23), and so on. He must also provide 
  for the equipment for the troops. The Training and Equipment 
  Time and Cost table, below, shows the time and cost to train 
  the default troop types. Trained conscripts have the same 
  characteristics as mercenaries of their type. They must be paid 
  wages appropriate to their troop type. 
  CONSCRIPT MORALE
  Like mercenaries, conscripts have a morale score representing 
  their willingness to fight and die for their employer. When first 
  levied, conscripts have a base morale of -2. After they are trained, 
  conscripts have a base morale appropriate to their troop type.
  Conscripts levied from domains with Steadfast or Stalwart 
  domain morale gain a one-time +1 increase to their morale 
  scores. Conscripts levied from domains with Apathetic or 
  Demoralized domain morale suffer a one-time -1 decrease to 
  their morale scores. Conscripts may have additional bonuses or 
  penalties to morale based on working conditions, just as with 
  mercenaries. 
  Conscripts make morale rolls during battles when casualties 
  exceed their army’s break point, and loyalty rolls any time the 
  conscripts suffer a calamity. (Remember, a calamity includes 
  routing from a battle, suffering 25% or greater casualties, being 
  out of supply, or going without pay for a month.)
  When a loyalty roll is called for, use the Unit Loyalty table (p. 
  12). Note that conscripts cannot voluntarily leave their leader’s 
  service, so such results actually represent desertion. If conscripts 
  are released from service by their leader, trained conscripts will 
  become mercenaries or brigands, while untrained conscripts 
  will return to their farms.
  MILITIA
  In addition to conscripting peasants, the leader of a domain can 
  also levy a peasant militia. Up to 2 additional peasants per 10 
  families can be levied into the militia. For each peasant levied, 
  domain revenues are reduced by one family, from loss of able-
  bodied manpower. Domain morale is also reduced by 1 point by 
  levying 1 or fewer peasants per 10 families, and by 2 points by 
  levying 2 peasants per 10 families. These penalties remain until 
  the militia is sent home. If militia are killed, the loss of domain 
  morale and family revenue is permanent. 
  EXAMPLE: Marcus needs more troops than just 70 
  conscripts. He decides to call up 2 militia per 10 families, 
  yielding him (1,200 / 10 x 2) 240 militia. Marcus’s domain 
  will now produce revenue as if it has (1,200 - 240) 960 
  families, and his domain morale is reduced by 2 points, 
  until the militia return home. When Marcus loses his entire 
  militia in a disastrous battle, his domain is permanently 
  reduced to 960 families.
  TRAINING MILITIA
  When recruited, militia have no weapons or armor, have only 
  1d4 hit points each, fight as normal men, and have -2 morale. 
  Militia can be improved through training, like conscripts. They 
  must be paid wages of 3gp per month while called up (or more 
  if they are trained). 
  Training and Equipment Time and Cost
  Troop Type
  Training Time
  Marshal Cost*
  Training Cost
  Equipment Cost
  Total Cost (Troop)
  Total Cost (Unit)
  Light Infantry 
  1 month
  5sp
  9gp
  85gp
  94.5gp
  11,340gp
  Heavy Infantry 
  1 month
  1gp
  9gp
  118gp
  128gp
  15,360gp
  Slingers 
  1.5 months
  1.5gp
  13.5gp
  84gp
  97.5gp
  11,940gp
  Bowmen 
  2 month
  2gp
  18gp
  76gp
  96gp
  11,520gp
  Crossbowmen 
  1 month
  1gp
  9gp
  144gp
  154gp
  18,480gp
  Longbowmen 
  3 months
  3gp
  30gp
  103gp
  136gp
  16,320gp
  Light Cavalry 
  3 months
  3gp
  30gp
  273gp
  306gp
  18,360gp
  Horse Archers
  6 months
  12gp
  85gp
  308gp
  405gp
  24,300gp
  Medium Cavalry 
  4 months
  8gp
  45gp
  403gp
  456gp
  27,360gp
  Heavy Cavalry 
  6 months
  12gp
  85gp
  563gp
  660gp
  39,600gp
  Cataphract Cavalry
  12 months
  48gp
  170gp
  750gp
  968gp
  58,080gp
  Camel Archers
  6 months
  12gp
  85gp
  261gp
  358gp
  21,480gp
  Camel Lancers
  12 months
  48gp
  170gp
  321gp
  539gp
  32,340gp
  War Elephants
  6 months
  48gp
  340gp
  8,048gp
  8,606gp
  43,030gp
  Mounted Crossbowmen 
  4 months
  8gp
  30gp
  179gp
  209gp
  12,540gp
  Wolf Riders
  6 months
  12gp
  85gp
  820gp
  9179gp
  55,020gp
  Boar Riders
  6 months
  12gp
  85gp
  1530gp
  1,627gp
  97,620gp
  *Per troop, assuming each marshal is training 60 troops 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Militia 
  15
  Armies
  If militia are trained and then sent home, they will take their 
  equipment with them. When the militia are called up again, 
  they will respond to the call with their equipment and be able to 
  fight as the appropriate troop type. Trained militia will have the 
  same characteristics as mercenaries of their type. They must be 
  paid wages appropriate to their troop type.
  EXAMPLE: Marcus has called up 240 militia prior to the 
  outbreak of war, so that he can train them. 50% qualify to be 
  trained as heavy infantry, which takes 1 month and 127gp 
  each. The other 50% are trained as light infantry, taking 1 
  month and 94.5gp each. His total cost is [(120 x 127) + (120 
  x 94.5)] 26,580gp. (In addition he has lost out on the domain 
  revenue he’d have gained during this time, as noted above). 
  However, should Marcus go to war in the future, when he 
  calls up his militia he has a fighting force of 120 light infantry 
  and 120 heavy infantry, rather than just a poorly-armed 
  peasant levy.
  Once equipped, the members of a peasant militia are assumed 
  to pass their arms and skills on to their heirs when they become 
  no longer capable of serving. This assumption frees the Judge 
  from tracking the age of each militia member and accounting 
  for their deaths due to disease and so on. 
  Training and equipping a militia is a very expensive proposition. 
  It also carries a risk. Should the domain’s morale ever become 
  Turbulent, Defiant, or Rebellious (see ACKS, Chapter 6, 
  Keeping the Peace, p. 131), any rebels will be drawn from the 
  militia. This means an unfortunate or uncharismatic leader 
  might find himself fighting heavily armed, well trained forces 
  rather than peasant rabble.
  MILITIA MORALE
  Militia morale is similar to conscript morale. When first levied, 
  militias have a base morale of -2. If trained, militias have a 
  base morale appropriate to their troop type. Militias levied 
  from domains with Steadfast or Stalwart domain morale gain a 
  one-time +1 bonus to their morale scores. Militias levied from 
  domains with Apathetic or Demoralized domain morale suffer 
  a one-time -1 penalty to their morale scores. Militia may have 
  additional bonuses or penalties to morale based on working 
  conditions, just as with mercenaries. 
  Militia make morale rolls during battles when casualties exceed 
  their army’s break point, and loyalty rolls any time the militia 
  suffer a calamity. A calamity includes routing from a battle, 
  suffering 25% or greater casualties, being out of supply, or going 
  without pay for a month. Militias also consider each season of 
  continuous campaigning to be a calamity. 
  When a loyalty roll is called for, use the Unit Loyalty table (p. 
  12). Like conscripts, militias cannot voluntarily leave their 
  leader’s service, but may desert, betray, or attack the leader. If 
  militia are voluntarily released from service by their leader, they 
  will return to their farms. 
  Follower Type and Equipment by Class (cont  on next page)
  Die Roll (1d100)
  Type and Equipment
  Barbarians (Jutland)
  01-25
  Bowmen (shortbow, hand axe, leather armor, shield)
  26-50
  Light Infantry (great axe, leather armor)
  51-70
  Light Infantry (spear, battle axe, leather armor, shield)
  71-85
  Heavy Infantry (two-handed sword, chain mail armor)
  86-100
  Heavy Infantry (spear, sword, chain mail armor, shield)
  Barbarians (Ivory Kingdoms)
  01-25
  Hunters* (bola, net, 5 darts, hand axe, hide armor)
  26-50
  Hunters* (bola, net, 3 javelins, hand axe, leather armor)
  51-70
  Bowmen (shortbow, hand axe, leather armor)
  71-85
  Hunters* (spear, club, shield, hide armor)
  86-100
  Hunters* (spear, hand axe, shield, leather armor)
  Barbarians (Skysos)
  01-25
  Light Infantry (spear, scimitar, shield, leather armor)
  26-50
  Composite Bowmen* (composite bow, scimitar, shield, leather armor)
  51-70
  Horse Archers (composite bow, scimitar, shield, leather armor, light warhorse)
  71-85
  Medium Cavalry (lance, shield, lamellar armor, and medium warhorse)
  86-100
  Light Cavalry (3 javelins, sword, shield, leather armor, light warhorse)
  Bards, Bladedancers, & Mystics
  01-10
   Heavy Cavalry (lance, sword, shield, plate armor, chain barded medium warhorse)
  11-20
   Medium Cavalry (lance, shield, lamellar armor, medium warhorse)
  21-35
   Light Cavalry (3 javelins, 2 swords, leather armor, light warhorse)
  36-55
   Heavy Infantry (pole arm, sword, shield, banded plate armor)
  56-80
   Light Infantry (2 swords, dagger, leather armor)
  81-90
   Bowmen (shortbow, sword, leather armor)
  91-100
   Slingers (sling, short sword, shield, leather armor)
  *Hunters are treated as Light Infantry for wages and morale  Composite Bowmen are treated as Longbowmen for wages and morale 
  
  16 
  Followers
  FOLLOWERS
  The leader of a domain may have attracted followers that he can 
  deploy into his army. The Followers Type and Equipment by 
  Class table , found on p. 15-16, shows the arms and equipment 
  of various types of followers. 
  FOLLOWER MORALE
  Like other types of troops, followers have a morale score, which 
  represents their willingness to fight and die for the leader. The 
  base morale score for followers is the same as for a mercenary of 
  their type. For instance, Cataphract Cavalry have a base morale 
  score of +2. However, followers fight out of personal loyalty, so 
  their morale is modified by the leader’s Charisma bonus (to a 
  maximum of +4). Followers may have additional bonuses or 
  penalties to morale based on working conditions, just as with 
  mercenaries. 
  Followers make morale rolls during battles when casualties 
  exceed their army’s break point, and loyalty rolls any time 
  the followers suffer a calamity. When a loyalty roll is called 
  for, use the Unit Loyalty table (p. 12). As with mercenaries, a 
  calamity includes routing from a battle, suffering 25% or greater 
  casualties, being out of supply, or going without pay for a month. 
  A cleric or bladedancer’s followers are religious fanatics, so they 
  need not be paid more than basic upkeep (3gp per month), 
  and their Base Morale is always +4, regardless of how they are 
  equipped. Religious fanatics do not have to make loyalty rolls 
  when suffering calamities, but still have to make morale rolls 
  during battles. 
  SLAVE SOLDIERS
  Some realms may rely partly or exclusively on slave soldiers to 
  man their armies. Such realms are usually rare. While slavery 
  was very common in ancient societies, slave soldiers were not. 
  Most slaveholders saw armed slaves as a threat to the social 
  order. Even in societies where they did exist, historical slave 
  soldiers such as the Persian ghulam, Egyptian mamelukes, 
  and Turkish janissaries were usually either born into slavery or 
  enslaved in early childhood so they could be indoctrinated with 
  loyalty to the leader. However, slave soldiers are more common 
  in fantasy fiction, especially in darker works.
   The existence of slave soldiers in any given campaign setting or 
  realm is ultimately at the discretion of the Judge. The inclusion 
  of rules for slave soldiers in Domains at War is not intended to 
  justify or condone the real-world practice of slavery itself.
  Follower Type and Equipment by Class (cont  from previous page)
  Die Roll (1d100)
  Type and Equipment
  Clerics, Fighters, Paladins, Anti-Paladins, & Zaharan Ruinguards
  01-05
  Cataphract Cavalry (composite bow, lance, sword, shield, plate armor, lamellar barded medium warhorse)
  06-15
  Heavy Cavalry (lance, sword, shield, plate armor, chain barded medium warhorse)
  16-25
  Medium Cavalry (lance, shield, lamellar armor, and medium warhorse)
  26-35
  Light Cavalry (3 javelins, sword, shield, leather armor, light warhorse)
  36-60
  Heavy Infantry (pole arm, sword, shield, banded plate armor)
  61-80
  Light Infantry (spear, short sword, shield, leather armor)
  81-90
  Bowmen (shortbow, short sword, leather armor)
  91-100
  Slingers (sling, short sword, shield, leather armor)
  Dwarven Craftpriests, Dwarven Delvers, Dwarven Furies, Dwarven Vaultguards, & Gnomish Tricksters**
  01-20
  Dwarven Heavy Infantry (great axe, plate armor)
  21-40
  Dwarven Heavy Infantry (war hammer, shield, banded plate armor)
  41-60
  Dwarven Heavy Infantry (battle axe, shield, chain mail)
  61-80
  Dwarven Crossbowman (arbalest, dagger, chain mail)
  81-100
  Dwarven Mounted Crossbowmen (crossbow, chain mail, mule)
  Elven Courtiers, Elven Rangers & Elven Spellswords
  01-15
  Elven Horse Archers (composite bow, scimitar, shield, leather armor, light warhorse)
  16-30
  Elven Light Cavalry (lance, sword, shield, leather armor, light warhorse)
  31-45
  Elven Light Infantry (spear, short sword, shield, leather armor)
  46-60
  Elven Heavy Infantry (spear, sword, shield, chain mail)
  61-75
  Elven Bowmen (shortbow, dagger, leather armor)
  76-100
  Elven Longbowmen (longbow, sword, chain mail)
  Explorers & Shamans
  01-10
  Medium Cavalry (lance, shield, lamellar armor, and medium warhorse)
  11-25
  Light Cavalry (3 javelins, 2 swords, leather armor, light warhorse)
  26-40
  Horse Archers (composite bow, scimitar, shield, leather armor, light warhorse)
  41-60
  Light Infantry (spear, hand axe, shield, leather armor)
  61-70
  Longbowmen (longbow, sword, chain mail armor)
  71-80
  Bowmen (shortbow, short sword, leather armor)
  81-90
  Slingers (sling, short sword, shield, leather armor)
  91-100
  Hunters* (bola, net, 3 javelins, hand axe, leather armor)
  ** Gnomish Tricksters replace Dwarven troops with Gnomish troops of the same type 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Slave Soldiers 
  17
  Armies
  AVAILABILITY OF SLAVE SOLDIERS
  To determine the availability of slave soldiers, consult the 
  Mercenary Availability by Market Class and Mercenary 
  Availability by Realm Size tables. Whenever slave soldiers are 
  available for purchase, they will displace mercenaries to a greater 
  or lesser degree. Depending on how widespread their use is, 
  slave soldiers will replace 10% to 90% of the mercenaries 
  available in the market or realm. Unlike mercenaries, slave 
  soldiers need not be of the prevailing race of the settlement or 
  realm. Weaker, faster-breeding, or simply “different” races might 
  replace native-born troops.
  EXAMPLE: Memet Mehtep, ruler of a principality of 
  Kemesh, wishes to buy slave soldiers. Specifically, Memet 
  Mehtep wants camel lancers to guard his sandy southern 
  frontier. In Kemesh, slave soldiers have displaced 50% of 
  the mercenaries. 130 camel lancer mercenaries are normally 
  available in a principality, so there will be 65 camel lancer 
  mercenaries and 65 camel lancer slaves. These slave soldiers 
  are not actually Kemeshi, but are actually Besherab nomads 
  captured as youths.
  BUYING SLAVE SOLDIERS
  Finding and buying slave soldiers has the same time 
  requirements, and gp cost per time period, as recruiting 
  mercenaries. Instead of being hired for a wage, however, slave 
  soldiers are purchased at a variable cost depending on their race, 
  training and equipment. See the Slave Troop Type table below.
  Upkeep: Once hired, slave soldiers cost 3gp per month in 
  upkeep (cavalry and ogres cost 16gp per month in upkeep). 
  Failure to pay upkeep counts as a calamity for morale purposes. 
  Supplemental pay, better food, access to women, and so on can 
  increase morale over time. 
  Mercenary Slave Soldiers: At the Judge’s discretion, slave 
  soldiers might be hired from their owner rather than purchased 
  outright. In this case, the slave soldiers would have a monthly 
  cost equal to the standard wage for their troop type, but the 
  funds would be paid to the owner rather than the slaves.
  TRAINING SLAVE SOLDIERS
  Realm leaders with sufficient patience may conscript, capture, or 
  purchase promising candidates and train them to become slave 
  soldiers. To be amenable for training, candidates must be able-
  bodied creatures no older than their race’s Youth age category: 
  12 to 15 years old for beastmen, 13 to 17 years old for humans, 
  etc. See the Character Aging table (ACKS, p. 248) for the five age 
  categories of human, demi-human, and humanoid races. 
  The readiest source of candidates is the ruler’s realm itself. In 
  Chaotic societies, one candidate of the appropriate age per 10 
  peasant families can be enslaved without impacting domain 
  morale or domain revenue. Enslaving additional candidates has 
  the same detrimental effect on domain morale and revenue as 
  levying militia. Enslaving families is not permitted in Lawful or 
  Neutral realms; doing so changes the alignment of the realm!
  Candidates can also be acquired in war. 25% of prisoners taken 
  when pillaging a domain (see Chapter 2, Invading, Conquering, 
  Occupying, and Pillaging Domains, p. 63) will be suitable in 
  age, temperament, and physique to become slave soldiers. 
  Finally, candidates can be purchased in the market at a cost 
  of 40gp each. See the Equipment Availability by Market Class 
  table (ACKS p. 40) to determine the number available. If the 
  number of candidates available is too few to meet demand, 
  more candidates can be “commissioned.” This represents hiring 
  slavers to abduct likely candidates, and takes 40 days (1 day per 
  gp). 
  Once they are acquired, the enslaved youth require a five-year 
  period of indoctrination and discipline. This costs 180gp in 
  upkeep per candidate. One marshal (p. 23) is required per 60 
  candidates to oversee this process, costing 30gp per month. 
  After their five years of indoctrination, the slave soldiers can be 
  assigned and trained to their specific troop type using the rules 
  for conscripts (p. 13). 
  Gp Cost per Slave
  Slave Troop Type
  Man
  Dwarf
  Elf
  Kobold
  Goblin
  Orc
  Hobgoblin
  Gnoll
  Lizardman
  Bugbear
  Ogre
  Militia
  40
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Light Infantry
  215
  -
  315
  40
  85
  185
  385
  575
  750
  1,115
  1,275
  Heavy Infantry 
  415
  650
  800
  -
  -
  285
  475
  775
  1,300
  1,620
  2,625
  Slinger 
  185
  -
  -
  -
  85
  -
  -
  -
  -
  -
  -
  Bowman 
  275
  -
  650
  -
  85
  175
  -
  -
  -
  -
  -
  Crossbowman 
  600
  866
  -
  -
  -
  415
  -
  -
  -
  -
  -
  Longbowman 
  650
  -
  1,400
  -
  -
  -
  825
  -
  -
  -
  -
  Light Cavalry 
  1,150
  -
  2,150
  -
  -
  -
  1,650
  -
  -
  -
  -
  Horse Archers 
  1,700
  -
  3,200
  -
  -
  -
  2,675
  -
  -
  -
  -
  Medium Cavalry 
  1,800
  -
  -
  -
  -
  -
  2,115
  -
  -
  -
  -
  Heavy Cavalry
  2,600
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Cataphract Cavalry 
  3,125
  -
  5,600
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Archers
  1,150
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Lancers
  1,700
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  War Elephants
  20,000
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Mounted 
  Crossbowman 
  -
  1,575
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Beast Rider
  -
  -
  -
  -
  1,200
  2,525
  -
  -
  -
  -
  -
  
  18 
  Vassal Troops
  EXAMPLE #1: Memet Mehtep has just pillaged the oasis of 
  Al-Danya, taking 240 prisoners. 60 (25%) of these prisoners 
  have the right age, temperament, and physique to become 
  slave soldiers. These youths are placed under a marshal 
  and indoctrinated for the next five years. This costs Memet 
  Mehtep (60 x 180) 10,800gp in upkeep for the candidates 
  and (30 x 12 x 5) 1,800gp for the marshal. At the end of five 
  years, the slave soldiers can be trained (e.g. as light infantry 
  or heavy cavalry) according to the standard rules.
  EXAMPLE #2: Not satisfied with the candidates he has 
  garnered in war, Memet Mehtep travels to Alakyrum, a Class 
  I city. Because slave candidates cost 40gp each, there are 15 for 
  sale at Alakyrum. Memet buys these, and then commissions 
  local slavers to bring him more. “Commissioned” equipment 
  is treated as if it were one price category less expensive on 
  the Equipment Availability table, so Memet Mehtep can 
  commission 100 candidates.
  SLAVE MORALE
  Slave soldiers enslaved as adults have morale scores of -4 (and 
  are a very bad idea). Slave soldiers enslaved as children have the 
  same morale scores as normal mercenaries of their type. They 
  receive a permanent +1 bonus to their morale score provided 
  they remain in the service of the leader who trained them. This 
  bonus is lost if the slave soldiers are sold or hired out. 
  Slave soldiers make loyalty rolls as conscripts. Like conscripts, 
  slave soldiers cannot voluntarily leave their leader’s service, but 
  may desert, betray, or attack the leader.
  Mother of Dragons Memorial Rule: If freed, slave soldiers 
  immediately make a loyalty roll modified by their liberator’s 
  Charisma. If the result is “Fanatic Loyalty,” the slave soldiers 
  become liberator-worshipping fanatics who need only be paid 
  their basic upkeep (3gp per month), and have Base Morale +4 
  regardless of how they are equipped.
  EXOTIC SLAVES
  From time to time, characters might purchase, capture, charm, 
  or otherwise enslave exotic creatures. The Exotic Creatures 
  Roster (p. 31) provides a purchase price for virtually every 
  monster in ACKS. The availability of such creatures as slaves is 
  strictly at the Judge’s discretion. In general, exotic slaves should 
  be very rare.
  The purchase prices listed are for tamed and trained creatures. 
  Exotic slaves, like other slave soldiers, need not be paid a wage. 
  Supply and specialist costs must still be paid, however. 
  Sentient exotics are only reliable if captured while young and 
  raised in captivity. Exotic creatures of sentient intelligence 
  captured as adults might serve out of honor, fear, or self-
  preservation, but they must make a loyalty roll any time they 
  have the opportunity to escape or betray their master. Apply the 
  creature’s normal morale bonus as a penalty to any loyalty rolls. 
  The cost for such creatures is reduced by 25%. 
  EXAMPLE: A manticore, captured as a baby and raised in 
  captivity, costs 55,500gp and will have the normal morale 
  score for its type (+1). A manticore captured as an adult is 
  only worth 41,625gp. If purchased, its loyalty will be highly 
  questionable. Any time it has an opportunity to escape or 
  betray its master, it will make a loyalty roll at -1.
  VASSAL TROOPS
  The leader of a realm does not have direct access to the 
  mercenaries, conscripts, militias, or slave soldiers employed by 
  his vassals. To access these troops, the leader of a realm must 
  make a call to arms to his vassals. When a call to arms is issued, 
  the vassal must muster a force at least equal to ½ the garrison 
  of his realm. If desired, the leader can call for the vassal to 
  send their full garrison, but doing so counts as demanding two 
  duties and may provoke a Henchman Morale roll as described 
  in Realms and Vassals in Chapter 6 of ACKS (p. 130). The 
  Henchman Morale roll can be avoided by offering a boon of 
  some sort to the vassal, as usual.
  Note that when a leader makes a call to arms to a vassal, the 
  vassal is required to muster forces based on the garrison of 
  the vassal’s realm, not the vassal’s domain. The vassal will be 
  expected to muster more than just the forces of his personal 
  domain - it is the vassal’s responsibility in turn to issue calls to 
  his own vassals. These sub-vassals may, in turn, call upon their 
  own vassals for troops, and so on. In this way, the forces of an 
  entire kingdom can be mobilized, one tier at a time. 
  Any particular domain’s garrison will be made up of some mix 
  of followers, mercenaries, conscripts, and militia. The exact mix 
  will be determined by the Judge or the player character who 
  rules the domain.
  Vassal Troops by Realm Size
  Title
  Number of 
  Domains
  Overall Realm 
  (families)
  Average Personal 
  Domain Garrison 
  (wages/month)
  Maximum Realm Troops 
  (wages/month)
  Maximum Realm 
  Standing Army 
  (approx. number)
  Time 
  Period
  Emperor
  4,096-46,656
  1.5M – 11.6M+
  25,000gp
  3,000,000-24,000,000gp
  150,000-1,000,000+
  Season
  King
  1,024-7,776
  364K – 2,000K
  25,000gp
  728,000-4,000,000gp
  36,000-200,000
  Season
  Prince
  256-1,296
  87K – 322K
  15,000gp
  175,000-645,000gp
  8,700-32,000
  Month
  Duke
  64-216
  20,000 – 52,000
  3,000gp
  40,000-104,000gp
  2,000-5,200
  Month
  Earl/Count
  16-36
  4,600 – 8,500
  1,500gp
  9,600-17,000gp
  460-850
  Week
  Marquis
  4-6
  960 – 1,280
  640gp
  1,920-2,560gp
  100-130
  Week
  Baron
  1
  120-200
  320gp
  240-400gp
  12-20
  Week
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Army Organization 
  19
  Armies
  VASSAL TROOPS BY REALM SIZE
  The value and number of troops available to realm leaders of 
  various sizes is listed above on the Vassal Troops by Realm Size 
  table. This table can be used to quickly determine the armies 
  that can be fielded by realms of various sizes. 
  In most cases, a leader will not muster the maximum number of 
  vassal troops, for several reasons. First, doing so would require 
  him to either provoke a substantial number of Henchmen 
  Morale rolls or offer a substantial number of gifts to vassals to 
  avoid those rolls (see ACKS, Realms and Vassals, p. 130, for 
  details on this). Second, huge armies are expensive to supply, 
  being effectively cities on the march (See Chapter 3, Supply, 
  p. 56). Mustering a huge army can bankrupt a realm. Third, 
  in the unfortunate event that the realm’s army is defeated, the 
  leader will have no forces with which to continue the war or 
  maintain his rule. Most leaders will muster the minimum force 
  necessary for a given conflict, or even better, allow the conflict 
  to be settled by forces available to a vassal at the point of conflict.
  EXAMPLE: Darius, leader of the vast Persian Empire, can 
  muster 250,000 troops. When an upstart Macedonian king 
  invades his empire with a paltry force of 45,000, he decides 
  a quarter million troops is overkill. He directs a local satrap 
  (vassal prince) to raise a force of 25,000 to deal with the 
  invader. Unfortunately, the satrap’s forces are defeated. 
  Darius decides to personally muster a larger force, and raises 
  another 100,000 troops. When these are also defeated, Darius 
  finally makes a full call to arms, levying his remaining force 
  of 150,000 for the next battle. Somehow, he is still defeated. 
  The resulting cascade of Domain Morale and Henchman 
  Morale rolls soon leaves Darius removed from power (and 
  dead).
  The Vassal Troops by Realm Size table assumes garrison 
  expenditures of 2gp per peasant family each month. Borderlands 
  and wilderness domains will have more troops, as will highly 
  militarized societies. A realm engaged in “total war,” such as 
  Germany during the 30 Years War, or Rome during the Second 
  Punic War, might have a garrison 50-100% larger than listed. 
  TIME REQUIRED
  When a call to arms is issued, one half the requested troops 
  (rounded up) will arrive within the first time period after the 
  leader begins mustering troops. Another quarter (rounded down, 
  minimum 1) will arrive during the second time period. The 
  remainder of the troops becomes available in the third period. 
  The lengthy amount of time required to muster troops must be 
  weighed against the costs and risk of doing so. The long period 
  of time required for vast empires and kingdoms to raise all their 
  forces is another reason why many leaders opt to have battles 
  settled by lower-rank vassals close to the action.
  EXAMPLE: The time period for mustering troops at the 
  prince tier is months. It therefore would have taken Darius’s 
  local satrap three months to muster his army of 25,000: 
  12,500 showing up in the first month, 6,250 in the second 
  month, and the remaining 6,250 in the third month. The 
  time period for mustering troops at the emperor tier is 
  seasons, so when Darius raised his armies, each took three 
  seasons (9 months) to fully arrive.
  Troops called to arms will generally muster at the realm leader’s 
  stronghold, unless ordered to muster elsewhere. If the realm is 
  highly dispersed geographically, or its constituent domains have 
  been isolated by enemy troops, troops may not be able to muster 
  in one place. The Judge should use his discretion in determining 
  where troops will rendezvous in these cases.
  STANDING ARMIES
  Rather than rely on vassals troops, a leader might maintain a 
  standing army instead. A standing army sufficient to protect a 
  realm is very expensive, usually requiring the leader to levy a 
  special tax on his vassals of 1gp or more per peasant family (as 
  per the Tax Demanded on the Favors and Duties table, ACKS, 
  Chapter 6, p. 131). Each gp levied counts as demanding a duty, 
  so levies of 2gp or more may provoke Henchman Morale rolls 
  by the vassals, just as calling up troops will. 
  Standing armies tend to be parceled out across the realm to 
  supplement the garrisons of vassal rulers in threatened areas, 
  so in practice there may be little distinction between a standing 
  army and an army of vassal troops. The biggest difference 
  between the two may be the nature of the troops. Leaders 
  who rely on their vassals to provide troops can expect to get 
  conscripts recruited from the various domains of their realms, 
  while leaders who maintain standing armies usually hire 
  mercenaries.
  ARMY ORGANIZATION
  A body of men without order, organization, and officers cannot 
  wage war. Once a leader has raised an army, he must organize it 
  into units and divisions. 
  UNITS
  The first step in organizing the army is to divide all of its troops 
  into company-sized units. Each unit may have up to 120 man-
  sized creatures, 60 large (cavalry or ogre-sized) creatures, 20 
  huge creatures, 5 gigantic creatures, or 1 colossal creature. 
  Where possible, units should consist exclusively of creatures of 
  the same race, class, level, Hit Dice, and equipment. 
  If necessary, units may be made of any mix of creatures. Each 
  unit has a minimum equivalent of 20 men or other normal-
  sized creatures, and a maximum equivalent of 120 men. Large 
  creatures such as bears, ogres, or human cavalry on horses 
  count as 2 men. Huge creatures such as chimeras, hill giants, or 
  wyverns count as 6 men. Gigantic creatures such as elephants, 
  giant crocodiles, or stegosaurs count as 24 men. Colossal 
  creatures such as ancient dragons, giant rocs, or purple worms 
  count as 120 men. See the Exotic Creatures Roster (p. 31) for a 
  more detailed explanation of creature sizes. Living and undead 
  creatures may not be part of the same unit. Infantry and cavalry 
  may not be part of the same unit. 
  EXAMPLE: Marcus has 60 heavy cavalry, 360 heavy infantry, 
  360 light infantry, and 360 bowmen. He divides these troops 
  into 1 unit of 60 heavy cavalry, 3 units of 120 heavy infantry, 
  3 units of 120 light infantry, and 3 units of 120 bowmen, for 
  a total of 10 units.
  
  20 
  Army Command
  DIVISIONS
  After the army’s troops have been divided into units, the next 
  step is to assign those units to divisions. A division represents 
  a group of units positioned in proximity to each other in the 
  army’s line of battle and supervised by a commander reporting 
  to the army’s leader. 
  In Domains at War, an army must have a minimum of three 
  units and may have a maximum number of divisions equal 
  to the maximum number of henchmen the army leader may 
  retain, e.g. four plus his Charisma bonus or penalty. If the army 
  leader has Leadership proficiency, the number of divisions 
  permitted in his army is increased by one. (See also leadership 
  ability, below).
  EXAMPLE: Marcus has CHA 16 (+2) and Leadership 
  proficiency. His army may have up to (4+2+1) 7 divisions. 
  Since he has only 10 units, he decides to organize his army 
  into 4 divisions. The first division is assigned his 1 unit 
  of heavy cavalry. Each of the other divisions is assigned 1 
  unit of heavy infantry, 1 unit of light infantry, and 1 unit of 
  bowmen.
  ARMY COMMAND
  After the leader has organized his army into units and divisions, 
  he must assign officers to it. Officers consist of commanders 
  and lieutenants. Each division must have a commander. Each 
  unit may have (but isn’t required to have) a lieutenant. Only 
  exceptionally well-trained and organized armies, such as the 
  historical Roman legion, will have lieutenant characters for 
  every unit.
  The army leader will generally serve as one of the commanders, 
  while other adventurers or high-level henchmen and followers fill 
  the remaining commander positions. If an army has lieutenants, 
  these might be drawn from the henchmen of the various 
  commanders. Alternatively, mercenary officers (p. 23) can be 
  hired as commanders and lieutenants.
  QUALIFYING AS AN OFFICER
  A PC or NPC must be at least 7th level to serve as a commander 
  in a campaign battle, and must be of at least 5th level to serve as 
  a lieutenant. 
  A monster must have at least four more Hit Dice than is average 
  for the creatures it commands to serve as a commander in a 
  campaign battle, and at least two more Hit Dice than is average 
  to serve as a lieutenant. However, a beastman chieftain can 
  always serve as a commander for units of its own race, regardless 
  of its HD. Likewise, a beastman sub-chieftain can always serve 
  as a lieutenant for a unit of its race. 
  The officer requirements may be waived by the Judge if he feels 
  a particular PC, NPC, or monster is in a position to command 
  units despite not meeting these qualifications.  
  OFFICER CHARACTERISTICS
  Each officer has three characteristics: leadership ability, 
  strategic ability, and morale modifier. Lieutenants only use 
  one characteristic, morale modifier, but it is worth calculating a 
  lieutenant’s leadership ability and strategic ability because they 
  may later be appointed commanders to replace casualties.
  Leadership Ability: This is the maximum number of units the 
  character can readily control at once during a battle. (It also 
  determines the number of divisions a leader may have in his 
  army, as explained earlier). A character’s leadership ability is 
  equal to the number of henchmen the character may retain, i.e. 
  4 plus the Charisma bonus or penalty. If the commander has 
  Leadership proficiency, the commander’s leadership ability is 
  increased by 1. The maximum leadership ability is 8.
  EXAMPLE: Marcus has CHA 16 (+2) and Leadership 
  proficiency. His leadership ability is (4 + 2 + 1) 7.
  For monstrous officers without Charisma scores, calculate 
  leadership ability as 3 + 1 per 4 HD, rounded down, to a 
  maximum value of 8. 
  EXAMPLE: An orc chieftain has 4 HD, so it will have a 
  leadership ability of (3 + 4/4) 4. A venerable red dragon has 
  20 HD, so it will have a leadership ability of (3 + (20/4)) 8.
  Strategic Ability: This rates the character’s military puissance 
  and effectiveness. Great strategic ability demands either great 
  cunning or keen intuition, and no officer can afford to be 
  lacking in either. An officer’s strategic ability score equals his 
  bonus from either high Intelligence or Wisdom (whichever is 
  better, minimum 0), less his penalty from low Intelligence or 
  Wisdom (whichever is worse, maximum 0). For each rank of 
  Military Strategy proficiency the officer possesses, his strategic 
  ability is increased by 1. The minimum strategic ability is -3 and 
  the maximum strategic ability is +6. 
  EXAMPLE: Marcus has INT 14 (+1), WIS 11 (0), and 2 
  ranks of Military Strategy. His strategic ability is (1 - 0 + 2) +3.
  EXAMPLE: Seanan has INT 16 (+2), WIS 7 (-1), and 2 ranks 
  of Military Strategy. His strategic ability is (+2 -1 + 2) +3.
  For monstrous officers without Intelligence or Wisdoms scores, 
  their strategic ability is 0 + 1 per 5 HD, rounded down. If the 
  monster is of generally sub-human intelligence (e.g., beastmen) 
  strategic ability is reduced by 1. If the monster is of generally 
  high intelligence (e.g. medusas or vampires), strategic ability is 
  increased by 1. If the monster is of super-human intelligence 
  (e.g., venerable dragons), it is increased by 2. The Judge may 
  adjust the strategic ability score based on his assessment of the 
  monster’s experience and tactical knowledge.
  EXAMPLE: An orc chieftain has a strategic ability of [(4/5, 
  rounded down) -1], or -1. A venerable red dragon (20 HD) 
  has a strategic ability of [(20/5) + 2] +6. 
  Morale Modifier: A character’s morale modifier modifies 
  rolls on the Unit Morale table (p. 73) made by units under his 
  command. (Morale modifier does not affect rolls on the Unit 
  Loyalty table). Morale modifier is equal to the character’s 
  Charisma bonus or penalty. If the character is a barbarian, bard, 
  explorer, fighter, or paladin of 5th level or higher, his morale 
  modifier is increased by +1 (from his battlefield prowess class 
  power or equivalent). 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Army Command 
  21
  Armies
  
  22 
  Organization and Command in Very Small or Very Large Armies
  If a character has Command proficiency, his morale modifier is 
  increased by +2. If a character is a legendary leader (p. 91) his 
  morale modifier is increased by +1.
  EXAMPLE: Marcus is a 9th level fighter with CHA 16 (+2) 
  and the Command proficiency. His morale modifier is (2 + 
  1 + 2) +5.
  For monstrous officers without Charisma scores, their morale 
  modifier is usually 0. However, whenever the monster entry in 
  ACKS notes that “as long as [monstrous commander] is alive, 
  the [monsters of a given type] will gain a [bonus] to morale 
  rolls”, use the listed bonus as the monster’s morale modifier.
  EXAMPLE: As long as an orc chieftain is alive, orcs gain a 
  +2 to morale rolls. An orc chieftain’s morale modifier is +2.
  ROLE OF OFFICERS
  An officer’s leadership ability, strategic ability, and morale 
  modifier impact the success of his troops in waging war. An 
  army with mediocre officers, or insufficient numbers of officers 
  given the size of the army, will be substantially disadvantaged in 
  fighting. These mechanics are detailed in Chapters 4 - 6 of this 
  book, and in Domains at War: Battles (q.v.).
  ORGANIZATION AND COMMAND IN VERY 
  SMALL OR VERY LARGE ARMIES
  A typical Domains at War army built using the rules above will 
  have 10 to 25 units, representing a force of around 600 to 3,000 
  combatants. This is a perfectly sized army for war-mongering 
  barons, earls, counts, and dukes, such as most adventuring 
  player characters. However, some ACKS campaigns will feature 
  far larger armies, with battles between empires fielding tens 
  of thousands of troops on each side. Other campaigns might 
  feature clashes between war bands of a few hundred troops. 
  When armies are very small or very large, the company-scale 
  unit and division structure outlined above will not suffice. If the 
  army has 600 or fewer troops, organize its troops into platoon-
  scale units. If the army has 3,001 to 12,000 troops, organize 
  its troops into battalion-scale units. If the army has 12,001 or 
  more troops, organize its troops into brigade-scale units. 
  Larger-sized units require more experienced officers. The 
  stricter qualification requirements serve to keep the number 
  of officers to a manageable level. While there are obviously still 
  low- and mid-level characters leading smaller sub-formations 
  in the army, they don’t need to be tracked. Just as company-sized 
  units are subsumed into battalions and brigades, the company-
  scale officers are subsumed into the units they are part of.
  Conversely, smaller-sized units require less experienced 
  offers. Low- and mid-level characters can serve as important 
  commanders and lieutenants in battles of this scale. The Army 
  Size and Unit Scale table shows the unit scale, troops per 
  unit, commander qualifications, and lieutenant qualifications 
  recommended for each army size.
  BEASTMEN OFFICERS
  As noted under Qualifying as an Officer (p. 20), a beastman 
  chieftain can always serve as a commander for company-sized 
  units of its own race, regardless of its HD; and a beastman sub-
  chieftain can always serve as a lieutenant for a company-sized 
  unit of its race. 
  At platoon scale, a beastman sub-chieftain can always serve as 
  a commander or lieutenant for units of its race, regardless of 
  its HD. At battalion and brigade scale, beastman leaders do not 
  receive any particular edge – beastmen tend to fare poorly in 
  large-scale warfare. 
  RUMP TROOPS
  When organizing small- and large-scale armies, there will often 
  be a “rump” of excess troops left over. If the rump is less than half 
  a unit, ignore the rump (assume it represents reserves, trainees, 
  or sick troops). If the rump is at least half a unit, organize it as 
  one or more understrength units. With large-scale units, you 
  can sometimes reduce the “rump” by rounding the sizes to the 
  nearest interval of 500, e.g. 500 infantry per battalion or 2,000 
  infantry per brigade, again assuming any excess is reserves, sick 
  troops, and so on. 
  EXAMPLE #1: Balbus, a 14th level cleric, has become 
  Theocrat of Aura. He raises a vast army for a crusade against 
  Kemesh. His army consists of 6,000 heavy cavalry; 18,000 
  heavy infantry; 18,000 light infantry, and 18,000 bowmen, 
  for a total of 60,000 troops. Since the army is greater than 
  36,000 troops, he organizes it into brigade-sized units. He 
  divides the troops into 6 brigades of 960 heavy cavalry each; 
  9 brigades of 1,920 heavy infantry each; 9 brigades of 1,920 
  light infantry each; and 9 brigades of 1,920 bowmen each. 
  The “rump” of excess troops is ignored. He has a total of 33 
  brigade-sized units in his army. Balbus has CHA 14 (+1) and 
  Leadership proficiency. His army may have up to (4+1+1) 6 
  divisions. He decides to organize his army as follows: 
   » 1st division with six brigades of heavy cavalry
   » 2nd division with four brigades of heavy infantry and two 
  brigades of bowmen
   » 3rd division with four brigades of heavy infantry and two 
  brigades of bowmen
   » 4th division with four brigades of light infantry and two 
  brigades of bowmen
   » 5th division with four brigades of light infantry and two 
  brigades of bowmen
   » 6th division with one brigade of heavy infantry, one 
  brigade of light infantry, and one brigade of bowmen
  Because the army is organized into brigade-sized units, any 
  unit lieutenants will need to be at least 9th level, and each 
  division commander will need to be at least 11th level.
  Army Size
  Unit Scale
  Troops/Unit
  Commander Qualification
  Lieutenant Qualification
  120 – 600
  Platoon
  x¼: 30 infantry, 15 cavalry
  NPC: 5th level; Monster: HD +2
  NPC: 3rd level: Monster: HD +1
  601 – 3,000
  Company
  x1: 120 infantry, 60 cavalry
  NPC: 7th level; Monster: HD +4
  NPC: 5th level; Monster: HD +2
  3,001 – 12,000
  Battalion
  x4: 480 infantry, 240 cavalry
  NPC: 9th level; Monster: HD +6
  NPC: 7th level; Monster: HD +4
  12,001 or more
  Brigade
  x16: 1,920 infantry, 960 cavalry
  NPC: 11th level; Monster: HD +8
  NPC: 9th level; Monster: HD + 6
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Military Specialists 
  23
  Armies
  EXAMPLE #2: An orc village is going to war. The village 
  consists of 1 orc chief, 6 sub-chieftains, 30 champions (1+1 
  Hit Dice each), and 180 orcs. The orc chief organizes his 
  army into seven platoons. Six platoons consist of 30 orcs 
  each. The seventh platoon consists of 30 champions. The orc 
  chief has a leadership ability of 4, so he may have up to four 
  divisions in his army. He organizes his divisions as follows:
   » 1st division with one platoon of orc champions, 
  commanded by the orc chief
   » 2nd division with two platoons of orcs, commanded by 
  an orc sub-chief
   » 3rd division with two platoons of orcs, commanded by an 
  orc sub-chief
   » 4th division with two platoons of orcs, commanded by an 
  orc sub-chief
  The remaining three orc sub-chiefs are distributed as 
  lieutenants. 
  MILITARY SPECIALISTS
  To function effectively, an army requires more than just troops 
  and officers. It requires military specialists with expertise in the 
  varied fields of military science.
  TYPES OF MILITARY SPECIALISTS
  Below are several possible military specialists and typical monthly 
  pay rates. Player characters with appropriate proficiencies may 
  act as specialists where noted. This list is not exhaustive, and the 
  Judge may create more kinds of specialists as needed using the 
  rules in the Proficiencies chapter of ACKS (p. 56).
  Artillerist (25gp/month): Leaders wishing to employ siege 
  artillery such as ballistae, catapults, and trebuchets will need 
  to employ artillerists. Each artillerist can oversee a battery 
  of 3-5 pieces of artillery. See Chapter 2, Artillery and Siege 
  Equipment (p. 43).
  Armorer (75gp/month): Each month, an armorer can make 
  40gp worth of weapons, armor, or shields. In addition to being 
  hired for producing weapons and armor, armorers must be 
  hired at the frequency of 1 per 60 troops (2 per unit) in order 
  maintain and fix armor and weapons. Armorers may be assisted 
  by up to two journeymen (20gp/month) and four apprentices 
  (10gp/month). An armorer with one journeyman and two 
  apprentices produces 100gp per month and can maintain 150 
  troops; an armorer with two journeymen and four apprentices 
  produces 160gp per month and can maintain 240 troops. If an 
  armorer is not provided to repair and maintain weapons, the 
  troops will attend to their own gear as best they can. The extra 
  duty will reduce the unit’s morale by 1 point until an armorer is 
  provided.
  Creature Handler (25gp to 250gp/month): A creature handler 
  is a specialist trained to safely handle hunting or guard 
  creatures. Under normal circumstances, a fully-trained creature 
  of animal intelligence doesn’t require a trained specialist to 
  handle it. However, battlefields offer an overwhelming palate of 
  sounds and smells that can test the discipline of even the best-
  trained creature. In such circumstances, one creature handler 
  is required per 6 hunting creatures or 20 guard creatures. A 
  creature handler is not required for mounts or war mounts; 
  these creatures are kept under control by their riders. Sentient 
  creatures never require creature handlers, nor do trained 
  animals used for ordinary purposes away from battle.
  Handler Type
  Wage
  Domestic animal (Dog, hawk, horse, etc.)
  25gp/month
  Wild animal (Bear, cat, etc.)
  75gp/month
  Dire, giant, or prehistoric animal (any)
  150gp/month
  Fantastic creature or vermin (any)
  250gp/month
  Some creature handlers are animal trainers themselves, while 
  others rely on Beast Friendship or similar powers. In either 
  case, their wages are comparable to those for animal trainers. 
  The Creature Handler Wages table shows the average cost to 
  hire different types of handlers. If a creature is of gigantic size or 
  larger, its handlers cost a minimum of 150gp/month).
  Marshal (light infantry marshal, 30gp/month; bow, crossbow, 
  or sling marshal 60gp/month; heavy infantry marshal, 60gp/
  month; light cavalry marshal 60gp/month; heavy cavalry 
  marshal, 120gp/month; horse archer marshal, 120gp/month; 
  cataphract marshal, 240gp/month): Marshals train soldiers in 
  military discipline, physical fitness, and weapon drill. Training 
  troops takes time, ranging from one month for light infantry 
  to a full year for cataphract cavalry. The number of marshals 
  required is based on the number of troops being trained. A 
  minimum of 1 marshal is needed per 60 troops trained. 
  Mercenary Officer (lieutenant, 400gp/month; captain, 1,600gp/
  month; colonel, 7,250gp/month; general, 32,000gp/month): 
  Mercenary officers may be hired to serve as the lieutenants 
  of units or commanders of divisions. Mercenary officers are 
  usually (60%) fighters, but may sometimes be anti-paladins 
  (3%), barbarians (10%), bards (10%), explorers (10%), paladins 
  (5%), or ruinguards (2%). In elven settlements, officers may be 
  courtiers (30%), rangers (40%), or spellswords (30%), while in 
  dwarven settlements they may be delvers (10%), furies (10%), 
  or vaultguards (80%). 
  The base level, cost, and characteristics of mercenary offers are 
  noted on the Mercenary Officer Characteristics table. The officer 
  characteristics will vary based on the officer’s innate talent. Roll 
  3d6 to determine the officer’s INT, WIS, and CHA scores. For 
  colonels and generals, re-roll any one ability score and use the 
  Mercenary Officer Characteristics
  Officer Title
  Level
  Cost/Month
  Leadership Ability
  Strategic Ability
  Morale Modifier
  Lieutenant
  5th 
  400gp
  4
  +1
  +3
  Captain
   7th
  1,600gp
  4
  +2
  +3
  Colonel
  9th 
  7,250gp
  5
  +2
  +3
  General
  11th
  32,000gp
  5
  +3
  +3
  
  24 
  Military Specialists
  new roll if desired. Apply the relevant bonuses or penalties per 
  the rules in Officer Characteristics, p. 20.
  Due to inherent disloyalty, all mercenary officers have a 
  base morale of -2. (If the mercenary officers later becomes a 
  henchman, this morale score may be modified by the morale 
  modifier of his employer). Like all mercenaries, officers must 
  make morale rolls each time they suffer a calamity. Mercenary 
  officers also make morale rolls any time they are offered a higher 
  wage by another employer. Mercenary officers who betray their 
  leader will take with them any units assigned to their command! 
  Wise leaders avoid mercenary officers where possible, preferring 
  to entrust command of their units to adventuring comrades or 
  trusted henchmen.
  Quartermaster (50gp/month): A quartermaster is an 
  experienced soldier who manages distribution of supplies and 
  provisions to the troops of a unit. Quartermasters must be hired 
  at the frequency of 1 per unit in order to efficiently maintain the 
  unit’s line of supply. A unit without a quartermaster will suffer 
  from unfair distribution of supplies, cheating of provisions, and 
  other indignities. The supply cost of such is doubled, and their 
  morale is reduced by 1 until a quartermaster is provided
  Siege Engineer (50gp/month): Siege engineers are skilled in the 
  construction and placement of temporary defensive works such 
  as ditches, pits, fields of stakes, and simple wooden and earthen 
  barricades. They also know how to construct and operate war 
  machines such as all types of artillery, battery rams, galleries, 
  hoists, screws, and siege towers. See Chapter 2, Artillery and 
  Siege Equipment (p. 43) and Construction Projects (p. 49) for 
  additional details.
  AVAILABILITY OF MILITARY SPECIALISTS  
  IN MARKETS
  As with mercenaries, all characters can hire specialists from 
  markets to serve in their armies. The number of specialists 
  available for hire will be determined by the market class within 
  which the adventurers are recruiting. The Military Specialist 
  Availability by Market Class table shows how many of each type 
  of specialist are available in each type of market. Some values 
  will indicate a percentage chance; this is the chance of that 
  type of specialist being present at all. One half of the specialists 
  (rounded up) become available within the first week the 
  adventurers enter the market. Another quarter (rounded down, 
  minimum 1) become available during the second week. The 
  remainder of the specialists becomes available in the third week. 
  The number of specialists available in the market replenishes at 
  the end of each month. 
  Finding and hiring military specialists in markets cost money. 
  The fees required to find each type of specialist are determined 
  by the market class in which they are recruited. The fee is 
  identical to that for recruiting mercenaries.
  AVAILABILITY OF MILITARY SPECIALISTS IN THE REALM
  Domain and realm leaders may recruit military specialists from 
  throughout their realm to serve in their armies. Doing so takes 
  longer than recruiting from markets. The Military Specialist 
  Availability by Realm Size table shows how many of each type 
  of specialist is available in each size of realm. Note that the listed 
  realms are of minimum population for their type; if the realm is 
  larger than the listed population, scale up proportionately. 
  One half of the specialists (rounded up) become available within 
  the first time period after the leader begins recruiting. Another 
  quarter (rounded down, minimum 1) become available during 
  the second time period. The remainder becomes available in the 
  third period. The number of specialists available in the market 
  replenishes at the end of the fourth time period.As with finding 
  and hiring specialists in markets, there is a gp cost associated 
  with finding and hiring specialists throughout the realm. Each 
  time period that the adventurer is recruiting specialists in his 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Troop Characteristics Summary 
  25
  Armies
  domain or realm, he must pay the fee per type of specialist. The 
  fee is identical to that for recruiting mercenaries.
  TROOP CHARACTERISTICS SUMMARY
  The following tables summarize the characteristics for common 
  demi-human, human, and beastman troops. All mercenaries 
  and followers presented in the Adventurer Conqueror King 
  System core rules, Player’s Companion, and Domains at War: 
  Campaigns supplement are described. 
  Notes: 
   » When several equipment loadouts exist for a given 
  troop type, the default mercenary loadout is listed 
  as “A”, while variant types are listed as “B”, “C”, 
  etc. Availability of variant types is at the Judge’s 
  discretion.
   » Cavalry characteristics are separated by a “/” to 
  separate the AC, HD, hp, # of attacks, and damage 
  of rider and mount. 
   » BR, or “Battle Rating”, measures the troop’s value 
  on the battlefield. The listed BR is per creature. See 
  Chapter 4 , Battle Ratings, p. 68.
  Military Specialist Availability by Market Class
  Specialist Type
  Class I 
  Class II
  Class III
  Class IV
  Class V
  Class VI
  Artillerist
  5d10
  2d6
  1d6
  1d2
  1 (65%)
  1 (20%)
  Armorer
  3d10 
  2d4
  1d4
  1
  1 (40%)
  1 (15%)
  Creature Handler – Domestic
  5d10
  2d6
  1d6
  1d2
  1 (65%)
  1 (20%)
  Creature Handler – Wild
  3d10 
  2d4
  1d4
  1
  1 (40%)
  1 (15%)
  Creature Handler – Giant/Prehistoric
  2d10
  1d6
  1d3
  1 (65%)
  1 (25%)
  1 (10%)
  Creature Handler - Fantastic
  1d10
  1d3
  1 
  1 (33%)
  1 (15%)
  1 (5%)
  Marshal – Light Infantry
  5d10
  2d6
  1d6
  1d2
  1 (65%)
  1 (20%)
  Marshal – Bow, Hvy. Inf., or Light Cavalry
  3d10 
  2d4
  1d4
  1
  1 (40%)
  1 (15%)
  Marshal – Heavy Cavalry or Horse Archer
  2d10
  1d6
  1d2 
  1 (85%)
  1 (25%)
  1 (10%)
  Marshal – Cataphract
  1d10
  1d3
  1
  1 (33%)
  1 (15%)
  1 (5%)
  Mercenary Officer – Lieutenant
  1d10
  1d3
  1
  1 (33%)
  1 (15%)
  1 (5%)
  Mercenary Officer – Captain
  1d6
  1d2
  1 (45%)
  1 (15%)
  1 (5%)
  -
  Mercenary Officer – Colonel
  1d2
  1 (25%)
  1 (15%)
  1 (5%)
  -
  -
  Mercenary Officer – General
  1 (15%)
  -
  -
  -
  -
  -
  Quartermaster
  3d10 
  2d4
  1d4
  1
  1 (40%)
  1 (15%)
  Siege Engineer
  3d10 
  2d4
  1d4
  1
  1 (40%)
  1 (15%)
  Military Specialist Availability by Realm Size
  Specialist Type
  Continent
  Empire
  Kingdom
  Principality
  Duchy
  County
  March
  Barony
  Population (Families)
  16,000,000
  1,500,000
  364,000
  87,000
  20,000
  4,600
  960
  160
  Time Period
  Year
  Season
  Season
  Month
  Month
  Week
  Week
  Week
  Artillerist
  45,000
  3,700
  905
  215
  50
  10
  2
  -
  Armorer
  28,000
  2,200
  540
  130
  30
  7
  1
  -
  Creature Handler – Domestic
  45,000
  3,700
  905
  215
  50
  10
  2
  -
  Creature Handler – Wild
  28,000
  2,200
  540
  130
  30
  7
  1
  -
  Creature Handler – Giant/Prehistoric
  19,000
  1,450
  360
  85
  20
  5
  1
  -
  Creature Handler - Fantastic
  9,300
  725
  180
  45
  10
  3
  -
  -
  Marshal – Light Infantry
  45,000
  3,700
  905
  215
  50
  10
  2
  -
  Marshal – Bow, Hvy. Inf., or Light Cavalry
  28,000
  2,200
  540
  130
  30
  7
  1
  -
  Marshal – Heavy Cavalry or Horse Archer
  19,000
  1,450
  360
  85
  20
  5
  1
  -
  Marshal – Cataphract
  9,300
  725
  180
  45
  10
  3
  -
  -
  Mercenary Officer – Lieutenant
  9,300
  725
  180
  45
  10
  5
  1
  -
  Mercenary Officer – Captain
  3,500
  275
  25
   
  16
  3
  1
  -
  -
  Mercenary Officer – Colonel
  1,000
  75
  20
  4
  1
  -
  -
  -
  Mercenary Officer – General 
  125
  10
  3
  1
  -
  -
  -
  -
  Quartermaster
  28,000
  2,200
  540
  130
  30
  7
  1
  -
  Siege Engineer
  28,000
  2,200
  540
  130
  30
  7
  1
  -
  
  26 
  Troop Characteristics Summary
  DEMI-HUMAN TROOPS
  Troop Type
  AC
  Move
  HD
  Hp
  Att.
  Dmg
  SV
  ML
  BR
  Wage
  Dwarven Troops
  Heavy Infantry A 
  spear, hand axe, shield, banded plate
  6
  60’
  1
  5
  1
  BW+1
  D1
  0
  0.025
  18gp
  Heavy Infantry B 
  great axe, plate
  6
  60’
  1
  5
  1
  BW+1
  D1
  0
  0.029
  21gp
  Heavy Infantry C 
  war hammer, shield, banded plate
  6
  90’
  1
  5
  1
  BW+1
  D1
  0
  0.021
  15gp
  Heavy Infantry D 
  battle axe, shield, chain mail
  5
  90’
  1
  5
  1
  BW+1
  D1
  0
  0.017
  12gp
  Crossbowmen 
  arbalest, dagger, chain mail
  4
  90’
  1
  5
  1
  BW+1
  D1
  0
  0.033
  24gp
  Mounted Crossbowmen 
  crossbow, hand axe, chain mail, mule
  4/2
  120’
  1/2
  5/9
  1
  BW+1
  D1
  +1
  0.082
  45gp
  Elven Troops
  Light Infantry 
  spear, short sword, shield, leather
  3
  120’
  1+1
  6
  1
  BW+1
  E1
  -1
  0.014
  10gp
  Heavy Infantry A 
  spear, sword, shield, chain mail
  5
  90’
  1+1
  6
  1
  BW+1
  E1
  0
  0.033
  24gp
  Heavy Infantry B 
  spear, sword, shield, lamellar
  6
  90’
  1+1
  6
  1
  BW+1
  E1
  0
  0.038
  27gp
  Bowmen 
  shortbow, dagger, leather
  2
  120’
  1+1
  6
  1
  BW+1
  E1
  -1
  0.029
  21gp
  Longbowmen 
  longbow, sword, chain mail
  4
  90’
  1+1
  6
  1
  BW+1
  E1
  0
  0.058
  42gp
  Light Cavalry 
  lance, sword, shield, leather, light warhorse
  3/2
  240’
  1+1/2
  6/9
  1
  BW+1
  E1
  +1
  0.103
  60gp
  Horse Archers 
  composite bow, scimitar, shield, leather, light warhorse
  3/2
  240’
  1+1/2
  6/9
  1
  BW+1
  E1
  +1
  0.145
  90gp
  Cataphract Cavalry 
  composite bow, lance, sword, shield, plate, lamellar 
  barded medium warhorse
  7/6
  180’
  1+2/3
  6/14 1 / 2
  BW+1
  E1
  +2
  0.229
  150gp
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Troop Characteristics Summary 
  27
  Armies
  HUMAN TROOPS
  Troop Type
  AC
  Move
  HD
  Hp
  Att.
  Dmg
  SV
  ML
  BR
  Wage
  Untrained Conscripts/Militia 
  spear, club
  0
  120’
  ½
  3
  1
  BW
  NM
  -2
  0.003
  3gp
  Light Infantry A 
  3 javelins, short sword, shield, leather
  3
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.008
  6gp
  Light Infantry B 
  spear, scimitar or battle axe, shield, leather
  3
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.008
  6gp
  Light Infantry C 
  great axe, leather
  2
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.008
  6gp
  Light Infantry D 
  pair of swords, dagger, leather
  2
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.008
  6gp
  Light Infantry E / Hunters 
  spear, hand axe, shield, leather
  3
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.008
  6gp
  Light Infantry F / Hunters 
  bola, net, 3 javelins, hand axe, leather
  2
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.006
  4gp
  Light Infantry G / Hunters 
  spear, club, shield, hide
  2
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.006
  4gp
  Light Infantry H / Hunters 
  bola, hand axe, 5 darts, hide
  1
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.006
  4gp
  Heavy Infantry A 
  spear, sword, shield, banded
  6
  60’
  1-1
  4
  1
  BW
  NM
  0
  0.017
  12gp
  Heavy Infantry B 
  pole arm, sword, shield, banded
  5 or 6
  60’
  1-1
  4
  1
  BW
  NM
  0
  0.021
  15gp
  Heavy Infantry C 
  spear, sword, shield, chain
  5
  90’
  1-1
  4
  1
  BW
  NM
  0
  0.017
  12gp
  Heavy Infantry D 
  two-handed sword, chain
  4
  90’
  1-1
  4
  1
  BW
  NM
  0
  0.013
  9gp
  Slingers 
  sling, short sword, shield, leather
  3
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.008
  6gp
  Bowmen 
  shortbow, short sword or hand axe, leather
  2
  120’
  1-1
  4
  1
  BW
  NM
  -1
  0.013
  9gp
  Crossbowmen A 
  arbalest, short sword, chain
  4
  90’
  1-1
  4
  1
  BW
  NM
  0
  0.025
  18gp
  Longbowmen A 
  longbow, sword, chain
  4
  90’
  1-1
  4
  1
  BW
  NM
  0
  0.025
  18gp
  Longbowmen B 
  composite bow, scimitar, shield, leather
  2 or 3
  120’
  1-1
  4
  1
  BW
  NM
  0
  0.025
  18gp
  Light Cavalry A 
  3 javelins, sword, shield, leather, light warhorse
  3/2
  240’
  1-1/2
  4/9
  1
  BW
  NM
  +1
  0.061
  30gp
  Light Cavalry B 
  3 javelins, pair of swords, leather, light warhorse
  2/2
  240’
  1-1/2
  4/9
  1
  BW
  NM
  +1
  0.061
  30gp
  Light Cavalry C 
  lance, sword, shield, leather, light warhorse
  3/2
  240’
  1-1/2
  4/9
  1 / 2
  BW
  NM
  +1
  0.061
  30gp
  Horse Archers 
  composite bow, scimitar, shield, leather, light warhorse
  3/2
  240’
  1-1/2
  4/9
  1 / 2
  BW
  NM
  +1
  0.082
  45gp
  Medium Cavalry 
  lance, sword, shield, lamellar, medium warhorse
  6/2
  180’
  1-1/3
  4/14
  1 / 2
  BW
  NM
  +1
  0.082
  45gp
  Heavy Cavalry 
  lance, sword, shield, plate, chain-barded medium 
  warhorse
  7/5
  180’
  1-1/3
  4/14
  1 / 2
  BW
  NM
  +2
  0.103
  60gp
  Cataphracts 
  composite bow, lance, sword, shield, plate, lamellar-
  barded medium warhorse
  7/6
  180’
  1-1/3
  4/14
  1 / 2
  BW
  NM
  +2
  0.124
  75gp
  Camel Archers 
  composite bow, scimitar, shield, leather, camel
  3/2
  150’
  1-1/2
  4/9
  1/ 1
  BW
  NM
  +1
  0.042
  30gp
  Camel Lancers 
  composite bow, lance, scimitar, shield, chain, leather-
  barded camel
  5/3
  150’
  1-1/2
  4/9
  1/ 1
  BW
  NM
  +2
  0.069
  45gp
  War Elephant 
  6 riders with composite bow, lances, and leather armor 
  in gigantic war howdah on lamellar-barded elephant
  6/7
  120’
  1-1x4/9
  4/40
  4 / 2
  BW/2d4
  NM
  +2
  0.777
  360gp
  Notes: 25% of human units will be veterans (1st level fighters). Veterans have 1 HD, 5 hp, +1 to morale, and +1 to damage rolls. 
  
  28 
  Troop Characteristics Summary
  BEASTMAN TROOP
  Troop Type
  AC
  Move
  HD
  Hp
  Att.
  Dmg
  SV
  ML
  BR
  Wage
  Kobold Troops
  Light Infantry 
  3 javelins, spiked club, hand axe, leather
  2
  60
  ½
  3
  1
  BW-1
  NM
  -2
  0.003
  2gp
  Goblin Troops
  Light Infantry 
  spear, short sword, shield, leather
  3
  60’
  1-1
  4
  1
  BW
  NM
  -1
  0.004
  3gp
  Slingers 
  sling, short sword, shield, leather
  3
  60’
  1-1
  4
  1
  BW
  NM
  -1
  0.004
  3gp
  Bowmen 
  short bow, short sword, leather
  2
  60’
  1-1
  4
  1
  BW
  NM
  -1
  0.004
  3gp
  Wolf Riders 
  spear, short sword, shield, leather, dire wolf
  3/3
  150’
  1-1/4+1
  4/21
  1 / 1
  BW/ 2d4
  F1
  +2
  0.107
  15gp
  Orc Troops
  Light Infantry 
  spear, scimitar, shield, leather
  3
  120’
  1
  5
  1
  BW
  F1
  0
  0.008
  6gp
  Heavy Infantry 
  pole arm, scale
  3
  120’
  1
  5
  1
  BW
  F1
  0
  0.013
  9gp
  Bowmen 
  short bow, scimitar, leather
  2
  120’
  1
  5
  1
  BW
  F1
  0
  0.008
  6gp
  Crossbowmen 
  crossbow, scimitar, scale
  3
  120’
  1
  5
  1
  BW
  F1
  0
  0.017
  12gp
  Boar Riders 
  spear, scimitar, shield, scale, giant boar
  4/3
  120’
  1/5
  5/26
  1 / 1
  BW/ 3d4
  F1
  +2
  0.131
  33gp
  Hobgoblin Troops
  Light Infantry 
  spear, sword, shield, leather
  3
  90’
  1+1
  6
  1
  BW
  F1
  0
  0.017
  12gp
  Heavy Infantry 
  pole arm, scale
  3
  90’
  1+1
  6
  1
  BW
  F1
  0
  0.021
  15gp
  Longbowmen 
  composite bow, sword, scale
  3
  90’
  1+1
  6
  1
  BW
  F1
  0
  0.035
  25gp
  Light Cavalry 
  3 javelins, sword, leather, shield, light warhorse
  3/2
  240’
  1+1/2
  6/9
  1
  BW
  F1
  +1
  0.082
  45gp
  Medium Cavalry 
  lance, sword, shield, lamellar, medium warhorse
  5/2
  180’
  1+1/3
  6/14
  1
  BW
  F1
  +1
  0.095
  55gp
  Horse Archers 
  comp  bow, sword, shield, leather, light warhorse
  3/2
  240’
  1+1/2
  6/9
  1
  BW
  F1
  +1
  0.124
  75gp
  Gnoll Troops
  Light Infantry 
  spear, shield, leather
  4
  90’
  2
  10
  1
  BW+1
  F2
  0
  0.025
  18gp
  Heavy Infantry 
  pole arm, scale
  4
  90’
  2
  10
  1
  BW+1
  F2
  0
  0.033
  24gp
  Longbowmen 
  long bow, battle axe, scale
  4
  90’
  2
  10
  1
  BW+1
  F2
  0
  0.055
  40gp
  Lizardman Troops
  Light Infantry 
  5 darts, spiked club, shield
  4
  60’
  2+1
  11
  1/3
  BW+1/d3, d8
  F2
  +2
  0.036
  27gp
  Heavy Infantry 
  3 javelins, spiked club, shield, leather
  6
  60’
  2+1
  11
  1/3
  BW+1/d3, d8
  F2
  +2
  0.061
  45gp
  Bugbear Troops
  Light Infantry 
  spear, shield
  4
  90’
  3+1
  16
  1
  BW+1
  F3
  +2
  0.050
  36gp
  Heavy Infantry 
  morning star, hand axe, hide
  4
  90’
  3+1
  16
  1
  BW+1
  F3
  +2
  0.069
  50gp
  Ogre Troops
  Light Infantry 
  large club, hide
  4
  90’
  4+1
  21
  1
  BW +3
  F4
  +2
  0.077
  40gp
  Heavy Infantry 
  great axe, scale
  6
  90’
  4+1
  21
  1
  BW +3
  F4
  +2
  0.131
  80gp
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Unit Characteristics Summary 
  29
  Armies
  UNIT CHARACTERISTICS SUMMARY
  The following tables summarize the characteristics for common 
  demi-human, human, and beastman troops. 
  Daily Move/Weekly Move: See Chapter 3, Moving Armies, p. 
  55.
  Monthly Wage: Monthly wage is equal to the troops’ monthly 
  wage x 120 (for infantry) or x 60 (for cavalry or large creatures).
  Supply Cost: Supply cost is generally 60gp per week for infantry 
  units and 240gp per week for cavalry units. Units without 
  quartermasters, and carnivorous units, pay more. See Chapter 
  3, Supply Cost, p. 56.
  Specialist Cost: For all units except untrained conscripts and 
  militia, we assume there is 1 quartermaster (50gp) per unit and 
  1 armorer, 2 journeymen, and 4 apprentices (costing 160gp) per 
  240 troops.
  Total Cost: Total cost per month is equal to monthly wage cost 
  plus monthly specialist cost plus 4 x weekly supply cost. 
  Battle Rating: The measure of the creature’s value on the 
  battlefield. See Chapter 4 , Battle Ratings, p. 68.
  DEMI-HUMAN UNITS
  Unit Type
  Daily Move 
  (Miles)
  Weekly Move 
  (Miles)
  Monthly Wage 
  (GP/Month)
  Supply Cost 
  (GP/Week)
  Specialist Cost 
  (GP/Month)
  Total Cost 
  (GP/Month)
  Battle 
  Rating
  Dwarven Troops
  120 Heavy Infantry A
  12
  48
  2,160
  60
  130
  2,530
  3
  120 Heavy Infantry B
  12
  48
  2,520
  60
  130
  2,890
  3.5
  120 Heavy Infantry C
  18
  72
  1,800
  60
  130
  2,170
  2.5
  120 Heavy Infantry D
  18
  72
  1,440
  60
  130
  1,810
  2
  120 Crossbowmen
  18
  72
  2,880
  60
  130
  3,250
  4
  60 Mounted Crossbowmen
  24
  96
  2,700
  240
  90
  3,750
  5
  Elven Troops
  120 Light Infantry 
  24
  96
  1,200
  60
  130
  1,570
  1.5
  120 Heavy Infantry A
  18
  72
  2,880
  60
  130
  3,250
  4
  120 Heavy Infantry B
  18
  72
  3,240
  60
  130
  3,610
  4.5
  120 Bowmen
  24
  96
  2,520
  60
  130
  2,890
  3.5
  120 Longbowmen 
  18
  72
  5,040
  60
  130
  5,410
  7
  60 Light Cavalry
  48
  192
  3,600
  240
  90
  4,650
  6
  60 Horse Archers
  48
  192
  5,400
  240
  90
  6,450
  8.5
  60 Cataphract Cavalry
  36
  144
  9,000
  240
  90
  10,050
  13.5
  
  30 
  Unit Characteristics Summary
  HUMAN TROOPS
  Unit Type
  Daily Move 
  (Miles)
  Weekly Move 
  (Miles)
  Monthly Wage 
  (GP/Month)
  Supply Cost 
  (GP/Week)
  Specialist Cost 
  (GP/Month)
  Total Cost 
  (GP/Month)
  Battle 
  Rating
  120 Untrained Conscripts/Militia
  24
  96
  360
  120
  0
  840
  0.5
  120 Light Infantry A/B/C/D/E
  24
  96
  720
  60
  130
  1,090
  1
  120 Veteran Light Infantry A/B/C/D/E
  24
  96
  2,160
  60
  130
  2,530
  3
  120 Light Infantry F/G/H
  24
  96
  480
  120
  130
  850
  0.5
  120 Veteran Light Infantry F/G/H
  24
  96
  1,920
  60
  130
  2,290
  2.5
  120 Heavy Infantry A/C
  12
  48
  1,440
  60
  130
  1,810
  2
  120 Veteran Heavy Infantry A/C
  12
  48
  2,880
  60
  130
  3,250
  4
  120 Heavy Infantry B
  12
  48
  1,800
  60
  130
  2,170
  2.5
  120 Veteran Heavy Infantry B
  12
  48
  3,240
  60
  130
  3,610
  4.5
  120 Heavy Infantry D
  18
  72
  1,080
  60
  130
  1,450
  1.5
  120 Veteran Heavy Infantry D
  18
  72
  2,520
  60
  130
  2,890
  3.5
  120 Slingers
  24
  96
  720
  60
  130
  1,090
  1
  120 Veteran Slingers
  24
  96
  2,160
  60
  130
  2,530
  3
  120 Bowmen 
  24
  96
  1,080
  60
  130
  1,450
  1.5
  120 Veteran Bowmen
  24
  96
  2,520
  60
  130
  2,890
  3.5
  120 Crossbowmen
  18
  72
  2,160
  60
  130
  2,530
  3
  120 Veteran Crossbowmen
  18
  72
  3,600
  60
  130
  3,970
  5
  120 Longbowmen A
  18
  72
  2,160
  60
  130
  2,530
  3
  120 Veteran Longbowmen A
  18
  72
  3,600
  60
  130
  3,970
  5
  60 Light Cavalry A/B
  48
  192
  1,800
  240
  90
  2,850
  3.5
  120 Longbowmen B
  24
  96
  2,160
  60
  130
  2,530
  3
  120 Veteran Longbowmen B
  24
  96
  3,600
  60
  130
  3,970
  5
  60 Veteran Light Cavalry
  48
  192
  2,520
  240
  90
  3,570
  4.5
  60 Horse Archers 
  48
  192
  2,700
  240
  90
  3,750
  5
  60 Veteran Horse Archers
  48
  192
  3,420
  240
  90
  4,470
  6
  60 Medium Cavalry 
  36
  144
  2,700
  240
  90
  3,750
  5
  60 Veteran Medium Cavalry
  36
  144
  3,420
  240
  90
  4,470
  6
  60 Heavy Cavalry 
  36
  144
  3,600
  240
  90
  4,650
  6
  60 Veteran Heavy Cavalry
  36
  144
  4,320
  240
  90
  5,370
  7
  60 Cataphract Cavalry
  36
  144
  4,500
  240
  90
  5,550
  7.5
  60 Veteran Cataphract Cavalry
  36
  144
  5,720
  240
  90
  6,270
  8.5
  60 Camel Archers
  30
  120
  1,800
  240
  90
  2,850
  2.5
  60 Veteran Camel Archers
  30
  120
  2,520
  240
  90
  3,570
  3.5
  60 Camel Lancers
  30
  120
  2,700
  240
  90
  3,750
  4
  60 Veteran Camel Lancers
  30
  120
  3,420
  240
  90
  4,470
  5
  5 War Elephants (w/ 30 Riders)
  24
  96
  1,800
  240
  70
  2,830
  4
  5 Vet. War Elephants (w/ 30 Riders)
  24
  96
  2,160*
  240
  70
  3,190
  5
  *Since each war elephant is accompanied by 6 troops, monthly wages of a unit of 5 veteran war elephant units are increased by (5 x 6 x 12) 360gp 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Unit Characteristics Summary 
  31
  Armies
  BEASTMAN TROOPS
  Unit Type
  Daily Move 
  (Miles)
  Weekly Move 
  (Miles)
  Monthly Wage 
  (GP/Month)
  Supply Cost 
  (GP/Week)
  Specialist Cost 
  (GP/Month)
  Total Cost 
  (GP/Month)
  Battle 
  Rating
  Kobold Troops
  120 Light Infantry
  12
  48
  240
  60
  130
  610
  0.25
  Goblin Troops
  120 Light Infantry 
  12
  48
  360
  60
  130
  730
  0.5
  120 Slingers 
  12
  48
  360
  60
  130
  730
  0.5
  120 Bowmen 
  12
  48
  360
  60
  130
  730
  0.5
  60 Wolf Riders
  30
  120
  900
  960
  90
  4,830
  6.5
  Orc Troops
  120 Light Infantry 
  24
  96
  720
  60
  130
  1,090
  1
  120 Heavy Infantry 
  24
  96
  1,080
  60
  130
  1,450
  1.5
  120 Bowmen 
  24
  96
  720
  60
  130
  1,090
  1
  120 Crossbowmen 
  24
  96
  1,440
  60
  130
  1,810
  2
  60 Boar Riders 
  24
  96
  1,980
  960
  90
  5,910
  8
  Hobgoblin Troops
  120 Light Infantry
  18
  72
  1,440
  60
  130
  1,810
  2
  120 Heavy Infantry 
  18
  72
  1,800
  60
  130
  2,170
  2.5
  120 Longbowman
  18
  72
  2,880
  60
  130
  3,250
  4
  60 Light Cavalry 
  48
  192
  2,700
  240
  90
  3,750
  5
  60 Horse Archers 
  48
  192
  4,500
  240
  90
  5,550
  7.5
  60 Medium Cavalry
  36
  144
  3,120
  240
  90
  4,350
  5.5
  Gnoll Troops
  120 Light Infantry
  18
  72
  2,160
  60
  130
  2,530
  3
  120 Heavy Infantry 
  18
  72
  2,880
  60
  130
  3,250
  4
  120 Longbowmen 
  18
  72
  4,680
  60
  130
  5,050
  6.5
  Lizardmen Troops
  120 Light Infantry
  12
  48
  3,240
  60
  130
  3,610
  4.5
  120 Heavy Infantry
  12
  48
  5,400
  60
  130
  5,770
  7.5
  Bugbear Troops
  120 Light Infantry
  18
  72
  4,320
  60
  130
  4,690
  6
  120 Heavy Infantry 
  18
  72
  6,000
  60
  130
  6,370
  8
  Ogre Troops
  60 Light Infantry
  18
  72
  2,400
  240
  90
  3,450
  4
  60 Heavy Infantry 
  18
  72
  4,800
  240
  90
  5,850
  8
  EXOTIC CREATURES ROSTER
  The following tables present D@W-specific characteristics 
  for a variety of animals, constructs, fantastic creatures, oozes, 
  undead, vermin, and other monsters. For the creature’s standard 
  characteristics, please refer the monster listings in the ACKS core 
  rulebook. Special rules that are relevant to these characteristics 
  are explained below.
  SIZE CATEGORY
  Creatures are sorted into one of five size categories – man-size, 
  large, huge, gigantic, or colossal. Man-sized creatures are about 
  the size of human beings. Up to 120 man-sized creatures can 
  be organized into a company-sized unit. Large creatures count 
  as 2 men, so up to 60 large creatures can be organized into a 
  company-sized unit. Huge creatures count as 6 men, so no more 
  than 20 huge creatures can be organized into a company-sized 
  unit. Gigantic creatures count as 24 men, so only 5 gigantic 
  creatures can be organized into a company-sized unit. Colossal 
  creatures count as 120 men. A colossal creature is a unit by itself!
  ROLE
  A creature might play one of several different roles within an 
  army. Which roles are available are determined by the creature’s 
  natural intelligence and training. 
  Controlled: Mindless creatures that cannot be trained or 
  led, but instead must be magically controlled. Unlike normal 
  troops, controlled troops can only be formed into a unit if a 
  Man-Sized
  Large
  Huge
  Gigantic
  Colossal
  Relative Size
  Counts as 1 man
  Counts as 2 men
  Counts as 6 men
  Counts as 24 men
  Counts as 120 men
  Max No. per Unit
  120 per unit
  60 per unit
  20 per unit
  5 per unit
  1 per unit
  Length/Height
  Less than 8’ long/tall
  8’ to 12’ long/tall
  12’ to 20’ long/tall
  20’ to 32’ long/tall
  32’ or more long/tall
  Weight
  Up to 400lbs
  401 to 2,000lbs
  2,001 to 8,000lbs
  8,001 to 32,000lbs
  More than 32,000lbs
  
  32 
  Unit Characteristics Summary
  lieutenant capable of controlling them is available. Automatons, 
  gargoyles, golems, and statues can be controlled by their creator 
  or through special magic. Mindless undead can be controlled 
  by the spellcaster that animated them, through control undead 
  magic, or by chaotic clerics turning them with a “D” result. 
  Oozes can be controlled by charm monster or similar magic. 
  EXAMPLE: Moruvai’s army includes 120 skeletons. He 
  forms the skeletons into a company-sized unit, and appoints 
  his henchmen Atrekh, a 6th level chaotic cleric, as the 
  unit’s lieutenant. As a 6th level chaotic cleric, Atrekh can 
  automatically control skeletons. If Atrekh (or someone of 
  similar abilities) were not available, Moruvai would not be 
  able to form the skeletons into a unit at all.
  Guards: Creatures of animal intelligence trained to attack 
  designated targets and defend designated characters or locations. 
  Guards will accompany their handlers when requested, but 
  loyally stay in place when their handlers are not present. If guard 
  creatures are formed into units, one creature handler specialist 
  is required for every 20 guard creatures. The creature handlers 
  themselves do not fight and do not count as officers. 
  EXAMPLE: Orog, a neanderthal war chief, owns 120 white 
  apes trained as guards. He forms these creatures into a 
  company-sized unit. Six creature handlers will be required 
  to manage the white apes. Without these handlers, the white 
  apes cannot function as a unit, regardless of the skill of their 
  commander or lieutenant. Fortunately, white ape handlers 
  are common among Orog’s neanderthal tribe. 
  Guard training increases a creature’s morale score (ML) by 2, 
  to a maximum of +2, but it is highly demanding (equivalent to 
  learning seven “tricks” from an animal trainer). Many creatures 
  lack the intelligence or temperament to be guards – these are 
  usually trained as hunters instead. 
  EXAMPLE: White apes have a base morale score of -1. 
  Because of their training, Orog’s white apes have morale 
  scores of +1.
  Hunters: Creatures of animal intelligence trained to accompany 
  their handlers on hunts, where they will track and kill designated 
  targets. Unlike guard creatures, hunters require constant 
  monitoring and discipline to ensure they stay under control. 
  Therefore one creature handler specialist is required for every 
  six hunters formed into a unit. Hunter training requires learning 
  only two “tricks”, so most animals of a carnivorous nature can be 
  trained as hunters even if they are not suitable as guards. 
  EXAMPLE: Zeodarë owns 60 lions trained as hunters. She 
  organizes them into a company-sized unit (lions are large 
  creatures, so 60 lions is a full unit). 10 creature handlers are 
  required to manage the unit of lions.
  Livestock: Creatures of animal intelligence raised to be used for 
  food. They receive just enough training to be safely handled but 
  are not useful in war except as a source of supply. They cannot 
  be formed into units on the battlefield except under exceptional 
  circumstances or with magic (Judge’s discretion).
  Mounts: Creatures of animal or sentient intelligence trained 
  to serve as steeds. They are used in conjunction with troops to 
  form irregular cavalry units. Mount training counts as 5 “tricks,” 
  so when dealing with less-intelligent beasts, suitable specimens 
  might be rare and expensive. Note that even sentient creatures 
  which are to carry riders must be trained as mounts, because 
  the subtleties of communication between rider and mount, and 
  of movement while laden with a rider, do not come naturally. 
  Creatures noted as Mount (S) are sentient and can also fight as 
  troops. Otherwise, mounts without troops to ride them cannot 
  be organized into units.
  Troops: Creatures of sentient intelligence capable of fighting 
  on the battlefield. They are organized into units following the 
  standard rules. 
  War Mounts: Creatures of animal intelligence trained to serve 
  as fighting steeds. They are used in conjunction with troops to 
  form various cavalry units. Training as a war mount is even 
  more demanding than guard or mount training, counting as 8 
  “tricks.” Very few animals have the intelligence and temperament 
  to serve as war mounts, which accounts for their high cost. As 
  with guard training, war mount training increases a creature’s 
  morale score by 2, to a maximum of +2. War mounts without 
  troops to ride them can be organized into units as if they were 
  guard creatures. 
  War Mount/Troops: Sentient creatures trained to fight both as 
  troops and war mounts. Unlike creatures of animal intelligence, 
  their morale score is not increased by war mount training. The 
  cost of training a sentient creature is usually low relative to its 
  underlying price, so we have assumed that all sentient creatures 
  capable of bearing a rider are trained in this manner.
  Workbeast: Creatures of animal intelligence trained to pull heavy 
  loads or carry burdens. Workbeasts cannot be formed into units 
  on the battlefield except under exceptional circumstances or 
  with magic (Judge’s discretion). For this reason, all workbeasts’ 
  battle ratings (see p. 68) are noted in parentheses. 
  NORMAL LOAD
  Some creatures are valued primarily for their ability to carry 
  equipment, supplies, or treasure. The figure listed is the normal 
  load the creature can carry in stone. Most creatures can carry 
  a maximum of twice their normal load. When carrying more 
  than their normal load, their movement rate is reduced to half. 
  EXAMPLE: A giant tiger beetle can carry its normal load of 
  250 stone at its full movement rate of 150’ per turn. It can 
  carry up to 500 stone at 75’ per turn. 
  Humanoids can endure heavier loads, relative to their own size. 
  Humanoids may carry their normal load at full movement. 
  They may carry up to half again of their normal load at three-
  quarters movement. They may carry up to twice their normal 
  load at half movement. They may carry up to four times their 
  normal load at one-quarter movement. 
  EXAMPLE: A cyclops can carry 90 stone at its full movement 
  rate of 90’ per turn. It can carry up to 135 stone at 67’ per 
  turn. It can carry up to 180 stone at 45’ per turn. It can carry 
  up to 360 stone at 22’ per turn.
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Unit Characteristics Summary 
  33
  Armies
  OTHER CHARACTERISTICS
  Price (GP): The typical market price in gold pieces to purchase 
  the creature as property. Animals, constructs, oozes, vermin, and 
  other creatures of animal intelligence can be bought and sold as 
  property in most realms. Creatures of sentient intelligence can 
  be bought and sold as property (slaves) only in chaotic realms 
  where slavery is permitted. Otherwise they must be hired as 
  mercenaries. Note that price varies by training. Guards and war 
  mounts, being rare specimens, often command a premium. 
  Monthly Wage (GP/Month): The typical monthly wage that 
  the creature charges when hired as a mercenary. 
  Only 
  free, 
  sentient 
  creatures 
  hire themselves out as 
  mercenaries. Owned, 
  or enslaved sentient, 
  creatures can sometimes 
  be hired (rented) from 
  their owner; the wage would 
  then represent the rental fee 
  paid to the owner. A character 
  does not need to pay wages to 
  creatures he personally owns 
  or has enslaved. If wages are 
  0, then the creature’s wage is 
  so low that it’s included in the 
  cost of its supplies.
  Supply Cost (GP/Week): The cost per week to supply the 
  creature with adequate provisions. Carnivorous creatures cost 
  more to supply than herbivorous ones, and big creatures cost 
  more to supply than small ones. Note that this is the cost per 
  creature. For comparison purposes, a normal man costs 5sp per 
  week (0.5gp) to supply. See Chapter 3, Supply Cost, p. 56, for 
  more details.
  Handler Cost (GP/Month): As noted above, units of guard and 
  hunting creatures require creature handlers to keep them under 
  control. One creature handler can control 20 guard animals 
  or 6 hunting animals. See the Military Specialists 
  section (p.23) for details on creature handlers. 
  Constructs, troops, mounts, and war mounts do not 
  require creature handlers. Constructs instead require 
  lieutenants capable of controlling them. Mounts are 
  “handled” by their riders, while troops have officers as 
  normal.
  Total Cost (GP/Month): Total cost per month is equal to 
  monthly wage cost plus monthly specialist cost plus four 
  weeks’ supply cost. Note that if the creature were owned 
  or enslaved, its total cost would be less, because it wouldn’t 
  need to be paid a wage. While we have measured costs 
  down to fractions of gold pieces, feel free to round them off for 
  ease of play! 
  Battle Rating (BR): A measure of the creature’s value on the 
  battlefield. The BR values listed here are per creature. The BR 
  of a unit is equal to the sum of the battle ratings of all of its 
  constituent creatures. For comparison purposes, a solitary 
  human heavy infantryman has a Battle Rating of 0.017. See 
  Chapter 4, Battle Rating, p. 68 for more details.
  
  34 
  Unit Characteristics Summary
  EXOTIC CREATURES
  Animals 
  (cont  on next page)
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total Cost
  BR
  Ape, White
  Man-sized
  Guard
  22
  465
  15
  0.5
  20.6
  37.6
  0.034
  Baboon, Rock
  Man-sized
  Guard
  14
  250
  9
  0.5
  20.6
  31.6
  0.014
  Bat, Giant
  Large
  War Mount
  9
  2,250
  6
  16
  0
  70
  0.094
  Bear, Black
  Large
  Hunter
  18
  435
  0
  4
  68.8
  84.8
  0.010
  Bear, Cave
  Large
  Hunter
  36
  1,165
  15
  4
  68.8
  99.8
  0.032
  Bear, Cave, Riding
  Large
  War Mount
  36
  11,750
  230
  4
  0
  246
  0.036
  Bear, Grizzly
  Large
  Hunter
  25
  766
  15
  4
  68.8
  99.8
  0.019
  Bear, Grizzly, Riding
  Large
  War Mount
  25
  3000
  115
  4
  0
  131
  0.021
  Bear, Polar
  Large
  Hunter
  45
  1,650
  36
  4
  68.8
  120.8
  0.073
  Bear, Polar, Riding
  Large
  War Mount
  45
  5,750
  160
  4
  0
  176
  0.077
  Boar, Giant
  Large
  War Mount
  30
  1,400
  0
  16
  0
  64
  0.026
  Boar, Ordinary
  Man-sized
  Livestock
  12
  3
  0
  0.5
  0
  2
  0.010
  Camel
  Large
  Mount
  30
  100
  0
  4
  0
  16
  0.002
  Cat, Lion
  Large
  Hunter
  25
  750
  0
  16
  68.8
  132.8
  0.035
  Cat, Mountain Lion
  Man-sized
  Hunter
  12
  425
  6
  2
  68.8
  82.8
  0.017
  Cat, Panther
  Man-sized
  Hunter
  18
  1,150
  30
  2
  68.8
  106.8
  0.052
  Cat, Saber-Tooth
  Large
  Hunter
  48
  2,475
  1
  16
  68.8
  144.8
  0.107
  Cat, Saber-Tooth, Riding
  Large
  War Mount
  48
  8,500
  195
  16
  0
  259
  0.107
  Cat, Tiger
  Large
  Hunter
  30
  1,250
  0
  16
  68.8
  132.8
  0.050
  Crocodile, Giant
  Gigantic
  Hunter
  400
  21,000
  0
  192
  137.5
  905.5
  0.095
  Crocodile, Large
  Huge
  Hunter
  65
  4,275
  0
  48
  68.8
  260.8
  0.020
  Crocodile, Ordinary
  Large
  Hunter
  8
  600
  0
  16
  68.8
  132.8
  0.003
  Dog, Hunting
  Man-sized
  Hunter
  2
  10
  0
  0.5
  2.8
  4.8
  0.002
  Dog, War
  Man-sized
  Guard
  6
  75
  3
  0.5
  6.9
  11.9
  0.008
  Donkey
  Large
  Workbeast
  10
  8
  0
  4
  0
  16
  0.001
  Elephant
  Gigantic
  Workbeast
  180
  1,500
  0
  48
  0
  192
  (0.038)
  Elephant, War
  Gigantic
  War Mount
  180
  3,500
  0
  48
  0
  192
  0.087
  Fish, Giant Catfish
  Large
  Hunter
  55
  4,100
  110
  4
  137.5
  263.5
  0.062
  Fish, Giant Piranha
  Man-sized
  Hunter
  15
  1,875
  50
  2
  137.5
  195.5
  0.015
  Fish, Giant Rockfish
  Huge
  Hunter
  135
  5,150
  110
  12
  137.5
  295.5
  0.011
  Fish, Giant Sturgeon
  Gigantic
  Hunter
  400
  13,500
  0
  192
  137.5
  905.5
  0.110
  Hawk, Giant
  Large
  War Mount
  30
  15,175
  400
  16
  0
  464
  0.639
  Hawk, Ordinary
  Man-sized
  Hunter
  2
  20
  0
  0.5
  22.9
  24.9
  0.005
  Herd Animal, 1HD
  Man-sized
  Livestock
  2
  2
  0
  0.5
  0
  2
  0.001
  Herd Animal, 2HD
  Large
  Livestock
  7
  3
  0
  4
  0
  16
  0.003
  Herd Animal, 3HD
  Large
  Livestock
  16
  10
  0
  4
  0
  16
  0.005
  Herd Animal, 4HD
  Large
  Livestock
  28
  25
  0
  4
  0
  16
  0.010
  Horse, Heavy
  Large
  Workbeast
  40
  40
  0
  4
  0
  16
  (0.005)
  Horse, Heavy War
  Large
  War Mount
  40
  700
  6
  4
  0
  22
  0.009
  Horse, Light
  Large
  Mount
  20
  75
  0
  4
  0
  16
  0.002
  Horse, Light War
  Large
  War Mount
  20
  150
  0
  4
  0
  16
  0.005
  Horse, Medium
  Large
  Mount
  30
  40
  0
  4
  0
  16
  0.005
  Horse, Medium Draft
  Large
  Workbeast
  30
  30
  0
  4
  0
  16
  (0.005)
  Horse, Medium War
  Large
  War Mount
  30
  250
  0
  4
  0
  16
  0.009
  Lizard, Giant Draco
  Man-sized
  Hunter
  3
  1,000
  30
  0.5
  137.5
  169.5
  0.041
  Lizard, Giant Gecko
  Man-sized
  Hunter
  2
  875
  27
  0.5
  137.5
  166.5
  0.013
  Lizard, Giant Horned
  Man-sized
  Hunter
  4
  1,625
  50
  0.5
  137.5
  189.5
  0.054
  Lizard, Giant Tuatara
  Large
  Hunter
  5
  1,950
  45
  4
  137.5
  198.5
  0.028
  Mastodon
  Gigantic
  War Mount
  360
  20,500
  430
  48
  0
  622
  0.151
  Mule
  Large
  Workbeast
  20
  20
  0
  4
  0
  16
  (0.001)
  Octopus, Giant
  Huge
  Guard
  4
  6,000
  135
  12
  41.3
  224.3
  0.010
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Unit Characteristics Summary 
  35
  Armies
  Animals  
  (cont  from previous page)
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total Cost
  BR
  Pteranodon
  Large
  Hunter
  6
  4,350
  70
  16
  137.5
  271.5
  0.195
  Pterodactyl
  Man-sized
  Hunter
  2
  350
  6
  2
  137.5
  151.5
  0.005
  Rhinoceros
  Huge
  Hunter
  100
  3,000
  45
  12
  68.8
  161.8
  0.019
  Shark, Bull
  Man-sized
  Hunter
  6
  850
  21
  2
  137.5
  166.5
  0.013
  Shark, Great White
  Huge
  Hunter
  80
  7,500
  36
  48
  137.5
  365.5
  0.082
  Shark, Mako
  Large
  Hunter
  21
  2,500
  15
  16
  137.5
  216.5
  0.034
  Snake, Giant Python
  Large
  Hunter
  10
  325
  0
  16
  68.8
  132.8
  0.016
  Snake, Giant Rattler
  Large
  Hunter
  2
  180
  0
  16
  68.8
  132.8
  0.015
  Snake, Pit Viper
  Man-sized
  Hunter
  1
  170
  0
  2
  68.8
  76.8
  0.006
  Snake, Sea Snake
  Man-sized
  Hunter
  1
  170
  0
  2
  68.8
  76.8
  0.006
  Snake, Spitting Cobra
  Man-sized
  Hunter
  1
  165
  0
  2
  68.8
  76.8
  0.005
  Squid, Giant
  Huge
  Guard
  80
  4,750
  100
  12
  41.3
  189.3
  0.018
  Stegosaurus
  Gigantic
  Hunter
  220
  3,250
  0
  48
  137.5
  329.5
  0.023
  Stegosaurus, Riding
  Gigantic
  Mount
  220
  5,000
  0
  48
  0
  192
  0.023
  Titanothere
  Gigantic
  Hunter
  250
  3,500
  0
  48
  137.5
  329.5
  0.033
  Toad, Giant
  Man-sized
  Hunter
  8
  650
  21
  0.5
  137.5
  160.5
  0.002
  Triceratops
  Gigantic
  Hunter
  260
  3,500
  0
  48
  137.5
  329.5
  0.044
  Triceratops, Riding
  Gigantic
  Mount
  260
  5,500
  0
  48
  0
  192
  0.044
  Tyrannosaurus Rex
  Gigantic
  Hunter
  300
  35,000
  295
  192
  137.5
  1200.5
  0.235
  Tyrannosaurus Rex, Riding Gigantic
  Mount
  300
  48,500
  705
  192
  0
  1473
  0.235
  Varmint, Giant Ferret
  Man-sized
  Hunter
  3
  165
  0
  2
  68.8
  76.8
  0.006
  Varmint, Giant Rat
  Man-sized
  Hunter
  1
  90
  3
  0.5
  68.8
  73.8
  0.000
  Varmint, Giant Shrew
  Man-sized
  Hunter
  4
  150
  6
  0.5
  68.8
  76.8
  0.009
  Varmint, Giant Weasel
  Large
  Hunter
  40
  1,000
  15
  4
  68.8
  99.8
  0.013
  Whale, Killer
  Huge
  Hunter
  150
  3,750
  0
  48
  137.5
  329.5
  0.044
  Whale, Narwhal
  Huge
  Hunter
  70
  3,250
  50
  12
  137.5
  235.5
  0.054
  Whale, Sperm
  Colossal
  Hunter
  2,400
  60,000
  0
  960
  137.5
  3977.5
  0.155
  Wolf
  Man-sized
  Guard
  6
  150
  0
  2
  20.6
  28.6
  0.006
  Wolf, Dire
  Large
  Guard
  20
  415
  0
  16
  20.6
  84.6
  0.019
  Wolf, Dire, Riding
  Large
  War Mount
  20
  700
  0
  16
  0
  64
  0.019
  Beastmen & 
  Humanoids
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total Cost
   
  BR
  Bugbear
  Man-sized
  Troop
  13
  Based on type; see Mercenary and Slave Soldier tables
  Centaur
  Large
  Troop
  42
  4,500
  120
  4.0
  0
  136
  0.189
  Dwarf
  Man-sized
  Troop
  5
  Based on type; see Mercenary and Slave Soldier tables
  Elf
  Man-sized
  Troop
  5
  Based on type; see Mercenary and Slave Soldier tables
  Faerie, Pixie
  Man-sized
  Troop
  1
  2,050
  60
  0.5
  0
  62
  0.086
  Faerie, Sprite
  Man-sized
  Troop
  1/2 
  250
  9
  0.5
  0
  11
  0.011
  Gnoll
  Man-sized
  Troop
  10
  Based on type; see Mercenary and Slave Soldier tables
  Gnome
  Man-sized
  Troop
  2
  350
  12
  0.5
  0
  14
  0.015
  Goblin
  Man-sized
  Troop
  3
  Based on type; see Mercenary and Slave Soldier tables
  Halfling
  Man-sized
  Troop
  1
  145
  4
  0.5
  0
  6
  0.006
  Human
  Man-sized
  Troop
  5
  Based on type; see Mercenary and Slave Soldier tables
  Hobgoblin
  Man-sized
  Troop
  7
  Based on type; see Mercenary and Slave Soldier tables
  Kobold
  Man-sized
  Troop
  3
  Based on type; see Mercenary and Slave Soldier tables
  Lizardman
  Man-sized
  Troop
  8
  Based on type; see Mercenary and Slave Soldier tables
  Merman
  Man-sized
  Troop
  12
  130
  3
  0.5
  0
  5
  0.005
  Minotaur
  Large
  Troop
  25
  1,850
  40
  4.0
  0
  56
  0.077
  Morlock
  Man-sized
  Troop
  5
  70
  0
  2.0
  0
  8
  0.003
  Neanderthal
  Man-sized
  Troop
  7
  130
  3
  0.5
  0
  5
  0.005
  Nymph, Dryad
  Man-sized
  Troop
  3
  1,000
  30
  0.5
  0
  32
  0.042
  Nymph, Naiad
  Man-sized
  Troop
  3
  550
  18
  0.5
  0
  20
  0.023
  Ogre
  Large
  Troop
  40
  Based on type; see Mercenary and Slave Soldier tables
  Orc
  Man-sized
  Troop
  7
  Based on type; see Mercenary and Slave Soldier tables
  Troglodyte
  Man-sized
  Troop
  5
  700
  21
  0.5
  0
  23
  0.029
  
  36 
  Unit Characteristics Summary
  Fantastic Creatures 
  (cont  on next page)
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total 
  Cost
  BR
  Basilisk 
  Man-sized
  Hunter
  20
  15,000
  450
  2
  229.2
  687.2
  0.637
  Blink Dog
  Man-sized
  Troop
  4
  8,500
  260
  0.5
  0
  262
  0.359
  Chimera
  Huge
  War Mount / Troop
  80
  36,500
  915
  48
  0
  1,107
  1.539
  Cockatrice
  Man-sized
  Hunter
  1
  5,000
  145
  2
  229.2
  382.2
  0.221
  Demon Boar
  Large
  Troop
  30
  18,500
  500
  16
  0
  564
  0.779
  Doppelganger
  Man-sized
  Troop
  5
  13,500
  405
  2
  0
  413
  0.573
  Dragon Turtle
  Colossal
  War Mount / Troop
  2,300
  130,000
  100
  960
  0
  2,940
  5.384
  Dragon, Huge Venerable
  Colossal
  War Mount / Troop
  1,200
  450,000
  9,800
  960
  0
  13,640
  18.762
  Dragon, Venerable
  Colossal
  War Mount / Troop
  720
  360,000
  7,070
  960
  0
  10,910
  14.968
  Dragon, Ancient
  Colossal
  War Mount / Troop
  585
  310,000
  5,555
  960
  0
  9,395
  12.842
  Dragon, Very Old
  Colossal
  War Mount / Troop
  460
  290,000
  4,950
  960
  0
  8,790
  11.849
  Dragon, Old
  Gigantic
  War Mount / Troop
  350
  185,000
  4,840
  192
  0
  5,608
  8.047
  Dragon, Mature Adult
  Gigantic
  War Mount / Troop
  260
  140,000
  3,475
  192
  0
  4,243
  5.930
  Dragon, Adult
  Gigantic
  War Mount / Troop
  180
  115,000
  2,720
  192
  0
  3,488
  4.931
  Dragon, Juvenile
  Huge
  War Mount / Troop
  120
  65,000
  1,780
  48
  0
  1,972
  2.749
  Dragon, Young
  Huge
  War Mount / Troop
  65
  50,000
  1,325
  48
  0
  1,517
  2.057
  Dragon, Very Young
  Huge
  War Mount / Troop
  30
  35,000
  870
  48
  0
  1,062
  1.490
  Dragon, Spawn
  Large
  War Mount / Troop
  8
  20,000
  545
  16
  0
  609
  0.755
  Gorgon
  Huge
  Guard
  80
  36,000
  900
  48
  68.8
  1,160.8
  1.238
  Griffon
  Large
  War Mount
  45
  30,000
  845
  16
  0
  909
  1.124
  Harpy
  Man-sized
  Troop
  9
  15,000
  465
  2
  0
  473
  0.655
  Hellhound, Greater
  Large
  War Mount / Troop
  45
  5,250
  95
  16
  0
  159
  0.216
  Hellhound, Lesser
  Man-sized
  Troop
  10
  2,100
  60
  2
  0
  68
  0.088
  Hippogriff
  Large
  War Mount
  45
  17,250
  510
  4
  0
  526
  0.724
  Hydra, 12 Head
  Huge
  Guard
  96
  12,150
  180
  48
  68.8
  440.8
  0.206
  Hydra, 11 Head
  Huge
  Guard
  92
  10,500
  130
  48
  68.8
  390.8
  0.177
  Hydra, 10 Head
  Huge
  Guard
  88
  9,250
  90
  48
  68.8
  350.8
  0.141
  Hydra, 9 Head
  Huge
  Guard
  84
  8,000
  50
  48
  68.8
  310.8
  0.112
  Hydra, 8 Head
  Huge
  Guard
  80
  7,000
  21
  48
  68.8
  281.8
  0.086
  Hydra, 7 Head
  Huge
  Guard
  76
  5,450
  0
  48
  68.8
  260.8
  0.065
  Hydra, 6 Head
  Huge
  Guard
  72
  4,300
  0
  48
  68.8
  260.8
  0.047
  Hydra, 5 Head
  Huge
  Guard
  68
  3,175
  0
  48
  68.8
  260.8
  0.032
  Lamia
  Large
  Troop
  30
  41,200
  1,185
  16
  0
  1,249
  1.733
  Lammasu
  Large
  Troop
  25
  43,500
  1,255
  16
  0
  1,319
  1.832
  Lycanthrope, Werebear
  Large
  Troop
  36
  9,000
  210
  16
  0
  274
  0.380
  Lycanthrope, Wereboar
  Large
  Troop
  22
  5,000
  140
  4
  0
  156
  0.211
  Lycanthrope, Wererat
  Man-sized
  Troop
  5
  3,150
  90
  2
  0
  98
  0.133
  Lycanthrope, Weretiger
  Large
  Troop
  30
  6,725
  140
  16
  0
  204
  0.283
  Lycanthrope, Werewolf
  Man-sized
  Troop
  6
  4,350
  125
  2
  0
  133
  0.183
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Unit Characteristics Summary 
  37
  Armies
  Fantastic Creatures 
  (cont  from prev  page)
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total 
  Cost
  BR
  Manticore
  Large
  War Mount / Troop
  20
  55,500
  1,620
  16
  0
  1,684
  2.334
  Medusa
  Man-sized
  Troop
  5
  14,250
  425
  2
  0
  433
  0.598
  Owl Bear
  Large
  Guard
  50
  2,325
  9
  16
  68.8
  141.8
  0.046
  Pegasus
  Large
  War Mount / Troop
  30
  20,000
  590
  4
  0
  606
  0.845
  Phase Tiger
  Large
  War Mount / Troop
  30
  4,352
  70
  16
  0
  134
  0.182
  Remorhaz, 10HD
  Gigantic
  Hunter
  200
  12,850
  0
  192
  229.2
  997.2
  0.219
  Roc, Giant
  Colossal
  War Mount / Troop
  300
  485,000
  10,860
  960
  0
  14,700
  20.530
  Roc, Large
  Gigantic
  War Mount / Troop
  60
  138,000
  3,415
  192
  0
  4,183
  5.802
  Roc, Small
  Huge
  War Mount / Troop
  15
  50,000
  1,325
  48
  0
  1,517
  2.023
  Rust Monster
  Man-sized
  Hunter
  4
  2,250
  70
  0
  229.2
  299.2
  0.107
  Sea Serpent
  Huge
  Hunter
  130
  11,350
  155
  48
  229.2
  576.2
  0.020
  Shadow
  Man-sized
  Troop
  0
  7,000
  215
  0
  0
  215
  0.293
  Skittering Maw
  Huge
  Hunter
  96
  18,500
  370
  48
  229.2
  791.2
  0.153
  Stirge
  Man-sized
  Hunter
  0
  1,000
  30
  0.5
  229.2
  261.2
  0.004
  Throghrin
  Man-sized
  Troop
  7
  5,600
  170
  0.5
  0
  172
  0.236
  Treant
  Huge
  Troop
  0
  27,000
  770
  12
  0
  818
  1.131
  Unicorn
  Large
  War Mount / Troop
  30
  28,500
  850
  4
  0
  866
  1.143
  Wyvern
  Huge
  War Mount
  30
  35,500
  885
  48
  0
  1,077
  1.497
  Constructs
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total Cost
  BR
  Gargoyle
  Large
  Controlled
  50
  13,000
  395
  0
  0
  395
  0.211
  Golem, Amber
  Large
  Controlled
  12
  25,000
  760
  0
  0
  760
  0.214
  Golem, Bone
  Man-sized
  Controlled
  10
  21,000
  640
  0
  0
  640
  0.305
  Golem, Bronze
  Large
  Controlled
  300
  45,000
  1,365
  0
  0
  1,365
  1.834
  Golem, Wood
  Man-sized
  Controlled
  3
  10,000
  305
  0
  0
  305
  0.009
  Statue, Animated Crystal
  Man-sized
  Controlled
  20
  6,000
  185
  0
  0
  185
  0.031
  Statue, Animated Iron
  Man-sized
  Controlled
  25
  13,000
  400
  0
  0
  400
  0.036
  Statue, Animated Stone
  Man-sized
  Controlled
  15
  10,000
  305
  0
  0
  305
  0.109
  Giants
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total Cost
  BR
  Cyclops
  Huge
  Troop
  90
  12,750
  340
  12
  0
  388
  0.533
  Ettin
  Huge
  Troop
  75
  10,200
  265
  12
  0
  313
  0.430
  Giant, Hill
  Huge
  Troop
  35
  6,750
  160
  12
  0
  208
  0.284
  Giant, Stone
  Huge
  Troop
  50
  9,500
  240
  12
  0
  288
  0.402
  Giant, Frost
  Huge
  Troop
  75
  12,500
  335
  12
  0
  383
  0.529
  Giant, Fire
  Huge
  Troop
  85
  19,500
  545
  12
  0
  593
  0.817
  Giant, Cloud
  Huge
  Troop
  90
  26,250
  750
  12
  0
  798
  1.103
  Giant, Storm
  Gigantic
  Troop
  155
  46,850
  1,230
  48
  0
  1,422
  1.971
  Troll
  Large
  Troop
  28
  8,725
  200
  16
  0
  264
  0.367
  Oozes
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total Cost
  BR
  Black Pudding
  Gigantic
  Controlled
  0
  9,435
  95
  48
  0
  287
  0.397
  Gelatinous Cube
  Huge
  Controlled
  0
  550
  0
  12
  0
  48
  0.018
  Green Slime
  Huge
  Controlled
  0
  300
  0
  12
  0
  48
  0.013
  Grey Ooze
  Huge
  Controlled
  0
  465
  0
  12
  0
  48
  0.019
  Summoned Creatures
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total Cost
  BR
  Djinni
  Large
  Troop
  60
  77,350
  2,345
  0
  0
  2,345
  3.256
  Efreeti
  Large
  Troop
  100
  145,000
  4,395
  0
  0
  4,395
  6.039
  Invisible Stalker
  Large
  Troop
  75
  14,500
  440
  0
  0
  440
  0.613
  Salamander, Flame
  Huge
  Guard
  25
  22,000
  475
  48
  0
  667
  0.930
  Salamander, Frost
  Huge
  Guard
  50
  36,000
  910
  48
  0
  1102
  1.529
  
  38 
  Unit Characteristics Summary
  Undead
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total Cost
  BR
  Ghoul
  Man-sized
  Troop*
  5
  9,000
  265
  2
  0
  273
  0.289
  Mummy
  Man-sized
  Troop*
  4
  25,000
  760
  0
  0
  760
  1.037
  Skeleton
  Man-sized
  Controlled
  5
  72
  3
  0
  0
  3
  0.005
  Spectre
  Man-sized
  Troop*
  0
  51,000
  1,545
  0
  0
  1,545
  2.143
  Vampire
  Man-sized
  Troop*
  5
  82,000
  2,480
  2
  0
  2,488
  3.450
  Wight
  Man-sized
  Troop*
  5
  16,000
  485
  0
  0
  485
  0.305
  Wraith
  Man-sized
  Troop*
  0
  18,000
  545
  0
  0
  545
  0.636
  Zombie
  Man-sized
  Controlled
  5
  143
  6
  0
  0
  6
  0.010
  *Any undead can be treated as Controlled troops if sufficiently powerful controllers are available 
  Vermin
  Size
  Role
  Normal 
  Load
  Price
  Monthly 
  Wages
  Weekly 
  Supplies
  Handler 
  Cost
  Total Cost
  BR
  Ankheg
  Large
  Workbeast
  72
  2,785
  21
  16
  0
  85
  (0.052)
  Ankheg, Hunting
  Large
  Hunter
  72
  3,125
  33
  16
  229.2
  326.2
  0.052
  Ant, Giant
  Man-sized
  Hunter
  3
  1,275
  39
  0.5
  229.2
  270.2
  0.064
  Bee, Giant
  Man-sized
  Hunter
  0
  275
  9
  0.5
  229.2
  240.2
  0.012
  Beetle, Gt. Bombardier
  Man-sized
  Workbeast
  55
  600
  18
  0.5
  0
  20
  (0.010)
  Beetle, Gt. Bomb., Hunt.
  Man-sized
  Hunter
  55
  630
  18
  0.5
  229.2
  249.2
  0.010
  Beetle, Giant Fire
  Man-sized
  Workbeast
  30
  585
  18
  0.5
  0
  20
  (0.010)
  Beetle, Giant Fire, Hunt.
  Man-sized
  Hunter
  30
  600
  18
  0.5
  229.2
  249.2
  0.010
  Beetle, Giant Tiger
  Man-sized
  Workbeast
  250
  1,365
  36
  2
  0
  44
  (0.057)
  Beetle, Giant Tiger, Hunt.
  Man-sized
  Hunter
  250
  1,365
  36
  2
  229.2
  273.2
  0.057
  Caecilian
  Huge
  Hunter
  10
  4,350
  85
  12
  229.2
  362.2
  0.004
  Carcass Scavenger
  Large
  Hunter
  4
  1,700
  0
  16
  229.2
  293.2
  0.040
  Centipede, Giant
  Man-sized
  Hunter
  0
  550
  18
  0.5
  229.2
  249.2
  0.001
  Crab, Giant
  Large
  Workbeast
  210
  1,200
  21
  4
  0
  37
  (0.017)
  Crab, Giant, Hunting
  Large
  Hunter
  210
  1,300
  24
  4
  229.2
  269.2
  0.017
  Fly, Giant Carnivorous
  Man-sized
  Hunter
  0
  600
  12
  2
  229.2
  249.2
  0.025
  Locust, Cavern
  Man-sized
  Hunter
  5
  1,185
  36
  0.5
  229.2
  267.2
  0.035
  Purple Worm
  Colossal
  Hunter
  320
  43,000
  0
  960
  229.2
  4069.2
  0.069
  Rhagodessa, Giant
  Large
  Hunter
  90
  1,450
  0
  16
  229.2
  293.2
  0.046
  Scorpion, Giant
  Large
  Guard
  96
  4,250
  65
  16
  68.8
  197.8
  0.130
  Spider, Black Widow
  Large
  War Mount
  100
  3,750
  50
  16
  0
  114
  0.052
  Spider, Crab
  Large
  War Mount
  50
  3,150
  33
  16
  0
  97
  0.034
  Spider, Tarantula
  Large
  War Mount
  100
  5,250
  95
  16
  0
  159
  0.078
  
  Chapter 2: Equipment
  Now, he made war upon the Rhodians, and brought  
  up against their walls his greatest City Taker. Its base was  
  square, and each of its sides measured at the bottom forty-eight 
  cubits. It rose to a height of sixty-six cubits, and tapered from 
  base to summit. Within, it was divided off into many stories  
  and chambers, and the side which faced the enemy had  
  windows opening out of every story, and out through  
  these issued missiles of every sort... 
  – Plutarch, Life  
   of Demetrius
  
  40 
  Army Equipment
  Waging war demands specialized weapons and equipment such 
  as artillery pieces, siege engines, training devices, and campaign 
  provisions. Costs for these items are listed on the tables below. 
  Additional information about some items is provided in the 
  Description sections following the tables. 
  ARMY EQUIPMENT
  Army Equipment
  Cost
  Archery Target
  3sp
  Army Emblem, Silver (1lb)
  10gp
  Army Emblem, Gold (1lb)
  100gp
  Barding, Colossal
  2,400 – 36,000gp
  Barding, Gigantic
  480 – 7,200gp
  Barding, Huge
  120 – 1,800gp
  Boardgame
  5gp
  Chariot, Heavy
  240gp
  Chariot, Light
  120gp
  Chariot, Medium
  180gp
  Craftsman’s Tools (any)
  25gp
  Craftsman’s Workshop (any)
  350gp
  Crutch
  1gp
  Dice (pair)
  5sp
  Earplugs (pair)
  1sp
  Flag, Pennant (3’ x 1’)
  3gp
  Flag, Banner (6’ x 2’)
  12gp
  Flag, Standard (12’ x 4’)
  50gp+
  Helmet, Heavy
  20gp
  Helmet, Light
  0gp (5gp)
  Howdah, Colossal
  600 – 1,200gp
  Howdah, Gigantic
  120 – 240gp
  Howdah, Huge
  30 – 60gp
  Laborers’ Tools
  9gp
  Musical Instrument, Military
  25gp
  Mess Kit
  3gp
  Pavilion (20 men)
  100gp
  Pell
  12gp
  Prosthesis, Arm
  25gp
  Prosthesis, Hand
  5gp
  Prosthesis, Foot
  3gp
  Prosthesis, Leg
  15gp
  Quintain
  15gp
  Rucksack (holds 2 stone)
  1gp
  Shield, Mirrored
  250gp
  Surgical Saw, Large
  10gp
  Surgical Saw, Small
  3gp
  Tent, Large (8 men)
  20gp
  Tent, Small (2 men)
  3gp
  Whistle
  1gp
  ARMY EQUIPMENT DESCRIPTIONS
  Archery Target: A device for training troops in marksmanship. 
  An archery target is a 2’ diameter board of soft wood, usually 
  covered by thick cloth or cork. Trainees practice shooting at 
  the target at various ranges, aiming to land the highest possible 
  number of arrows into the target within a given time. The cost 
  of archery targets is already included in the training costs for 
  missile troops. An archery target weighs 2 stone (20lb).
  Army Emblem: A silver or gold figurine mounted on a pole 
  above the army’s standard. The emblem is treasured by the 
  army as the symbol of its strength, honor, and glory. If an army’s 
  standard is not provided with an emblem, its morale score 
  is reduced by 1. Loss of an army’s standard and/or emblem 
  reduces its morale score by 1 and counts as a calamity (p. 11). In 
  the Auran Empire, the emblem of its armies is the winged sun.
  Barding, Colossal: Colossal barding is armor sized to fit 
  colossal creatures such as ancient dragons and giant rocs. It 
  costs and weighs 60 times more than horse barding of the same 
  type. For instance, colossal leather barding costs 2,400gp and 
  weighs 60 stone (600lb).
  Barding, Gigantic: Gigantic barding is armor sized to fit 
  gigantic creatures such as war elephants. It costs and weighs 
  12 times more than horse barding of the same type. For 
  instance, gigantic leather barding costs 480gp and weighs 12 
  stone (120lb). Historical examples include the scale, chain, and 
  lamellar barding used on war elephants.
  Barding, Huge: Huge barding is armor sized to fit huge 
  creatures such as wyverns. It costs and weighs 3 times more 
  than horse barding of the same type. For instance, huge leather 
  barding costs 120gp and weighs 3 stone (30lb).
  The cost and encumbrance of barding for creatures of large, 
  huge, gigantic, and colossal size is summarized below.
  Boardgame: Rulers and officers enjoy the intellectual 
  stimulation of a variety of strategic boardgames. The listed price 
  is for a basic wooden board with bone or stone pieces. Vastly 
  more expensive boardgames may feature inlaid woods, precious 
  metals, and gem-carved pieces. Historical examples include the 
  Egyptian senet (“passing”), Germanic hnefatafl (“king’s table”), 
  Indian chaturanga (“game of four divisions”), Roman latrones 
  (“game of brigands”), and Sumerian ur (“game of twenty 
  squares”). 
  Chariot, Heavy: A heavy chariot is an open, two- or four-
  wheeled vehicle used in warfare. The cab is constructed from 
  slates of hardwood and reinforced with bronze. The axle is set 
  beneath the center of the cab, adding to strength of construction. 
  The chariot’s wheels are about 5’ in diameter. Its wheel track is 
  about 7’ wide, while its total length is 15’. The cab measures 4’6” 
  wide, 3’3” deep, and 3’9” high, with room for four man-sized 
  Barding
  Colossal Creature
  Gigantic Creature
  Huge Creature
  Large Creature
  Material
  Cost
  Enc 
  Cost
  Enc 
  Cost
  Enc 
  Cost
  Enc 
  Leather
  2,400gp
  60st
  480gp
  12st
  120gp
  3st
  40gp
  1st
  Scale
  4,500gp
  120st
  900gp
  24st
  225gp
  6st
  75gp
  2st
  Chain
  9,000gp
  180st
  1,800gp
  36st
  450gp
  9st
  150gp
  3st
  Lamellar
  18,000gp
  240st
  3,600gp
  48st
  900gp
  12st
  300gp
  4st
  Plate
  36,000gp
  300st
  7,200gp
  60st
  1,800gp
  15st
  600gp
  5st
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Army Equipment 
  41
  Equipment
  creatures, one of whom must be the driver. The cab includes 
  three built in weapon-cases, with room for a composite bow, 3 
  javelins, and 20 arrows. The armored cab provides its occupants 
  with a +2 AC bonus against attacks to the front and flank. A 
  heavy chariot has AC 2 and 2 shp.
  A heavy chariot may be pulled by two, three, or four creatures 
  whose normal loads add up to at least 80 stone. When used in 
  war, heavy chariots are typically pulled by three medium horses 
  or four light horses. The chariot can transport up to the harnessed 
  creatures’ combined normal load at ½ the harnessed creatures’ 
  movement rate, or up to the harnessed creature’s combined 
  maximum load at ¼ the harnessed creatures’ movement rate. 
  The chariot may not exceed 90’ per turn in any case. Heavy 
  chariots can only move through deserts, forests, mountains, 
  or swamps if a road is available. Historical examples include 
  the Neo-Assyrian chariot, Chinese Anyang-type chariot, and 
  Classical Indian chariot. 
  EXAMPLE: A heavy chariot is harnessed to three medium 
  horses (movement rate 180’ per turn, normal load 30 stone). 
  The three medium horses have a combined normal load of 
  (30 + 30 + 30) 90 stone and a combined maximum load of 
  180 stone. The heavy chariot can transport up to 90 stone at 
  (180 x ½) 90’ per turn; or up to 180 stone at (180 x ¼) 45’ 
  per turn.
  Chariot, Light: A light chariot is an open, two-wheeled vehicle 
  used for hunting, racing, or warfare. It is built for speed, with a 
  lightweight frame of elm or ash covered by hide. The axle is set 
  at the very rear of the body for maximum mobility and stability. 
  The chariot’s wheels are about 2’6” in diameter. Its wheel track is 
  about 5’9” wide, while its total length, including harnessed 
  creatures, is 11’6”. The cab measures 3’3” wide, 1’8” deep, and 
  2’6” high, with room for two man-sized creatures, one of whom 
  must be the driver. The cab includes three built in weapon-cases, 
  with room for a composite bow, 3 javelins, and 20 arrows. A 
  light chariot has AC 0 and 1 shp. 
  A light chariot may be pulled by one or two creatures whose 
  normal loads add up to at least 40 stone. When used in war, 
  light chariots are typically pulled by two light horses. The 
  chariot can transport up to the harnessed creatures’ combined 
  normal load at 3/4 the harnessed creatures’ movement rate, 
  or up to the harnessed creature’s combined maximum load at 
  3/8 the harnessed creatures’ movement rate. The chariot may 
  not exceed 180’ per turn in any case. Light chariots can only 
  move through deserts, forests, mountains, or swamps if a road 
  is available. Historical examples include the New Kingdom 
  Egyptian chariot, the Mycenaean rail-chariot, and the Celtic 
  chariot. 
  EXAMPLE: A light chariot is harnessed to two light horses 
  (movement rate 240’ per turn, normal load 20 stone). The 
  two light horses have a combined normal load of (20 + 20) 
  40 stone, and a combined maximum load of 80 stone. The 
  light chariot can transport up to 40 stone at (240 x 3/4) 180’ 
  per turn; or up to 80 stone at (240 x 3/8) 90’ per turn. 
  Chariot, Medium: A medium chariot is an open, two-wheeled 
  vehicle used in hunting and warfare. The cab is constructed 
  from slates of hardwood. The axle is set beneath the center of the 
  cab, adding to strength of construction. The chariot’s wheels are 
  about 3’ in diameter. Its wheel track is about 6’6” wide, while its 
  total length is 13’. The cab measures 4’ wide, 3’ deep, and 3’ high, 
  with room for three man-sized creatures, one of whom must 
  be the driver. The cab includes three built in weapon-cases, 
  with room for a composite bow, 3 javelins, and 20 arrows. The 
  sturdily-built cab provides its occupants with a +1 AC bonus 
  against attacks to the front and flank. A medium chariot has AC 
  1 and 1 shp.
  A medium chariot may be pulled by two or three creatures whose 
  normal loads add up to at least 60 stone. When used in war, 
  medium chariots are typically pulled by two medium horses or 
  three light horses. The chariot can transport up to the harnessed 
  creatures’ combined normal load at 2/3 the harnessed creatures’ 
  movement rate, or up to the harnessed creature’s combined 
  maximum load at 1/3 the harnessed creatures’ movement rate. 
  The chariot may not exceed 120’ per turn in any case. Medium 
  chariots can only move through deserts, forests, mountains, or 
  swamps if a road is available. Historical examples include the 
  Hittite Anatolian-type chariot and the Mycenaean box chariot. 
  EXAMPLE: A medium chariot is harnessed to three light 
  horses (movement rate 240’ per turn, normal load 20 stone). 
  The three light horses have a combined normal load of (20 
  + 20 +20) 60 stone, and a combined maximum load of 120 
  stone. Based on these factors the medium chariot could 
  transport up to 60 stone at (240 x 2/3) 160’ per turn; or up 
  to 120 stone at (240 x 1/3) 80’ per turn. However, a medium 
  chariot cannot exceed 120’ per turn, so its movement rate at 
  normal load is capped to 120’.
  The characteristics of the various chariots types are summarized 
  below.
  Craftsman’s Tools: Craftsman’s tools include the various 
  implements used by tradesman in their craft. Craftsman’s tools 
  are required to make Craft proficiency throws. Each craft has its 
  own specific type of craftsman’s tools. Craftsman’s tools weigh 1 
  stone (10lb).
  Crew
  Combat Characteristics
  Dimensions
  Chariot Type
  Driver
  Warriors
  Animals
  Move
  Max Move
  AC
  AC Bonus
  SHP
  Chariot
  Cab / Platform
  Light
  1
  1
  1 - 2
  x3/4
  180’
  0
  0
  1
  5’9” x 11’6”
  3’3” x 1’8” x 2’6”
  Medium
  1
  2
  2 - 3
  x2/3
  120’
  1
  +1
  1
  6’6” x 13’
  4’ x 3’ x 3’
  Heavy
  1
  3
  3 - 4
  x1/2
  90’
  2
  +2
  2
  7’ x 15’
  4’6” x 3’3” x 3’9”
  
  42 
  Army Equipment
  Craftsman’s Workshop: A craftsman’s workshop has a full 
  complement of craftsman’s tools and furnishings sufficient to 
  allow up to 8 craftsmen to work together. A Master Craftsman 
  must have access to a craftsman’s workshop in order to increase 
  the productivity of journeymen and apprentices. Each craft has 
  its own specific type of craftsman’s workshop. When set up, a 
  workshop takes up 20’ x 20’ space. When transported by wagon, 
  a craftsman’s workshop has an encumbrance of 64 stone (640lb).
  Crutch: A shoulder-height padded staff used by characters with 
  missing or maimed legs who lack prostheses. A crutch has an 
  encumbrance of 1 stone (10lb).
  Dice: Commonly available in many shapes and sizes, made 
  from bone, ivory, talus, or wood. While rulers and officers favor 
  boardgames, common soldiers favor dice games.
  Earplugs: Made of clay, cotton, or wax, these protect the wearer 
  from loud sounds. Commanders may issue these to troops to 
  that will face harpies on the field of battle. 
  Flag: Symbols and signaling devices used by armies. Pennants 
  are 2’ wide by 2’ long and are carried as insignia by company-
  sized units or individual heroes. A pennant with pole weighs ¼ 
  stone. Banners are 6’ long by 2’ wide, and are carried as insignia 
  by battalion- or regiment-sized units. A banner with pole 
  weighs 1 stone. Standards are 12’ long by 4’ tall or more, and are 
  carried as insignia for brigade-sized units, divisions and armies. 
  A standard with pole weighs 4 stone. Standards may be topped 
  by emblems (see above). If a unit or division is not provided 
  with a flag of the appropriate size, its morale score is reduced by 
  1. Loss of a unit’s flag reduces its morale score by 1 and counts 
  as a calamity.
  Helmet, Heavy: A metal close-faced or visored helmet that 
  completely covers the face, head, and neck. A heavy helmet 
  must be purchased separately from a suit of armor. Wearing a 
  heavy helm imposes a -1 penalty to surprise rolls and -4 penalty 
  to proficiency throws to hear noise, but offers a +2 bonus on d20 
  rolls made on the Mortal Wounds table. Historical examples of 
  heavy helmets include the classical Corinthian helmet, Roman 
  gladiatorial helmets, and the medieval armet, barbute, close 
  helm, great helm, and hounskull. 
  Helmet, Light: Any leather or metal open-faced helmet designed 
  to protect the head and neck while maintaining unrestricted 
  sight and breathing. A light helmet is included in the cost of 
  any suit of armor. If a suit of armor is worn without a helmet, 
  decrease the character’s armor class by 1 point. A light helmet 
  can be purchased separately from a suit of armor at a cost of 5gp, 
  but provides no in-game benefit. Historical examples include 
  the Illyrian, Phrygian, Boeotian, Attic, and Galean helmets of 
  Antiquity, the medieval bascinet, nasal helm, and spangenhelm, 
  and the Renaissance burgonet and sallet. 
  Howdah: A howdah is a carriage mounted on the back of a 
  creature of huge, gigantic, or colossal size. Howdah of any size 
  can be built for riding or war. Riding howdah are lightweight 
  wicker frames covered by hide. War howdah are sturdy wooden 
  towers with crenellations; these cost and weigh twice as 
  much. Both types are often laminated, painted, and opulently 
  decorated.
  Huge howdah are 4’ long, 3’ wide, and 3’ tall. They weigh 6 stone 
  (60lb), have AC 0, 1 shp, and can carry 2 man-sized creatures 
  (up to 4 can squeeze in, but the occupants suffer a -4 penalty to 
  attack throws and -2 AC penalty due to the confined quarters). 
  War howdah of this size weigh 15 stone (150lb) and have AC 1 
  and 1 shp. The occupants gain a +3 AC bonus and a +3 bonus 
  to saving throws versus Blast caused by artillery, burning oil, or 
  similar effects.
  Gigantic howdah are 7’ long, 5’ wide, and 4’ tall. They weigh 
  18 stone (180lb), have AC 0, 1 shp, and can carry 6 man-sized 
  creatures (up to 12 if squeezed). War howdah of this size weigh 
  36 stone (360lb) and have AC 1 and 1 shp. The occupants gain 
  a +4 AC bonus and a +4 bonus to saving throws versus Blast 
  caused by artillery, burning oil, or similar effects.
  Colossal howdah are 12’ long, 10’ wide, and 4’6” tall. They weigh 
  60 stone (600lb), have AC 0, 1 shp, and can carry 20 man-sized 
  creatures (up to 40 if squeezed). War howdah of this size weigh 
  120 stone (1,200lb) and have AC 1 and 2 shp. The occupants 
  gain a +4 AC bonus and a +4 bonus to saving throws versus 
  Blast caused by artillery, burning oil, or similar effects.
  Laborer’s Tools: A collection of tools useful to the unskilled 
  laborer, including an axe, mattock, saw, shovel, and sickle. 
  Laborer’s tools are required for troops to assist in construction 
  projects. Laborer’s tools weigh 1 stone (10lb).
  Mess Kit: A collection of portable eating and cooking utensils 
  designed for troops on extended military campaigns. An Auran 
  legionnaire’s mess kit includes a mess tin, cooking pot, skewer, 
  and dagger. 
  Musical Instrument: Musical instruments are used by armies 
  to call to arms, issue orders, call to quarters, and otherwise 
  signal commands. The most common military instruments are 
  the bugle (buccina), horn, and drum. 
  Pavilion: A large round tent with an interior frame, measuring 
  24’ in diameter and 12’ in height. Pavilions are used by army 
  leaders and division commanders as command posts and 
  sleeping quarters. A pavilion weighs 72 stone (720lb).
  Pell: A device for training troops in sword and shield techniques. 
  A pell is generally a stout wooden post, man-height and about 
  6” to 1’ in diameter, planted firmly in the ground. The trainee 
  practices striking the pell with a wooden sword and shield. The 
  cost of pells is already included in the training costs for infantry 
  troops. A pell weighs 15-30 stone (150-300lb).
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Artillery and Siege Equipment 
  43
  Equipment
  Prosthesis: Nothing is as common as the sight of an old soldier 
  with a missing limb. Most maimed characters, lacking the 
  wealth to pay for a restore life and limb spell, replace the limb 
  with a prosthesis. Basic prostheses are made of wood or bronze, 
  but prostheses may be also made of iron (cost x2), silver (x5), 
  or gold (x50). Decorations, leather or silk wrappings, and other 
  adornment is extra. A character with a prosthetic arm or hand 
  regains the ability to use a shield. Alternatively, the arm or hand 
  may be replaced by a weapon, such as a club, hook, or short 
  sword. A character with a prosthetic leg or foot can walk without 
  use of a crutch, but does not avoid the movement and Dexterity 
  penalties from loss of the limb. Dwarven machinists may be 
  able to forge superior prostheses using gears and clockwork 
  mechanisms. See the Player’s Companion for information on 
  dwarven machinists.
  Quintain: A device for training cavalry troops in lance and 
  sword techniques. A quintain consists of a shield or plank 
  mounted on a swiveling pole. A club is affixed to the opposite 
  end of the pole. The trainee practices striking the shield with 
  sufficient velocity to avoid being struck by the club as it swivels 
  around. The cost of quintains is already included in the training 
  costs for cavalry. A quintain weighs 20 stone (200lb).
  Rucksack: A rucksack is a small backpack. It holds up to 2 stone 
  (20lb).
  Shield, Mirror: This shield is entirely made of steel polished 
  to a high reflectivity inside and out. When fighting a monster 
  with a gaze attack, the shield’s interior can be used as a mirror 
  to reduce the penalties otherwise suffered from averting one’s 
  gaze. A monster with a petrifying gaze that attacks a character 
  wielding a mirror shield has a chance (1-2 on 1d6) of seeing its 
  own reflection in the shield’s reflective exterior unless it averts 
  its own eyes.
  Surgical Saw: Sharp, sturdy saws are used to saw through 
  bone and tissue when amputation of the limbs is required. Use 
  of a surgical saw gives a bonus on Healing proficiency throws 
  to cure mortally, grievously, or critically wounded characters 
  suffering from one of these permanent wounds. The bonus is +2 
  from a small saw and +4 from a large saw. See Mortal Wounds 
  in ACKS for more information. A large surgical saw weighs 1 
  stone (10lb).
  EXAMPLE: Curtius has been reduced to -11hp and is 
  grievously wounded. His left leg has been crushed, and he 
  will die unless healed to 1hp within 1 turn. Galen, a 5th level 
  mage with 3 ranks of Healing proficiency, can cure serious 
  wounds with a proficiency throw of 14+. Using a large 
  surgical saw to amputate Curtius’ leg, he gains a +4 bonus 
  to the proficiency throw, so he need only roll a 10+ to cure 
  serious wounds. Sadly, he only rolls a 4, and Curtius dies 
  screaming for a cleric.
  Tent: Tents are made of animal skin, stitched together over a 
  frame and staked with ropes. A small tent is 6’ x 4’ and can sleep 
  two men. A small tent weighs 2 stone (20lb). A large tent sleeps 
  eight men. It may be round (12’ in diameter) or square (10’ on a 
  side), and weighs 16 stone (160lb). Historical examples include 
  the Roman legionary tent and the Mongol yurt.
  Whistle: A signaling device made of wood, horn, or similar 
  materials. It emits a shrill, high-pitched sound audible at great 
  distance. 
  ARTILLERY AND SIEGE EQUIPMENT
  Artillery
  Cost
  Ballista, Light (75lb)
  40gp
  Ballista, Light Repeating (75lb)
  200gp
     Light Ballista Shot, Crude (1lb)
  1cp
     Light Ballista Shot, Ballistic (1lb)
  1gp
  Ballista, Medium (800lb) 
  80gp
     Medium Ballista Shot, Crude (3lb)
  3cp
     Medium Ballista Shot, Ballistic (3lb)
  2gp
  Ballista, Heavy (3,200lb)
  180gp
     Heavy Ballista Shot, Crude (6lb)
  15cp
     Heavy Ballista Shot, Ballistic (6lb) 
  3gp
  Catapult, Light (1,200lb) 
  100gp
      Light Catapult Shot, Crude (6lb)
  15cp
      Light Catapult Shot, Ballistic (6lb)
  3gp
      Light Catapult Shot, Pitch (6lb)
  15gp
  Catapult, Medium (1,800lb) 
  200gp
     Heavy Catapult Shot, Crude (30lb)
  1gp
     Heavy Catapult Shot, Ballistic (30lb)
  10gp
     Heavy Catapult Shot, Pitch (30lb)
  50gp
  Catapult, Heavy (4 tons) 
  600gp
     Superheavy Catapult Shot, Crude (90lb)
  4gp
     Superheavy Catapult Shot, Ballistic (90lb)  
  20gp
     Superheavy Catapult Shot, Pitch (90lb)
  100gp
  Trebuchet, Light (8 tons)
  1,200gp
      Light Trebuchet Shot, Crude (60lb)
  3gp
      Light Trebuchet Shot, Ballistic (60lb)
  15gp
      Light Trebuchet Shot, Pitch (60lb)
  75gp
  Trebuchet, Medium (15 tons)
  1, 600gp
      Medium Trebuchet Shot, Crude (90lb)
  4gp
      Medium Trebuchet Shot, Ballistic (90lb)
  20gp
      Medium Trebuchet Shot, Pitch (90lb)
  100gp
  Trebuchet, Heavy (30 tons)
  2,500gp
      Heavy Trebuchet Shot, Crude (180lb)
  8gp
      Heavy Trebuchet Shot, Ballistic (180lb)
  30gp
      Heavy Trebuchet Shot, Pitch (180lb)
  150gp
  Siege Equipment
  Cost
  Battering Ram
  200gp
  Cauldron, Suspended
  50gp
  Fascine (10’ x 10’ x 10’)
  100gp
  Hoist 
  300gp
  Movable Gallery (12’ x 12’ x 20’)
  300gp
  Movable Mantlet (8’ x 6’) 
  50gp
  Petard
  125gp/lb
  Ram Catcher
  50gp
  Screw
  200gp
  Siege Hook
  50gp
  Siege Ladder
  1sp/10’
  Siege Tower, Standard (40’ tall)
  2,500gp
  Siege Tower, Large (90’ tall)
  10,000gp
  Siege Tower, Huge (135’ tall)
  40,000gp
  
  44 
  Artillery and Siege Equipment
  ARTILLERY CHARACTERISTICS
  Artillery are siege weapons designed to bombard and destroy 
  enemy ships and structures. The Artillery Characteristics table 
  on the next page details the weight, crew requirements, and 
  other characteristics of artillery. 
  AC: The armor class of the artillery piece itself.
  SHP: The structural hit points of the artillery piece itself.
  Weight: The weight of the artillery piece. For trebuchets, the 
  weight includes the counterweight (ballast).
  Ammo Weight: The weight of the ammunition fired by the 
  artillery piece. Artillery is most effective when firing ammunition 
  of the designated weight. Artillery can fire ammunition of 
  a lighter or heavier weight than indicated for their type, but 
  reduce their maximum range by 25% when doing so.  
  Range: Artillery cannot be used to attack targets closer than the 
  minimum range or farther than the maximum range indicated.
  Damage: Artillery that successfully attacks a ship or structure 
  deals damage to the structural hit points (shp) of the target. 
  The hit also deals damage to any creatures within the listed area 
  of effect, as explained below. 
  Artillery that successfully attacks a creature deals damage 
  to both the creature struck and the area of effect around the 
  creature. Creatures in the area of effect can avoid the damage 
  with a successful saving throw v. Blast, but the actual target 
  cannot avoid the damage.
  Even a miss may still result in damage to a targeted creature. 
  If the artillery’s modified attack throw, ignoring the creature’s 
  Armor Class, would have been sufficient to hit the creature, the 
  artillery’s projectile has landed near enough that the creature is 
  within the area of effect and affected as above. 
  Some artillery can fire combustible pitch. Combustible pitch 
  deals fire damage to the shp of ships and wooden structures each 
  turn until the fire is extinguished. It deals fire damage to the hp 
  of creatures each round the creatures are in the area of effect or 
  until the fire is extinguished. Five creatures can extinguish a fire 
  in 3 turns. For every five additional creatures, this time can be 
  reduced by 1 turn, to a minimum of 1 turn.
  Crew: Artillery can be operated by a variable number of crew, 
  which will affect rate of fire. Artillery attacks as the lowest level 
  member of the crew. Artillery crews without an artillerist (p. 23)
  suffer a -4 to attack throws. Artillery firing crude ammunition 
  suffer a -2 to attack throws.
  Rate of fire: The number of crew and type of artillery determines 
  rate of fire. In between shots, the artillery is reloaded, the firing 
  arm is cranked back into position, the frame is adjusted to aim at 
  a new target, etc. Artillery crews without an artillerist specialist 
  reduce their rate of fire by half.
  ARTILLERY DESCRIPTIONS
  Ballista: A ballista is a two-armed siege weapon, powered either 
  by tension (composite bow) or torsion spring mechanisms, 
  which hurls large spear-like bolts or pellets. Historical examples 
  Artillery Characteristics
  Artillery Type
  AC
  SHP
  Weight
  Ammo 
  Weight
  Min. 
  Range
  Max.
  Range
  Damage
  Crew
  Rate of Fire
  Ballista, Light
  0
  1
  75lb
  1lb 
  0’
  200’
  1d10 (5’ line)
  1-2
  1 Crew: 1/4 rounds 
  2 Crew: 1/2 rounds
  Ballista, Light Repeating
  0
  1
  75lb
  1lb 
  0’
  200’
  1d10 (5’ line)
  1-2
  1 Crew: 1/1 round 
  2 Crew: 2/1 round
  Ballista, Medium
  1
  1
  800lb
  3lb 
  0’
  200’
  3d6 (5’ line)
  2-4
  2 Crew: 1/10 rounds 
  3 Crew: 1/8 rounds 
  4 Crew: 1/5 rounds
  Ballista, Heavy
  1
  2-3
  3,200lb
  6lb
  0’
  300’
  3d6 (15’ line) 
  3d6 (5’ radius)
  2-4
  2 Crew: 1/10 rounds 
  3 Crew: 1/8 rounds 
  4 Crew: 1/5 rounds
  Catapult, Light 
  0
  1
  1,200lb
  6lb 
  150’
  300’
  3d6 (5’ radius) 
  1d6 fire (5’ radius)
  2-4
  2 Crew: 1/10 rounds 
  3 Crew: 1/8 rounds 
  4 Crew: 1/5 rounds
  Catapult, Medium 
  1
  1-2
  1,800lb
  30lb 
  200’
  400’
  4d6 (10’ radius) 
  2d6 fire (10’ radius)
  2-4
  2 Crew: 1/10 rounds 
  3 Crew: 1/8 rounds 
  4 Crew: 1/5 rounds
  Catapult, Heavy
  1
  3-5
  4 tons
  90lb 
  200’
  400’
  6d6 (15’ radius) 
  3d6 fire (15’ radius)
  4-8
  4 Crew: 1/10 rounds 
  6 Crew: 1/8 rounds 
  8 Crew: 1/5 rounds
  Trebuchet, Light 
  1
  6-10
  8 tons
  60lb 
  200’
  500’
  6d6 (15’ radius) 
  3d6 fire (15’ radius)
  20-40
  20 Crew: 1/4 rounds 
  30 Crew: 1/3 rounds 
  40 Crew: 1/2 rounds
  Trebuchet, Medium
  1
  12-18
  15 tons
  90lb 
  200’
  500’
  8d6 (15’ radius) 
  4d6 fire (15’ radius)
  40-80
  40 Crew: 1/4 rounds 
  60 Crew: 1/3 rounds 
  80 Crew: 1/2 rounds
  Trebuchet, Heavy
  2
  28-32
  30 tons
  180lb 
  200’
  500’
  10d6 (20’ radius) 
  5d6 fire (20’ radius)
  50-100 50 Crew: 1/4 rounds 
  75 Crew: 1/3 rounds 
  100 Crew: 1/2 rounds
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Artillery and Siege Equipment 
  45
  Equipment
  of light ballista include the Greek oxybeles and Roman scorpio. 
  Historical examples of heavy ballistas include the Roman 
  ballista and medieval springald.
  Light ballista are meant for use against creatures and cannot 
  damage structures. Medium ballista can damage creatures or 
  wooden structures, but cannot damage stone. Heavy ballista can 
  damage creatures, wood, and stone. 
  Ballista, Repeating: A repeating ballista is an advanced tension-
  powered siege weapon that uses a mechanical chain drive to 
  automatically reload its javelin-like bolts into the firing slot 
  after each shot is fired. Historical examples include the Greek 
  polybolos and Roman repeating ballista.
  The magazine for the repeating ballista holds 20 bolts. Because 
  of its complexity, a repeating ballista is prone to malfunctions. 
  A malfunction occurs whenever the crew’s attack throw is an 
  unmodified 1. A malfunction takes 1 turn for a siege engineer to 
  repair, during which time the ballista cannot be fired. 
  Catapult: A catapult is a one-armed tension- or torsion-
  powered siege engine which hurls rocks, burning pitch, or 
  other projectiles from a sling or spoon attached to its throwing 
  arm. Historical examples include the Greek katapeltes, Roman 
  onager and medieval mangonel.
  All catapults can damage creatures, wood, and stone. Catapults 
  have difficulty striking small, fast-moving creatures, however. 
  They suffer a -4 penalty to attack throws against man-sized 
  creatures and a -2 penalty to attack throws against large (ogre-
  sized) creatures. They suffer an additional -1 penalty to attack 
  throws per 10’ of movement the creature moved.
  Trebuchet: A trebuchet is a one-armed siege engine which 
  hurls rocks, burning pitch, and other projectiles from a sling 
  affixed to a long throwing arm. Historical examples include the 
  Byzantine cheiromangana, and the medieval couillard, brigola, 
  and fenevol. 
  Trebuchets can be powered by traction (via men pulling on the 
  throwing arm) or by gravity (via counterweight mechanisms 
  fixed to the throwing arm). Traction trebuchets are simpler 
  and less expensive (reduce cost by 20%) but counterweight 
  trebuchets are more precise (+2 to attack throws).
  Trebuchets have the same benefits and drawbacks as catapults 
  when targeting creatures and structures.
  SIEGE EQUIPMENT DESCRIPTIONS
  Battering Ram: A siege engine designed to batter down the 
  walls and gates of strongholds. A typical battering ram consists 
  of a 4,000lb, 20’ long, 2’ diameter iron-shod log with a wedge-
  shaped metal head. Larger rams can be built at a cost of 10gp per 
  foot of ram. A battering ram must be crewed with 5 man-sized 
  creatures per 5’. Battering rams can be moved at 30’ per round 
  by their crews. Alternatively, rams can be mounted in movable 
  galleries of sufficient size. Once brought adjacent to a structure, 
  the ram can start battering the structure. A ram may batter 
  once every other round. Each blow deals 4d10 shp of damage to 
  wooden structures and 1d4 shp of damage to stone structures. A 
  20’ ram has AC 2 and 4 shp (1 shp per 5’). For rams with variant 
  dimensions, adjust price, shp, and damage proportionately.
  Cauldron, Suspended: A cauldron is a cast-iron pot mounted 
  over a brazier. During sieges, cauldrons are used to heat sand, 
  
  46 
  Artillery and Siege Equipment
  melt lead, or boil water, wine, or oil, any of which can be poured 
  over walls or through murder holes to inflict grievous wounds 
  on assaulting troops. A cauldron will affect a 10’ radius area, 
  or all creatures on a siege ladder. Creatures in the area of effect 
  suffer 1d8 points of damage per round for two rounds. A 
  successful saving throw v. Blast reduces the damage to 1d3. 
  Fascine: A large bundle of sticks used to reinforce field 
  fortifications, fill up a moat, or make a path across wet terrain. 
  Fascines are purchased in 10’ x 10’ x 10’ cubes costing 100gp 
  each. Filling a 100’ x 20’ x 10’ moat would require (20,000 / 
  1,000) 20 fascines, costing 2,000gp. 
  Hoist: A siege engine used by assaulting troops to ascend to the 
  top of a wall. It consists of a heavy frame supporting a 30’ long 
  arm. One end of the arm has a large basket for transporting up 
  to 4 man-sized creatures at a time, while the other end has a 
  counterweight heavy enough to lift them. It takes 1 round for 
  the basket to ascend or descend. It takes 4 rounds to re-set the 
  counterweight in between each ascent. The basket provides 
  partial cover to the ascending creatures. Missile attacks against 
  them suffer a -2 penalty. Hoists can be mounted in movable 
  galleries or siege towers for mobility. The hoist itself has AC 0 
  and 5-10 shp.
  Movable Gallery: A wheeled carriage with a heavy timber frame 
  used to provide cover for troops operating against a wall. Missile 
  attacks targeting creatures within the gallery suffers a -4 penalty, 
  and the creatures gain a +4 bonus to saving throws versus Blast 
  caused by artillery, burning oil, or similar effects. A typical 
  movable gallery measures 12’ tall, 12’ wide, and 20’ long and can 
  protect 20 man-sized creatures. The gallery itself has AC 1 and 
  10 shp. A movable gallery can mount a battering ram, hoist, or 
  screw (purchased separately). If at least 10 man-sized creatures 
  occupy the gallery, it can move at a rate of 30’ per round. Larger 
  galleries may be built at a cost of 1gp per square foot. Historical 
  examples include the Roman tortoise and medieval cat. 
  Movable Mantlet: A thick wooden shield mounted on wheels 
  used to shelter assaulting troops from fire as they move towards 
  the besieged stronghold’s walls. Missile attacks targeting 
  creatures shielded by the mantlet suffers a -4 penalty, and the 
  creatures gain a +4 bonus to saving throws v. Blast caused by 
  artillery, burning oil, or similar effects. A typical movable 
  mantlet measures 8’ tall by 6’ wide and can protect 2 man-sized 
  creatures. The mantlet itself has AC 1 and 2 shp. The shield of the 
  mantlet features slits to allow archery fire. Historical examples 
  include the medieval mantlet and Mughal turah.
  Petard: A crude bomb used to breach stronghold walls. 
  Petards have a slow fuse that must be lit with a match, a risky 
  proposition. Lighting the fuse requires a Siege Engineering 
  proficiency throw of 6+. A successful throw indicates the petard 
  will detonate in 1d4 rounds. A failed throw indicates the fuse 
  has not been lit. A fumble occurs if the proficiency throw is an 
  unmodified 1. A fumble results in the immediate detonation 
  of the petard. When detonated, a 1lb petard does 1d6 points of 
  damage to all creatures with 5’. A 6lb petard deals 2d6 damage 
  to all creatures within 10’. An 18lb petard deals 3d6 damage to 
  all creatures within 15’. A 40lb petard deals 4d6 damage to all 
  creatures within 20’. Creatures may make a saving throw versus 
  Blast to reduce the damage by half. Petards also deal full damage 
  to the structural hit points of ships and buildings. In the Auran 
  Empire campaign setting, only the magic-wary dwarves make 
  and use petards.
  Ram Catcher: A siege engine used to lift, break, or dislodge 
  battering rams, siege hooks, or screws from the walls. The device 
  consists of a grappling hook mounted at the end of a long beam 
  or thick rope. To use a ram catcher, its wielder must succeed on 
  an attack throw against the ram with a -4 penalty. The ram must 
  then make a successful saving throw versus Paralysis. (A ram or 
  other crewed engine always saves as the lowest level member of 
  its crew.) If the saving throw fails, the ram is dislodged and takes 
  1d6 shp of damage.
  Screw: A siege engine designed to bore a hole into a stronghold’s 
  walls. A typical screw consists of a 20’ long iron-shod log with 
  a screw or bore head affixed to the tip. Larger screws can be 
  built at a cost of 10gp per foot. A screw must be crewed with 
  2-5 man-sized creatures per 5’. Screws can be moved at 30’ per 
  round by their crews. Alternatively, screws can be mounted 
  in movable galleries of sufficient size. Once brought adjacent 
  to a structure, the screw can start boring into the structure. 
  A screw bores once every other round. Each bore deals 3d10 
  shp of damage to wooden structures and 1d4+1 shp of damage 
  to stone structures. A 20’ bore has AC 2 and 4 shp (1 shp per 
  5’). For bores with variant dimensions, adjust price, shp, and 
  damage proportionately. Historical examples include the bore, 
  pick, and sow.
  Siege Hook: A siege engine designed to pull defenders from a 
  wall during a siege. It consists of a long wooden beam mounted 
  with a sickle-shaped blade. To use a siege hook, its wielder must 
  succeed on an attack throw against the target creature with a -4 
  penalty. (The attack throw must also be modified by any cover 
  the target enjoys from battlements, etc.) The target creature 
  must then make a successful saving throw versus Paralysis. If 
  the saving throw fails, the creature is knocked off the wall, and 
  suffers falling damage (1d6 per 10’).
  Siege Tower Characteristics
  Characteristics
  Standard
  Large              
  Huge
  Base 
  20’
  40’
  65’
  Height
  40’
  90’
  135’
  Stories
  4
  6
  9
  Internal Crew
  12
  60
  200
  External Crew
  108
  420
  1,000
  Total Troops
  60
  360
  1,080
  Total Siege Engines
  800gp
  2,400gp
  5,400gp
  Armor Class
  0
  1
  2
  Structural Hit Points
  50-100
  180-220
  400-600
  Siege Ladder: A ladder used by assaulting troops to scale a 
  stronghold’s walls or ramparts, an act known as escalade. Most 
  siege ladders are simply long pieces of timber with crosspieces 
  set upon them. Creatures may move up siege ladders at ¼ their 
  normal movement rate. A creature defending the walls can push 
  a siege ladder away with a successful proficiency throw to open 
  doors. Each man-sized creature on the ladder imposes a -1 
  penalty to the proficiency throw. 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Equipment Availability on Campaign 
  47
  Equipment
  Siege Tower: A mobile tower designed to protect assaulting 
  troops during the approach to a stronghold, then get them over 
  the walls by means of a gangplank or hoist. A siege tower consists 
  of a multi-story wooden frame built over a huge carriage with 
  wheels mounted in casters. The frame is then covered with iron 
  or animal skins to protect it from flame. Missile attacks targeting 
  creatures within the siege tower suffer a -4 penalty, and the 
  creatures gain a +4 bonus to saving throws versus Blast caused 
  by artillery, burning oil, or similar effects. If properly crewed, a 
  siege tower can move at a rate of 30’ per round. 
  A standard siege tower is 20’ square at the base. It has four 
  stories, at 10’, 20’, 30’, and 40’ in height. The top floor, at 40’ 
  height, is surrounded by a 10’ square parapet. The third floor, at 
  30’ height, features a 10’ drawbridge. The second and first floor 
  are at 10’ and 20’ height respectively. Each floor can mount up 
  to 200gp of siege engines. Beneath the first floor is a capstan 
  where a crew of 12 man-sized creatures pushes the tower. In 
  addition to its crew, a standard siege tower can carry 60 man-
  sized troops.
  A large siege tower is 40’ square at the base. It has six stories, 
  at 15’, 30’, 45’, 60’, 75’, and 90’. The top floor, at 90’ height, is 
  surrounded by a 20’ square parapet. The fifth floor, at 75’ height, 
  features a 10’ drawbridge. Each floor can mount up to 400gp of 
  siege engines. Beneath the first floor is a capstan where a crew 
  of 60 man-sized creatures pushes the tower. In addition to its 
  crew, a large siege tower can carry up to 360 man-sized troops. 
  Historical examples of large siege towers include the Roman 
  towers used at Masada.
  A huge siege tower is 65’ square at the base. It has nine stories, 
  at 15’, 30’, 45’, 60’, 75’, 90’, 105’, 120’, and 135’. The top floor, at 135’ 
  height, is surrounded by a 30’ square parapet. The fifth floor, at 
  75’, features a 10’ drawbridge. Each floor can mount up to 600gp 
  of siege engines. The capstan below the first floor requires a crew 
  of 200 man-sized creatures to push the tower. In addition to its 
  crew, a huge siege tower can carry up to 1,080 man-sized troops. 
  A historical example of a huge tower is Helepolis (“City Taker”), 
  used by Demetrius during the siege of Rhodes. Siege towers 
  all require a large number of external crew to move the tower. 
  A small siege tower requires 108 external crew. A large siege 
  tower requires 420 external crew. A huge siege tower requires 
  1,000 external crew. External crew generally stand outside the 
  tower and pull it with ropes. If available, draft animals or exotic 
  creatures can substitute for external crew. For every 10 stone of 
  normal load, the creature counts as 1 external crew. 
  EXAMPLE: An ox or heavy draft horse (normal load 40 
  stone) can substitute for 4 external crew. A medium draft 
  horse (normal load 30 stone) can substitute for 3 external 
  crew. A mule (normal load 20 stone) can substitute for 2 
  external crew. If a trained giant tiger beetle (normal load 250 
  stone) were available, it could substitute for 25 external crew!
  EQUIPMENT AVAILABILITY ON CAMPAIGN
  An army of even modest size will be accompanied by a baggage 
  train that includes merchants, craftsmen, and tinkers that 
  supply the army with its equipment. This allows an army of 
  1,200 troops (12 units) or more to function as its own market 
  for purposes of equipment availability, as shown on the table 
  below.
  Army Size
  Market Class
  72,000 troops or more
  II
  36,001 – 72,000 troops
  III
  12,001 – 36,000 troops
  IV
  3,001 - 12,000 troops
  V
  1,200 - 3,000 troops
  VI
  This benefit is lost if the army’s supply lines become blocked 
  or over-extended. See Equipment Availability in Chapter 2 of 
  ACKS (p.39) for rules on equipment availability, and Supplying 
  Armies in Chapter 3 of this rulebook (p. 56) for rules on supply 
  lines.
  
  48 
  Strongholds and Structures
  STRONGHOLDS AND STRUCTURES
  Stronghold Structures 
  Cost
  Structural HP
  Armor Class
  Unit Capacity
  Barbican (gatehouse, 2 small towers, and a drawbridge) 
  38,000gp
  2,500
  6
  4
  Battlement (100’ long, crenellated parapets) 
  500gp
  100
  6
  -
  Building, stone (20’ high, 30’ square)*
  3,000gp
  200
  5
  1
  Building, wood (20’ high, 30’ square)*
  1,500gp
  60
  2
  1
  Corridor, dungeon (10’x10’x10’)
  500gp
  80
  6
  -
  Drawbridge, wood (10’ x 20’, 1’ thick)
  250gp
  7
  2
  -
  Gatehouse (20’ high, 30’ x 20’)
  6,500gp
  1,000
  6
  2
  Keep, square (80’ high, 60’ square)* 
  75,000gp
  15,000
  6
  12
  Moat, unfilled (100’ x 20’ x 10’ deep)*
  400gp
  (500)
  0
  -
  Moat, filled (100’ x 20’ x 10’ deep)*
  800gp
  (1,000)
  0
  -
  Palisade, wood (10’ high, 100’ long, 1” thick)
  125gp
  5
  2
  1
  Rampart, earthen (10’ high, 100’ long, 15’ thick)
  2,500gp
  750
  4
  1
  Tower, small round (30’ high, 20’ diameter)
  15,000gp
  750
  7
  1
  Tower, medium round (40’ high, 20’ diameter)
  22,500gp
  1,000
  7
  1
  Tower, large round (40’ high, 30’ diameter)
  30,000gp
  1,600
  7
  2
  Tower, huge round (60’ high, 30’ diameter)
  54,000gp
  2,400
  7
  5
  Wall, stone castle (20’ high, 100’ long, 10’ thick)
  5,000gp
  1,500
  6
  1.5-3
  Wall, stone castle (30’ high, 100’ long, 10’ thick)
  7,500gp
  2,250
  6
  1.5-4.5
  Wall, stone castle (40’ high, 100’ long, 10’ thick)
  12,500gp
  3,000
  6
  1.5-6
  Wall, stone castle (50’ high, 100’ long, 10’ thick)
  17,500gp
  3,750
  6
  1.5-7.5
  Wall, stone castle (60’ high, 100’ long, 10’ thick)
  22,500gp
  4,500
  6
  1.5-9
  *The dimensions of these constructions can be altered as long as the square footage remains the same 
  Structure Accessories
  Cost
  Structural HP
  Armor Class
  Unit Capacity
  Arrow Slit/Window**
  10gp
  2
  0
  -
  Door, wood (3’ x 7’)**
  10gp
  3
  1
  -
  Door, reinforced wood (3’ x 7’)**
  20gp
  5
  2
  -
  Door, iron/stone (3’ x 7’)**
  50gp
  12
  6
  -
  Door, secret (3’ x 7’)**
  Material x5
  By material
  By material
  -
  Floor/Roof, flagstone or tile (10’ x 10’)**
  40gp
  5
  4
  -
  Floor/Roof, wood (10’ x 10’)**
  10gp
  3
  2
  -
  Shutters (window)**
  5gp
  1
  2
  -
  Shifting Wall (10’ x 10’)**
  1000gp
  60
  6
  -
  Stairs, wood (one flight, 3’ x 10’)**
  20gp
  5
  2
  -
  Stairs, stone (one flight, 3’ x 10’)**
  60gp
  15
  6
  -
  **Upgrade a structure to include these at time of construction for 25% of the accessories’ base cost 
  Civilian Structures
  Cost
  Structural HP
  Armor Class
  Unit Capacity
  Cottage, wood (20’ high, 30’ square)*
  300gp
  6
  1
  1
  Hut, pit (8’ high, 8’ square)*
  15gp
  1
  1
  -
  Hut, sod or wattle (10’ high, 10’ square)*
  25gp
  1
  1
  -
  Hut, mudbrick or wood (10’ high, 10’ square)*
  50gp
  2
  1
  -
  Longhouse, wood (15’ high, 30’ long, 15’ wide)*
  300gp
  5
  1
  -
  Roundhouse, wood (15’ high, 15’ diameter)*
  125gp
  4
  1
  -
  Townhouse, stone (20’ high, 30’ square)*
  1,200gp
  100
  4
  1
  *The dimensions of these constructions can be altered as long as the square footage remains the same 
  STRONGHOLD AND STRUCTURE CHARACTERISTICS
  AC: During sieges, attack throws may be directed at structures. 
  Every structure has an armor class, indicating how hard it is 
  to harm the structure. Ordinary wooden construction has 
  AC 1. Reinforced wooden construction has AC 2. Earthen 
  construction has AC 4. Soft stone has AC 5. Thick, heavy stone 
  has AC 6. Round structures gain a +1 bonus to AC due to the 
  increased likelihood of attacks bouncing off.
  SHP: A structure’s ability to remain intact despite damage is 
  determined by its structural hit points (shp). When a structure 
  reaches 0 or less shp, it will collapse in 1d10 rounds. As a rule of 
  thumb, a structure has 1 shp per ton of weight. 
  Wooden structures are harder to damage than creatures. Man-
  sized weapons and light ballista cannot deal damage to wooden 
  structures. Huge creatures and magic deal only 1/5 damage to 
  wooden structures. Artillery heavier than light ballista, as well 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Construction Projects 
  49
  Equipment
  as gigantic and larger creatures, deal normal damage to wooden 
  structures. 
  Stone and earthen structures are even harder to damage. Wood-
  throwing artillery and huge creatures cannot even deal damage. 
  Stone-throwing artillery and gigantic creatures deal only 1/10 
  damage to stone structures. Colossal creatures and magic deal 
  only 1/5 damage to stone structures. Petards (p. 46) deal normal 
  damage to stone.
  Unit Capacity: The number of company-sized units that can 
  garrison the fortified structure.
  STRONGHOLD AND STRUCTURE DESCRIPTIONS
  Arrow Slit: A narrow vertical or cross-shaped opening in a 
  wall through which defenders can fire missiles. Missile attacks 
  targeting creatures behind arrow slits suffer a -4 penalty, and the 
  defenders gain a +4 bonus to saving throws v. Blast caused by 
  artillery, burning oil, or similar effects. On a successful saving 
  throw, creatures protected by arrow slits take no damage, even 
  if the effect would normally deal ½ damage. Arrow slits must 
  be purchased separately; 1 arrow slit per 5’ of wall is standard.
  Barbican: An outer fortification consisting of a gatehouse, two 
  small towers, and a drawbridge. A barbican may be situated 
  outside the stronghold and connected to the walls with a short 
  neck. A barbican can hold 4 units. 
  Battlement: A defensive structure built atop walls to protect 
  defenders from enemy fire. A battlement consists of a chest-
  high barrier (parapet) running the length of the wall, pierced 
  with periodic rectangular gaps (crenellation) through which the 
  defenders can fire missiles. Missile attacks targeting creatures 
  protected by battlements suffer a -4 penalty, and the defenders 
  gain a +4 bonus to saving throws v. Blast caused by artillery, 
  burning oil, or similar effects. On a successful saving throw, 
  creatures protected by battlements take no damage, even if the 
  effect would normally deal ½ damage. 
  Building: A stone or wood structure, 20’ high, 30’ square, 
  with wooden doors, floors, roof, and stairs. The walls are more 
  thickly built than similar civilian structures (e.g. cottages or 
  townhouses), resulting in higher shp. A standard building 
  can hold 1 unit. For variant dimensions, adjust price and shp 
  proportionately. 
  Drawbridge: A movable bridge that can be raised or lowered 
  across a moat to control access to the stronghold. A standard 
  drawbridge is 10’ wide, 20’ high, and 1’ thick. For variant 
  dimensions, adjust price and shp proportionately.
  Gatehouse: A fortified building protecting an entrance to a 
  stronghold or settlement. The standard gatehouse is 20’ high, 
  30’ wide, 20’ long, with 10’ thick walls, with a metal portcullis 
  that can be raised or lowered to control access. For variant 
  dimensions, adjust price and shp proportionately. A standard 
  gatehouse can hold 2 units.
  Keep: A fortified tower within a stronghold that serves as the 
  lord’s residence and final redoubt during siege. The standard 
  keep is 80’ high and 60’ square, with 10’ thick stone walls. The 
  interior features wooden doors and stairs between its 8 floors. 
  For square keeps with variant dimensions, adjust price and shp 
  proportionately. A round keep costs 50% more but has +1 AC. 
  A standard keep can hold 12 units.
  Moat: A broad, stone-lined trench surrounding a stronghold to 
  provide an obstacle against besiegement. Most moats are filled 
  with water, but some are left unfilled. A standard moat is 100’ 
  long, 20’ wide, and 10’ deep. For variant dimensions, adjust 
  price proportionately. A moat does not have shp, but it can be 
  filled with fascines. 
  Palisade: A fence made of wooden stakes or tree trunks. 
  Palisades are commonly built around army encampments to 
  provide security. They are also used to circumvallate (encircle) 
  besieged strongholds to prevent traffic in or out. The standard 
  palisade is 10’ high, 100’ long, and 1” thick. A 100’ palisade can 
  be defended by 1 unit. For palisades with variant dimensions, 
  adjust price and shp proportionately. 
  Rampart: A broad embankment made of rock fragments, 
  debris, or earth. Ramparts may be surmounted by parapets and 
  used as defensive walls. The standard rampart is 10’ high, 100’ 
  long, and 15’ thick. A 100’ rampart can be defended by 1 unit. 
  For ramparts with variant dimensions, adjust price and shp 
  proportionately. Earthworks such as mottes and siege ramps can 
  be constructed in this manner. 
  Tower: A tall, fortified structure within a stronghold. Towers 
  are typically higher than the surrounding walls, offering the 
  defenders a vantage point from which to view the surrounding 
  area as well as a wide field of fire for missiles. Towers have 5’ 
  thick round walls, with wooden doors, floors, and stairs. Towers 
  have one story per 10’ of height. For round towers with variant 
  dimensions, adjust price and shp proportionately. Square towers 
  costs 50% less but are -1 AC. A small or medium tower can hold 
  1 unit. A large tower can hold 2 units. A huge tower can hold 5 
  units.
  Wall: A fortified barrier used to protect a stronghold or 
  settlement from besiegers. A stone wall is 100’ long and 10’ 
  thick, with height ranging from 20’ to 60’ high. For walls with 
  variant dimensions, adjust price and shp proportionately. Walls 
  may be built up to 200’ high, but cost is doubled for construction 
  over 60’ high. A 100’ wall can be defended by 1.5 units stationed 
  at the top of the wall, plus an additional 1.5 units per 10’ of 
  height, firing through arrow slits. (Arrow slits, battlements, 
  drawbridges, and other features must be purchased separately. 1 
  arrow slit per 5’ per story is required for a multi-story wall to be 
  defended with arrows.) Add up the length of all sections of wall 
  to determine the number of units that can defend them.
  CONSTRUCTION PROJECTS
  While some military equipment can be purchased at a market, 
  many large and expensive items must be constructed. This 
  section provides rules for constructing strongholds, building 
  ships, manufacturing siege engines, and more. These rules 
  substitute for the rules for commissioning equipment and 
  constructing strongholds found in Chapters 3 and 7 of the 
  Adventurer Conqueror King System. Those basic rules for 
  construction are simple and easy to apply, but they are really 
  only suitable when leaders have the leisure to gather a large, 
  well-trained work force. Wartime construction efforts are 
  virtually always pressed for time and/or short on skilled labor, 
  which necessitates a more flexible approach to construction, 
  described below.
  
  50 
  Construction Projects
  In Domains at War: Campaigns, all construction is handled 
  as a series of construction projects. The default construction 
  project is stronghold construction, but other examples include 
  ship building, siege engine manufacture, field fortification, 
  ammunition scavenging, and sapping. Stronghold construction, 
  siege engine manufacture, and ship building are discussed 
  in this section; ammunition scavenging, sapping, and other 
  projects are presented in the context of Chapter 5, Sieges. 
  CONSTRUCTION COST, RATE, AND SUPERVISION
  Regardless of type, every construction project has a construction 
  cost. A project’s construction cost is equal to the base cost of the 
  project in gold pieces. For example, a keep has a construction 
  cost of 75,000gp while a heavy catapult has a construction cost 
  of 800gp. 
  The construction cost is paid by the labor of construction 
  workers. Each day, each worker contributes a gp value of 
  construction towards the construction cost. This amount is 
  known as the construction rate. A worker’s construction rate is 
  normally identical to his wage rate. 
  EXAMPLE: A construction project with 50 unskilled laborers 
  has a total construction rate of 5gp per day. A construction 
  project with 49 craftsmen (7 masters, 14 journeymen, and 
  28 apprentices) has a total construction rate of 35gp per day.
  The Typical Laborer: If you don’t want or need to differentiate 
  between unskilled laborers, skilled laborers, craftsmen, and 
  engineers, you can simply assume that every laborer has a 
  construction rate of 1 2/3 sp. Every 3,000 laborers will construct 
  500gp per day. This is a good option for large armies on long 
  campaigns.
  Construction workers may be unskilled laborers, skilled 
  laborers, craftsmen, and/or engineers. Unskilled laborers might 
  be peasants, slaves, prisoners, conscripts, or even mercenaries 
  on labor detail. Each unskilled laborer has a wage rate and 
  construction rate of 3gp per month or 1sp per day. (Levying 
  peasants to serve as laborers has the same limits and effects on 
  domains as levying peasants into a militia.)
  Skilled laborers are trained workers in a physically demanding 
  field such as bricklaying or stonecutting. Each skilled laborer 
  (one with the appropriate Labor proficiency, as detailed in the 
  Proficiencies section of ACKS) has a wage rate and construction 
  rate of 6gp per month or 2sp per day. One in four laborers is 
  usually a skilled laborer.
  Craftsmen have considerably higher wage rates and 
  construction rates. As detailed in the Proficiencies section 
  of ACKS, an apprentice craftsman can construct 10gp per 
  month, a journeyman craftsman can construct 20gp per 
  month, and a master craftsman can construct 40gp per month. 
  Master craftsmen can also manage up to 2 journeymen and 4 
  apprentices to increase their construction rate by 50%. However, 
  a master craftsmen managing junior craftsmen on a large-scale 
  construction project (taking more than a day) reduces his 
  personal construction rate by 25% due to friction and chaos. 
  There is usually no more than one master craftsman per one 
  hundred laborers.
  Engineers and siege engineers can labor on any type of 
  construction project. A siege engineer has the construction 
  rate of a journeyman craftsman, while an engineer has the 
  construction rate of a master craftsman. (Note that this is less than 
  their wage rate; such highly trained characters are better used as 
  supervisors.) Characters with just one rank of Siege Engineering 
  proficiency count as skilled laborers, not siege engineers.
  The wages rate and construction rates of unskilled laborers, 
  laborers, craftsmen, and engineers are summarized on the 
  Wage and Construction Rates table, below. The sum of the 
  construction rates of all the workers on the project is the total 
  construction rate. 
  Monstrous Workers: Sometimes a construction project 
  may have access to ogres, centaurs, giants, or other powerful 
  creatures. Monstrous workers multiply their construction rate 
  (normally that of unskilled laborers) by their normal load / 5, 
  rounded down.
  Construction Supervisors: Each construction project must be 
  overseen by a construction supervisor. Supervisors must either 
  be siege engineers or engineers. A siege engineer may supervise 
  one construction project of up to 25,000gp construction cost. 
  An engineer may supervise one construction project of up 
  to 100,000gp construction cost. Multiple engineers or siege 
  engineers may work together to supervise large projects.
  Back to Basics: The basic stronghold construction rules in ACKS 
  assume a typical stronghold is constructed by around 3,000 
  men. Of these, 30 are master craftsmen of the various types, 
  each with their 2 journeymen and 4 apprentices, 210 men total. 
  These construct a total of 150gp per day. Another 525 skilled 
  laborers and 2,450 unskilled laborers construct another 350gp 
  per day. The total is thus 500gp of construction per day. The two 
  Wage and Construction Rates
  Worker
  Construction Rate/Month
  Construction Rate/Day
  Wage Rate/Month
  Unskilled Laborer
  3gp
  1sp
  3gp*
  Skilled Laborer
  6gp
  2sp
  6gp*
  Apprentice Craftsman
  10gp/15gp**
  33cp/5sp**
  10gp
  Journeyman Craftsman
  20gp/30gp**
  66cp/1gp**
  20gp
  Master Craftsman
  40gp/30gp**
  1gp, 33cp/1gp**
  75gp
  Master, 2 Journeyman, and 4 Apprentices
  150gp**
  5gp**
  150gp
  Siege Engineer
  20gp
  66cp
  50gp
  Engineer
  40gp
  1gp, 33cp
  250gp
  *Troops on labor detail must still be paid their normal wage rate  Slaves or prisoners need not be paid any wages  
  **When apprentices and journeymen are working under master on large project 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Construction Projects 
  51
  Equipment
  systems (ACKS and D@W) are compatible, so you can switch 
  back and forth between them as appropriate.
  CONSTRUCTION SITES
  The geographic area around a construction project is called 
  the construction site. As a general guideline, a construction 
  site should be about ½ mile in diameter. The exact border of 
  the construction site is left to the Judge’s discretion. Any and all 
  construction of a similar sort at the same construction site must be 
  consolidated into a single construction project.
  EXAMPLE #1: Marcus wants to build 2 keeps (75,000gp 
  each), with 200’ of high wall (25,000gp each), on a large hill 
  about ¼ mile in diameter. That means the 2 keeps are on 
  the same site and must be combined into one construction 
  project of 200,000gp.
  EXAMPLE #2: Marcus wants to build a stone wall 20’ high 
  and 100 miles long (528,000’). This great wall will cost 
  2,640,000gp. Because it occupies such a large geographic 
  area, the Judge rules that the great wall must be divided into 
  many different construction projects. Since a construction 
  site is about ½ mile in diameter, the Judge determines 
  the great wall will encompass (100 / ½) 200 construction 
  projects, each costing 13,200gp.
  A maximum of 12,000 workers may work on any given 
  construction site. The first 3,000 workers on a construction site 
  work at their full construction rate. Any additional workers 
  thereafter work at only 33% the normal construction rate, 
  although the workers’ wage rates remain the same. Thus a 
  project built with a work force of more than 3,000 workers will 
  end up costing more (in gp of wages paid) than the labor cost of 
  the project. However, the project will get built faster.
  EXAMPLE: Marcus initially hires 3,000 various laborers 
  and craftsmen to construct his 200,000gp stronghold. The 
  workers have a total wage rate of 500gp per day and total 
  construction rate of 500gp per day. Wanting to hasten the 
  project, Marcus decides to hire another 3,000 workers 
  with identical characteristics. These additional workers 
  will have a construction rate of just (33% x 500gp) 166gp 
  per day. Their wage rate remains 500gp per day. Marcus’s 
  workers now have a total wage rate of 1,000gp per day and 
  a total construction rate of 666gp per day. Since Marcus’s 
  stronghold has a base cost of 200,000gp, it will take (200,000 
  / 666) 300 days to build at a cost of (300 days x 1,000gp/day) 
  300,000gp in wages.
  Note that this result is mathematically identical to the option 
  (explained in Chapter 6 of ACKS, p. 127) of reducing construction 
  time by 25% (from 400 days to 300 days) by paying 50% 
  additional construction costs (from 200,000gp to 300,000gp).
  CONSTRUCTION MATERIALS
  Construction projects require an available source of raw 
  materials (lumber and/or stone). For ease of play, lumber is 
  assumed to be cut down from a forest near the construction 
  site, and stone is assumed to be drawn from quarries near the 
  construction site. The time and effort required to secure these 
  raw materials is already factored into the labor cost. The Judge 
  should increase the labor cost of a construction project by 
  10%, 20%, or more when raw materials must be gathered and 
  transported to the construction site from a long distance.
  EXAMPLE: Marcus has access to the nearby market of 
  Arganos. He decides to buy lumber and timber for his 
  200,000gp stronghold, in order to reduce the labor cost. 
  The raw materials cost 50,000gp (25% of the cost of the 
  construction project), but the labor cost is reduced by 25%, 
  to 150,000gp. It will now take (150,000 / 666) 225 days to 
  build the stronghold and cost (225 x 1,000gp) 225,000gp in 
  wages.
  Alternatively, raw materials may be bought with cash at a 
  market or scavenged from other buildings on the construction 
  site. If purchased at market, the raw materials will cost 25% of 
  the total cost of the construction project, but the labor cost is 
  reduced by 25%. If scavenged from nearby buildings, the labor 
  cost is reduced by 25%, but the value of the buildings is reduced 
  by twice that amount. 
  ASSISTING CONSTRUCTION WITH MAGIC
  A spellcaster with Engineering proficiency, or under the 
  supervision of an engineer, can use spells to assist construction. 
  Move earth, transmute rock to mud, and wall of stone are the 
  most valuable spells for construction projects. 
  A spellcaster can use move earth to dig or fill moats or erect 
  earthen ramparts. The caster’s construction rate towards these 
  projects is 12,500gp per turn. The spell expires after 6 turns, 
  allowing 75,000gp of construction total. This construction rate 
  can only be used on ditches, moats, and earthen ramparts!
  EXAMPLE: Quintus wishes to build his sanctum, a huge 
  tower, on a hill. Unfortunately, the grasslands of Southern 
  Argollë where he is building are as flat as his spellbook. He 
  casts move earth and gets to work fixing the local geography. 
  An earthen rampart of 15,000 cubic feet costs 2,500gp. With 
  a construction rate of 75,000gp per hour Quintus is able 
  to erect an earthen mound of (15,000 cubic feet x 75,000 / 
  2,500) 450,000 cubic feet! When the spell’s duration ends, a 
  200’ x 100’ x 15’ mound now rises from the plains.
  A spellcaster can use transmute rock to mud to make the stone 
  at a construction site easier to sculpt and mold until the mud 
  hardens. For the duration of the spell (3d6 days), the workers 
  can work stone as if it were earth, increasing their construction 
  rate by 50%. (A stronghold constructed in this manner will look 
  like it was built of mud or concrete rather than stone blocks.)
  EXAMPLE: The workers at Quintus’ construction site have 
  a construction rate of 500gp per day. Since a huge tower has 
  a cost of 54,000gp, it will take 108 days for them to build the 
  tower. Quintus, an impatient fire mage, decides this is far too 
  long. He casts transmute rock to mud on the construction 
  site. He rolls 3d6 for the duration and gets an 11. For the 
  next 11 days, the worker’s construction rate will be (500gp 
  x 150%) 750gp per day. “Better,” he thinks. “But not fast 
  enough!”
  A spellcaster capable of casting both move earth and transmute 
  rock to mud can speed up construction even further. 
  Transmute rock to mud is first used to transform the stone at a 
  construction site into shapeable mud. Move earth is then used 
  to pour the mud at the site into a wooden mold created by on-
  
  52 
  Construction Projects
  site workers. Subsequently, the transmute rock to mud spell is 
  dispelled or reversed, and the wooden molds are pulled down, 
  leaving behind concrete-like stone. This combination of spells 
  allows workers to construct stone structures as if they were 
  wooden, doubling their construction rate.
  EXAMPLE: Quintus halts work on the mud and orders the 
  workers to instead construct a wooden mold for his sanctum. 
  As the mold is erected, Quintus uses transmute rock to 
  mud and move earth to pour shapeable mud into the mold. 
  When the mold is filled, he dispels the spell and returns 
  the mud to rock. The workers then remove the wooden 
  mold and a concrete-like tower remains. Using this process, 
  the construction rate on the project becomes (500gp x 2) 
  1,000gp per day. At this rate, it will take (54,000gp / 1,000gp) 
  54 days to erect Quintus’ sanctum.
  To further speed the process, a spellcaster can use wall of stone 
  to create stone molds into which he can pour transformed mud. 
  This removes the need for workers to construct wooden molds. 
  Apply 500gp towards the stronghold’s construction cost per 
  wall of stone spell cast in this manner.
  EXAMPLE: Quintus, ever impatient, decides to supplement 
  the wooden molds his workers are creating with stone 
  molds made with magic. Each day, he casts three walls of 
  stone in the form of stone molds. He then casts transmute 
  rock to mud on the construction site, and uses move earth 
  to pour the transformed earth into the stone molds. He 
  then dispels the walls and mud, leaving behind stone walls 
  in the shape of the poured mold. In this manner, Quintus 
  achieves a construction rate of (500gp per wall of stone x 
  3 castings) 1,500gp per day. This value, combined with the 
  construction rate of the workers, yields a total construction 
  rate of 2,500gp per day. It will take (54,000gp / 2,500gp) 21.6 
  days to complete the stronghold.
  A spellcaster can also use wall of stone to re-surface a stone wall 
  with a new surface, forming a magical “coat of paint”. Depending 
  on the mage’s spell signature and desires, the walls of stone 
  might be seamless and smooth, graven with strange runes, and/
  or made of exotic stones. Each wall of stone can re-surface 
  5,000gp of stronghold value.
  EXAMPLE: Surveying his completed sanctum, Quintus 
  decides that it lacks pizzazz. As a fire mage, Quintus is partial 
  to red, so he uses a series of wall of stone spells to re-surface 
  his sanctum’s outer walls with coral red marble. It takes 
  (54,000gp / 5,000gp) 11 walls of stone to entirely re-surface 
  the sanctum.
  Finally, a spellcaster can also use wall of stone to instantly and 
  permanently erect a stone structure of up to 250gp value. While 
  permanent, a wall of stone can be dispelled easily. Because 
  of this critical weakness, structures made up of walls of stone 
  are easily destroyed. Any dispel magic cast will function like a 
  disintegrate spell!
  ARTILLERY AND SIEGE EQUIPMENT CONSTRUCTION
  Artillery and siege equipment are sometimes purchased at 
  market or commissioned. More commonly, however, artillery 
  and siege equipment are constructed by a leader’s siege 
  engineers and workers. Constructing a piece of artillery or 
  siege equipment is handled as a construction project. Use the 
  standard Construction Project rules except as follows:
   » The normal limits regarding construction sites 
  do not apply to artillery and siege equipment. 
  Any number of siege engines may be constructed 
  simultaneously at the same site, provided enough 
  supervisors are available.
   » The number of workers able to work on any particular 
  piece of artillery or siege equipment is limited. Huge 
  siege towers are capped at 1,200 workers. Large siege 
  towers are capped at 300 workers. All other artillery 
  and siege equipment are capped at 50 workers. 
  Because of these limits, craftsmen rather than 
  unskilled laborers generally do the bulk of the work.
  EXAMPLE: 
  King 
  Edward 
  Longshanks 
  orders 
  the 
  construction of a heavy trebuchet (2,500gp) under the 
  supervision of a siege engineer. He assigns 5 master 
  craftsmen, 10 journeymen, 20 apprentices, and 15 skilled 
  laborers, for a total of 50 workers. The project has a 
  construction rate of (5 x 5gp/day) + (15 x 0.2gp/day) or 28gp 
  per day. After (2,500 / 28) 89 days, about three months, the 
  workers finishes construction of the trebuchet. King Edward 
  dubs it “Warwolf” and immediately smashes Stirling Castle 
  with it.
  SHIP CONSTRUCTION
  A maritime siege may require ships. Building a ship can 
  be handled as a construction project. Use the standard 
  Construction Project rules, except as follows:
   » The construction site for the ship must be adjacent 
  to a navigable waterway.
   » The normal limits regarding construction sites 
  do not apply to ships. Any number of ships may 
  be constructed simultaneously at the same site, 
  provided enough supervisors are available. 
   » The number of workers able to work on any 
  particular ship is equal to the ship’s maximum crew. 
  EXAMPLE: Baal the Terrible orders the construction of a 
  fleet of 5 galleys (10,000gp each). Galleys have a maximum 
  crew of 90, so up to 90 workers can work on each galley. 
  Baal assigns 12 master craftsmen, 24 journeymen, and 48 
  apprentices to each galley. Each galley has a construction 
  rate of (12 x 5gp) 60gp per day. It will take 167 days for each 
  galley to be built.
  Spells Cast
  Construction Effect
  Move earth
  Gain 12,500gp per turn construction rate on ditches, moats, and ramparts only
  Transmute rock to mud
  Increase construction rate of workers at construction site by 50%
  Move earth and transmute rock to mud
  Increase construction rate of workers at construction site by 100%
  Move earth and rock to mud with wall of stone
  Gain 500gp of construction per wall of stone spell cast
  Wall of stone
  Decorative re-surfacing of 5,000gp of stronghold
  
  Chapter 3: Campaigns
  The art of war is, in the last result, the art of keeping one’s 
  freedom of action.
   – Xenophon
  
  54 
  Regions
  Once a leader has raised and equipped his army, he may begin 
  to wage war. Wars are fought in a series of military campaigns. 
  A military campaign begins when an army’s troops are taken 
  out of their garrisons, and ends when the army’s troops return 
  to garrison. A short military campaign will last one month. 
  Longer campaigns can last seasons or even years. Hannibal 
  of Carthage fought a ten year campaign against the Romans 
  during the Second Punic War.
  REGIONS
  Military campaigns take place within regions, consisting of 
  several domains or realms. Regions should be mapped on sheets 
  of hex graph paper beforehand, so that the Judge knows the 
  layout of the land. The regional map should show the terrain 
  type in each hex, and indicate the location of major domains, 
  urban settlements, navigable waterways, and roads. 
  ACKS-compatible medium region hex paper, available for free 
  download at www.autarch.co, is ideal for regional maps. This 
  hex paper is 32 6-mile hexes wide and 48 6-mile hexes long. A 
  set of larger 24-mile hexes, 8 wide and 12 long, are superimposed 
  on top for easy reference. The medium region map is sufficient 
  for a principality or portion of a kingdom. Larger regions can 
  be plotted by adjusting the scale upwards so that each small hex 
  equals 24 miles. 
  CAMPAIGN ACTIVITIES
  When on campaign, armies generally take actions in time 
  increments of weeks. During each week of a military campaign, 
  the Judge should follow the procedure below: 
  1. Initiative: Each army’s leader calculates his initiative 
  score by rolling 1d6 and adding his strategic ability 
  (p. 20) to the roll. Before rolling, the leader may 
  order a forced march (p. 55) in order to gain a +2 
  bonus to their initiative score. Resolve any ties in 
  favor of the leader with higher strategic ability; if still 
  tied, re-roll.
  2. Movement and Battles: Starting with the leader with 
  highest initiative score and counting downward, each 
  leader now has the opportunity to move his army. A 
  leader may choose to delay his army’s initiative until 
  a lower count is reached, down to the negative value 
  of his initiative score. The army with the initiative is 
  called the “acting army”.
  a. The acting army selects its strategic stance 
  (see below), either offensive, defensive, or 
  evasive.
  b. The acting army conducts any desired 
  movement (p. 55) on the regional map. If 
  this takes the acting army into a domain 
  controlled by another leader without his 
  permission, the army is considered to have 
  invaded the domain (p. 63).
  c. After 
  the 
  acting 
  army 
  completes 
  its movement, the Judge makes a 
  reconnaissance roll (p. 58) to determine 
  what intelligence the acting army learns 
  about nearby opposing armies, if any. Then 
  the Judge makes a reconnaissance roll for 
  each nearby opposing army to see what 
  intelligence those armies learn about the 
  acting army. 
  d. If the acting army is now in the same 
  6-mile hex as another army, those armies 
  might fight a battle. Battles are discussed 
  in Chapter 4, Battles. If one of the armies is 
  in a stronghold, a siege might result. Sieges 
  are discussed in Chapter 5, Sieges.
  e. After the results of any battles or sieges 
  triggered by the acting army are resolved, 
  the initiative passes to the leader with the 
  next highest initiative score. His army now 
  becomes the acting army. 
  3. Supply: Each army checks if it is in supply (p. 56). 
  If so, it pays its supply cost. If not, it resolves the 
  consequences of lack of supplies. 
  4. Occupation and Conquest: The outcome of any 
  invasions by the various armies are resolved. 
  Successful invaders get an opportunity for 
  occupation, conquest, and pillage. These mechanics 
  are discussed in the Invading, Conquering, 
  Occupying, and Pillaging Domains section (p. 63).
  When opposing armies are within one week’s movement of each 
  other, the Judge should shift the time increment to days instead 
  of weeks. This allows for close maneuver of the opposing forces. 
  When resolving actions in daily increments, the Judge should 
  follow the same steps as above. Movement, battles, invasion, 
  reconnaissance rolls, and other activities should be addressed 
  daily. However, supply should still only be checked once per 
  week.
  Conversely, if the opposing armies are so far apart as to make 
  interaction impossible, the Judge may dispense with these steps 
  and simply adjudicate each army’s movement and activities in a 
  more casual manner. The weekly increments can be thought of 
  as similar to the turns of a dungeon crawl – sometimes tracking 
  turns is very important, and other times it’s not at all.
  STRATEGIC STANCE
  An army on campaign must be assigned a strategic stance. 
  Strategic stance determines how an army reacts when it detects 
  opposing armies. An army’s strategic stance may be either 
  offensive, meaning that the army is actively seeking battle with 
  opposing armies; defensive, meaning the army will fight if battle 
  is offered by an opposing army, but will not otherwise attack; or 
  evasive, meaning the army will avoid battle if possible. 
  
  The Adventurer Conqueror King System: Player’s Companion
   
  Moving Armies 
  55
  Campaigns
  When an army chooses its stance, it must designate one-quarter 
  to one-third of its divisions to be its vanguard and another one-
  quarter to one-third to be in the rear guard. The remaining 
  divisions are in the main body. Divisions in the vanguard lead 
  the marching order and are the most likely to fight an offensive 
  battle. Divisions in the rear guard cover the flank of an evading 
  army’s other divisions and are the most likely formation to fight 
  an evasive battle. 
  Any army’s strategic stance may be changed freely each time 
  initiative is rolled. With the Judge’s permission, it may also be 
  changed when a new opposing army is detected. Strategic stance 
  is discussed further in Chapter 4, Battles.
  MOVING ARMIES
  Armies move on the regional map. The daily and weekly 
  movement rates of an army are related directly to the encounter 
  movement rates of its troops, as shown on the table below. 
  Encounter 
  Movement
  Daily Movement
  Weekly Movement
  Feet per Turn
  Miles / 6-Mile Hexes
  Miles / 24-Mile Hexes 
  30'
  6 / 1
  24 / 1
  60'
  12 / 2
  48 / 2
  90'
  18 / 3
  72 / 3
  120'
  24 / 4
  96 / 4
  150'
  30 / 5
  120 / 5
  180'
  36 / 6
  144 / 6
  210'
  42 / 7
  168 / 7
  240'
  48 / 8
  192 / 8
  270'
  54 / 9
  216 / 9
  300'
  60 / 10
  240 / 10
  330'
  66 / 11
  264 / 11
  360'
  72 / 12
  288 / 12
  Naturally, any army traveling in formation moves at the rate 
  of its slowest unit. The 
  movement rates shown on 
  the table above are figured 
  based on a full day of travel 
  through open, clear terrain. 
  The terrain type will alter the 
  rate somewhat, as shown on 
  the table to the left.
  REST AND RECUPERATION
  When moving over long distances, armies are required to rest 
  for three days out of every seven in order to re-supply and 
  care for their pack animals. The weekly movement rates above 
  include this mandatory rest period. 
  If an army marches more than four days out of seven without 
  resting, all its units suffer a cumulative penalty of -1 on attack 
  throws and damage rolls per day until they have caught up on 
  the required rest.
  Tireless Troops: Certain troops, such as constructs, have no 
  need to rest. Such units may march every day, and even conduct 
  a forced marching without penalty if desired (see below).
  FORCED MARCHING
  When necessary, armies may engage in a forced march, traveling 
  12 hours per day instead of the usual 8. A leader may order a 
  forced march either before initiative is rolled or during his 
  initiative. If the leader orders a forced march before initiative is 
  rolled, he gets a +2 bonus to his initiative score. This represents 
  awakening the troops early for a pre-dawn start. A leader who 
  orders a forced march during his initiative does not get this 
  bonus. Either way, the army’s daily movement rate is increased 
  by 50% because of the forced march. However, each day of 
  forced marching counts as two days of marching for purposes 
  of rest and recuperation. This penalty applies even if the army 
  does not actually move more than its normal daily movement.
  EXAMPLE: A Roman army and a German warband are each 
  18 miles from a nearby Roman fort. The Roman army has a 
  daily movement rate of 12 miles. The Roman general wants to 
  make sure his army gets to the fort first, before the Germans. 
  Before initiative is rolled, the Roman general orders a forced 
  march. This grants a +2 bonus to his initiative score. The 
  Roman general beats the German general’s initiative score, 
  and takes the opportunity to go first. Because of the forced 
  march, the Roman army’s daily movement rate is (12 miles x 
  150%) 18 miles, enough to reach the fort!
  It is now the German general’s initiative. Angry at allowing 
  the wily Roman to get the drop on him, the German general 
  now orders a forced march as well. This does not impact his 
  initiative score, but does increase his army’s daily movement 
  rate by 50%. He arrives after dark to find the Romans safely 
  behind the fort’s walls.
  MOVEMENT OF LARGE ARMIES
  Most armies occupy one 6-mile hex or less, and can march 
  at about the same pace as individual men and horses. Large 
  armies, however, require such long columns of march that they 
  occupy 2 or more hexes on the regional map, and move much 
  slower. The Movement of Large Armies table shows the column 
  length and movement multiplier based on the size of the army. 
  Movement of Large Armies
  Army Size
  Column Length
  Movement Multiplier
  Up to 12,000 troops
  1 hex
  x1
  12,001- 36,000 troops
  2 hexes
  x3/4
  36,001-72,000 troops
  3 hexes
  x1/2
  72,000 troops or more
  4 hexes
  x1/4
  Any movement multiplier due to army size is applied on top 
  of the movement multiplier for terrain. If a multi-hex army 
  occupies two or more different types of terrain, apply whichever 
  movement multiplier is worse.
  Because large armies move so slowly, it can sometimes be 
  advantageous to split the army into divisions and have each 
  division march separately. Each of the divisions then functions 
  as a separate army for all purposes until the armies regroup by 
  moving back into adjacent hexes.
  MOVEMENT OF WAR MACHINES
  War machines, which include all types of artillery, battering 
  rams, galleries, hoists, screws, and siege towers, can be moved 
  Terrain
  Movement 
  Multiplier
  Barren, desert, 
  hills, woods
  x 2/3
  Jungle, swamps, 
  mountains
  x1/2
  Road, trail
  x 3/2
  
  56 
  Supplying Armies
  either assembled or disassembled. Assembled war machines 
  move at a rate of 30’ per turn (6 miles per day and 24 miles per 
  week), while disassembled war machines move at a rate of 60’ 
  per turn (12 miles per day and 48 miles per week). 
  Assembling and disassembling a war machine is a construction 
  project (p. 49) with a construction cost equal to 1/100 the cost 
  of constructing the war machine from scratch (minimum one 
  day). Disassembled war machines cannot be used until they are 
  assembled, so an army that has to suddenly pitch battle, or is 
  surprised on the march, will not have access to any disassembled 
  artillery and other devices. 
  EXAMPLE: A Roman legion with 1,040 men has four heavy 
  catapults (600gp each). It has to march 120 miles to lay siege 
  to a Gallic fort. If the legion marches with its heavy catapults 
  assembled, it will travel at 24 miles per week, and take 5 
  weeks.
  Disassembling the catapults is a set of four 6gp construction 
  projects, each of which can have up to 50 men assigned to it. 
  Each man has a typical construction rate of 1 2/3sp per day, 
  so each project has a construction rate of 8.3gp/day – thus 
  it takes just one day to disassemble the catapults. The legion 
  can then march to the Gallic fort at 48 miles per week, and 
  get there in 2 ½ weeks. It then takes one day to assemble the 
  catapults on arrival. 
  SUPPLYING ARMIES
  An army on campaign must remain in supply at all times or 
  suffer severe consequences. In order to be in supply, an army 
  must meet three conditions. First, it must be able to pay a supply 
  cost (in gold pieces). Second, it must have a sufficiently valuable 
  supply base or bases. Third, it must have a clear line of supply 
  to its supply base. 
  SUPPLY COST
  Unit Scale
  Cost Per  
  Infantry Unit
  Cost Per  
  Cavalry Unit
  Platoon
  15gp
  60gp
  Company
  60gp
  240gp
  Battalion
  240gp
  960gp
  Brigade
  960gp
  3,840gp
  Each week, the supply cost is 60gp for each unit of 120 infantry, 
  and 240gp for each unit of 60 cavalry. The Exotic Creatures 
  Roster (p. 31) has a list of weekly supply costs for other types 
  of creatures. Armies with smaller- or larger- scale units cost 
  proportionately more to supply per unit. 
  The costs are inclusive of fresh bread, wheat, and water, as well 
  as pack animals and handlers for the transport of the provisions. 
  Units without a quartermaster (p. 24) cost double to supply.
  
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  Supplying Armies 
  57
  Campaigns
  EXAMPLE: Marcus’s army consists of 12 brigade-sized 
  infantry units and 4 brigade-sized cavalry units. His army’s 
  supply cost is [12 x 960) + (4 x 3,840)] 26,880gp per week.
  Carnivorous Troops: Most units are fed wheat, oats, grass, and 
  similar inexpensive foodstuffs. If a unit’s troops or mounts are 
  carnivorous (e.g. beast riders, dragons, ghouls), the unit will be 
  much more expensive to supply. The supply cost for these units 
  is generally four times higher. 
  As supplying carnivores can be quite expensive, these units are 
  sometimes fed battle casualties (p. 74) or prisoners captured 
  (p. 64 and p. 74) in battle or from pillage. Each casualty or 
  prisoner supplies his own base XP value in gold pieces of meat. 
  A non-Chaotic unit which sees casualties or prisoners of its 
  own race eaten by a carnivorous unit from its own army suffers 
  a calamity (p. 11), triggering a loyalty roll, due to the innate 
  repulsiveness of the practice.
  EXAMPLE: Moruvai’s army includes a unit of 60 goblin 
  wolf riders. The wolf riders costs (240 x 4) 960gp per week 
  to supply. 
  When Moruvai’s army captures 500 normal men, the 
  ruthless ruinguard decides to use the prisoners as food for 
  the wolf riders. Normal men have 1-1 HD, so they are worth 
  5xp each. Therefore they supply (500 x 5) 2,500gp worth of 
  meat to the wolf riders, enough to keep the unit in supply 
  for 2½ weeks. 
  However, Moruvai’s army includes four units of Neutral-
  aligned human mercenaries. Upon seeing prisoners of their 
  race devoured by the wolf riders, each of these units must 
  now make a loyalty roll. One of the units fails its roll and 
  deserts. Undeterred, Moruvai sends his wolf riders to capture 
  the deserters. Some problems create their own solutions…
  Hungerless Troops: Certain troops, such as constructs, have no 
  need to eat or drink. Such units have no supply cost and do not 
  have to maintain lines of supply. They are never considered out 
  of supply. 
  SUPPLY BASE
  A supply base converts supply cost (gold) into food, water, 
  and other provisions. Any friendly or occupied city, town, or 
  stronghold can serve as a supply base. In order to be in supply, 
  an army requires one or more supply bases whose total value 
  equals or exceeds its supply cost. The value of a supply base is 
  the sum of the following:
   » The monthly income (after expenses) of the supply 
  base; 
   » The monthly income (after expenses) of any friendly 
  domains in the same 24-mile hex as the supply base; 
  and
   » The value of any supply bases to which the supply 
  base itself has a clear line of supply (see below)
  EXAMPLE #1: Marcus’s supply base is Cyfaraun, a city of 
  2,000 families in Southern Argollë. Cyfaraun is a Class IV 
  urban settlement with a monthly income of 1,950gp. It sits 
  in a large, wealthy domain which has a monthly income of 
  55,650gp. Cyfaraun has a clear line of supply to Arganos, 
  a Class II city with a supply value of 110,000gp. Cyfaraun 
  is therefore a supply base with a value of (1,950 + 55,650 + 
  110,000) 167,600gp, easily valuable enough to serve as the 
  supply base for Marcus’s army.
  EXAMPLE #2: Later in the war, Marcus has greatly 
  expanded his army, and now has a supply cost of 65,000gp. 
  Meanwhile, Arganos has become besieged, so there is no 
  longer a clear line of supply to it from Cyfaraun. Cyfaraun is 
  now worth only (1,950 + 55,650) 57,600gp as a supply base. 
  It is no longer of sufficient value to serve as a supply base for 
  Marcus’s expanded force.
  If necessary an army can construct its own supply bases. As a 
  10,000gp construction project, an army can build a small border 
  fort that can serve as a Class VI market. By building such supply 
  bases periodically as necessary to maintain a clear line of supply, 
  the army can create a chain of supply bases back to a large capital. 
  EXAMPLE: With Cyfaraun no longer sufficient to serve as 
  his supply base, Marcus must find a larger supply base. The 
  city of Kavala is the last friendly city of sufficient size to be 
  his supply base, but Kavala is separated from his army by 
  900 miles of desert. Marcus decides to construct a chain of 
  38 forts, each 24 miles apart, stretching from his army’s area 
  of operation all the way back to Kavala. It will cost 380,000gp 
  to build these forts, but Marcus will have a supply base for 
  campaigns anywhere between the borderlands and Kavala…
  assuming that the enemy does not capture one of the “links” 
  in the chain of forts.
  An army may change its supply base(s) at any time. For instance, 
  if it captures a stronghold near the front lines, it can begin to use 
  the captured stronghold as its supply base.
  LINE AND LENGTH OF SUPPLY
  The line of supply is the route between the army and its supply 
  base, or from one supply base to another. To function, a line 
  of supply must be clear. A line of supply is clear if it is neither 
  blocked nor overextended.
  A supply line becomes blocked if the route passes through 
  any hexes occupied by enemy forces. An army with a blocked 
  supply line is out of supply until the enemy forces are driven off 
  or a new, unobstructed route is found for the supplies.
  A supply line becomes overextended if the route between the 
  army and its supply base is too long. The length that the supply 
  line can extend is limited by the terrain the supply line traverses. 
  Determining whether a supply line is overextended is a simple 
  matter. Just count the number of 6-mile hexes between the 
  army and its supply base. Count each barren or desert hex as 
  four hexes. Count each jungle, mountain, or swamp hex as 
  two hexes. Count every two hill or woods hexes as three hexes. 
  Count every four road or three settled hexes as just one hex, 
  and do not count hexes where the route runs along a navigable 
  
  58 
  Reconnaissance and Intelligence
  waterway at all! If the total count exceeds 16 hexes (96 miles), 
  the line of supply is overextended.
  An army with an overextended supply line is out of supply until 
  it shortens its supply line to within the permitted length.
  EXAMPLE #1: Marcus’s army departs from Cyfaraun, 
  marching along an old imperial road for 32 hexes (192 
  miles). Every 4 road hex counts as 1 hex, so the length of the 
  supply line is (32/4) 8 hexes. The army’s supply line is not 
  overextended. 
  Marcus’s army then enters the harsh desert of the Waste, 
  travelling 3 hexes. Each desert hex counts as 4 hexes, so the 
  length of the army’s supply line is now (32 / 4) 8 hexes from 
  the road and (3 x 4) 12 hexes from the desert, for a total of 
  20 hexes. Its supply line is overextended, so Marcus’s army is 
  out of supply!
  EXAMPLE #2: Baal the Terrible’s army departs its supply 
  base in Zidium and marches 30 hexes (320 miles) along the 
  coast of Celdorea, and then 3 hexes inland across settled 
  terrain towards Dappakosea. Since every 3 settled hexes 
  count as 1 hex, and hexes where the route runs along a 
  navigable waterway are not counted at all, Baal’s army’s 
  supply line only counts as 1 hex long. 
  For purposes of measuring their line of supply, elves treat forest 
  terrain as settled, while dwarves treat hills and mountains as 
  settled. Beastmen, who have little need for food or drink, eat 
  anything, and forage rapaciously, treat all terrain as settled.
  REQUISITIONING AND LOOTING SUPPLIES
  An army that is out of supply can requisition or loot supplies 
  from peasants in the domains it passes through. An orderly 
  requisition of supplies will yield 40gp of supplies per peasant 
  family. This will leave the peasants with sufficient supplies 
  to survive. Supplies can only be requisitioned once every 6 
  months.Any additional supplies taken must be looted. Looting 
  will yield up to 20gp of supplies per peasant family, but the 
  more that is taken the less remains for the peasants to survive 
  on. For each 20gp of supplies looted, one peasant family is lost. 
  This represents the flight of farmers to the woods, starvation 
  from soldiers stealing all the food, and losses from resistance to 
  the looting. A domain can be looted until no peasant families 
  remain, yielding supplies totaling 60gp per family (40gp from 
  requisition and 20gp from looting). Such a domain is usually 
  pillaged to boot; see Pillaging Domains, p. 64
  If the domain’s leader takes umbrage at the supplies being 
  requisitioned or looted, he can fight a battle against the invading 
  army, but generally an army large enough to need to requisition 
  supplies is sufficiently large enough that the petty barons and 
  manorial lords do not resist its efforts, provided the lord himself 
  is not harmed.
  EXAMPLE: Marcus’s army has encamped in a hex at the 
  borders of the Waste. The hex has 600 peasant families under 
  a local lord. With a supply cost of 27,600gp per week and 
  no supplies coming from Cyfaraun, Marcus’s army needs 
  supplies from the peasants. The local lord, with only a small 
  garrison, dares not resist. Marcus requisitions supplies, and 
  gets (600 x 40) 24,000gp.
  Marcus’s army needs more supplies, so despite his moral 
  objections he orders his men to loot another 4,000gp. This 
  causes the loss of (4,000 / 20) 200 peasant families. Marcus’s 
  army is supplied and marches on. The count stares in horror 
  at the ruin that was once his flourishing domain.
  A moving army can either requisition all its supplies from one 
  particular hex, or requisition a fraction of its supplies from each 
  hex it travels though. Either way, requisitioning and looting 
  reduces movement rate by half. 
  An encamped (stationary) army must first requisition supplies 
  from the hexes it is encamped in, and then from adjacent hexes. 
  CONSEQUENCES OF LACK OF SUPPLIES
  Troops which are insufficiently supplied lose 1 hit point per day 
  and suffer a cumulative -1 to attack throws and damage rolls. 
  Furthermore, they lose the ability to heal wounds normally, 
  though magic will still work. If troops eat enough food for a day, 
  they regain the ability to heal, recover 1 hit point lost to hunger, 
  and reduce by 1 any penalties to attack throws and damage rolls 
  from hunger. Thus, troops that receive rations every other day 
  (or half rations daily) can function almost indefinitely.
  However, even if an army physically survives lack of supply, it 
  may not survive psychologically. Each week a unit is partially or 
  completely unsupplied counts as a calamity and the unit must 
  make a loyalty roll.
  If the army has enough supplies to feed some of its units, but 
  not all, the army’s leader must choose which units to supply. 
  The supplied units do not suffer any penalties, nor do they 
  need to make weekly morale checks. However, the unsupplied 
  units suffer an additional -1 penalty on their loyalty rolls, as it is 
  evident that they are being left to starve while others feed.
  SUPPLY, SIMPLIFIED
  In most cases, field armies that campaign in well-populated 
  areas along roads and waterways can easily maintain their lines 
  of supply. The Judge can simply deduct an army’s supply cost 
  from its leader’s treasury each week, and only check for supply 
  if the army is cut off by enemies, attempts to cross hostile or 
  unsettled terrain, or moves more than 24 miles from a road or 
  waterway. 
  RECONNAISSANCE AND INTELLIGENCE
  Intelligence gathering is crucial to waging war. Since the 
  means of intelligence gathering that might be employed, and 
  the counter-measures against them, are as limitless as the 
  imagination of players, Domains at War abstracts the various 
  tactics into a set of mechanics called reconnaissance rolls. 
  
  The Adventurer Conqueror King System: Player’s Companion
   
  Reconnaissance and Intelligence 
  59
  Campaigns
  FREQUENCY OF RECONNAISSANCE ROLLS
  As each army completes its movement, the Judge will make a 
  reconnaissance roll to see if the army has gathered intelligence 
  on any nearby armies. Then the Judge will make a reconnaissance 
  roll for each nearby army to see what it has learned about the 
  army that just moved. The maximum range at which an army 
  can be reconnoitered is determined by its size, as shown on the 
  adjacent Reconnaissance Range table. The “observing army” is 
  the army making the reconnaissance roll, while the “opposing 
  army” is the army being observed.
  Reconnaissance Range
  Opposing Army Size
  Observing Army Must Be Within
  120 troops or less
  One 24-mile hex
  121-600 troops
  Two 24-mile hexes
  601-3000 troops
  Three 24-mile hexes
  3,001 troops or more
  Four 24-mile hexes
  There is no particular limit to the number of reconnaissance 
  rolls an army may make – if there are three armies within range, 
  it will make three reconnaissance rolls. If there is only one 
  army within range, it will make only one reconnaissance roll. 
  Reconnaissance rolls should always be made by the Judge, so 
  that the army leaders remain unaware of how many rolls were 
  made, and how many they failed.
  If the number of reconnaissance rolls becomes burdensome, 
  the Judge may consolidate the reconnaissance efforts for and 
  against multiple friendly armies within one 24-mile hex into 
  one roll. For example, if there are 10 watchtowers with 1 unit of 
  cavalry each spread across a 24-mile hex, the Judge may roll for 
  and against them as a single army with 10 units of cavalry. 
  RECONNAISSANCE ROLL PROCEDURE
  To make a reconnaissance roll, the Judge rolls 2d6 and 
  consults the Reconnaissance Rolls table. The die roll should 
  be modified based on the Reconnaissance Modifiers table on 
  the adjoining table. The “observing army” is the army making 
  the reconnaissance roll, while the “opposing army” is the army 
  being observed. 
  Reconnaissance Modifiers
  Modifier
  Army Size
  Opposing army has fewer than 600 troops total
  -2
  Opposing army has only 600 to 3,000 troops 
  -1
  Opposing army has 3,001 to 12,000 troops total
  0
  Opposing army has 12,001 to 36,000 troops total
  +1
  Opposing army has 36,001 to 72,000 troops total
  +2
  Opposing army has 72,001 or more troops
  +3
  Proximity of Armies
  Armies are in same 6-mile hex 
  +2
  Armies are in adjacent 6-mile hexes
  +1
  Armies are in same 24-mile hex
  0
  Armies are 1 or more 24-mile hexes away from each other 
  -1/hex
  Leadership
  Observing army’s leader has higher strategic ability than opposing army’s leader
  +1
  Opposing army’s leader has higher strategic ability than observing army’s leader
  -1
  Magic, Spies, and Stratagems
  Observing army can observe opposing army with magic (crystal ball, scry, etc.)
  +1/spell effect
  Opposing army can camouflage location with magic (massmorph, hallucinatory terrain, etc.)
  Varies
  Observing army has spy infiltrated within opposing army
  +1/spy
  Observing army can observe opposing army from the air
  +2
  Observing army has stratagem to reconnoiter or scout enemy position (Judge’s discretion)
  Varies
  Opposing army has stratagem to deceive or trick scouts (Judge’s discretion)
  Varies
  Scouting and Screening Troops
  Observing army scouting with 6 to 20 units
  +1
  Observing army scouting with 21 to 100 units
  +2
  Observing army scouting 101 or more units
  +3
  Opposing army screened by 6 to 20 units
  -1
  Opposing army screened by 21 to 100 units
  -2
  Opposing army screened by 101 or more units
  -3
  Observing army has more cavalry units in total than opposing army
  +1
  Opposing army has more cavalry units in total than observing army
  -1
  Terrain
  Opposing army is in clear, plains, or desert hex
  0
  Opposing army is in scrub, woods, jungle, swamp, or mountains hex
  -1
  Observing army is more familiar with region than opposing army
  +1
  Opposing army is more familiar with region than observing army
  -1
  
  60 
  Reconnaissance and Intelligence
  Reconnaissance Rolls
  Modified Die Roll
  Result
  2-
  Catastrophe
  3-5
  Failure
  6-8
  Marginal Success
  9-11
  Success
  12+
  Major Success
  Proximity of Armies: If the observing army is dispersed into 
  two or more hexes, determine the proximity by counting the 
  number of hexes between the closest unit of the observing army 
  and the opposing army. If the opposing army is dispersed into 
  two or more hexes, determine the proximity by counting the 
  number of hexes between the observing army and the largest 
  division (or other body of troops) in the opposing army. If both 
  the observing and opposing armies are dispersed into multiple 
  hexes, determine the proximity by counting the number of 
  hexes between the closest unit of the observing army and the 
  largest division in the opposing army.
  Magic - Scrying: The reconnaissance roll bonus is +1 per spell 
  effect. Each crystal ball available counts as one spell effect. 
  Three castings of scry count as one spell effect. The spellcaster 
  must be familiar with someone in the opposing army, or already 
  know the location of the opposing army, in order to make use 
  of the scry or crystal ball. If an officer is protected by an amulet 
  versus crystal balls and ESP or nondetection spell, his location 
  and the location of units under his command may not be scryed 
  upon. 
  This does not prevent other officers or units from the army 
  being scryed on. Only if every officer in the army is protected 
  by an amulet or nondetection is their army protected from 
  scrying. For highly powerful spells such as commune or contact 
  other plane, the Judge may provide information from these 
  spells using the question-and-answer mechanics described in 
  ACKS, or treat them as a +1 modifier to reconnaissance rolls, 
  as appropriate.
  Magic - Camouflage: Magical camouflage reduces the effective 
  size of the opposing army, which makes the army harder 
  to observe. Each hallucinatory terrain, massmorph, or 
  permanent illusion spell can hide one company-sized unit. For 
  example, if an army with seven units employs massmorph to 
  disguise two units, it will count as being an army of five units 
  (600 troops) total for purposes of army size. 
  Scouting and Screening Troops: Scouting and screening troops 
  only modify reconnaissance rolls within a limited range around 
  them. Cavalry and flyers on garrison duty will scout and screen 
  within the territory of the domain they garrison. Cavalry and 
  flyers in an army on campaign will only scout and screen the 24-
  mile hex their army is located in and the adjacent 24-mile hexes. 
  Reconnaissance rolls between armies three or more 24-mile 
  hexes away will therefore not be modified. The table assumes 
  company-sized units; treat a battalion-sized unit as 4 units and a 
  brigade-scale unit as 16 units.
  Spies: Spies can be infiltrated into an opposing army using the 
  rules in the Spying section below.
  Stratagems: This represents a variable modifier that the Judge 
  can assign based on the actions of PCs and major NPCs. See the 
  Stratagems section below.
  EXAMPLE: A goblin army (4,320 troops) has just moved 
  into a 24-mile hex of woods occupied by an elven army 
  (1,200 troops). Both armies now get the chance to locate 
  each other. The leader of the elves has a strategic ability of 
  +2, while the leader of the goblins has a strategic ability of 
  -1. The elves have 1 unit of giant hawks (flyers) and 2 units 
  of horse archers (cavalry); the goblins have 16 units of wolf 
  riders (cavalry). The elves are more familiar with the region. 
  The elven army will make a reconnaissance roll with the 
  following modifiers: -1 (opposing army has 6 to 20 cavalry 
  units) -1 (opposing army has overall more cavalry and flyers 
  units) +1 (superior ranks in military strategy) +1 (more 
  familiar with region) +2 (can observe enemy from the air) -1 
  (opposing army in woods). The total bonuses and penalties 
  add up to +1, so the Judge will roll 2d6+1 for the elves. 
  The Judge rolls an 8, modified to 9. The elves have rolled a 
  success!
  The goblin army will make a reconnaissance roll with the 
  following modifiers: +1 (6 to 20 cavalry units) +1 (army has 
  overall more cavalry and flyers) -1 (inferior ranks in military 
  strategy) -1 (less familiar with region) -1 (opposing army in 
  woods) -1 (opposing army has only 5 to 20 units). The total 
  adds up to -2, so the Judge will roll 2d6-2 for the goblins. 
  The Judge rolls a 5, modified to a 3; the goblins have failed to 
  gather any information about the elves. In fact, they probably 
  aren’t even aware there is an elven army in the area (unless 
  they knew from a prior reconnaissance roll success).
  RESULTS OF RECONNAISSANCE ROLLS
  A catastrophe means that the observing army has gathered 
  false intelligence. The Judge should inform the observing army’s 
  leader that he has rolled a major success and pretend to provide 
  intelligence as if that were the case. However, the intelligence 
  will be riddled with falsehoods and misinformation. 
  A failure simply means the observing army has gathered no 
  intelligence. If the opposing army has not yet been detected, 
  then the observing army may be unaware that the observing 
  army is there at all.
  A marginal success, success, or major success means the 
  observing army has gathered some intelligence. The amount of 
  intelligence gathered will depend on the degree of success and 
  the proximity of the two armies, as shown on the Results of 
  Reconnaissance table below.
  Location: The observing army learns the location of the 
  opposing army relative to its own position. The precision with 
  which the location is known can range from a wide swath of 
  hexes to a specific 6-mile hex. 
  
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  Reconnaissance and Intelligence 
  61
  Campaigns
  EXAMPLE: The modified result of the elven army’s 
  reconnaissance roll was a 9, so the elven army had a success. 
  The elven army is in the same 24-mile hex as the goblin 
  army. Cross-indexing “same 24-mile hex” with “success” 
  on the Results of the Reconnaissance Rolls table, the Judge 
  notes that the elven army learns which 6-mile hex the goblin 
  army occupies. He provides this information to the leader of 
  the elven army.
  Approximate Size: The observing army learns whether the 
  opposing army is small (600 or fewer troops); average (600 to 
  3,000 troops); large (3,001 to 12,000 troops); huge (12,001 to 
  36,000 troops); gigantic (36,001 to 72,000 troops); or colossal 
  (72,001 or more troops).
  EXAMPLE: The Judge reveals that the goblin army is large 
  (3,001 to 12,000 troops).
  Number of Divisions: The observing army learns the number of 
  divisions in the opposing army. This can be valuable intelligence 
  as it hints at the leadership ability of the enemy general, the 
  number of officers available to the opposing army, and the 
  flexibility of its command. 
  EXAMPLE: The Judge reveals that the goblin army is divided 
  into four divisions.
  Number of Units per Division: The observing army learns 
  the number of units in each division of the opposing army. 
  This can help identify if some divisions have particularly able 
  commanders, or are particularly strong or weak. The observing 
  army also learns whether the opposing army is organized into 
  company-sized, battalion-sized or brigade-sized units. 
  EXAMPLE: The Judge reveals that the goblin army’s first 
  division has two battalion-sized units; its second division 
  has three battalion-sized units; its third division has three 
  battalion-sized units; and its fourth division has two 
  battalion-sized units.
  Type of Each Unit: The observing army learns the type of each 
  unit it has detected, such as heavy infantry, light cavalry, war 
  elephants, and so on. An army of cavalry and heavy infantry 
  is obviously far more threatening than an army of conscripted 
  peasants.
  EXAMPLE: Since the elven army only rolled a success, it 
  does not learn the type of each unit. Had the elven army 
  rolled a major success, the Judge would have revealed that 
  the goblin army’s first division consisted of two battalion-
  sized goblin wolf rider units; its second division has four 
  battalion-sized goblin light infantry units; its third division 
  has three battalion-sized goblin slinger units; and its fourth 
  division has two battalion-sized goblin wolf rider units.
  Strength of Each Unit: The observing army learns the troop 
  strength of each unit it has detected. This intelligence can 
  be critically valuable as an army might turn out to consist of 
  understrength units. 
  EXAMPLE: Since the elven army only rolled a success and 
  was not in the same 6-mile hex as the goblin army, it does 
  not learn the strength of each unit. Had the elven army 
  rolled a major success while sharing the same 6-mile hex 
  as the goblin army, the Judge would have revealed that the 
  goblin army’s first division consisted of two goblin wolf rider 
  units of 240 troops each; its second division has four goblin 
  light infantry units of 480 troops each; its third division has 
  three goblin slinger units of 480 troops each; and its fourth 
  division has two goblin wolf rider units of 240 troops each.
  Results of Reconnaissance Rolls
  Degree of Success
  Proximity of Armies
  Marginal Success
  Success
  Major Success
  Same 6-mile Hex
  Location (6-mile hex) 
  Approximate size 
  Number of divisions 
  Number of units per division 
  Common prisoner
  Location (6-mile hex) 
  Approximate size 
  Number of divisions 
  Number of units per division 
  Type of each unit  
  Valuable prisoner
  Location (6-mile hex) 
  Approximate size 
  Number of divisions 
  Number of units per division  
  Type of each unit 
  Strength of each unit 
  Very valuable prisoner
  Same 24-mile Hex
  Location (24-mile hex) 
  Approximate size 
  Number of divisions
  Location (6-mile hex) 
  Approximate size 
  Number of divisions 
  Number of units per division 
  Common prisoner
  Location (6-mile hex) 
  Approximate size 
  Number of divisions 
  Number of units per division  
  Type of each unit 
  Valuable prisoner
  2 24-mile Hexes
  Location (within 2 24-mile hexes) 
  Approximate size
  Location (24-mile hex) 
  Approximate size 
  Number of divisions
  Location (6-mile hex) 
  Approximate size 
  Number of divisions 
  Number of units per division 
  Common prisoner
  3-4 24-mile Hexes
  Location (within 4 24-mile hexes)
  Location (within 2 24-mile hexes) 
  Approximate size
  Location (24-mile hex) 
  Approximate size 
  Number of divisions
  
  62 
  Reconnaissance and Intelligence
  Prisoners: In some cases, a reconnaissance roll can yield 
  prisoners! Prisoners might to be captured deserters, foragers, 
  scouts, or even turncoats. Each prisoner will know 1d3 pieces of 
  information. For each piece of information, roll 1d4 and cross-
  index the result with the appropriate column on the Prisoner 
  Information table. If the same piece of information is rolled 
  twice, then the information known to the prisoner is of a more 
  detailed nature (shift one column right on the table). The Judge 
  should make these rolls in secret and then decide the identity of 
  the prisoner accordingly. 
  EXAMPLE: The elven army rolled a success on its 
  reconnaissance roll against the goblin army in its 24-mile hex. 
  According to the Results of Reconnaissance table, the elven 
  army has captured a common prisoner. The Judge secretly 
  rolls 1d3 and scores a 2, so the prisoner will know two pieces 
  of information. He rolls 1d4 for the first piece of information 
  and scores a 1. Cross-indexing a roll of 1 with the “Common 
  Prisoner” column, the Judge finds that the prisoner knows 
  the name, race, and class of the goblin army’s leader. The 
  Judge then rolls 1d4 for the second piece of information and 
  scores another 1. This means the prisoner knows even more 
  on the same topic. The Judge therefore cross-indexes a roll 
  of 1 with the “Valuable Prisoner” column, and finds that 
  the prisoner knows the name, class, approximate level, and 
  description of the goblin army’s leader, and its total number 
  of officers. The Judge decides the prisoner is a goblin wolf 
  rider who was captured by a scouting party while foraging.
  When a character interrogates a prisoner, the Judge may 
  role-play the interrogation, and/or roll 2d6 on the Results 
  of Interrogation table. The Judge should modify the roll by 
  the interrogator’s Charisma and applicable proficiencies (e.g. 
  Bribery, Diplomacy, Intimidation, or Seduction), and any other 
  adjustments he deems reasonable. 
  Results of Interrogation
  Adjusted Die Roll
  Result
  2-
  False Information
  3-5
  Nothing
  6-8
  One piece of information
  9-11
  Two pieces of information
  12+
  All known information
  On a roll of 2 or less, the prisoner reveals one piece of false 
  information. The Judge should present this information as if it 
  is the result of a successful roll. On a roll of 3-5, the prisoner 
  reveals nothing of value (he may babble incoherently, reveal 
  information already known to the interrogator, or beg for his 
  parents, of course). On a roll of 6-8, the prisoner reveals one 
  piece of information, and on a roll of 9-11 the prisoner reveals 
  two pieces of information. On a roll of 12 or more, the prisoner 
  reveals all known information.
  Without magic, there is no way for an interrogator to know for 
  sure how many pieces of information a prisoner possesses, or 
  whether the information he has shared is true or false. If magic 
  is available, a prisoner might be charmed into revealing the 
  information, mentally questioned using ESP, and so on. 
  EXAMPLE: The elven army’s leader has CHA 16 and the 
  Bribery proficiency. He is offering the wolf rider a month’s 
  pay (+3 bonus). The elven army’s leader rolls 2d6 and gets an 
  8. Adding his CHA bonus of +2 and his Bribery bonus of +3, 
  his adjusted total is 13. This yields a “all known information” 
  result on the Results of Interrogation table. “I don’t know 
  much, but I can tell you about our chieftain, Igrak, and his 
  warband leaders…”
  STRATAGEMS
  From time to time, characters may concoct stratagems to 
  reconnoiter or scout enemy positions, or slay, deceive, or trick 
  enemy scouts. When stratagems are carried out by NPCs, the 
  Judge may simply apply a variable die roll modifier of +1 to +3 
  (or -1 to -3 to an enemy) to a reconnaissance roll to reflect the 
  stratagem, based on his assessment of the value of the stratagem. 
  If PCs are personally carrying out the stratagem, the Judge may 
  wish to resolve the stratagem using the Heroic Forays rules (see 
  Chapter 4, p. 71). This would represent skirmishing with enemy 
  scouts, killing enemy foragers, and so on. Each ½ point of BR at 
  stake should provide a +1 benefit to the army’s reconnaissance 
  roll. 
  SPYING AND OTHER HIJINKS
  Once an opposing army has been located, leaders with access to 
  a syndicate (or other source of perpetrators) can order hijinks 
  Prisoner Information
  1d4 Common Prisoner
  Valuable Prisoner
  Very Valuable Prisoner
  1
  The name, class, approximate 
  level, and description of the 
  opposing army’s leader.
  The name, class, approximate level, and 
  description of the opposing army’s leader; and 
  its total number of officers.
  The names, classes, approximate levels, and 
  descriptions of the opposing army’s leader and division 
  commanders; and its total number of officers.
  2
  Whether there are any spies 
  infiltrated into friendly army 
  by opposing army.
  Whether there are any spies infiltrated into 
  friendly army by opposing army; and if so, the 
  name, class, approximate level, and description 
  of 1 spy. 
  Whether there are any spies infiltrated into friendly 
  army by opposing army; and if so, the name, class, 
  approximate level, and description of up to 1d4 spies.
  3
  Whether the opposing army is 
  in supply.
  Whether the opposing army is in supply, and the 
  location of its supply base if so. 
  Whether the opposing army is in supply, along with 
  the location and description of its supply base and 
  the route of its supply line if so. The description of the 
  supply base includes the supply base’s commander, 
  size, stronghold value, and garrison (if any).
  4
  Whether any spellcasters of 
  7th level or higher are serving 
  in the opposing army.
  Whether any spellcasters of 7th level or higher 
  are serving in the opposing army, plus the name, 
  class, and description of the opposing army’s 
  most powerful spellcaster.
  The total number of spellcasters of 7th level or higher 
  serving in the opposing army, plus the name, class, 
  approximate level, and description of the opposing 
  army’s most powerful spellcaster.
  
  The Adventurer Conqueror King System: Player’s Companion
   
  Invading, Conquering, Occupying, and Pillaging Domains 
  63
  Campaigns
  against the army. Syndicates, perpetrators, and hijinks are 
  explained in ACKS, Chapter 6, Hideouts and Hijinks, p. 139-
  141.
  Spying: Before any other hijinks can be performed against an 
  army, a perpetrator must be infiltrated into the opposing army 
  as a spy. A successful spying hijink allows for a perpetrator to 
  be infiltrated into the opposing army. For spying to succeed, 
  the perpetrator must make a successful Hide in Shadows throw. 
  The perpetrator must be of the same race as the opposing army’s 
  troops, or be disguised with a successful Disguise proficiency 
  throw in addition to the hijink throw. The perpetrator must also 
  speak the language spoken by the opposing army’s troops. 
  Each perpetrator infiltrated into an opposing army gives a +1 
  on reconnaissance rolls made against the opposing army in the 
  next month. The infiltrated perpetrator also has the opportunity 
  to conduct either an assassination, carousing, disinformation, 
  sabotage, or stealing hijink (described below) at any time during 
  the month. At the end of the month, the perpetrator must 
  perform another spying hijink if he wishes to remain infiltrated 
  in the enemy army. If a perpetrator is caught spying on an 
  enemy army, the charge is treason.
  Assassination: An infiltrated perpetrator can target an 
  identified enemy officer for an assassination hijink. For an 
  assassination to succeed, the perpetrator must make a successful 
  Hide in Shadows throw. There is a -1 penalty on the proficiency 
  throw per each level the perpetrator is lower than the victim. 
  The proficiency throw is further modified by the target officer’s 
  morale modifier (as highly charismatic, popular officers tend 
  to be better protected and harder to harm). If a perpetrator is 
  caught attempting to assassinate an enemy officer, the charge is 
  murder.
  Carousing: An infiltrated perpetrator can acquire information 
  through carousing hijinks. For carousing to succeed, the 
  perpetrator must make a successful Hear Noise throw. If the 
  throw is successful, one piece of common information is 
  acquired (as if interrogating a prisoner). Valuable information 
  can be acquired by taking a -2 penalty on the proficiency throw; 
  very valuable information by taking a -5 penalty. If a perpetrator 
  is caught carousing, the charge is sedition.
  Disinformation: An infiltrated perpetrator can spread lies and 
  rumors through carousing hijinks. For carousing to succeed, 
  the perpetrator must make a successful Hear Noise throw. 
  If the throw is successful, any reconnaissance rolls made by 
  the opposing army are at a -2 penalty for the next month. If a 
  perpetrator is caught carousing, the charge is sedition.
  Sabotage: An infiltrated perpetrator can attempt to destroy 
  the supplies of the opposing army. For sabotage to succeed, the 
  perpetrator must make a successful Move Silently throw. The 
  proficiency throw is modified by the opposing army’s leader’s 
  strategic ability (as skilled generals tend to be better at guarding 
  their supply train). If the throw is successful, the perpetrator 
  destroys 1,000gp of supplies per class level (representing a mix 
  of grains, beer, preserved meat, salt, etc.) The perpetrator can 
  destroy extra supplies by taking a -1 penalty on the proficiency 
  throw per 1,000gp. If a perpetrator is caught attempting to 
  sabotage an army’s supplies, the charge is arson.
  Stealing: An infiltrated perpetrator can attempt to steal the flag 
  of one of the units in the opposing army. For stealing to succeed, 
  the perpetrator must make a successful Pick Pocket throw. The 
  proficiency throw is modified by the target unit’s morale score 
  (representing the unit’s discipline at the watch). If the throw 
  is successful, the unit in question has lost its flag. This is so 
  demoralizing that the unit must immediately make a loyalty roll 
  at a -1 penalty. (Attempting to steal the emblem of the entire 
  army imposes a penalty of -10 on the proficiency throw, but 
  if successful each unit in the army must make a loyalty roll at 
  a -1 penalty.) If a perpetrator is caught stealing, the charge is 
  sedition.
  Risks of Hijinks: Performing hijinks against enemy armies 
  is highly risky. If a perpetrator is caught performing a hijink, 
  very severe charges are always levied against him, and neither 
  attorneys nor interpleaders are available. If the perpetrator is 
  convicted, he will suffer the usual punishments. He will also be 
  interrogated as a prisoner. If the perpetrator is 0th – 4th level, he 
  has the information of a common prisoner; if 5th – 9th level, a 
  valuable prisoner; if 10th level or more, a very valuable prisoner. 
  (If the perpetrator is a PC, the Judge might allow the PC to 
  negotiate a trade of information for a reduced sentence…)
  INVADING, CONQUERING, OCCUPYING, 
  AND PILLAGING DOMAINS
  When an army moves into a domain controlled by another 
  leader without his permission, the army is considered to have 
  invaded the domain. Invading a domain is the first step towards 
  occupying, conquering, and/or pillaging it.
  When a domain is invaded, it must make an immediate domain 
  morale roll. See ACKS, Chapter 6, Keeping the Peace, p. 131, 
  for the mechanics of domain morale. Remember that only that 
  portion of the garrison that is physically present in the domain 
  counts for morale purposes in such cases. If the garrison is off 
  campaigning, this will be detrimental to the domain’s morale. 
  On the other hand, if there is a friendly army from the same 
  realm within the domain, it will count as a garrison for the 
  invaded domain, even if it is not directly under the control of 
  the domain’s ruler.
  OCCUPYING DOMAINS
  An army has occupied a domain when the number of invading 
  troops is sufficiently large enough to constitute an effective 
  garrison. Large, heavily populated domains are more difficult to 
  occupy than thinly populated ones, although civilized peasants 
  do tend to be more docile than those on the borders. 
  To determine whether a domain is occupied, calculate the value 
  (in wages/month) of the occupying troops in the domain, and 
  subtract the value (in wages/month) of any of the owner’s troops 
  remaining in the domain after any battles have been fought. 
  Divide the difference by the number of peasant families to 
  calculate the net gp value of occupying troops per peasant. If 
  the net gp value of occupying troops per peasant is greater than 
  the domain’s garrison cost (2-4gp), the domain is occupied. 
  Effectively, if the enemy troops, less any friendly troops, would 
  be enough to garrison the domain, the domain is occupied.
  
  64 
  Invading, Conquering, Occupying, and Pillaging Domains
  EXAMPLE: Marcus invades the civilized domain of Sarotem, 
  a small barony with 500 peasant families. Marcus’s army 
  consists of 100 heavy cavalry (6,000gp wages/month). The 
  domain is only defended with 200 light infantry (1,200gp 
  wages/month). The net gp value of occupying troops per 
  family is (6,000 - 1,200 / 500) is 9.6gp. Marcus has occupied 
  the domain, because 9.6gp exceeds 2gp, the domain’s 
  garrison cost.
  Once a domain has been occupied, control over its families 
  and revenues passes to the occupier, as does responsibility for 
  garrisoning the domain, holding festivals, and paying any taxes 
  and tithes (although taxes will go to the occupier’s lord, not the 
  owner’s lord). 
  For so long as a domain is occupied but not yet conquered (see 
  below), two domain morale scores must be tracked, one for the 
  owner and one for the occupier. The dominion morale score 
  for an occupier begins at 0, minus the dominion morale of the 
  owner. 
  EXAMPLE: The owner of Sarotem has a dominion morale 
  score of 0, Apathetic. The domain’s populace sees their leader 
  as just another petty noble. They work the land, pay their 
  taxes, and do their duty, but have no special love for their 
  leader. As occupier, Marcus’s domain morale score is (0 - 0) 
  also 0. The populace of Sarotem is just as Apathetic about 
  Marcus as they are about the rightful leader.
  Each season after the occupation begins, the Judge will make 
  two rolls on the Domain Morale table (ACKS p.131), once for the 
  owner and once for the occupier. Separate adjustments should 
  be applied to each die roll depending on the leaders’ alignments, 
  garrisons, and other factors. These rolls will determine whether 
  the domain’s morale has changed as a result of recent events.
  Should an occupied domain become Turbulent, Defiant, or 
  Rebellious towards the occupier, the rebel peasants will fight to 
  restore the rightful leader. Should an occupied domain become 
  Turbulent, Defiant, or Rebellious towards the owner, the rebel 
  peasants will be insurgents rooting out loyalists. 
  EXAMPLE: A season after Marcus occupied Sarotem, the 
  Judge rolls on the Domain Morale table for both Marcus 
  and the original owner. Marcus is of a different alignment 
  than the prior leader (-2) but he is keeping the domain 
  heavily garrisoned (7gp per month over the minimum, for 
  +7). The Judge rolls a 6, resulting in a modified roll of (-2 + 
  7) 11. Sarotem is now Loyal (+1) to Marcus. The populace 
  has been impressed with his military strength. Meanwhile, 
  the owner does not have a garrison in the domain anymore 
  (-2). The Judge rolls a 7, resulting in a modified roll of 5. 
  Sarotem’s populace is now Demoralized (-1) towards its 
  original owner.
  CONQUERING DOMAINS
  An occupied domain is conquered when all strongholds and 
  settlements within it have been captured. A stronghold or 
  settlement is captured when no opposing units are present 
  within. Ungarrisoned strongholds or urban settlements may 
  thus be captured automatically. However, if the strongholds or 
  settlements are garrisoned by troops, then the invading army 
  must besiege them. See Chapter 5, Sieges.
  When a leader conquers a domain, he may be able to add it 
  to his personal domain. In order to be eligible to assimilate 
  the conquest into his personal domain, the newly conquered 
  domain must be adjacent to his personal domain, and his 
  personal domain must not yet be at maximum size. Otherwise, 
  the newly conquered domain may simply be added to the 
  conqueror’s realm, to be ruled by a vassal (or sub-vassal), or it 
  may be pillaged (or both). 
  PILLAGING DOMAINS
  Instead of integrating a conquered domain into his realm, a 
  leader may pillage it. Pillaging a domain requires a sizeable force 
  and can take up to a week, but can be exceptionally profitable. 
  See the Domain Pillaging Requirements table for the army size 
  and time required to pillage a domain.
  Domain Pillaging Requirements
  Domain Size
  Army Required
  Time Required
  1- 500 families
  600 troops
  1 day
  501- 2,500 families
  2,400 troops
  1d3 days
  2,501 - 7,500 families
  7,200 troops
  1d4 days
  7,500 – 12,500 families 12,000 troops
  1d6 days
  12,501+ families
  24,000 troops
  1d8 days
  Pillaging a domain yields gold pieces, supplies, and prisoners. 
  Prisoners can be kept as slaves, or ransomed or sold for 40gp 
  each. When a domain is pillaged, its population (in families) 
  and its stronghold value or urban investment are reduced. See 
  the Results of Pillaging table, below. 
  Results of Pillaging
  Gold Plundered
  3d6gp per family
  Supplies Looted
  1d10x5gp per family
  Prisoners Taken
  1d10 per 10 families
  Families Lost
  1d10 per 10 families
  Stronghold Reduction
  1gp per 1gp plundered
  EXAMPLE: Marcus orders his army to pillage the domain. 
  Since Sarotem has 500 families, it takes 1 day to pillage. 
  Marcus plunders 3d6 gp per family; rolling a 13, Marcus 
  plunders (13 x 500) 6,500gp. He loots 1d10x5gp in supplies 
  per family; rolling a 5, he loots (5 x 5 x 500) 12,500gp in 
  supplies. He takes 1d10 prisoners per 10 families; rolling a 
  4, Marcus captures (4 x 500 / 10) 200 prisoners. He ransoms 
  the prisoners off for 40gp each (8,000gp). The total yield 
  from pillaging Sarotem is (6,500 + 12,500 + 8,000) 27,000gp.
  If, after pillaging, the remaining stronghold value or urban 
  investment value is too low to sustain the domain’s remaining 
  population, it will lose any excess population when the pillaging 
  ends. A pillaged domain must also make an immediate domain 
  morale roll with a -4 penalty.
  
  The Adventurer Conqueror King System: Player’s Companion
   
  Invading, Conquering, Occupying, and Pillaging Domains 
  65
  Campaigns
  EXAMPLE: Sarotem’s population is reduced by 1d10 per 
  10 families. The 1d10 roll is a 4, so Sarotem loses (4 x 500 
  / 10) 200 families. It has 300 families remaining. The gp 
  value of Sarotem’s stronghold is also reduced by 6,500gp, 
  the amount of gp plundered. If Sarotem’s stronghold was 
  only 10,000gp to begin with, it would be down to 3,500gp, 
  barely large enough to secure 4 square miles. A 4 square mile 
  domain cannot sustain more than 100 families. The excess 
  200 families would flee Sarotem when the pillaging was over. 
  (They’d prefer to flee before then, but the presence of the 
  enemy army at their gates makes this hard!)
  A domain can be pillaged repeatedly. Each time the effects of the 
  Results of Pillaging table should be applied based on the current 
  size of the domain. Pillaging a domain until nothing remains 
  (“salting the earth”) takes four times the required time, while 
  yielding 20gp in plunder, 50gp in supplies, and 1 prisoner per 
  family in total. The domain is then destroyed and cannot be 
  looted any further. 
  EXAMPLE: Marcus marches on to Luseatum, a 600 family 
  domain that had rebelled against his authority. He decides to 
  make an example of the domain, and “salts the earth”. After 
  1d3x4 days, Luseatum yields 12,000gp in plunder, 30,000gp 
  in supplies, and 600 prisoners. The domain is destroyed. 
  Future generations use the destruction of Luseatum as a 
  parable against rebellion.
  An army too small to pillage a domain can still enjoy some 
  plunder; it just doesn’t do a proper job of it. Roll on the Results 
  of Pillaging table normally, but the gp plundered, supplies 
  looted, and prisoners taken are multiplied by the ratio of units 
  available to units required. Pillaging with a small force still takes 
  the normal time required.
  EXAMPLE: 600 orcs are lucky enough to find an unprotected 
  domain with 2,000 families. According to the Domain 
  Pillaging Requirements table, it takes 2400 troops to pillage 
  the domain, but the 600 orcs try anyway! They spend 1d3 
  days wreaking havoc and then roll on the Results of Pillaging 
  table. The roll yields 20,000gp in plunder, 50,000gp in 
  supplies, and 800 prisoners, which is reduced to (600/2400 
  = 25%) 5,000gp in plunder, 12,500gp in supplies, and 200 
  prisoners. Having acquired about 40gp each, the orcs feel 
  rich! 
  An army that is pillaging a domain may not move. It may be 
  attacked by an opposing army that moves into the hex it is 
  pillaging. If it is interrupted prior to the completion of pillaging, 
  some pillaging will still have occurred. Again, roll on the Results 
  of Pillaging table normally, but the gp plundered, supplies 
  looted, and prisoners taken is multiplied by the ratio of time 
  spent pillaging to time required. (If a pillaging army is both 
  small and limited in time, then the plunder, loot, and supplies 
  acquired will be reduced proportionately based on both the size 
  of the force and the time spent pillaging.)
  Gold pieces earned from pillaging count as spoils of war (p. 74) 
  for purposes of experience points. 
  HANDLING VERY SMALL OR LARGE DOMAINS AND 
  URBAN SETTLEMENTS
  If a single hex has a mix of domains and small urban settlements 
  (Class V or Class VI), the Judge should sum the number of 
  families into one value and treat them as a single domain for 
  purposes of invasion, occupation, conquest, and pillage. On 
  the other hand, urban settlements of Class IV or higher should 
  be considered separate domains for purposes of invasion, 
  occupation, conquest, and pillage. 
  PILLAGING SUPPLY BASES
  When the domain or settlement being pillaged is functioning as 
  a supply base, it will yield more than the standard gold, supplies, 
  and prisoners. The pillaging army will gain additional gold equal 
  to one month’s wages for the opposing army, and additional 
  supplies equal to one month’s supply cost for the opposing army. 
  The rules assume that gold and supplies are being cached at the 
  supply base in advance and then brought forward to the front 
  line when the troops are fed and paid. The Judge should use his 
  judgment to adjust these rules if the situation does not fit these 
  assumptions. 
  EXAMPLE: Marcus pillages the supply base of his arch-rival 
  Moruvai. Moruvai’s army consists of 4 units of goblin wolf 
  riders (900gp wages/month and 3,840gp supplies/month per 
  unit), 5 units of hobgoblin heavy infantry (1,440gp wages/
  month and 240gp supplies/month per unit), and 5 units of 
  goblin slingers (240gp wages/month and 240gp supplies/
  month per unit). 
  Moruvai’s wage cost is [(4 x 900gp) + (5 x 1,440gp) + (5 x 
  240gp)] 11,800gp per month. Moruvai’s supply cost is [(4 x 
  3,840gp) + (5 x 240gp) + (5 x 240gp)] 17,760 per month. 
  Therefore Marcus will net 17,760gp in supplies and 11,800gp 
  in gold from pillaging Moruvai’s base.
  When an army’s supply base is pillaged, its wages and supply 
  costs for the next month are doubled as its leader must pay 
  for the lost resources. The sack of the supply base counts as a 
  calamity for morale purposes!
  
  Chapter 4: Battles
  Although extraordinary valor was displayed by the entire corps 
  of Spartans and Thespians, the bravest of all was the Spartan 
  Dienekes. It is said that on the eve of battle, he was told that the 
  Persian archers were so numerous that their arrows would block 
  out the sun. Dienekes, however, undaunted by this prospect, 
  remarked with a laugh, ‘Good. Then we will fight in the shade.’”
  – Herodotus, Histories, 7.226
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Strategic Situations 
  67
  Battles
  When two opposing armies are in the same 6-mile hex, a battle 
  may occur. To determine whether a battle occurs, first the 
  Judge identifies the state of awareness. The three possible states 
  are mutual awareness, mutual unawareness, or unilateral 
  awareness. 
  The state of awareness depends on whether the various armies 
  have located each other within the 6-mile hex. If both armies 
  have located each other in the hex, the state is one of mutual 
  awareness. If neither army has located the other in the hex, the 
  state is one of mutual unawareness. If just one army has located 
  the other in the hex, the state is unilateral awareness. 
  Once the tate of awareness is known, the Judge finds the 
  appropriate State of Awareness table, below. Cross index the 
  two army’s strategic stances (p. 54) to find the resulting type 
  of strategic situation. Some strategic situations will result in a 
  battle. 
  Mutual Awareness 
  Army A’s 
  Stance
  Offensive
  Defensive
  Evasive
  Army B’s Stance
  Offensive
  Defensive
  Evasive
  Pitched Battle
  Pitched Battle 
  Rear Guard Action
  Pitched Battle 
  No Battle 
  No Battle
  Rear Guard Action No Battle 
  No Battle
  Mutual Unawareness 
  Army A’s 
  Stance
  Offensive
  Defensive
  Evasive
  Army B’s Stance
  Offensive
  Defensive
  Evasive
  Meeting Engagement
  Meeting Engagement Skirmish
  Meeting Engagement
  No Battle
  No Battle
  Skirmish
  No Battle 
  No Battle
  Unilateral Awareness 
  Army A’s 
  Stance 
  (Aware)
  Offensive 
  Defensive
  Evasive
  Army B’s Stance (Unaware)
  Offensive
  Defensive
  Evasive
  Deep  
  Envelopment
  Envelopment
  Rear Guard 
  Envelopment
  Ambush
  No Battle
  No Battle
  No Battle
  No Battle
  No Battle
  Note that when indexing results on the tables above, the two 
  opposing armies are always designated “Army A” and “Army 
  B.” In states of mutual awareness and mutual unawareness, the 
  designation is arbitrary. In states of unilateral awareness, the 
  aware army is Army A, and the unaware army is Army B.
  STRATEGIC SITUATIONS
  The State of Awareness tables will yield one of several different 
  strategic situations. The strategic situation determines whether 
  a battle is fought; and if so, which divisions of the armies may 
  participate in the fight, and whether either army is surprised. 
  No Battle: No battle occurs. The two armies may each continue 
  to move when they are next active.
  Pitched Battle: A pitched battle occurs when the two armies 
  meet on a mutually agreed battlefield, fully deployed. Every 
  division from each army may participate in the battle. Neither 
  army is surprised. 
  Meeting Engagement: A meeting engagement pits the 
  vanguard divisions of one army against the vanguard divisions 
  of the other army. Neither army is surprised.
  Rear Guard Action: A rear guard action pits every division of 
  an offensive army against the rear guard divisions of an evading 
  army. Neither army is surprised.
  Skirmish: A skirmish pits the vanguard divisions of an offensive 
  army against the rear guard divisions of an evading army. 
  Neither army is surprised.
  Ambush: An ambush occurs when an unaware army on the 
  march is surprised by a fully deployed and ready army. Every 
  division from each army participates in the battle, but the 
  unaware army is surprised.
  Envelopment: An envelopment occurs when an army deployed 
  for defense is surprised by an attack by an offensive army on its 
  front and flank. Every division from each army participates in 
  the battle. 
  Deep Envelopment: A deep envelopment occurs when an 
  offensive army is surprised by an attack by an opposing army 
  on its front and rear. Every division from each army participates 
  in the battle.
  Rear Guard Envelopment: A rear guard envelopment occurs 
  when an army’s rear guard divisions, deployed to cover an 
  evasion, are surprised by an attack by an opposing army on 
  its front and flank. Every division from the opposing army 
  participates.
  On any result other than No Battle, the Judge may resolve the 
  battle using the rules below. Alternatively, the Judge may use the 
  more detailed rules available in Domains at War: Battles to fight 
  the battle on the tabletop. 
  RESOLVING BATTLES
  When a battle occurs, the Judge should run a series of battle 
  turns following the procedure below. Each battle turn represents 
  approximately 10 minutes of hard fighting. 
  1. Each army leader selects one or more units from 
  those available to participate in the battle. Units 
  participating in the battle are called participating 
  units. Units that do not participate in the battle are 
  in the reserve. 
  2. Each army leader calculates his army’s battle rating. 
  An army’s battle rating is equal to the sum of the 
  battle rating of all units participating in the battle. 
  The battle rating of various units is detailed in the 
  Battle Rating section (p. 68).
  3. Heroic PCs and NPCs may make heroic forays 
  to influence the battle rating in favor of one army 
  or the other. All heroes’ heroic forays are revealed 
  and resolved simultaneously. Lost units are then 
  removed. See the Heroes in Battle section (p. 71).
  4. Each army leader simultaneously rolls a number of 
  attack throws equal to his army’s remaining battle 
  
  68 
  Resolving Battles
  rating. The target value for the attack throws is 16+, 
  modified by the Attack Throw Modifiers listed 
  below. For each successful attack throw, one hit is 
  scored. 
  5. Each army leader tallies the hits scored against his 
  army. Each army leader then removes units from 
  his army with a combined battle rating equal to or 
  greater than the total hits scored against his army. 
  These units are defeated. Hits scored in excess of the 
  amount required to defeat all the opposing army’s 
  units are ignored. Hits are applied simultaneously.
  6. The Judge now checks to see whether either army 
  has reached a break point and if so resolves morale 
  rolls, as explained in Ending Battles (p. 72). If, after 
  resolving morale, all units of one army have routed 
  or been destroyed, then the battle is over. 
  7. Either army may now voluntarily withdraw. The 
  army leader with the lower strategic ability must 
  decide first. If either army voluntarily withdraws, the 
  battle ends. If neither army wishes to withdraw, then 
  another battle turn is fought, starting with step 1. 
  When the battle ends, the losing army must retreat. The winning 
  army may pursue the defeated army. After pursuit, casualties 
  are calculated. The winning army then seizes the spoils of war. 
  See the Aftermath of Battles section (p. 73).
  ATTACK THROW MODIFIERS
  During a battle, each unit’s attack throws are modified by the 
  following factors:
  Attack Throw Modifiers
  Modifier
  Lieutenant leading unit
  +1
  Opposing army surprised  
  (first battle turn only)
  +2
  Opposing army occupies advantageous terrain  
  (hill, ridgeline) 
  -2
  Opposing army occupies highly advantageous terrain 
  (cliffs, river bank)
  -4
  BATTLE RATINGS
  A unit’s battle rating (BR) is a measure of its value on the 
  battlefield. An army’s BR is equal to the sum of the battle ratings 
  of all the units in the army, rounded down. The battle ratings 
  of the default units for the major races are listed in the Battle 
  Rating table, below. The Unit Characteristics Summaries (p. 
  29) and Exotic Creatures Roster (p. 31) have battle ratings for 
  many additional unit types. 
  EXAMPLE: Moruvai has an army consisting of 20 units of 
  goblin bowmen (BR 0.5 each), 4 units of goblin wolf riders 
  (BR 6.5 each), and 5 units of ogre light infantry (BR 4 each). 
  Moruvai’s army has a battle rating of [(20 x 0.5) + (4 x 6.5) 
  + (5 x 4)] 56.
  The battle ratings are for company-sized units. If one army 
  has units at a larger scale than the other, increase the larger 
  units’ BR proportionately or split them into smaller units. See 
  Organization and Command in Very Small or Very Large 
  Armies (p. 22).
  EXAMPLE: Among the forces facing Moruvai’s army are 
  a battalion-sized unit of 480 elven longbowmen. Since a 
  company-sized unit of 120 elven longbowmen has BR 7, a 
  battalion-sized unit of 480 elven longbowmen would have 
  BR 28. Alternatively, the elven longbow battalion could be 
  split into four company-sized units of 120 troops, each with 
  BR 7.
  If both armies are organized into small- or large-scale units of 
  the same size, use the BRs at the standard value. This allows you 
  to quickly fight very large battles with the standard BR values.
  EXAMPLE #1: A large dwarven army (6 brigade-sized units 
  of 1,080 heavy infantry) is battling a huge goblin army (18 
  brigade-sized units of 1,080 bowmen). Rather than scale 
  BR upward by a factor of 16, the Judge simply assigns the 
  standard BR value to the larger units. Therefore the dwarven 
  army has 6 units with a battle rating of 3 each while the 
  goblin army has 18 units with a battle rating of 0.5 each.
  Battle Rating
  Troop Type
  Man
  Dwarf
  Elf
  Kobold
  Goblin
  Orc
  Hobgoblin
  Gnoll
  Lizardman
  Bugbear
  Ogre
  Conscript/Militia
  0.5
  0.5
  1
  -
  -
  -
  -
  -
  -
  -
  -
  Light Infantry
  1
  -
  1.5
  0.25
  0.5
  1
  2
  3
  4.5
  6
  4
  Heavy Infantry 
  2
  3
  4
  -
  -
  1.5
  2.5
  4
  7.5
  8
  8
  Slinger 
  1
  -
  -
  -
  0.5
  -
  -
  -
  -
  -
  -
  Bowman 
  1.5
  -
  3.5
  -
  0.5
  1
  -
  -
  -
  -
  -
  Crossbowman 
  3
  3.5
  -
  -
  -
  2
  -
  -
  -
  -
  -
  Longbowman 
  3
  -
  7
  -
  -
  -
  4
  6.5
  -
  -
  -
  Light Cavalry 
  3.5
  -
  6
  -
  -
  -
  -
  -
  -
  -
  -
  Horse Archers 
  5
  -
  8.5
  -
  -
  -
  7.5
  -
  -
  -
  -
  Medium Cavalry 
  5
  -
  -
  -
  -
  -
  5.5
  -
  -
  -
  -
  Heavy Cavalry
  6
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Cataphract Cavalry 
  7.5
  -
  13.5
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Archers
  2.5
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Camel Cataphracts
  4
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  War Elephants
  4
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Mounted Crossbowman 
  -
  5
  -
  -
  -
  -
  -
  -
  -
  -
  -
  Beast Rider 
  -
  -
  -
  -
  6.5
  8
  -
  -
  -
  -
  -
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Resolving Battles 
  69
  Battles
  
  70 
  Resolving Battles
  EXAMPLE #2: A caravan of nomads (4 platoon-sized units 
  of horse archers) are facing a village of goblins (7 platoon-
  sized units of goblin light infantry). The Judge assigns the 
  standard BR value to the smaller units. Therefore the nomad 
  “army” has 4 units with a BR of 5 each, while the goblin army 
  has 7 units with a battle rating of 0.5 each. 
  Strategic Ability: A commander of great strategic ability (p. 
  20) increases the BR of the units in his division. At strategic 
  ability +3 or better, each unit’s BR is increased by 0.5. At strategic 
  ability +6 or better, each unit’s BR is increased by 1.0.  
  EXAMPLE: Four units of longbowmen are led by a captain 
  with strategic ability +3. Their total battle rating is (4) x (3 + 
  0.5) 14.
  Overwhelmed Commanders: Commanders can only effectively 
  command a number of units equal to their leadership ability (p. 
  20). If the number of units in a commander’s division exceeds 
  the commander’s leadership ability, the BR rating of each unit in 
  excess is halved. 
  EXAMPLE: Eight light infantry are led by a commander 
  with a leadership rating of 4. The division’s battle rating is (4 
  x 1) + (4 x 0.5) 6. If the commander had a leadership rating 
  of 8, his division’s battle rating would be (8 x 1) 8.
  Veteran Troops: Veterans (1st level fighters) are formidable foes 
  in battle. Increase the battle rating of veteran infantry units by 
  2 points. Increase the battle rating of veteran cavalry units by 1 
  point. 
  EXAMPLE: A unit of crossbowmen has a BR of 3. Therefore, 
  a unit of veteran crossbowmen has a BR of (3+2) 5.
  EXAMPLE: A unit of horse archers has a BR of 5. A unit of 
  veteran horse archers has a BR of (5+1) 6. 
  Battle Rating for Exotic Units: Domains at War battles are 
  not limited to historical troops. Exotic units such as a band 
  of minotaurs, a flight of wyverns, or an ancient dragon could 
  all appear on the battlefield. To determine the battle rating for 
  exotic units, find the constituent creature’s BR on the Exotic 
  Creatures Roster (p. 31). Multiply the listed battle rating by the 
  number of creatures in the unit. Round the final value to the 
  nearest 0.5. Remember that units are limited to 120 man-sized 
  creatures, 60 large-sized creatures, 20 huge creatures, 5 gigantic 
  creatures, or 1 colossal creature. 
  EXAMPLE #1: A solitary ancient dragon has a BR of 12.093. 
  Since ancient dragons are colossal creatures, one ancient 
  dragon is a company-sized unit, with a BR rounded to 12. 
  The dragon is the equivalent of 1,500 light infantry all by 
  itself!
  EXAMPLE #2: A solitary wyvern has a BR of 1.360. Since 
  wyverns are huge creatures, up to 20 wyverns can form a 
  company-sized unit. A unit of 20 wyverns therefore has a BR 
  of (1.360 x 20) 27.2, rounded to 27.
  EXAMPLE #3: A solitary minotaur has a BR of 0.078. Since 
  minotaurs are large creatures, up to 60 minotaurs can form a 
  company-sized unit. A unit of 60 minotaurs therefore has a 
  BR of (0.078 x 60) 4.68, rounded to 4.5. 
  Units with a mix of different types of creatures can be created 
  simply by summing the BR of the constituent creatures.
  EXAMPLE #4: A unit of 30 minotaurs (BR 0.078 each) and 
  10 fire giants (BR 0.676 each) has a BR of (30x 0.078) + (10 x 
  0.676) 9.1, rounded to 9.
  For unlisted monsters, use the following formula: 
  (Number of Creatures) x (Creature’s AC+1) x (Creature’s HD) 
  x (Creature’s HD + 1) x (1 + Creature’s # of Special Abilities) 
  (8 x # of Infantry per Regular Unit)
  Round the final value to the nearest 0.5. The number of infantry 
  per regular unit is normally 120, unless unit size has been 
  adjusted for a particularly large or small battle. The creature’s 
  number of special abilities usually equals the number of asterisks 
  next to its Hit Dice (e.g. 4** HD means two special abilities). 
  Most creatures in ACKS have no special abilities. However, 
  the Judge may, at his discretion, change the number of special 
  abilities based on the creature’s possession of magic items, long 
  range weapons, or other advantages or disadvantages in mass 
  combat.
  EXAMPLE: 
  Artashumara, 
  an 
  11th 
  level 
  Nobiran 
  wonderworker, has cross-bred brown dragons with dire 
  wolves to create lightning-breathing wolves he calls 
  stormstalkers (Move 150’, AC 7, HD 6**, #AT 2 claws, 1 bite, 
  1 tail lash or special, Dmg 2d6/2d6/1d8/2d6, ML +1, AL 
  N). A stormstalker has a BR of (1) x (7+1) x (6) x (6+1) x 
  (1+2) / (8 x 120) 1.05. The Judge “benchmarks” this against a 
  comparable creature. Checking the Exotic Creatures Roster, 
  he notes that a young dragon has a BR of 2.057. Since both 
  have 6 HD and two special abilities, but dragons can fly and 
  stormstalkers cannot, he decides 1.05 is a reasonable BR for 
  the stormstalker.
  Battle ratings calculated using this formula will not line up 
  perfectly with the BRs presented in the Exotic Creatures Roster. 
  The battle ratings in the Roster were calculated by running the 
  creatures’ Domains at War: Battles characteristics through a 
  formula that weighed formation, cleave factor, and other factors. 
  When using the formula listed here, be sure to “benchmark” the 
  outcomes from the formula against similar creatures found in 
  the Exotic Creatures Roster. You can also check out the D@W: 
  Battles rulebook for the full details.
  SURPRISE
  In certain strategic situations (e.g. ambush, envelopment, deep 
  envelopment, and rear guard envelopment), one army will 
  have surprised the other. The surprised army may not make 
  any attack throws during the first battle turn of the battle. In 
  addition, units attacking the surprised army gain a +2 bonus on 
  all attack throws against it during the first battle turn. Heroes 
  may still make a heroic foray even if their army is surprised. See 
  Heroes in Battle, below.
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Heroes in Battle 
  71
  Battles
  HEROES IN BATTLE
  Great warriors, powerful wizards, and monstrous creatures can 
  influence the outcome of battles far more than lesser mortals. 
  Domains at War: Campaigns offers two mechanisms by which 
  the actions of heroes on the battlefield can be resolved. Heroes 
  can be treated as heroic units, with their activities abstracted 
  into Battle Ratings. Alternatively, the activities of heroes can 
  be resolved by “zooming in” on a particular fight between the 
  heroes and their foes, called a heroic foray.
  QUALIFYING HEROES
  To qualify as a hero, a PC, NPC, or monster must be present at 
  the battlefield and meet one of the following criteria:
   » The character is a PC (i.e. all player characters can 
  act as heroes); or
   » The character is a monster possessing at least nine 
  Hit Dice; or
   » The character is an NPC with at least seven levels of 
  experience; or
   » The character is the henchman of a qualifying hero, 
  and has at least four levels of experience.
  EXAMPLE: Several PCs and NPCs are present at a battle: 
  Marcus (9th level PC fighter) and his henchman Peristo (6th 
  level fighter); Zeodarë (7th level PC bladedancer) and her 
  henchman Sera (3rd level thief); and Theon (6th level NPC 
  Paladin) and his henchman Jonus (4th level paladin). 
  Marcus and Zeodarë both qualify as heroes because they are 
  PCs. Peristo qualifies as a hero because he is the henchman 
  of a qualifying hero and has at least four levels of experience, 
  but Sera does not qualify because she is too low level. Theon 
  does not qualify as a hero because as an NPC he needs at 
  least seven levels of experience, and he only has six. His 
  henchman Jonus does not qualify because Theon didn’t 
  qualify. If Jonus were Marcus’ or Zeodare’s henchman, he 
  would qualify as a hero.
  In platoon-scale battles, decrease the level or HD requirements 
  by two. In battalion-scale battles, increase the level or HD 
  requirements by two. In brigade-scale battles, increase them 
  by four. (And remember: Just because PCs can act as heroes, 
  doesn’t mean they should!)
  EXAMPLE: If the battle above were at platoon scale, NPCs 
  would qualify with five levels of experience, and henchmen 
  of qualifying heroes would qualify with two levels of 
  experience. Therefore Sera, Theon, and Jonus would all 
  qualify as heroes. 
  HEROIC UNITS 
  Heroes can be treated as heroic units, with their activities 
  abstracted into Battle Ratings. When using this method, heroes 
  simply become (powerful) units on the battlefield. Treating 
  heroes as units allows the Judge to quickly resolve battles, and 
  is ideal for resolving mass combats that happen without player 
  participation. Simply calculate each hero’s BR using the formula 
  under Battle Rating for Exotic Units (p. 70). Treat classed PCs 
  and NPCs as having one special ability (*) each, or two if they 
  cast arcane spells. 
  EXAMPLE #5: Peristo, a 6th level fighter with AC 9 and a horn 
  of blasting, participates in a battle. The Judge determines 
  that possessing the horn counts as a bonus special ability. 
  Peristo’s BR is (1) x (9+1) x (6) x (6+1) x (1+2) / (8 x 120) = 
  1.3, rounded to 1.5. Without the horn of blasting, Peristo’s 
  BR would be (1) x (9+1) x (6) x (6+1) (1+1) / (8 x 120) = 
  0.875, rounded to 1.
  HEROIC FORAYS
  Instead of treating heroes as units, the activities of heroes can be 
  resolved by “zooming in” on a heroic foray. A heroic foray is a 
  fight between participating heroes and a selection of foes drawn 
  from the opposing army. All heroes may fight in the same 
  foray, or they may fight in separate forays, depending on the 
  disposition of the heroes on the battlefield (Judge’s discretion).
  BR Staked
  Hero is …
  0
  Entering the foray
  0.5
  Leading from the front
  1
  Heroically charging into battle
  1.5
  Attacking in front of the vanguard
  2
  Cutting a swath of glory
  2.5
  Carving his name into the epics
  3
  Seeking glorious death!
  To foray, a hero stakes between 0 and 3 points of battle rating. 
  The amount of BR staked represents the risk the hero is taking 
  during the battle. Each hero chooses how many points of battle 
  rating he will stake. The total amount of BR staked by all the 
  heroes in the foray will determine how many foes the heroes 
  face. 
  EXAMPLE: Marcus and Peristo decide to foray against 
  Moruvai’s army. Marcus audaciously stakes 2 point of BR, 
  while Peristo, more cautious by nature, stakes 1 point. They 
  will collectively face 3 BR worth of foes.
  The Judge should select foes for the foray from among the 
  units and heroes of the opposing army. Foes enter the foray 
  in 1-4 separate groups. The Judge should allocate foes to the 
  groups however he deems appropriate, but each group should 
  be approximately equal in size. If desired, the Judge may have 
  the heroes face partial units, reducing both BR and number of 
  creatures proportionately.
  EXAMPLE: The Judge selects 3 BR worth of foes. A unit of 
  60 wolf riders has 6.5 BR, so the Judge confronts Marcus and 
  Peristo with 45% of that number - 27 wolf riders, equal to 
  BR 3. The Judge divides the wolf riders into three groups of 
  9 wolf riders each.
  When the foray begins, consult the Battlefield Encounter 
  Distance table to determine how many yards separate the heroes 
  and their foes. Roll separately for each group. 
  
  72 
  Ending Battles
  Battlefield Encounter Distance 
  Terrain
  Encounter Distance (yds.)
  Badlands or Hills
  2d6x10
  Desert or Plains
  4d6x10
  Fields, Fallow
  4d6x10
  Fields, Ripe
  5d10
  Fields, Wild
  3d6x5
  Forest, Heavy or Jungle
  5d4
  Forest, Light
  5d8
  Marsh
  8d10
  Mountains
  4d6x10
  EXAMPLE: The Judge consults the Battlefield Encounter 
  Distance table for each group. The battle is being fought on 
  the plains of Southern Argollë, so he rolls 4d6x10. Rolling 
  for the first group of 4 wolf riders, the Judge gets a 14; the 
  first group is 140 yards away from the heroes. Rolling for 
  the second group of wolf riders, the Judge gets an 11; the 
  second group is 110 yards away from the heroes. Rolling for 
  the third group of wolf riders, the Judge gets a 15; the third 
  group is 150 yards away. 
  The foray between the heroes and their foes should be resolved 
  using the standard combat rules of ACKS (initiative, morale, 
  etc.). The participating heroes may use any desired spells, magic 
  items, or other powers they wish. The heroes may leave the foray 
  by using Defensive Movement, but may not re-enter the same 
  foray thereafter. The foray ends when all of the heroes or foes 
  have been defeated. Foes who voluntarily withdraw or who fail 
  morale rolls and flee are considered defeated.
  If the heroes win the foray, the opposing army loses units with a 
  combined battle rating equal to the total BR staked in the foray. 
  EXAMPLE: Marcus and Peristo kill half the goblin wolf 
  riders, and the remaining goblins fail their morale rolls and 
  flee. All of the foes are defeated, so the foray is over. The 
  heroes won a foray with 3 BR at stake, so the Judge must 
  removes 3 BR worth of units from the goblin army. 
  HEROES VERSUS HEROES
  If there are heroes present in both armies, they will often end up 
  foraying during the same battle turn. In this case, the heroes of 
  each army might face each other in the foray. The highest total 
  BR staked by either side is used. The heroes from each army will 
  be supported by the staked BR worth of allies drawn from their 
  army. 
  EXAMPLE: Next battle turn, Marcus and Peristo foray again, 
  putting 2 BR at stake in total. Simultaneously, Moruvai, 
  a 12th level ruinguard, also forays, and puts 3 BR at stake. 
  The highest stake risked by either side is used, so 3 BR are 
  at stake. Marcus and Peristo will face Moruvai in the foray. 
  Each side will be supported by 3 BR worth of allies from 
  their own army.
  A foray with heroes on both sides ends when all of the heroes 
  and creatures on one side have been defeated. Each side loses 
  units with a combined battle rating equal to the total BR their 
  side lost in the foray.
  EXAMPLE: After a fierce fight with many losses on both 
  sides, Moruvai withdraws. He has lost 6 goblin bow units (0.5 
  BR each) in the fighting. Marcus and Peristo are victorious, 
  though their side has lost 1 heavy infantry unit (2 BR). Since 
  3 BR were at stake, Moruvai’s army loses 3 BR worth of units, 
  and Marcus’s army loses 2 BR.
  LULLS IN THE FIGHTING
  In between each battle turn, there is a lull in the fighting during 
  which PC and NPC heroes can treat injured comrades, use 
  magical healing, or take other actions to prepare themselves 
  for the next battle turn. If heroes from either army make any 
  attacks or cast any spells affecting the opposing army, however, 
  this immediately interrupts the lull and begins another battle 
  turn. If not interrupted, the lull will last for 1 turn (10 minutes).
  ENDING BATTLES
  A battle ends when all of the units of one army have voluntarily 
  withdrawn, routed, and/or been destroyed. 
  ANNIHILATION
  A battle immediately ends if all of the units of either army are 
  destroyed. Such an outcome is rare unless the army’s leader has 
  a very high morale modifier. In most cases, a battle will end 
  from voluntary withdrawal or rout long before this occurs.
  VOLUNTARY WITHDRAWAL
  A battle immediately ends if either of the armies voluntarily 
  withdraws. Armies which suffer a morale collapse are very 
  vulnerable to pursuit, so a wise leader will conduct a voluntary 
  withdrawal before this occurs.
  MORALE COLLAPSE
  Armies do not, as a rule, fight to the last man (or elf, or 
  orc). Instead they suffer a gradual loss of morale, becoming 
  increasingly disordered as casualties mount, until eventually the 
  army is swept away in a rout. These effects are simulated with 
  morale rolls.
  During the Morale Phase, every unit in an army must make a 
  morale roll if:
   » One or more units in the army were destroyed 
  during the preceding combat round; and
   » The total number of units destroyed in the battle 
  thus far is equal to or greater than the army’s break 
  point. An army’s break point is always 1/3 of the 
  army’s starting number of units, rounded up.
  EXAMPLE: Marcus began the battle with an army of 12 
  units. The army’s break point is (1/3 x 12) 4. During the 
  preceding battle turn, Marcus’s army lost its fourth unit. 
  Since at least one unit was destroyed during the preceding 
  battle turn, and the total number of units destroyed (4) is 
  equal to or greater than the army’s break point, every unit in 
  Marcus’s army must make a morale roll.
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Aftermath of Battles 
  73
  Battles
  Unit Morale 
  Adjusted 
  Die Roll
  Result
  2-
  Rout
  3-5
  Flee
  6-8
  Waver
  9-11
  Stand Firm
  12+
  Rally
  MORALE ROLLS
  To make a morale roll, the unit’s commander rolls 2d6, adds the 
  unit’s morale score, and consults the Unit Morale table. The die 
  roll should be modified based on the army and unit modifiers 
  listed on the Morale Roll Modifiers table below. 
  Rout: The unit immediately routs 
  off the battlefield. It will play no 
  further part in the battle, and counts 
  as destroyed for battle resolution 
  purposes.
  Flee: The unit retreats in disorder. It 
  may not attack next battle turn. If the 
  battle ends before the unit can attack 
  again, it counts as routed.
  Waver: The unit’s morale is wavering. Its BR is halved when 
  attacking next battle turn.
  Stand Firm: The unit remains steady. No effect.
  Rally: The unit rallies under the pressure of battle. Its BR is 
  increased by half when attacking next battle turn.
  EXAMPLE: Since a unit was destroyed during the preceding 
  battle turn, and the total number of units destroyed is equal 
  to or greater than his army’s break point, every unit in 
  Marcus’s army must make a morale roll. 
  Marcus’s morale modifier is a confident +5. His army gains 
  a bonus of ½ that, or +3. His army has lost 1/3 of its starting 
  BR worth of units, which imposes no modifier. However, 
  his army has lost more BR of units than the opposing army, 
  which imposes a -2 penalty. The total army modifier is 
  therefore +1
  The first unit is a unit of heavy infantry (morale score 0). 
  Marcus rolls 2d6 and gets a 6, modified to a 7. The unit is 
  wavering. Its BR will be halved from 2 to 1 when attacking 
  next turn.
  Morale Roll Modifiers
  Modifier
  Army Modifiers (apply to all units)
  Army leader present on battlefield
  + 1/2 Morale Modifier
  Army has lost 1/2  or more of its starting BR, 
  but less than 2/3
  -2
  Army has lost 2/3 or more of its starting BR
  -5
  Army has destroyed more BR of units than 
  opposing army
  +2
  Army has lost more BR of units than 
  opposing army
  -2
  Army cannot retreat (surrounded, trapped, etc.)
  +2
  Army defending homeland / sacred ground
  Judge’s Discretion
  Unit Modifiers
  Commander attached to unit
  + Morale Modifier
  Unit is wavering
  -2
  Unit is fleeing
  -5
  The army’s general determines the order in which his units will 
  make morale rolls. The effects of each morale roll are resolved 
  before rolling for the next unit. It is possible for the results 
  of earlier morale rolls to impact those of later rolls, causing a 
  cascade of flight off the battlefield. 
  AFTERMATH OF BATTLES
  When a battle ends, the defeated army immediately retreats. 
  The victorious army has the opportunity to pursue the defeated 
  army. After pursuit is resolved, each army determines casualties 
  and gathers the spoils of war. Finally, each army calculates 
  experience points for its leaders, heroes, and troops. 
  An army that fights a battle may not make any further movement 
  that day, apart from retreating.
  RETREAT
  After a battle, the defeated army must retreat. A retreating army 
  generally retreats 1 6-mile hex along its line of supply. If there is 
  a friendly stronghold or urban settlement in the same 6-mile 
  hex, the army may retreat into the stronghold or settlement. The 
  victorious army might then begin a siege, as described in 
  Chapter 5. 
  If an army’s line of supply is occupied by enemy troops, the 
  army may choose to retreat into an adjacent empty hex (risking 
  loss of supply), or it may retreat along its line of supply (risking 
  a second battle with enemy troops, if they detect the retreating 
  army). 
  PURSUIT
  As the defeated army retreats, 
  the victorious army is eligible 
  to pursue. Pursuit is handled 
  with a series of pursuit throws. 
  The victorious army receives 
  one pursuit throw per eligible 
  pursuing unit. Pursuing occurs 
  within the same 6-mile hex that 
  the battle took place in. The pursuing army does not follow the 
  retreating army into its new hex. 
  Pursuit Eligibility
  Determine which units from the victorious army are eligible to 
  pursue as follows:
  1. 
  Did the defeated army end the battle without any 
  cavalry or flyer units (e.g. all such units were routed or 
  destroyed)? If yes, then all units in the victorious army 
  are eligible to pursue.
  2. 
  In all other cases, only cavalry or flyer units in the 
  victorious army are eligible to pursue. 
  EXAMPLE #1: A battle between Army A and Army B ended 
  when all of Army B’s units were destroyed or routed. Army 
  A had eight heavy infantry and four light cavalry units 
  remaining when the battle ended. Army B had two light 
  cavalry and four light infantry remaining, but all routed. 
  Because Army B ended the battle with all of its cavalry units 
  routed, Army A is eligible to pursue with all of its units.
  Pursuing Unit
  Pursuit 
  Throw
  Light Cavalry or 
  Flyer
  11+
  Other Cavalry
  14+
  Light Infantry
  14+
  Other Infantry
  18+
  
  74 
  Aftermath of Battles
  EXAMPLE #2: A battle between Army A and Army B 
  ended when Army B voluntarily withdrew from the battle. 
  Army A had eight heavy infantry and four light cavalry 
  units remaining when the battle ended. Army B had two 
  light cavalry and four light infantry remaining, all of which 
  voluntarily retreated. Because Army B still has unrouted 
  cavalry units in its army, Army A is eligible to pursue with 
  only its four light cavalry.
  Pursuit Throws: For each eligible pursuing unit, the victorious 
  army’s commander makes a pursuit throw against the 
  appropriate value from the table below. Add +4 to the pursuit 
  throw if all of the defeated army’s cavalry or flyer units were 
  destroyed or routed. Each successful throw eliminates one 
  enemy unit. If the defeated army ended the battle without any 
  cavalry or flyer units, the victorious army commander may 
  choose which unit(s) are eliminated. Otherwise the defeated 
  army’s general may choose which unit(s) are eliminated.
  EXAMPLE: Army B routed off the battlefield. Army A is 
  pursuing with four light cavalry units. A’s commander makes 
  four pursuit throws against 11+. He rolls a modified 6, 9, 12 
  and a 16, so two units of Army B are eliminated. Since all 
  of Army B’s cavalry units were destroyed or routed, Army 
  A’s general chooses which units are eliminated. He elects to 
  destroy both of B’s light cavalry.
  Pursuit against Evading Armies: As explained in Types of 
  Battles earlier in this chapter, certain battles (rear guard actions, 
  rear guard envelopments, and skirmishes) involve offensive 
  armies fighting evading armies. The longer it takes to defeat an 
  evading army, the harder it is for the offensive army to pursue. 
  Each battle turn imposes a cumulative -1 penalty to subsequent 
  pursuit throws against a defeated evading army. A natural roll of 
  20 always eliminates a unit, regardless of any modifiers.
  EXAMPLE: Army A confronts Army B in a rear guard 
  action. After six battle turns, Army B’s rear guard units have 
  all been defeated. Army A is now eligible to pursue Army B 
  but all its pursuing units suffer a -6 penalty to their pursuit 
  throws.
  CASUALTIES
  After pursuit, each army’s leader will determine his army’s 
  casualties, using the following rules.
  Destroyed Units: For each unit that was destroyed, 50% of its 
  troops (rounded up) are crippled or dead, while the other 50% 
  (rounded down) are lightly wounded. The victorious army’s 
  wounded troops return to their unit in one week. The defeated 
  army’s wounded troops become prisoners. 
  EXAMPLE: An army containing a unit of 120 orcs was 
  destroyed. 60 of the orcs are crippled or dead. 60 of the orcs 
  are dead or disabled, while 60 are lightly wounded. If the 
  orc’s army won the battle, it will recover its wounded; it will 
  be able to field a unit of 60 orcs in one week. If the orc’s army 
  lost the battle, the wounded orcs become prisoners of the 
  victorious army. 
  Routed Units: For each unit that was routed, 25% of its troops 
  (rounded up) are crippled or dead, while another 25% (rounded 
  up) are lightly wounded. 50% of the victorious army’s routed, 
  wounded troops are lost to desertion (round up); the rest 
  return to the unit in one week. 50% of a defeated army’s routed, 
  wounded troops become prisoners of the victorious army 
  (round up); the other wound troops are lost to desertion.
  EXAMPLE: A unit of 120 orcs routed. 30 troops are crippled 
  or dead, while another 30 are lightly wounded. If the orc’s 
  army won the battle, 15 of the wounded troops are lost to 
  desertion, reducing the unit to 75 orcs. If the orc’s army lost 
  the battle, 15 of the wounded troops become prisoners of the 
  victorious army and the other 15 are lost to desertion. The 
  unit is reduced to 60 orcs. 
  Half-strength units may be consolidated to form a smaller 
  number of full-strength units, if desired.
  SPOILS OF WAR
  Historically, most soldiers fought for the spoils of war. Those 
  spoils could come in the form of booty from a pillaged city, 
  food, wine and women from plundered cities, land captured in 
  combat, or ransoms from captured nobility, but it was ultimately 
  the prospect of economic gains that motivated ancient and 
  medieval fighters. It was the nobility and leadership that were 
  most motivated by the prospect of glory and renown from 
  winning battles. To reflect this, Domains at War rewards leaders 
  and heroes for the army’s valor at arms, while the common 
  soldiers are rewarded only for their personal material gain. 
  The spoils of war from a victorious battle are equal to one 
  month’s wages of each destroyed or routed unit. In addition, 
  each prisoner captured is worth 40gp if sold as a slave or 
  ransomed. (Higher level NPCs, monsters, and similar creatures 
  can be ransomed for greater sums, at the Judge’s discretion.) If 
  kept, prisoners can be used as construction workers (p. 50)
  EXAMPLE: In a great battle, an army has destroyed or 
  routed 7 units of 60 heavy cavalry (60gp/month per troop) 
  and 10 units of 120 heavy infantry (12gp/month per troop). 
  From the defeated units, the victorious army captured and 
  ransomed 550 prisoners. The spoils for defeating the heavy 
  cavalry are (7 x 60 x 60) 25,200gp. The spoils for defeating 
  the heavy infantry are (10 x 120 x 12) 14,400gp. The spoils 
  from ransoming the prisoners are (550 x 40) 22,000gp. The 
  total spoils are 61,600gp. 
  Remember that casualties and prisoners can be consumed as 
  supplies by carnivorous units (p. 57).
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Aftermath of Battles 
  75
  Battles
  Experience Points from Spoils: Each participant (whether a 
  commander, a hero, or a creature in a unit) earns 1 XP for each 
  gold piece he collects from the spoils of war. Troops will expect 
  that at least 50% of any spoils captured will be shared on a pro 
  rata basis in relation to their wages. If this does not occur, the 
  Judge should make a loyalty roll for any unpaid troops.
  EXAMPLE: An army consisting of 8 units of 120 heavy 
  infantry and 8 units of 60 heavy cavalry, led by a 9th level 
  fighter, has gathered battle loot worth 10,000gp. The leader 
  claims half (5,000gp) for himself and shares the rest of the 
  loot among the men on a pro rata basis in relation to their 
  wages, so that heavy infantry get 3gp each and heavy cavalry 
  get 13gp each. The General earns 5,000XP, each heavy 
  infantryman receives 3 XP and each heavy cavalryman 
  receives 13XP.
  For ease of play, troops’ XP can be tracked on a unit-by-unit 
  basis. 0th level characters can be advanced to 1st level as per the 
  rules in ACKS under 0th Level Characters and Experience 
  from Adventuring (p. 115). In general, it requires 100 XP for a 
  0th level character to become a 1st level fighter.
  Experience Points from Combat: The army’s commanders earn 
  XP equal to the value of enemy units defeated, less the value of 
  friendly units defeated. 50% of the XP goes to the army’s leader, 
  while the remaining XP is divided proportionately among the 
  commanders based on the number of units each commander 
  led. (This is why ambitious commanders always demand to lead 
  more troops!)
  EXAMPLE: An army of 10 100-man units (10XP per man 
  equals 1,000XP per unit) defeats 12 units of 100 orcs (10XP 
  per orc equals 1,000 XP per unit) while losing 3 units itself. 
  The overall leader and three commanders of the army will 
  split [(12 x 1,000) - (3 x 1,000)] 9,000xp. The leader receives 
  4,500XP. The first commander had 5 units, the second had 3 
  units, and the third had 2 units, so the commanders receive 
  2,250XP; 1,350XP; and 900XP, respectively.
  Characters also earn XP for the creatures they personally 
  defeated. Troops organized in units (i.e. non-heroes) do not 
  earn XP from fighting, only from spoils of war. 
  
  Chapter 5: Sieges
  I will encamp against you all around; I will encircle you with 
  towers and set up my siege works against you. 
  – Isaiah 29:3
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Methods of Siege 
  77
  Sieges
  A siege is an attempt to capture a garrisoned stronghold or 
  urban settlement. The army laying siege is known as the 
  besieging army or besieger, while the army garrisoning the 
  stronghold is the defending army or defender. Hereafter, any 
  reference to “strongholds” is inclusive of urban settlements 
  unless otherwise noted. 
  METHODS OF SIEGE
  There are three basic methods of capturing strongholds. In a 
  blockade, the besieging army encircles the besieged stronghold 
  with its forces to deny re-supply and escape. In a reduction, 
  the besieging army deploys bombardment and siege-mines to 
  destroy the stronghold. In an assault, the besieging army attacks 
  the stronghold directly to capture it with force of arms. 
  A besieger may employ one, some, or all of these methods. 
  Most commonly, the besieging army will begin with blockade 
  and then move on to reduction. Only if a stronghold has still 
  refused to capitulate will the besieging army resort to assault. 
  Most sieges end before progressing to an assault, but they are 
  generally conducted as if they will end with an assault, if only to 
  intimidate the defender into surrendering.
  The sequence of siege tactics can vary considerably, however, 
  with methods overlapping or repeating as necessary. A besieger 
  might immediately attempt an assault, hoping for a quick 
  victory, and only then begin blockade and reduction when the 
  initial assault fails. It might then resume bombardment, only to 
  assault again upon learning that a relief force is on its way. 
  SIEGE MECHANICS
  Sieges Without Maps: If you do not have a map for a besieged 
  stronghold, you can estimate a stone stronghold’s shp by 
  dividing the stronghold or urban settlement’s gp value by 8 and 
  rounding up. This is not an exact calculus, but it will serve for 
  most castles and fortified towns.
  EXAMPLE: When the Judge prepared his campaign setting, 
  he decided Moruvai’s stronghold was worth 185,000gp, but 
  he never mapped it out. Based on the stronghold value, he 
  estimates that Moruvai’s stronghold has about (185,000 / 8) 
  24,000 shp.
  Structural hit points can be used to estimate the number of 
  troops that can garrison a stronghold. For every 1,000 shp, a 
  stronghold can be defended by 1 unit (rounded up). 
  EXAMPLE: With 24,000 shp, Moruvai’s stronghold can be 
  defended by (24,000 / 1,000) 24 units. 
  Wooden strongholds have 1/10 the shp of a stone stronghold, but 
  comparable unit capacity. 
  Domains at War: Campaigns uses the structural hit points 
  (shp) and unit capacity of strongholds to resolve the outcome 
  of sieges. See Chapter 2, Strongholds and Structures (p. 48) for 
  a list of shp and unit capacity by structure type. 
  Calculating a stronghold’s structural hit points simply requires 
  adding up the shp of the walls and buildings that make up of 
  the structure. Calculating a stronghold’s unit capacity likewise 
  requires adding up the number of units that the stronghold can 
  be defended by. 
  EXAMPLE: Moruvai’s stronghold falls under siege by 
  Marcus. Moruvai’s stronghold consists of a keep (15,000 
  shp, unit capacity 12); 4 medium towers (1,000 shp, unit 
  capacity 1 each); and 4 100’ lengths of wall (1,500shp and 
  unit capacity 2 each). The stronghold has 25,000 shp and 
  unit capacity 24. 
  Unit capacity and structural hit points interact to determine how 
  many units can assault and defend a stronghold. For every point 
  of unit capacity, a stronghold can be assaulted and defended by 
  1 unit. For each 1,000 shp of damage dealt, a breach is created 
  that permits another unit to join the assault.
  Effect of Unit Capacity and Structural Hit Points
  Unit Capacity
  For each point, a stronghold can be assaulted 
  and defended by 1 unit
  Structural Hit Points
  For each breach (1,000 shp of damage) 1 
  additional unit can assault the stronghold
  Thus, any attempt to assault an undamaged stronghold will put 
  assaulting units up against defending units at a 1:1 ratio. Since 
  a unit defending a stronghold has significant advantages over a 
  unit assaulting a stronghold, a fully-garrisoned and undamaged 
  stronghold is very, very hard to capture. In order to overcome 
  the defending army’s initial advantage, the besieging army 
  must reduce the stronghold’s defenses. The gradual creation 
  of breaches to allow for a successful assault is the core of siege 
  warfare in Domains at War: Campaigns.
  EXAMPLE: As the siege begins, Moruvai’s keep has a unit 
  capacity of 24. If Marcus were to assault immediately, he 
  could assault with 24 units and Moruvai could defend with 
  24 units. Instead, Marcus patiently bombards Moruvai’s 
  stronghold for several weeks, dealing 15,000 shp of damage. 
  That’s 15 breaches! Now Marcus can assault with (24 + 15) 
  39 units, while Moruvai can still only defend with 24 units.
  BLOCKADE
  In a blockade, the besieging army encircles the besieged 
  stronghold to deny the defenders the opportunity to re-supply 
  or escape. To blockade a besieged stronghold, the besieging 
  army must encircle the area around the besieged stronghold 
  with troops, ships, or fortifications. Once a blockade is in place, 
  the besieged stronghold is cut off from its supply lines. 
  Blockade Quick Reference
  1 point of unit capacity requires…
  2 blockading units, or
  ½ blockading ship, or
  250’ of circumvallation
  Minimum 20 units / 10 ships / 2500’
  If a besieging army has the luxury of time and resources, a 
  blockade may be all that’s required to win the siege. Within a 
  few months, the defending garrison will run out of supplies and 
  be forced to surrender or starve. Most besiegers have supply 
  concerns of their own, however, and cannot afford to wait a 
  season or more for a recalcitrant city or fortress to surrender.
  
  78 
  Blockade
  BLOCKADING WITH UNITS
  The number of units required to blockade a stronghold is equal 
  to twice the unit capacity of the stronghold, with a minimum 
  of 20 units required. The units can be infantry units of 120 
  troops or cavalry units of 60 troops. (Even though cavalry units 
  only consist of 60 troops, they are able to patrol as well as 120 
  infantry troops because of their greater mobility and scouting 
  ability.) Units cannot be assigned to construction projects if they 
  are being used to blockade.
  EXAMPLE: Marcus wishes to blockade Moruvai’s 
  stronghold with his troops. Moruvai’s stronghold has a unit 
  capacity of 24, so it will require 48 units to blockade the 
  stronghold. Marcus’s army has 50 units (6,000 troops). He 
  assigns 48 units to blockade the stronghold. He has only 2 
  units remaining for construction projects or other purposes.
  BLOCKADING WITH SHIPS
  Strongholds built on navigable waterways will be able to re-
  supply along the waterway if it is not blocked. The besieging 
  army must have a sufficient number of ships to blockade the 
  waterway. To function in a naval blockade, a ship must have a 
  ram, a catapult, or at least 20 marines on board. 
  Blockading a stronghold surrounded by waterways on all 
  sides (such as an island) requires one ship for each 2 points of 
  unit capacity. If the stronghold faces water for only a portion 
  of its perimeter, multiply the stronghold’s unit capacity by 
  the percentage of the stronghold’s perimeter which faces the 
  waterway. 
  The besieging army does not have to blockade the portion of the 
  walls blockaded by ship. It must still blockade any remaining 
  walls facing land. 
  EXAMPLE: Baal the Terrible has laid siege to Aura. Aura 
  is an enormous city with a unit capacity of 300. Aura is a 
  harbor city on a peninsula, and 70% of Aura’s walls touch 
  the sea. Therefore (300 x 0.70 / 2) 105 ships are required to 
  blockade Aura’s sea walls. 180 units (300 x 0.30 x 2) are still 
  necessary to blockade the land walls of Aura. 
  If the besieged stronghold is protected by a navy of its own, 
  the number of ships required to blockade the stronghold is 
  increased by the size of the stronghold’s navy.
  EXAMPLE: If a fleet of 25 ships protects Aura, Baal the 
  Terrible will need (105 + 25) 130 ships to blockade Aura.
  BLOCKADING WITH FORTIFICATIONS 
  (CIRCUMVALLATION)
  Given sufficient time, the besieging army may encircle the 
  besieged stronghold with a line of fortifications built outside of 
  bow-shot of the stronghold’s walls, known as a circumvallation. 
  A circumvallation consists of a mix of wooden palisades (8’ high 
  x 1” thick), trenches (10’ wide x 5’ deep), and earthen ramparts 
  (8’ high x 1’ thick). Circumvallations cost 100gp per 100’ length. 
  Construction of a circumvallation is usually divided into several 
  construction projects at construction sites around the besieged 
  stronghold. As a guideline, each project should encompass at 
  least 2,500’ (about ½ mile) of circumvallation. The workers on 
  the circumvallation projects are usually unskilled labor drawn 
  from the besieging army, but craftsmen may be used if available. 
  Construction of circumvallations can also be assisted with move 
  earth. See Chapter 2 , Construction Projects (p. 49).
  Each 250’ length of circumvallation reduces the number of units 
  required to maintain the blockade by 2 (e.g. 250’ is required 
  per point of unit capacity). If the circumvallation reduces the 
  number of units required for the blockade to 0, it completely 
  encircles the stronghold. A complete circumvallation imposes a 
  -4 penalty on attempts to smuggle supplies into the stronghold.
  EXAMPLE: Marcus’s army has laid siege to Moruvai’s 
  stronghold (unit capacity 24). He wants to erect a 
  circumvallation that will entirely encircle the stronghold. 
  Therefore the circumvallation must be (24 x 250’) 6,000’ 
  around. The circumvallation’s construction cost will be 
  6,000gp. 
  Marcus has 6,000 troops. Marcus splits the circumvallation 
  into 2 construction projects, each consisting of 3,000’ of 
  circumvallation. 3,000 troops are assigned to work on each 
  project. Each project has a construction rate of (3,000 x 0.1gp/
  day) 300gp per day, so it will take (3,000 / 300) 10 days to 
  complete each circumvallation. When the circumvallations 
  are complete, the stronghold will be blockaded, and the 
  troops can be used for other purposes. 
  EFFECTS OF A BLOCKADE
  As soon as a blockade is in place, the defending army loses access 
  to its supply line. It is thereafter restricted to paying its supply 
  cost from the actual value of supplies already in the besieged 
  stronghold, or from supplies smuggled into the stronghold. A 
  blockaded stronghold is very vulnerable to having its supplies 
  destroyed by sabotage.
  Stored Supplies: Strongholds usually have a larder and pantry 
  provisioned for siege. By default, the value of supplies stored in 
  a besieged stronghold will be 600gp per point of unit capacity, 
  enough for 10 weeks if garrisoned at full capacity. Gold and 
  other liquid wealth held by the ruler does not count towards the 
  value of supplies!
  EXAMPLE: Moruvai is blockaded in his stronghold by 
  Marcus’s army. Moruvai has 10 infantry units in his castle. 
  His army requires (10 x 60) 600gp in supplies each week. 
  Moruvai’s stronghold has a unit capacity of 24 units, so the 
  stronghold has (24 x 600gp) 14,400gp in supplies stored up. 
  The castle therefore has sufficient supplies to maintain the 
  defending army for (14,400gp / 600) 24 weeks.
  If the stronghold is not blockaded immediately, the defending 
  army will be able to gather far more supplies. Increase the value 
  of supplies stored in the stronghold by 600gp per point of unit 
  capacity for each week of preparation time available to the 
  defending army. A stronghold may not hold more than 3,000gp 
  of supplies per point of unit capacity (1 year’s supplies).
  EXAMPLE: If it took Marcus two weeks to blockade 
  Moruvai’s stronghold, then Moruvai would have time to 
  gather an additional (24 x 600gp/week x 2 weeks) 28,800gp 
  worth of supplies.
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Reduction 
  79
  Sieges
  Loss of Supplies: If and when supplies become exhausted, the 
  defending troops suffer all of the normal consequences from 
  loss of supply - they lose 1 hit point per day, suffer a cumulative 
  -1 to attack throws and damage rolls, and lose the ability to heal 
  wounds normally. Each week troops are partially or completely 
  unsupplied also counts as a calamity, and triggers a loyalty roll. 
  Few sieges last long once the defender’s supplies are exhausted! 
  See Chapter 3, Supplying Armies (p. 56), for additional 
  information on supply.
  HIJINKS DURING BLOCKADE
  Either or both armies may resort to hijinks during the course of 
  a blockade. See Chapter 3, Spying and Other Hijinks (p. 62) for 
  additional information on hijinks.
  Smuggling: A defending army leader with access to perpetrators 
  can order his perpetrators to attempt smuggling hijinks to re-
  supply his stronghold. For smuggling to succeed, the perpetrator 
  must make a successful Move Silently throw. The proficiency 
  throw is modified by the besieging leader’s strategic ability. If a 
  circumvallation completely encircles the stronghold, the 
  proficiency throw suffers an additional -4 penalty. If the throw is 
  successful, the perpetrator smuggles 1,000gp of supplies in per 
  class level (representing a mix of grains, beer, preserved meat, 
  salt, onions, etc.). The perpetrator can smuggle extra supplies by 
  taking a -1 penalty on the proficiency throw per 1,000gp. 
  Sabotage: A besieging army leader with access to perpetrators 
  inside the besieged stronghold (infiltrated perpetrators) can 
  order his perpetrators to attempt sabotage hijinks against 
  the defending army’s supplies. For sabotage to succeed, the 
  perpetrator must make a successful Move Silently throw. The 
  proficiency throw is modified by the opposing army’s leader’s 
  strategic ability (as skilled generals tend to be better at guarding 
  their stored supplies). If the throw is successful, the perpetrator 
  destroys 1,000gp of supplies per class level. The perpetrator can 
  destroy extra supplies by taking a -1 penalty on the proficiency 
  throw per 1,000gp. 
  REDUCTION
  In a reduction, the besieging army seeks to weaken the 
  defending stronghold with artillery bombardment, siege-
  mining, or magic. Reduction tactics deal damage to the besieged 
  stronghold’s structural hit points. If the stronghold’s shp are 
  reduced to 0, the stronghold is reduced to flattened rubble. Most 
  sieges never get so far, as even partial destruction of a stronghold 
  will substantially hamper its defense: Each 1,000 shp of damage 
  dealt creates a breach that an assaulting unit can exploit. 
  REDUCTION BY BOMBARDMENT
  Bombardment by an artillery piece (ballista, catapult, trebuchet, 
  etc.) reduces the stronghold’s shp each day by the amount shown 
  on the Artillery Bombardment table, below. Separate damage 
  values are listed for wooden and stone strongholds, as wooden 
  strongholds are considerably more vulnerable to artillery. 
  EXAMPLE: Marcus is bombarding Moruvai’s stronghold 
  with 2 light trebuchets and 4 light catapults. Each light 
  trebuchet deals 300 shp of damage per day. Each light 
  catapult deals 60 shp of damage per day. The stronghold is 
  dealt [(300 x 2) + (60 x 4)] 840 shp of damage, leaving it with 
  (25,000 - 840) 24,160 shp. Another day of pounding, and it 
  will suffer a breach! 
  Ammunition: Sieges consume an enormous amount of artillery 
  ammunition. A trebuchet bombarding around the clock will 
  expend 1,500 shots per day! The shots fired each day of a 
  bombardment are listed on the Artillery Bombardment table, 
  below. 
  To maintain this volume of fire, artillery crews will use re-
  purposed enemy ammo, rocks pulled from nearby buildings, 
  rubble knocked loose by the bombardment, slaughtered 
  animals, or even cadavers. For game purposes, Domains at 
  War considers catapults and trebuchets in siege conditions to 
  be firing the cheapest available ammunition, e.g. crude light 
  catapult shot, costing 15cp each. (Remember that catapults and 
  trebuchets can fire ammunition of a lighter or heavier weight 
  than indicated for their type, though accuracy is reduced.)
  The daily cost of ammunition is listed on the Artillery 
  Bombardment table. The cost of ammunition during a siege 
  is added to the army’s supply cost. For the besieging army, 
  the daily cost represents consumption of ammunition being 
  brought in by its supply train. For the defending army (which is 
  usually out of supply), the daily cost represents consumption of 
  ammunition stored before the siege. 
  Workers can be assigned to scavenge for ammunition if 
  desired. Scavenging ammunition is a construction project. The 
  construction cost for scavenged ammunition is 1/10 the daily cost 
  listed on the Artillery Bombardment table, below. As long as 
  workers are available for the construction project, the artillery 
  can be kept firing for “free.” See Chapter 2, Construction 
  Projects (p. 49).
  EXAMPLE: 2 master stonemasons, 4 journeymen, 8 
  apprentices, and 80 unskilled laborers are assigned to scavenge 
  ammunition. Their total construction rate is (5gp x 2) + (80 
  x 1sp) 18gp per day, which is the equivalent to 180gp worth 
  of ammunition. The workers can supply 10 medium ballista, 
  2 heavy ballista, or 1 heavy ballista and 1 heavy catapult, etc. 
  Artillery Bombardment
  Artillery Type
  Daily Damage v. Wood
  Daily Damage v. Stone
  Shots Fired Per Day
  Daily Ammo Cost
  Maximum Range
  Medium Ballista
  1,800
  -
  600
  18gp
  200’
  Heavy Ballista
  1,800
  60
  600
  90gp
  300’
  Light Catapult
  1,800
  60
  600
  90gp
  300’
  Medium Catapult
  2,400
  80
  600
  90gp
  400’
  Heavy Catapult
  3,600
  120
  600
  90gp
  400’
  Light Trebuchet
  9,000
  300
  1,500
  225gp
  500’
  Medium Trebuchet
  12,000
  400
  1,500
  225gp
  500’
  Heavy Trebuchet
  15,000
  500
  1,500
  225gp
  500’
  
  80 
  Reduction
  An artillery piece with only limited access to ammunition 
  may still bombard, but its damage is reduced by an amount 
  proportional to the amount of ammunition available.
  Artillery Duels: It is considerably more difficult to conduct 
  bombardment when the besieged stronghold can return fire. 
  When both the besieging and defending armies have artillery, 
  the besieger has two options. A cautious besieger can restrict 
  himself to using artillery capable of bombarding from outside 
  the range of the defender’s artillery. If the besieging army has 
  no artillery that outrange the defender’s artillery, of course, then 
  this is not an option.
  EXAMPLE: Moruvai has 4 medium catapults defending his 
  stronghold. These medium catapults outrange Marcus’s light 
  catapults (400’ to 300’). If Marcus does not wish to put his 
  light catapults at risk, he must bombard using only his light 
  trebuchets. If Marcus only had light catapults, this would not 
  be an option.
  A more aggressive besieger can offer an artillery duel by 
  moving his artillery into range of one or more of the defender’s 
  artillery pieces. Only artillery within range will participate in 
  the artillery duel. The besieging army can choose the ranges 
  at which an artillery duel is offered. The defending army can 
  accept the offer, or move his artillery out of range and into cover 
  and allow the besieger to bombard freely. (A defending army 
  can also offer an artillery duel, though this is less common.)
  If PCs are participating on either side, and/or magic is involved, 
  a small artillery duel may be resolved as a heroic foray and 
  played out using the ACKS combat rules. Otherwise, resolve the 
  duel in a series of duel turns: 
  1. 
  Each army leader simultaneously rolls 1d6 per ballista, 1d6 
  per catapult, and 2d6 per trebuchet participating in the 
  artillery duel. The besieger scores a hit for each die roll of 6. 
  The defender scores a hit on each 5-6. (A roll of 5 will miss 
  if the besieger has constructed fortifications, mantlets, or 
  other cover for his artillery.) 
  2. 
  Each army leader tallies the hits scored by his artillery. 
  For each hit, the army leader may destroy one of his 
  opponent’s artillery pieces. Heavy trebuchets require two 
  hits to destroy. Hits must be applied to artillery actually 
  participating in the duel, and the artillery targeted must 
  have a lower range than the artillery scoring the hit. Hits 
  scored in excess of the amount required to destroy all the 
  opposing army’s participating artillery are ignored. Hits are 
  applied simultaneously.
  
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  Sieges
  3. 
  Either army may now voluntarily withdraw from the duel. 
  The army leader with the lower strategic ability must decide 
  first. If either army voluntarily withdraws, the artillery duel 
  ends, and the winner can bombard with any/all surviving 
  artillery. If neither army wishes to withdraw, then another 
  duel turn is fought, starting with step 1. 
  EXAMPLE: Marcus decides to advance his light catapults 
  forward to a range of 300’, offering Moruvai an artillery duel. 
  Moruvai accepts and opens fire! 
  In the first turn of the duel, Marcus rolls 1d6 for each of 
  his four light catapults and 2d6 for each of his two light 
  trebuchets, for a total of 8d6. He rolls 1, 2, 2, 2, 3, 5, 6, 6, 
  scoring 2 hits. Marcus destroys two of Moruvai’s medium 
  catapults. Meanwhile, Moruvai rolls 1d6 for each of his four 
  medium catapults. He rolls 2, 2, 2, 4, scoring no hits. Neither 
  army withdraws, so a second duel turn must be fought.
  In the second duel turn, Marcus rolls 8d6 and scores two 
  hits. That’s enough to destroy all of Moruvai’s remaining 
  artillery! Meanwhile, Moruvai rolls only 2d6 (since he lost 
  two of his four catapults), and scores one hit. Moruvai would 
  like to destroy one of Marcus’s light trebuchets, but these 
  outrange his medium catapults, so he settles for destroying 
  a light catapult instead. The duel is now over – Marcus has 
  destroyed all of Moruvai’s medium catapults at a cost of one 
  light catapult of his own.
  REDUCTION BY MAGIC
  Certain spells and magic items can be used to damage or 
  destroy strongholds. These spells, and the damage they deal 
  to structures, are shown on the accompanying table. The 
  mechanisms by which these spells deal damage is obvious in 
  most cases. 
  Spell
  SHP Damage
  Cone of Cold
  hp damage / 5
  Disintegrate
  125 
  Fireball
  hp damage / 5
  Flame Strike
  hp damage / 5
  Horn of Blasting
  125
  Lightning Bolt
  hp damage / 5
  Move Earth
  1,500 /turn
  Searing Wind
  hp damage / 5
  Transmute Rock to Mud
  625
  Move earth and transmute rock to mud present special cases, 
  as the spells cannot directly affect worked stone. Transmute 
  rock to mud can be used to transform the earth beneath 
  strongholds into mud, weakening foundations. 50% of the 
  damage is recovered when the spell expires or is dispelled. 
  Move earth can shift the ground beneath strongholds, causing 
  structural damage much as an earthquake would. Move earth 
  cannot be used if the stronghold is built on solid rock (such as a 
  mountain-top fortress), unless transmute rock to mud is used 
  first.
  REDUCTION BY SIEGE-MINING
  The besieging army may dig one or more siege mines to reduce 
  the besieged stronghold. Siege mining involves excavating 
  wooden-reinforced earthen tunnels under and around the 
  besieged stronghold. Once the stronghold’s foundations are 
  sufficiently undermined with tunnels, the tunnels are filled with 
  combustible material, and set aflame. The subsequent fire then 
  burns away the mine’s wooden support structures, collapsing 
  the tunnel and the structure above it.
  Excavating a siege-mine is a construction project with a cost 
  of 1,000gp. Construction of a siege-mine must be supervised 
  by an engineer. No more than 100 workers can be assigned to 
  each siege-mine. Because of these limits, craftsmen rather than 
  unskilled laborers generally do the bulk of mining. When the 
  siege-mine is completed, the tunnels are set aflame, and the 
  besieged stronghold suffers 6d6x100 shp of damage. 
  If a petard is used in a siege-mine, increase the damage dealt by 
  100 x the petard’s damage. For instance, placing a 40lb petard 
  (4d6 damage) in a siege-mine would increase the siege mine’s 
  damage by 4d6x100 shp of damage. 
  How Big is a Siege-mine? Each siege-mine consists of 
  approximately 20,000 cubic feet of tunnel, running from the lines 
  of circumvallation to the besieged stronghold. A construction 
  rate of 1gp per day excavates 20 cubic feet of underground 
  tunnel daily (20,000 cubic feet x 1gp/20 cubic feet = 1,000gp).
  If the Judge has a map of the besieged stronghold and lines of 
  circumvallation around it, the Judge may map out the precise 
  tunnels dug during excavation, but for game purposes this is not 
  necessary.
  A besieging army may pursue as many siege-mine projects 
  as desired, subject to the number of available engineers and 
  workers. However, siege-mining is dirty and dangerous work, 
  and any workers assigned to a siege-mining project must make 
  loyalty rolls each week. Any loyalty roll of an unmodified “2” 
  means a mining accident destroys the mine and kills all the 
  assigned workers! (The supervising engineer may make a saving 
  throw versus Blast to escape death.) The value of the mine is lost 
  when an accident occurs.
  EXAMPLE: Marcus assigns 100 skilled workers, with a 
  construction rate of 70gp per day, to begin siege-mining 
  Moruvai’s stronghold. At the end of each week, the miners 
  must make a loyalty roll. On a natural “2”, the workers die 
  in a mining accident. The miners’ luck holds, however, and 
  after 15 days (2 loyalty rolls), the mine is completed. The 
  supervising engineer sets the mine aflame, and the resulting 
  collapse deals 6d6x100 shp of damage to the stronghold 
  overhead. The roll yields a 21 – 2,100 shp of damage, two 
  breaches! Marcus watches in glee as Moruvai’s curtain walls 
  go “BOOM!”
  Countermining: Each day of a mining project, the defender 
  may make a reconnaissance roll to detect the siege-mine. Once 
  the mine is detected, he may order construction of one or 
  more countermines. Countermining is a construction project, 
  supervised by an engineer. Up to 100 workers can be assigned 
  to each counter-mine. Like siege-mining, countermining 
  requires a weekly loyalty roll, with an unmodified “2” resulting 
  in a mining accident. Countermines are used to sortie into 
  
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  Assault
  the besieger’s tunnels and disrupt the digging. In game terms, 
  this is represented by applying the construction rate of each 
  countermining project as a penalty to the construction rate of 
  one siege-mining project.
  EXAMPLE: Moruvai tasks 100 workers with a total 
  construction rate of 70gp per day to begin countermining. 
  This reduces Marcus’s siege-miners to a construction rate of 
  (70gp - 70gp) 0gp per day. Marcus responds by launching 
  a second siege-mining project, assigning this siege-mine 
  another engineer and another 100 workers. 
  Impregnable Strongholds: Some strongholds cannot be 
  reduced by siege-mining. If a stronghold is built on solid rock 
  (such as a mountain-top fortress), its foundation is too hard to 
  easily excavate, and is unlikely to readily collapse. If a stronghold 
  is entirely surrounded by water (either navigable waterways or a 
  moat of at least 10’ depth), the fluid will flood the mining tunnels 
  and make the tunnel-and-burn process virtually impossible. 
  REDUCTION BY HIJINKS
  Arson: An infiltrated perpetrator can attempt to reduce the 
  stronghold by arson. For arson to succeed, the perpetrator must 
  make a successful Move Silently throw. The proficiency throw 
  is modified by the opposing army’s leader’s strategic ability. If 
  the throw is successful, the perpetrator destroys 4d6 x 10 shp 
  per class level. The perpetrator can set a larger fire by taking a 
  -1 penalty on the proficiency throw per 4d6 x 10 additional shp. 
  Divide damage from arson by 10 if the besieged stronghold is 
  stone.
  Subversion: An infiltrated perpetrator can attempt to subvert 
  the stronghold’s defenses. For subversion to succeed, the 
  perpetrator must make a successful Hide in Shadows throw. 
  The proficiency throw is modified by the opposing army leader’s 
  strategic ability. If the throw is successful, the perpetrator creates 
  a breach in the stronghold. The perpetrator can create additional 
  breaches by taking a -1 penalty on the proficiency throw per 
  breach. Breaches created with subversion must be exploited 
  with an assault immediately or they are lost, as they are nothing 
  more than unlocked doors, opened gates, etc. 
  STRONGHOLD REPAIR
  After each day of reduction, the defending army may 
  make repairs during the evening hours. Making repairs is 
  a construction project. Wooden construction is repaired at 
  a rate of 5 shp of damage per 1gp of construction rate. Stone 
  construction, while sturdier, is harder to fix. It is repaired at 
  a rate of 1 shp of damage per 1gp of construction rate. Only 
  half of all damage sustained during the siege can be repaired. 
  The remainder must be re-built when the siege is lifted, at full 
  construction cost.
  EXAMPLE: Moruvai’s stone stronghold has taken damage 
  from Marcus’s bombardment. 1,000 unskilled laborers 
  are assigned to repair the fortifications overnight. Their 
  construction rate is (1,000 x 0.1gp) 100gp per day, so they 
  can repair 100 shp of damage. 
  ASSAULT
  If, after having been blockaded and reduced, a stronghold has 
  still refused to capitulate, the besieging army may resort to 
  assault. An assault seeks to capture the stronghold through force 
  of arms. Assaults are decisive, but expensive in manpower and 
  material. Even successful assaults against battered strongholds 
  will come at a high price in blood. 
  RESOLVING ASSAULTS
  Assaults are resolved in a series of assault turns following the 
  procedure below. Each assault turn represents approximately 10 
  minutes of hard fighting. The system should be familiar, as it is 
  similar to that described in Chapter 4, Resolving Battles (p. 67).
  1. The besieging army’s leader selects one or more 
  units from his army to serve as assaulting units. A 
  maximum of 1 unit per point of unit capacity plus 
  1 additional unit per breach in the stronghold may 
  be assigned to the assault. The leader must designate 
  which units are assaulting through breaches. Other 
  units are assumed to be assaulting with siege 
  ladders. The leader does not have to assault with 
  the maximum number of units if he doesn’t want to. 
  Units not assigned to the assault are kept in reserve, 
  and do not participate this turn. The besieging 
  army leader should also decide what artillery and 
  siege equipment, if any, is being used in the assault. 
  Artillery and siege equipment do not count against 
  the maximum number of units. See Artillery and 
  Siege Equipment During Assaults (p. 83).
  2. The defending army’s leader selects one or more 
  units from his army to serve as defending units. A 
  maximum of 1 unit per point of unit capacity may 
  be assigned to the defense. The leader does not have 
  to defend with the maximum number of units if he 
  doesn’t want to. Units not assigned to the defense 
  (voluntarily or due to the limits of unit capacity) 
  are kept in reserve, and do not participate this turn. 
  The defending army leader should also decide what 
  artillery and siege equipment, if any, is being used 
  in the defense. Artillery and siege equipment do not 
  count against maximum number of units. 
  3. Heroic PCs and NPCs may make heroic forays 
  to influence the battle rating in favor of one army 
  or the other. All heroes’ heroic forays are revealed 
  and resolved simultaneously. Lost units are then 
  removed. See Heroes in Battle (p. 71).
  4. Each army leader simultaneously rolls a number of 
  attack throws equal to his army’s remaining battle 
  rating. The target value for the attack throws is 16+, 
  modified by the Attack Throw Modifiers listed 
  below. For each successful attack throw, one hit is 
  scored. 
  
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  83
  Sieges
  5. Each army leader tallies the hits scored against his 
  army. Each army leader then removes units from 
  his army with a combined battle rating equal to or 
  greater than the total hits scored against his army. 
  These units are defeated. Hits scored in excess of the 
  amount required to defeat all the opposing army’s 
  units are ignored. Hits are applied simultaneously.
  6. If all of the defending units are defeated, and 
  the defending army has no units in reserve, the 
  stronghold is captured. If all of the assaulting units 
  are defeated, and the besieging army has no units in 
  reserve, then the stronghold is liberated. Either way, 
  see Ending Sieges (p. 85).
  7. The defending army may voluntarily surrender. 
  If the defending army surrenders, the stronghold 
  is captured. See Ending Sieges. Otherwise, the 
  besieging army may renew the assault or call it off. If 
  the besieging army renews the assault, then another 
  assault turn is fought, starting with step 1. If the 
  besieging army calls off the assault, the assault ends 
  but the siege itself continues.
  8. When the assault ends, determines casualties for 
  both sides according to the rules below. 
  ATTACK THROW MODIFIERS DURING ASSAULTS
  During an assault, unit attack throws are modified by the 
  following factors:
  Attack Throw Modifiers
  Modifier
  Attack by an assaulting unit other than artillery, siege 
  equipment, flyer, or a unit assaulting through a breach
  -2
  Attack by a defending unit
  +2
  BATTLE RATINGS DURING ASSAULTS 
  See Chapter 4, Battle Ratings (p. 68), for a list of battle ratings 
  by unit type. Remember that only the battle rating of assaulting 
  or defending units apply to the army’s BR; units in the reserve 
  do not count towards the battle rating.
  All defending infantry units have their BR increased by 1 due to 
  the protection of the stronghold. For example, a unit of heavy 
  infantry (BR 2) defending a stronghold has its BR increased to 3. 
  It will roll three attack throws and will take three hits to eliminate. 
  Except when assaulting through a breach, assaulting cavalry 
  units have their BR reduced to one-quarter their base value 
  (round up). This represents the fact that they must fight 
  dismounted as half-strength infantry. 
  ARTILLERY AND SIEGE EQUIPMENT DURING ASSAULTS
  Artillery and Siege Equipment Battle Ratings
  Type of Equipment
  Unit Size
  BR
  Notes
  Artillery
  Light Ballista
  10
  1
  -
  Light Repeating Ballista
  10
  1
  1
  Medium Ballista
  10
  1
  -
  Heavy Ballista
  5
  1
  -
  Light Catapult
  10
  1
  -
  Medium Catapult
  2
  1
  -
  Heavy Catapult
  1
  1
  -
  Light Trebuchet
  1
  2
  -
  Medium Trebuchet
  1
  3
  -
  Heavy Trebuchet
  1
  6
  -
  Siege Equipment
  Battering Ram (20’)
  6
  1
  2
  Cauldron
  4
  -
  3
  Hoist
  6
  1
  2
  Movable Gallery
  6
  -
  2, 4
  Movable Mantlet
  60
  -
  2, 4
  Ram Catcher
  10
  -
  5
  Screw (20’)
  6
  1
  2
  Siege Hook
  10
  -
  2, 6
  Siege Tower, Standard
  2
  1
  2
  Siege Tower, Large
  1
  2
  2
  Siege Tower, Huge
  1
  8
  2
  When used during assaults, artillery and siege equipment must 
  be grouped into units. The number of pieces of artillery or 
  siege equipment required to form a unit depends on the type of 
  artillery or equipment. The unit size and battle rating of artillery 
  and siege equipment units is listed in the Artillery and Siege 
  Equipment Battle Rating table. Artillery and siege equipment 
  not present in sufficient numbers to form a unit do not affect 
  the assault. A leader does not have to use artillery and siege 
  equipment if he would prefer not to risk it.
  EXAMPLE: Moruvai’s defending army fields 2 medium 
  trebuchets, 12 medium catapults, and 15 heavy ballista. 
  When his stronghold is assaulted, he forms these into 2 
  units of 1 medium trebuchet each (BR 3 each), 6 units of 2 
  medium catapults each (BR 1 each), and 3 units of 5 heavy 
  ballistas each (BR 1 each). His artillery adds 17 to his army’s 
  battle rating.
  Unit Size: The minimum number of pieces of artillery or siege 
  equipment that must be deployed to have an effect on an assault. 
  For example, deploying one 20’ ram will not have any game 
  effect, but deploying six 20’ rams will increase an army’s BR by 1. 
  For siege equipment of varying size (such as rams), a sufficiently 
  oversized piece can qualify as a unit by itself. For example, a 
  single 120’ ram would have BR 1.
  
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  Assault
  BR: Artillery and siege equipment units with a battle rating 
  function exactly like assaulting/defending units for all purposes, 
  except they do not count against the unit capacity restrictions 
  on assault and defense. An army is limited to a maximum BR 
  from siege equipment equal to its BR from assaulting/defending 
  units. (There have to be troops to carry the equipment!)
  Notes: Some units have special capabilities or restrictions, 
  explained below.
  1. May make four attacks each assault turn, but breaks 
  on an unmodified throw of “1”. Broken units are 
  removed from the assault.
  2. May only be deployed by the besieging army.
  3. Provides a bonus attack throw on the first turn of 
  an assault.
  4. Absorbs one hit dealt during an assault turn. 
  Absorbing a hit destroys the gallery or mantlet unit. 
  5. May make one attack throw each assault turn; a hit 
  destroys a ram or screw unit.
  6. Reduces the BR of defending army by one.
  Acquiring Artillery and Siege Equipment: If in supply, an army 
  may acquire artillery and siege equipment from the market. 
  Either army may construct artillery and siege equipment as 
  construction projects. See Chapter 2, Artillery and Siege 
  Engine Construction (p. 52). 
  HEROIC FORAYS DURING ASSAULTS
  As with battles, heroes can influence the outcome of assaults by 
  making heroic forays. The mechanics for heroic forays during 
  assaults are identical to those for heroic forays during battles, 
  except as noted below.
  Artillery and Siege Equipment: Units of artillery and siege 
  equipment can appear as foes for either side. See the Artillery 
  and Siege Equipment Battle Rating table, above, for the battle 
  ratings of various war machines. The effects of artillery and siege 
  equipment on personal combat are as described in Chapter 2. 
  EXAMPLE: Moruvai makes a heroic foray in defense of 
  his keep. He and his henchmen stake a total of 2 BR. The 
  Judge picks a selection of troops from Marcus and Peristo’s 
  army. He notes that Marcus’s army has deployed a huge 120’ 
  battering ram. The Judge decides that Moruvai’s foray will be 
  to stop a unit of 120 light infantry (1 point of BR) crewing 
  the battering ram (1 BR). 
  Defending the Stronghold: Missile attacks targeting creatures 
  defending the walls of the stronghold suffer a -4 penalty, and the 
  creatures gain a +4 bonus to saving throws versus Blast caused 
  by artillery, burning oil, or similar effects. On a successful saving 
  throw, creatures defending the walls take no damage, even if the 
  effect would normally deal ½ damage.
  Assault Encounter Distance 
  Stronghold Site
  Encounter Distance (yds.)
  Badlands
  2d6x10
  Desert or Plains
  4d6x10
  Fields, Fallow
  4d6x10
  Fields, Ripe
  5d10
  Fields, Wild
  3d6x5
  Forest, Heavy or Jungle
  5d4
  Forest, Light
  5d8
  Marsh
  8d10
  Mountains or Hills
  4d6x10
  Encounter Distance: The foray begins with all participants 
  from the defending army inside the stronghold. Participants 
  from the besieging army begin outside, some distance from 
  the stronghold’s walls. Use the Assault Encounter Distance 
  table to determine how far away the besieging army is from the 
  stronghold’s walls at the start of the foray. Multiply the encounter 
  distance by the ratio of the height of the stronghold walls relative 
  to the height of a man (6’), to a maximum encounter distance 
  of 600 yards. 
  EXAMPLE: Moruvai’s stronghold is situated on a hill, so 
  the Judge consults the Assault Encounter Distance table and 
  rolls 4d6. The result is a 20, indicating a distance of 200 yards. 
  However, the stronghold has 80’ walls, so the encounter 
  distance is increased by a factor of (80/6) 13.3 to 2,660 yards 
  from the stronghold walls. The Judge uses the maximum 
  encounter distance of 600 yards for the foray. 
  Foe Selection: When picking foes, remember that defending 
  units are worth one additional point of BR each. 
  EXAMPLE: Marcus and Peristo make a heroic foray against 
  Moruvai’s keep. The two heroes and their allies stake a total 
  of 3 BR. Moruvai’s walls are defended by goblin light infantry 
  units. Goblin light infantry normally have a battle rating of 
  0.5, but as defending units, their battle rating is increased by 
  1 each, to 1.5. The Judge decides that Marcus and Peristo’s 
  foray will face 2 goblin light infantry units (BR 1.5 x 2 = 3).
  CASUALTIES
  When an assault ends, each army’s leader must determine his 
  army’s casualties using the following rules.
  Unit Loss: For each unit that was defeated, 50% of its troops 
  (rounded up) are crippled or dead, while the other 50% 
  (rounded down) are lightly wounded. The fate of wounded 
  troops depends on how the assault ended.
  If the besieging army captured the stronghold, then its wounded 
  troops are assumed to be treated and recover during the next 
  week. The defending army’s wounded troops become prisoners, 
  as do any surrendering troops. A defending army’s leader may 
  negotiate for other terms during a voluntary surrender, but it 
  will ultimately be up to the besieging army whether these terms 
  are honored. 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Ending Sieges 
  85
  Sieges
  EXAMPLE: After a brutal assault, the defending army 
  surrenders in the face of overwhelming odds. The defending 
  army began with 10 heavy infantry units. In the course of 
  several assault turns, 7 heavy infantry units (840 men) 
  were defeated. 420 men are crippled or dead, and 420 are 
  prisoners. The remaining 3 units (360 men) also become 
  prisoners.
  If the defending army fought off the assault, then its wounded 
  troops recover during the next week. The besieging army’s 
  wounded troops are left behind and become prisoners of the 
  defending army. 
  EXAMPLE: A besieging army of 20 units has had 8 heavy 
  infantry units (960 troops) defeated in a futile assault. 480 
  troops are crippled/dead and 480 are wounded and captured 
  by the defending army. 
  As always, half-strength units may be consolidated to form a 
  smaller number of full-strength units, if desired.
  Prisoners: Prisoners can be executed, kept as slaves, or 
  ransomed for 40gp each as spoils of war. (Higher level NPCs, 
  monsters, and similar creatures can be ransomed for greater 
  sums, at the Judge’s discretion.) Defending armies usually lack 
  the supplies to feed prisoners, so they will likely be killed or 
  ransomed. Cunning defenders may use prisoners as leverage to 
  negotiate surrender terms.
  ENDING SIEGES
  A siege ends when (1) the defending army sallies forth and gives 
  battle to the besieging army; (2) the defending army surrenders; 
  (3) the besieging army departs the hex; (4) the besieging army 
  captures or destroys the stronghold. 
  DEFENDING ARMY SALLIES FORTH
  A siege can be ended by the defending army if it exits the 
  stronghold and gives battle. Even if greatly outnumbered, a 
  defending army might sally forth if it has run out of supplies, 
  or if the besieging army will be reinforced soon. As soon as the 
  defending army sallies forth, it must immediately fight a pitched 
  battle against the besieging army. See Chapter 4, Resolving 
  Battles (p. 67).
  If the defending army loses the pitched battle, it may retreat 
  back into the stronghold, or retreat into an adjacent 6-mile hex, 
  but is subject to pursuit either way. If the defending army wins 
  the battle, the besieging army is subject to the normal rules for 
  retreat and pursuit.
  DEFENDING ARMY SURRENDERS
  A siege can be ended by the defending army if it surrenders. 
  Surrender can be voluntary or involuntary. A voluntary 
  surrender occurs when the defending army’s leader negotiates 
  surrender with the besieging army’s leader. An involuntary 
  surrender occurs when all of the units within the stronghold 
  fail loyalty rolls due to calamities. An army leader is likely to 
  get better terms if he surrenders while a portion of his force is 
  still intact, so a leader who sees his supplies dwindling and his 
  army’s morale collapsing may choose to voluntarily surrender to 
  avoid an involuntary surrender later. Either way, the besieging 
  army has won the siege.
  BESIEGING ARMY DEPARTS THE HEX
  A siege can be ended by the besieging army if it departs the hex 
  with all of its units. If this occurs, the defending army has won 
  the siege. The besieging army can continue the siege, however, 
  simply by leaving a unit in the hex. Such a scant force may invite 
  the defending army to sally forth, of course.
  BESIEGING ARMY CAPTURES THE STRONGHOLD
  A siege can be ended by the besieging army if it captures or 
  destroys the stronghold. A stronghold can be captured by 
  assault, or destroyed by reduction. Either way, the besieging 
  army has won the siege.
  Duration of Siege 
  Stronghold’s 
  Structural HP
  1-3,000
  4-6,000
  7-9,000
  10-12,000
  13-15,000
  16-20,000
  21-30,000
  31-50,000
  51-75,000
  76-100,000
  101-125,000
  126-150,000
  151-200,000
  201-250,000
  251-300,000
  301-350,000+
  Besieging Army’s Unit Advantage
  1-2
  3-4
  5-10
  11-15
  16-30
  31-50
  51-75
  76-100
  101-200 201-300 301-400 401-500 501-600
  601+
  45
  23
  9
  6
  3
  2
  1
  1
  0
  0
  0
  0
  0
  0
  90
  45
  18
  12
  6
  4
  2
  2
  1
  1
  0
  0
  0
  0
  135
  68
  27
  18
  9
  5
  4
  3
  1
  1
  1
  1
  0
  0
  180
  90
  36
  24
  12
  7
  5
  4
  2
  1
  1
  1
  1
  1
  225
  113
  45
  30
  15
  9
  6
  5
  2
  2
  1
  1
  1
  1
  -
  150
  60
  40
  20
  12
  8
  6
  3
  2
  2
  1
  1
  1
  -
  225
  90
  60
  30
  18
  12
  9
  5
  3
  2
  2
  2
  1
  -
  -
  150
  100
  50
  30
  20
  15
  8
  5
  4
  3
  3
  2
  -
  -
  225
  150
  75
  45
  30
  23
  11
  8
  6
  5
  4
  3
  -
  -
  -
  200
  100
  60
  40
  30
  15
  10
  8
  6
  5
  4
  -
  -
  -
  250
  125
  75
  50
  38
  19
  13
  9
  8
  6
  5
  -
  -
  -
  -
  200
  120
  80
  60
  30
  20
  15
  12
  10
  9
  -
  -
  -
  -
  250
  150
  100
  75
  38
  25
  19
  15
  13
  11
  -
  -
  -
  -
  -
  180
  120
  90
  45
  30
  23
  18
  15
  13
  -
  -
  -
  -
  -
  210
  140
  105
  53
  35
  26
  21
  18
  15
  -
  -
  -
  -
  -
  240
  160
  120
  60
  40
  30
  24
  20
  17
  
  86 
  Sieges, Simplified
  A stronghold is captured in an assault whenever all of the 
  defending units are defeated and there are no units in reserve. If 
  at least one defending unit remains undefeated after the assault, 
  the stronghold has held. 
  A stronghold is destroyed by reduction when its structural hit 
  points are reduced to 0. Any defending units in the stronghold 
  must either sally forth or surrender when this occurs. 
  SPOILS OF SIEGES
  As with a battle, the spoils of war from a victorious siege are 
  equal to one month’s wages of each defeated unit. In addition, 
  each prisoner captured is worth 40gp if sold as a slave or 
  ransomed. Experience points are assigned as with a battle. See 
  Chapter 4, Spoils of War (p. 74).
  In addition to the spoils taken from the dead troops, the 
  stronghold and domain itself can be a rich source of plunder. 
  A victorious besieger may pillage the domain. See Chapter 
  3, Pillaging Domains (p. 64). Again, terms of a voluntary 
  surrender may forbid the besieger from pillaging the domain, 
  but whether this agreement is honored will depend on the 
  besieger.
  SIEGES, SIMPLIFIED
  It isn’t always important to know how a siege was fought – 
  sometimes all that matters is who won and how long it took. 
  The Duration of Siege table (p. 85) is designed for just these 
  occasions! 
  To use the table, cross-reference the besieged stronghold’s 
  structural hit points with the besieging army’s unit advantage. 
  A numerical result indicates the number of days it will take 
  the besieging army to capture the stronghold. A result of “0” 
  indicates the stronghold is captured without a fight. A result 
  of “-“ indicates that the besieging army is not strong enough 
  to capture the stronghold and can hope only to starve out the 
  defenders with a blockade. 
  Unit advantage is calculated by subtracting the number of units 
  in the defending army from the number of units in the besieging 
  army. Artillery and siege engines on either side count as bonus 
  units, as shown on the table below.
  Artillery / Siege Equipment 
  Bonus Units
  Ballista, Light (3)
  1
  Ballista, Medium (2)
  1
  Ballista, Heavy
  1
  Battering Rams / Screws (6)
  1
  Catapult, Light
  1
  Catapult, Medium
  2
  Catapult, Heavy
  3
  Hoists (10)
  1
  Siege Tower, Standard
  1
  Siege Tower, Large
  2
  Siege Tower, Huge
  8
  Trebuchet, Light
  8
  Trebuchet, Medium
  10
  Trebuchet, Heavy
  12
  EXAMPLE: Moruvai’s stronghold (24,000 shp) is under 
  siege by Marcus. Marcus has 50 units. He also has 4 light 
  catapults and 2 light trebuchets. These count as [(4 x 1) + 
  (2 x 8)] 20 bonus units, giving Marcus a total of 70 units. 
  Moruvai’s army has 12 units. Moruvai also has 4 medium 
  catapults, which count as (4 x 2) 8 bonus units. Moruvai has 
  a total of 20 units. Marcus’s unit advantage is (70 - 20) 50 
  units. Cross referencing Marcus’ unit advantage of 50 with 
  the stronghold’s 24,000 shp, the Judge sees that it will take 18 
  days for Marcus to capture Moruvai’s stronghold.
  A stronghold situated on a mountain, island, or similar piece 
  of inaccessible terrain is harder to capture than its structural 
  hit points would indicate. Modify the duration of the siege as 
  shown on the table below. 
  Stronghold Site
  Duration Modifier
  Mountain (Sogdian Rock, the Acropolis)
  x5
  Island (Tyre, Mont. St. Michel)
  x4
  Peninsula (Constantinople)
  x3
  Riverbank (Rhine river castles)
  x2
  EXAMPLE: If Moruvai’s stronghold were an island-fortress, 
  it would take Marcus 72 days to capture it instead of 18.
  To assess the casualties resulting from a completed siege, just 
  resolve a battle (not an assault) between the besieging army 
  and defending army. This represents, e.g., the defending army 
  sallying forth when all hope is lost, the besieging army mopping 
  up after the stronghold is reduced, and so on. Play the final 
  battle as normal, with two exceptions related to morale collapse. 
  Defending units which suffer a Flee result are assumed to be 
  cowering in the rubble rather than actually putting any distance 
  between themselves and the encircling attackers. Defenders 
  which suffer a Rout result are considered to have surrendered 
  to the besieging army, whose commander may determine the 
  unit’s fate.
  This table is especially useful for resolve sieges that are happening 
  “off camera,” away from the activities of player characters. 
  Should the PCs intervene in the siege, the Judge can calculate 
  the state of the defending stronghold’s walls and supplies at the 
  point when the PCs arrive. The stronghold will be reduced to 0 
  shp when the listed number of days has occurred, reduced to 
  50% of its shp when half the time has elapsed, and so on. 
  
  Chapter 6: Vagaries
  Fortune, which has a great deal of power in other matters but 
  especially in war, can bring about great changes in a situation 
  through very slight forces.
  – Julius Caesar
  
  88 
  The Vagaries of Recruitment
  Military history abounds with battles won or lost through the 
  unlikeliest of circumstances. The vagaries of war can bring defeat 
  to the proud, horror to the careful, and victory to the lucky. Here 
  we present a variety of random tables designed to bring the 
  chaos and confusion of war to your Domains at War campaigns. 
  They include mechanics for disease, omens, weather, and more. 
  Specific rules for using the vagaries tables are presented 
  separately for each table. As a general rule, whenever a vagary 
  result is implausible or irrelevant, the Judge should re-roll, alter 
  the event to make it plausible, or treat it as a “no vagary” result, 
  as he deems most appropriate to the circumstances.
  The use of these tables is strictly optional. The increase in variety 
  and interest comes at a cost in extra book-keeping and added 
  complexity. 
  THE VAGARIES OF RECRUITMENT
  Raising an army can be an uncertain, challenging task. Some 
  rulers find that peasants flock to their banners and mercenaries 
  bid to serve them. Other would-be conquerors are abandoned by 
  conscripts, cheated by mercenaries, betrayed by commanders, 
  and preemptively attacked by rivals. Roll on the Vagaries 
  of Recruitment table each month that a leader is recruiting 
  mercenaries, conscripts, militia, or vassal troops.
  Die Roll Vagary of Recruitment
  01-02
  War Declared: A rival ruler, threatened by the leader’s 
  mustering of arms, declares war.
  03-07
  Resignation: One of the army’s commanders unexpectedly 
  resigns.
  08-12
  Treacherous Mercenaries: Immediately after receiving its 
  wages, a unit of mercenaries abandons the leader.
  13-17
  Bidding War: A rival leader’s recruitment efforts make it 
  harder to find and hire mercenaries.
  18-22
  Weak Recruits: Any conscripts and militia recruited this 
  month are a weak and sickly lot.
  23-27
  Commander Casualty: An army commander dies from 
  falling off a horse, ill health, or other circumstances.
  28-32
  Brigands: Renegade mercenaries harass the realm.
  33-37
  Commerce Disrupted: Rumors of war make the merchant’s 
  guild nervous about doing business in the realm.
  38-42
  War Profiteers: Merchants take advantage of the 
  mobilization to raise prices.
  43-58
  All Quiet: No vagary this month.
  59-63
  Tribute: Tribute pours in from vassals and clients, 
  increasing the leader’s war-chest.
  64-68
  Commerce Improves: The increase in the size of the 
  military makes the merchant’s guild feel secure.
  69-73
  Foreign Legion: A unit of mercenaries from a foreign 
  realm offers its services.
  74-78
  Soldier of Fortune: An experienced soldier offers to serve 
  the leader as a henchman.
  79-83
  Stout Recruits: Hard times breed hard men.
  84-88
  Surplus Sellswords: Peace has broken out in a neighboring 
  realm, and its mercenaries are available for hire.
  89-93
  Mercenaries: A unit of mercenaries offers its services to 
  the army.
  94-98
  Bold Captain: A young commander of surprising talent 
  emerges from the army’s ranks.
  99-100
  Alliance Offered: A nearby realm, impressed by the 
  leader’s growing military might, offers an alliance.
  Note: Certain vagaries will cause the leader to gain or lose units. 
  If the leader rules a duchy or principality, these will be battalion-
  sized units of 480 infantry or 240 cavalry. If the leader rules a 
  kingdom or empire, these will be brigade-sized units of 1,920 
  infantry or 960 cavalry. In all other cases, the leader will gain or 
  lose company-sized units of 120 infantry or 60 cavalry.
  VAGARIES OF RECRUITMENT INDEX
  Alliance Offered: A nearby realm, impressed by the leader’s 
  growing military might, offers an alliance. The ally should be 
  selected from a neighboring domain or realm of approximately 
  the same size as the leader’s own. (If no such domain or realm 
  exists, re-roll this vagary). The ally will support the leader if he 
  goes to war by sending ½ his garrison in support.
  All Quiet: No vagary befalls the leader this month.
  Bidding War: A rival leader’s recruitment efforts make it harder 
  to find and hire mercenaries. The cost of finding and hiring 
  mercenaries is increased by 2d4x100%. The bidding war lasts 
  for 1d6 months. (Note that mercenary wages are not changed.)
  EXAMPLE: The cost of finding and hiring mercenaries in a 
  principality is normally 5d6 x 100gp per month. However, a 
  Bidding War vagary occurs. The Judge rolls 2d4 roll and gets 
  a 5. The cost of finding and hiring mercenaries is increased 
  500% to 5d6 x 500gp per month. 
  Bold Captain: A young commander of surprising talent emerges 
  from the army’s ranks to serve the leader. If the leader’s realm is 
  a principality, the young commander has the characteristics of 
  a mercenary major; if a kingdom, a colonel; and if an empire, 
  a general. In all other cases, he has the characteristics of a 
  mercenary captain. His base morale score is +1 instead of -2.
  Brigands: Renegade mercenaries begin to harass the realm. 
  The brigands can be treated as an independent enemy army for 
  Domains at War purposes. The brigand “army” consists of 1 unit 
  of bowmen and 1 unit of light cavalry, each led by a 5th level 
  fighter with command characteristics of a mercenary captain. 
  The overall army leader will be a 9th level fighter with command 
  characteristics of a mercenary colonel. There is a 30% chance 
  an 8th level cleric will accompany the brigand army, and a 50% 
  chance a mage of level 8+1d2 will be present. See the entry for 
  Brigands in the Adventurer Conqueror King System core rules 
  for more details.
  Commander Casualty: Make a saving throw versus Death for 
  each commander in the army, starting with the physically oldest 
  commander. The first commander to fail the saving throw has 
  died from falling off a horse, ill health, or other circumstances. 
  The commander can be restored to life through restore life and 
  limb or similar magic. (If no failure occurs, this event has no 
  effect).
  Commerce Disrupted: Rumors of war make the merchant’s 
  guild nervous about doing business in the realm. The leader’s 
  largest urban settlement is treated as one market class smaller 
  for the next 1d6 months.
  Commerce Improves: The increase in the size of the military 
  makes the merchant’s guild feel secure. The leader’s largest 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  The Vagaries of Recruitment 
  89
  Vagarities
  urban settlement is treated as one market class larger for the 
  next 1d6 months.
  Treacherous Mercenaries: Immediately after receiving its 
  wages, a unit of mercenaries abandons the army. When this 
  vagary occurs, make a loyalty roll for each mercenary unit in 
  the army, starting with the unit with the lowest morale. The first 
  unit with a result of ‘Resignation’ or ‘Enmity’ deserts from the 
  army the day after it is next paid. (If no failure occurs, this event 
  has no effect). 
  Foreign Legion: A unit of mercenaries from a foreign realm 
  offers its services to the army. The type of mercenaries will be 
  of a sort not generally available to the leader. For example, if the 
  leader is a legate of the Auran Empire, the unit might be horse 
  archers from Skysos, barbarians from Jutland, or even wolf 
  riders from the Waste. If hired, language difficulties and cultural 
  mistrust will impose a -1 penalty on the unit’s base morale. 
  Mercenaries: A unit of mercenaries offers its services to the army. 
  Determine the type of mercenaries by rolling on the Follower 
  Type and Equipment by Class table (use the army leader’s class). 
  There is a 25% chance the mercenaries are veterans.
  Resignation: When this vagary occurs, make a loyalty roll for 
  each commander in the army, starting with the commander 
  with the lowest morale. The first commander with a result of 
  ‘Resignation’ or ‘Enmity’ unexpectedly resigns. (If no failure 
  occurs, this event has no effect). The reason for the commander’s 
  resignation should be determined by the Judge. It might be ill 
  health, disappointment at assigned duties, disagreement with 
  the leader’s foreign policy, defection to an enemy ruler, or other 
  plausible reasons. 
  Soldier of Fortune: An experienced soldier offers to serve the 
  leader as a henchman. Generate the soldier of fortune using the 
  NPC Parties rules in ACKS. The soldier of fortune’s base level is 
  two levels lower than that of the leader. The soldier of fortune 
  will expect pay and position in the army appropriate to his class 
  and level.
  Stout Recruits: Hard times breed hard men. Twice as many 
  conscripts and militia recruited this month qualify for advanced 
  training (as heavy infantry, cavalry, etc.).
  Surplus Sellswords: Peace has broken out in a neighboring 
  realm, and its mercenaries are available for hire. The crop of 
  mercenaries available in the leader’s realm is doubled for the 
  next four time periods. Mercenary wages do not increase during 
  this time, regardless of how many are hired.
  Tribute: Tribute pours in from vassals and clients, increasing 
  the leader’s war-chest. The leader receives gold pieces equal to 
  the lesser of one month’s wages for his army or one gp per family 
  in his overall realm.
  War Declared: A rival ruler, threatened by the leader’s 
  mustering of arms, declares war. The rival should be selected 
  from a neighboring domain or realm of approximately the same 
  size as the leader’s own. (If no such domain or realm exists, re-
  
  90 
  The Vagaries of War
  roll this vagary.) The rival will have a full complement of vassal 
  troops, which he will use to attack as swiftly as possible.
  War Profiteers: Merchants take advantage of the mobilization 
  to raise prices. The cost of artillery ammunition, armor, mounts, 
  supplies, and weapons is increased by 10% for 1d4 seasons. Each 
  time this vagary is rolled, prices increase an additional 10%.
  Weak Recruits: Any conscripts and militia recruited this month 
  are a weak and sickly lot. While normally 50% of conscripts 
  and militia would qualify to be heavy infantry or archers, these 
  pathetic excuses for soldiery cannot qualify as anything except 
  light infantry. 
  THE VAGARIES OF WAR
  Die Roll
  Vagary of War
  01-02
  Disease: A major outbreak of disease occurs in the army.
  03-05
  Defection: A commander defects to the enemy army.
  06-08
  Desertion: Scores of men desert the army.
  09-11
  Spy Caught: A friendly spy is caught and killed by the 
  enemy.
  12-14
  Camp Followers: Itinerants and camp-wives arrive, 
  creating chaos and ill-discipline.
  15-17
  Treacherous Guides: Natives guide the army through their 
  land, but report the army’s movements to the enemy.
  18-20
  Commander Casualty: An army commander dies from 
  falling off a horse, ill health, or other circumstances.
  21-24
  Brigands: Brigands raid the army’s supply lines.
  25-28
  Supply Problems: The army’s supplies do not arrive this 
  week.
  29-32
  War Profiteers: Merchants take advantage of the 
  mobilization to raise prices.
  32-36
  Siege Train Problems: The hazards of campaigning are 
  hard on siege artillery.
  37-40
  Bad Weather: Bad weather plagues the army.
  41-45
  Ill Omen: An ominous portent worries the troops.
  46-55
  All Quiet: No vagary this week.
  56-60
  Good Omen: A positive portent improves the army’s 
  morale.
  61-64
  Good Weather: Good weather shines on the army.
  65-68
  Artillery Magazine: A cache of ammunition is discovered.
  69-72
  Legendary Leadership: A legend begins to grow around 
  the army’s leader.
  73-76
  Supply Boon: The army is well-provisioned from local 
  sources.
  77-80
  Friendly Peasants: The local populace keeps the army 
  apprised of enemy movements.
  81-83
  Friendly Lord: A local lord makes generous gestures 
  towards the army.
  84-86
  Local Guides: Helpful natives guide the army through 
  their land. 
  87-89
  Ministers: Clerics arrive to attend to the spiritual needs of 
  the army.
  90-92
  Spy Caught: An enemy spy is caught and killed by the 
  army.
  93-95
  Mercenaries: A unit of mercenaries offers its services to 
  the army.
  96-98
  Defection: An enemy commander defects to the army.
  99-100
  Plans Discovered: The enemy army’s plans have fallen 
  into friendly hands.
  An army on campaign in enemy territory, or out of garrison for 
  more than one month, may be subject to a variety of random 
  events. It may acquire camp followers, be approached by 
  mercenaries, or lose units to disease or desertion. Roll 1d100 on 
  the Vagaries of War table each week after checking for supply. 
  Sieges place more stress on an army than normal. Roll 1d100 
  twice per week and use whichever result is lower (worse). Use of 
  the Vagaries of War table during sieges is highly recommended. 
  A siege is just not a siege without the chance for an epidemic…
  Note: Certain vagaries will cause the leader to gain or lose units. 
  If the leader rules a duchy or principality, these will be battalion-
  sized units of 480 infantry or 240 cavalry. If the leader rules a 
  kingdom or empire, these will be brigade-sized units of 1,920 
  infantry or 960 cavalry. In all other cases, the leader will gain or 
  lose company-sized units of 120 infantry or 60 cavalry.
   VAGARIES OF WAR INDEX
  All Quiet: No vagary befalls this army this week.
  Artillery Cache: The army has stumbled upon a cache of 
  artillery set aside by some foresighted commander in prior 
  campaigns. The army finds 1d4 different artillery units. Each 
  has 1d6 days’ worth of ammunition.
  Brigands: Brigands raid the army’s supply lines. Until the 
  brigands are dealt with, the army’s supply costs are increased 
  by 10% (representing provisions lost to banditry) and its 
  reconnaissance rolls are at -1 (because of the need to divert 
  light troops from scouting to guarding the supply lines). The 
  brigands can be treated as an independent enemy army for 
  Domains at War purposes. The brigand “army” consists of 1 
  unit of bowmen and 1 unit of light cavalry, each led by a 5th 
  level fighter with the command characteristics of a mercenary 
  captain. The overall army leader will be a 9th level fighter with 
  the command characteristics of a mercenary colonel. There is a 
  30% chance an 8th level cleric will accompany the brigand army, 
  and a 50% chance a mage of level 8+1d2 will be present. See 
  the entry for Brigands in the Adventurer Conqueror King System 
  core rules for more details.
  Camp Followers: The army has attracted a following of 
  itinerants, tinkers, harlots, peddlers, and camp-wives. The 
  presence of the civilians creates chaos and ill-discipline. While 
  the camp followers are with the army, its movement rate is 
  reduced by 1/3, and enemy spies gain a +2 bonus to conduct 
  hijinks against the army. Nevertheless, the soldiers enjoy having 
  the camp followers around! If the army leader drives off the 
  camp followers, this counts as a calamity for morale purposes.
  Commander Casualty: Make a saving throw versus Death for 
  each commander in the army, starting with the physically oldest 
  commander. The first commander to fail the saving throw has 
  died from falling off a horse, ill health, or other circumstances. 
  The commander can be restored to life through restore life and 
  limb or similar magic. (If no failure occurs, this event has no 
  effect).
  Defection: When this vagary occurs, make a loyalty roll for each 
  commander in the relevant army, starting with the commander 
  with the lowest morale. The first commander with a result of 
  ‘Resignation’ or ‘Enmity’ becomes a defector. (If no failure 
  occurs, this event has no effect.) If there is an opposing army 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  The Vagaries of War 
  91
  Vagarities
  within one week’s march, the defector will immediately defect 
  from his current army and bring the units under his command 
  over to the opposing army. Otherwise, the defector will wait 
  until an opportune moment presents itself, feigning loyalty until 
  then.
  Desertion: When this vagary occurs, make a loyalty roll for 
  each unit in the army, starting with the unit with the lowest 
  morale. The first unit with a result of ‘Resignation’ or ‘Enmity’ 
  deserts from the army. (If no failure occurs, this event has no 
  effect.) If there is an enemy force within one week’s march, the 
  deserters will join the opposing army. Otherwise, the deserters 
  will simply disband and make for home.
  Disease: Disease is endemic to any military campaign, and 
  at any time 1%-2% of the troops are probably ill with colds, 
  diarrhea, or fevers. This vagary represents something much 
  worse: a major epidemic breaking out amidst the army. 
  When this vagary occurs, the type of disease is determined with 
  a roll of 1d100 on the Disease Type table. Each unit must then 
  make a saving throw versus Death against the disease. Certain 
  diseases, being less acute, offer a saving throw bonus.
  Disease Type
  Die 
  Roll
  Disease 
  Type
  Save 
  Bonus
  Duration
  Death
  1-5
  Plague
  0
  1d8 days
  Failed by 6+
  6-15
  Putrid Fever
  0
  2 weeks
  Failed by 7+
  16-30
  Spotted Pox
  +1
  3 weeks
  Failed by 8+
  31-50
  Bilious Fever
  +2
  4 weeks
  Failed by 8+
  51-75
  Ague
  +3
  1d4 weeks
  Failed by 10+
  76-100
  Bloody Flux
  +4
  1 week
  Rolled Natural 1
  If the saving throw succeeds, the troops in the unit avoid any 
  serious illness. If the saving throw fails, the troops in the unit 
  become diseased for the listed duration. Diseased troops cannot 
  move or fight. 
  At the end of the duration, diseased troops either recover or die. 
  If the saving throw failed on a roll of natural 1, or by the amount 
  noted on the Disease Type table, the diseased troops expire from 
  the illness, and the unit is removed from play. Otherwise, the 
  diseased troops recover. Saving throws should be made secretly 
  by the Judge, so the army commanders are unaware of whether 
  their units will recover.
  EXAMPLE: An army of 4 0th-level mercenary units is on 
  campaign when a “disease” event is rolled. The Judge rolls 
  1d100 on the Disease Type table and gets a 30, so the disease 
  is spotted pox. Each unit must make a saving throw versus 
  Death at +1. 0th level mercenaries have a saving throw versus 
  Death of 15+, so with the +1 bonus the units will need to roll 
  a 14 or better. The first unit rolls a 14 and avoids the illness. 
  The second unit rolls a 10. It is diseased for three weeks, but 
  then recovers. The third unit rolls a natural 1. It is diseased 
  for three weeks, then eliminated (since it rolled a natural 1 
  on the save). The fourth unit rolls a 4. It is diseased for three 
  weeks, then eliminated (since it failed the save by 8 or more). 
  Diseased units can be cured through treatment by divine 
  spellcasters and/or healers. It requires one 9th level divine 
  spellcaster, two 7th-8th level divine spellcasters, three 6th level 
  divine spellcasters or chirugeons, or nine physickers to cure one 
  sickened unit in one week. If there are a greater or lesser number 
  of casters or healers, the rate at which disease can be cured is 
  increased or decreased proportionately. 
  EXAMPLE: The army has one 7th level cleric and one 
  chirugeon with it. After two weeks of casting cure disease 
  each day, the cleric can cure a unit. After three weeks of 
  treating troops with medicine, and a successful proficiency 
  throw, the chirugeon can cure a second unit. There is not 
  enough time before the course of the illness ends for either 
  the cleric or the chirugeon to treat additional units.
  Friendly Lord: A local lord makes generous gestures towards 
  the army. He will offer to become a vassal or sub-vassal of the 
  army leader, and extend the use of his stronghold as a supply 
  base. He will also pay a tribute of gold equal to his monthly 
  income. In exchange, the lord will expect his domain to be 
  protected from looting, conquest, and pillage by the army.
  Friendly Peasants: The local populace keeps the army apprised 
  of enemy movements. The army gains a +2 to all reconnaissance 
  rolls for the next week. This benefit is lost if the army requisitions 
  or loots supplies from any domains during the week.
  Good Omen: A positive portent, such as a comet, a flight of 
  eagles, or a vision of a deity in the clouds, improves the army’s 
  morale. Loyalty and morale rolls gain a +1 bonus for the next 
  week. Add 10 to the army’s next roll on the Vagaries of War table.
  Good Weather: Good weather shines on the army. The army’s 
  strategic movement rate is increased by 33% for the next week. 
  Ill Omen: An ominous portent, such as an encounter with 
  diseased animals, a flight of crows, or a dark face in a storm, 
  worries the troops. Loyalty and morale rolls suffer a -1 penalty 
  for the next week. Subtract 10 from the army’s next roll on the 
  Vagaries of War table.
  Legendary Leadership: A legend begins to grow around the 
  army’s leader. He acquires a sobriquet or victory title, such as 
  “Lion-Hearted” or “Hammer of the Scots”. His morale modifier 
  is increased by 1. The benefit is lost if the leader’s army is ever 
  defeated in two consecutive battles. 
  Local Guides: Helpful natives offer to guide the army through 
  their land. If the offer is accepted, the local guides increase the 
  army’s movement rate by 33% through their knowledge of 
  hidden passes and forgotten roads. The local guides remain with 
  the army for one week.
  Mercenaries: A unit of mercenaries offers its services to the 
  army. Determine the type of mercenaries by rolling on the 
  Follower Type and Equipment by Class table (use the leader’s 
  class). There is a 25% chance the mercenaries are veterans.
  Ministers: 2d6 clerics of level 1d4 join the campaign and begin 
  ministering to the troops. The presence of these holy men 
  increases the morale of all units in the army by +1. The ministers 
  depart the army if camp followers (see above) are permitted on 
  the campaign or if the army leader acts contrary to their faith.
  Plans Discovered: Through an intercepted courier, mole, or 
  other means, one army has gotten access to the battle plans 
  of the other. The army benefiting from this vagary learns the 
  
  92 
  The Vagaries of War
  location, organization, and leadership of the opposing army as 
  if it had scored a major success on a reconnaissance roll. It also 
  automatically wins the next initiative roll against the opposing 
  army. 
  Severe Weather: Domains at War assumes that most of the time 
  the weather is mild enough to not substantially impact a military 
  campaign. This vagary represents a bout of very severe weather, 
  lasting for 1d4 weeks. (If this vagary is rolled again while a severe 
  weather vagary is ongoing, add the durations together.) When 
  this vagary occurs, refer to the Severe Weather Conditions table 
  and cross-index the terrain of the 24-mile hex the army occupies 
  with the current season. The first line indicates the temperature 
  condition and the second line indicates the atmospheric 
  condition. Some entries may indicate there is only a percentage 
  chance for severe weather. If severe weather does not occur, 
  mild temperature or calm atmosphere results instead. 
  The effects of severe weather are noted below. All effects are 
  cumulative. For example, if both Cold and Snowy conditions 
  are indicated, movement will be reduced to 25% normal (50% x 
  50%) while disease will have a 20% chance of occurring.
  It should be noted that this vagary is far more punishing on 
  certain seasonal and terrain combinations than others. Winter 
  campaigns in mountain terrain or summer campaigns in jungle 
  terrain, for example, can be disastrous. 
  Siege Train Problems: The hazards of campaigning are hard 
  on siege artillery. Make a saving throw versus Death for each 
  artillery piece in the army. If the artillery has a siege engineer or 
  artillerist assigned to it, it saves as a 4th level fighter; otherwise, it 
  saves as a normal man. A failed saving throw means the artillery 
  piece has broken (0 shp). Broken artillery can be repaired as a 
  construction project (remember that the repair rate for wood is 
  5 shp per gp of construction rate).
  Spy Caught: The army has caught a spy from an opposing 
  army. If there are one or more spies infiltrated into the army, 
  choose one randomly. If there are no spies infiltrated into the 
  army, then the army has caught a soldier that had just become a 
  turncoat. Either way, the spy may be interrogated. He will know 
  1d4 common pieces of information about the opposing army. 
  Supply Boon: The army is well-provisioned by local sources. 
  The army might get donations of bread from friendly peasants, 
  stumble upon a herd of migrating animals, or be able to fish 
  in nearby lakes and rivers. The army is automatically in supply 
  this week, without the army leader being responsible for paying 
  supply cost. The army’s market class is raised by 1 for purposes 
  of equipment availability this month. 
  Supply Problems: The army’s supplies do not arrive this 
  week. Whether this is due to bad weather, bandits, corruption, 
  sabotage, or other causes, the result is the same: The army is 
  out of supply. Supply problems can cause even the most lawful, 
  well-provisioned force to turn to requisitioning and looting, for 
  otherwise the army will suffer the unfortunate consequences of 
  lack of supply (-1 hp per day, -1 to attack throws and damage 
  rolls per day, and a morale calamity). 
  Treacherous Guides: Helpful-seeming natives offer to guide 
  the army through their land. If the offer is accepted, the guides 
  begin spying on the army for the enemy. Increase the army’s 
  movement rate by 33%, but give the enemy one free hijink and a 
  +1 bonus on reconnaissance rolls. The local guides remain with 
  the army for one week.
  War Profiteers: Merchants are making enormous profits from 
  the campaign. The cost of artillery ammunition, armor, mounts, 
  supplies, and weapons is increased by 10% for the duration of 
  the campaign. Each time this vagary is rolled, prices increase an 
  additional 10%. 
  Effects of Severe Weather
  Temperature
  Mild
  No effect
  Cold
  Strategic movement rate halved. 10% chance of a disease vagary each week due to exposure.
  Hot
  Strategic movement rate halved. Supply cost increased 25% due to more water consumption. Out of supply penalties doubled due 
  to heat exhaustion and dehydration. Prevents mud from forming.
  Wind and Rain
  Calm
  No effect
  Rainy
  Strategic movement rate halved. Reconnaissance rolls suffer -2 penalty due to limited visibility. In clear, grass, and scrub terrain, 
  the land turns to mud, halving movement again. 10% chance of a disease vagary each week due to wetness. 
  Snowy
  Strategic movement rate halved. Reconnaissance rolls suffer -4 penalty due to limited visibility. 10% chance of a disease vagary 
  due to wetness.
  Windy
  Strategic movement rate halved. In barren or desert terrain, reconnaissance rolls suffer -4 penalty due to sandstorms. 
  Severe Weather Conditions
  Season
  Clear, Grass
  Scrub
  Woods, Hills
  Barren, Desert Mountains
  Swamp
  Jungle
  Spring
  Mild 
  75% Rainy
  Hot 
  10% Windy
  Mild 
  75% Rainy
  Hot 
  25% Windy
  Mild 
  25% Rainy
  Mild 
  Rainy
  Hot 
  25% Rainy
  Summer
  Hot 
  25% Rainy
  Hot 
  Calm
  Hot 
  25% Rainy
  Hot 
  5% Rainy
  Mild 
  25% Windy
  Hot 
  Rainy
  Hot 
  Rainy
  Fall
  75% Cold 
  10% Windy
  Mild 
  50% Windy
  75% Cold 
  10% Snowy
  Hot 
  Calm
  Cold 
  50% Snowy
  Mild 
  Rainy
  Hot 
  25% Rainy
  Winter
  Cold 
  10% Snowy
  Mild 
  75% Rainy
  Cold 
  25% Snowy
  75% Hot 
  Calm
  Cold 
  Snowy
  Cold 
  Rainy
  25% Hot 
  Rainy
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  The Vagaries of Battle 
  93
  Vagarities
  THE VAGARIES OF BATTLE
  Battles are never straightforward, particularly when heroes, 
  wizards, and monsters are involved. Each time PCs make a 
  heroic foray, roll 1d4 to determine the number of vagaries that 
  will occur during that foray. For each vagary, roll 1d100 on the 
  Vagaries of Battle table to see what the PCs are confronted with. 
  Re-roll any results that make no sense in the context of the battle 
  (e.g. if neither side has any missile weapons, re-roll a “Volley of 
  Arrows” result).
  Note: Whenever “battlefield” is mentioned below, it refers to the 
  particular area of the battlefield where the foray is being fought, 
  not necessarily the battlefield as a whole. 
  Die Roll
  Vagary of Battle
  01-03
  Ambush: A trap is sprung and the battle is suddenly more 
  dangerous.
  04-07
  Battle Standard: The vanguards of the armies are so close 
  that each side’s battle standard is within sight.
  08-12
  Blood and Mud: The battlefield here is soaked in blood 
  and mud.
  13-17
  Bombardment: A nearby unit of artillery begins lobbing 
  fire onto the battlefield.
  18-23
  Booby Traps: Battlefield traps confound, kill, and maim 
  the unwary.
  24-28
  Calm Amidst the Storm: No vagary occurs.
  29-30
  Culmination: The battle nears a culminating point as 
  troops from both sides join the foray.
  31-35
  Debris: The area is littered with tree limbs, crumbling 
  walls, spent ammunition, and similar debris.
  36-40
  Debris, Dangerous: The fighting is taking place on 
  dangerously littered terrain.  
  41-45
  Debris, Heavy: The battlefield is punctuated with 
  breached stone walls, fallen trees, and ancient ruins.
  46-50
  Deserters: Deserters seeking to flee the battlefield 
  interrupt the fight.
  51-55
  Fire: Burning pitch, flaming arrows, fire-breathing 
  monsters, or magical spells have ignited the battlefield.
  56-60
  Fog and Smoke: A thick cloud obscures the battlefield.
  61-65
  High Ground: The defending army has seized the high 
  ground.
  66-70
  Marauders: Bandits and cut-throats are attempting to use 
  the chaos of battle for their sinister ends.
  71-75
  Monsters: Monsters have been drawn to the battlefield by 
  the blood and slaughter.
  76-80
  Piles of Dead: Huge piles of dead troops lie in heaps on 
  the ground.
  81-85
  Reinforcements, Enemy: Enemy troops join the foray. 
  86-90
  Reinforcements, Friendly: Friendly troops join the foray.
  91-95
  Scattered Bodies: Bodies of the fallen are scattered across 
  the battlefield. 
  96-100
  Volley of Arrows: Arrows fill the skies, striking friend and 
  foe.
  VAGARIES OF BATTLE INDEX
  Ambush: A trap is sprung and the battle is suddenly more 
  dangerous. The PCs are surprised for the first round of the 
  foray. The distance between the heroes and each group of foes 
  is halved. 
  Battle Standards: The vanguards of the armies are so close that 
  each side’s battle standard is within sight. Double the BR staked 
  for this foray. (For example, if the PCs staked 2 points of BR 
  when they entered the foray, resolve the foray as if they had 
  staked 4 BR.) All creatures on either side gain +2 to morale rolls 
  because of the presence of their battle standards. 
  Blood and Mud: The battlefield here is soaked in blood and 
  mud. Due to the wet, slippery conditions, creatures that roll a 
  natural 1 on attack or saving throws fall prone.
  Bombardment: A nearby unit of artillery begins lobbing fire 
  onto the battlefield. 1d4 rounds after the foray begins, make an 
  attack throw with a target value of 18+ (ignoring armor) against 
  each creature in the foray. A hit means the creature has been 
  caught in the blast radius of a catapult stone, and suffers 4d6 
  points of damage unless it makes a successful saving throw 
  versus Blast. 
  Booby Traps: Battlefield traps confound, kill, and maim the 
  unwary. There is one trap on the battlefield for each point of BR 
  staked. The typical battlefield trap is a concealed pit filled with 
  sharpened stakes. A moving PC has a 1 in 6 chance of moving 
  into a previously-undiscovered battlefield trap. If the PC fails to 
  detect the trap (normally requiring a proficiency throw of 18+), 
  he falls 10’ (1d6 damage) onto 1d4 spikes (each dealing 1d6 
  points of damage).
  Calm Amidst the Storm: No vagary occurs.
  Culmination: The battle nears a culminating point as troops 
  from both sides join the foray. In each of the first 5 rounds of 
  the foray, an additional 10 HD of creatures will join per point of 
  Battle Rating staked.
  Debris: The area where the fighting occurs is littered with tree 
  limbs, crumbling walls, spent ammunition, and similar debris. 
  Creatures that run or charge must make a saving throw versus 
  Paralysis or fall down prone half-way through their move.
  Debris, Dangerous: The fighting is taking place on terrain 
  dangerously littered with discarded weapons, splinters of 
  shattered wood, and fragments of bone. Creatures that run or 
  charge must make a saving throw versus Paralysis or suffer 1d4 
  points of damage.
  Debris, Heavy: The battlefield is punctuated with breached 
  stone walls, fallen trees, ancient ruins, and other obstacles. 
  Movement rates are halved, and no charging or running is 
  permitted. Thieves and others skilled in hiding will find ample 
  cover available to make use of their abilities (+2 bonus to 
  proficiency throws). 
  Deserters: Deserters seeking to flee the battlefield interrupt the 
  fight. The deserters will arrive 1d4 rounds after the foray begins. 
  They will belong to whichever side has fewer HD present in the 
  foray. There will be 10 HD of deserters present per point of BR 
  staked. The deserters will enter the battlefield from their enemy’s 
  side and seek to escape to the friendly side. The deserters will 
  attack any creatures that block their escape. PCs and NPCs from 
  their side may attempt to rally them to return to the fight by 
  making reaction rolls.
  Fire: The battlefield is on fire! Burning pitch, flaming arrows, 
  fire-breathing monsters, or magical spells have ignited blood, 
  flesh, trees, and oil. Each round, all participants must make a 
  
  94 
  Wishes and Warfare
  saving throw versus Blast or suffer 1d4 points of damage from 
  fire. Line of sight is reduced to 30’ due to smoke.
  Fog and Smoke: A thick cloud obscures the battlefield, because 
  of dust kicked up by marching men, magical clouds, burning 
  smoke, and so on. Line of sight is reduced to 30’ for the duration 
  of the foray. 
  High Ground: The defending army has seized the high ground. 
  Defending creatures receive +1 to AC and +1 to attack throws.
  Marauders: Bandits and cut-throats are attempting to use the 
  chaos of battle for their sinister ends. 1d4 rounds after the foray 
  begins, 10 HD of brigands arrive per point of Battle Rating 
  staked. The brigands will attack weak and damaged creatures, 
  and make off with their carried equipment.
  Monsters: Monsters have been drawn to the battlefield by the 
  blood and slaughter. 1d4 rounds after the foray begins, 10 HD 
  of monsters arrive per point of Battle Rating staked. The Judge 
  may pick the monster type, or determine it randomly based 
  on the battlefield’s terrain. The monsters will attack weak and 
  damaged creatures.
  Piles of Dead: Huge piles of dead troops lie in heaps on the 
  ground. Movement rates are halved because of the carrion 
  obstacles, and no charging or running is permitted. The corpses 
  may be animated by necromancers. Thieves and others skilled 
  in hiding will find ample cover available to make use of their 
  abilities (+2 bonus to proficiency throws). All creatures suffer a 
  -2 penalty to morale rolls due to the awful carnage.
  Scattered Bodies: 1d10x10 bodies of the fallen are scattered 
  across the battlefield. The corpses may be animated by 
  necromancers. Because of the cadaverous litter, creatures that 
  run or charge must make a saving throw versus Paralysis or fall 
  down prone half-way through their move. All creatures suffer a 
  -1 penalty to morale rolls due to sight of the casualties.
  Reinforcements: Additional troops join the foray from one of 
  the sides 1d4 rounds after it begins. 10 HD of creatures will join 
  per point of Battle Rating staked. 
  Volley of Arrows: Arrows fill the skies, striking friend and foe. 
  1d4 rounds after the foray begins, make an attack throw with 
  a target value of 15+ (modified by AC) against each creature 
  in the foray. A hit deals 1d6 points of damage to the creature 
  struck.
  WISHES AND WARFARE
  When archmages battle theocrats for control of empires, fate 
  itself may give way to miracles and wishes. In lieu of more 
  traditional effects (e.g. raising the dead), a character casting 
  either of those ritual spells may use them to bring about any 
  vagary of recruitment, vagary of war, or vagary of battle desired, 
  either to benefit the caster’s army or to harm an enemy’s. A 
  miracle or wish can also be used to undo or avoid an undesirable 
  vagary.
  EXAMPLE #1: Quintus’s stronghold is besieged by an army 
  of beastmen. He casts a long-hoarded wish spell and calls 
  down an outbreak of plague on the opposing army. The 
  Judge resolves this as a Disease vagary (vagary of war 01-
  02). The resulting epidemic devastates the besieging army, 
  enabling Quintus to sally forth.
  EXAMPLE #2: Marcus’s army is trapped in the Waste with 
  the enemy straddling its lines of supply. It is too weakened 
  to fight, but if it cannot break through it will starve to death. 
  Marcus’s clerical advisor, Balbus, uses a scroll of miracle and 
  asks for “manna from heaven” to sustain the army. The Judge 
  resolves the miracle as a Supply Boon vagary (vagary of war 
  72-76). Bread and water rain from the skies, and Marcus’s 
  well-fed army returns to the attack. 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Glossary 
  95
  GLOSSARY
  adventurer: a character played by a player.
  ambush: a strategic situation in which an unaware army on the 
  march is surprised by a fully deployed and ready army. Every 
  division from each army participates in the battle.
  annihilation: an ending to a battle in which all units of one side 
  are destroyed.
  armorer: a specialist hired to produce, maintain, and fix 
  weapons and armor.
  army: a body of troops raised by a domain or realm leader. It is 
  made up of all the soldiers from all sources that are under the 
  command of a particular leader.
  arson: a type of hijink in which an infiltrated perpetrator 
  attempts to reduce a stronghold by setting it on fire.
  artillerist: a specialist capable of overseeing a battery of 3-5 
  pieces of artillery.
  artillery: a siege weapon designed to bombard and destroy 
  enemy ships and structures. 
  artillery crew: a team of troops manning an artillery piece. 
  Artillery attacks as the lowest level member of the crew. Artillery 
  crews without an artillerist specialist suffer -4 to attack throws. 
  artillery duel: an exchange of fire between besieging and 
  defending artillery.
  artillery shot: ammunition, characterized by weight (1lb - 
  180lb) and type (crude, ballistic, or pitch). Artillery may fire 
  shot of a lighter or heavier weight than indicated for their type, 
  but reduce maximum range by 25%. Artillery firing crude 
  ammunition suffer a -2 to attack throws.
  assault: a method of capturing a stronghold in which the 
  besieging army attacks the stronghold directly to capture it with 
  force of arms. 
  assault turn: a period of game time representing approximately 
  10 minutes of hard fighting. An assault turn is to an assault what 
  a battle turn is to a battle. 
  assaulting unit: a unit from the besieging army selected to 
  participate in an assault on a stronghold.
  ballista: a two-armed siege weapon, powered either by tension 
  (composite bow) or torsion spring mechanisms. Light ballista 
  cannot damage structures. Medium ballista can damage 
  creatures or wood structures, but not stone structures. Heavy 
  ballista can damage creatures, wood, and stone.
  battalion: a large-scale unit representing 4 company-sized units, 
  or about 480 infantry or 240 cavalry. Armies of between 3,001 
  and 12,000 troops are organized using battalion-scale units.
  battle: a confrontation between two armies in the same 6-mile 
  hex.
  battle rating, army: the sum of the battle ratings of all the units 
  in the army, rounded down. 
  battle rating, unit: a measure of a unit’s value on the battlefield. 
  battle turn: a period of game time representing approximately 
  10 minutes of hard fighting.
  besieging army: an army laying a siege.
  blockade: a method of capturing a stronghold in which the 
  besieging army encircles the besieged stronghold with its forces 
  to deny re-supply and escape.
  breach: an entry into a stronghold created by dealing 1,000 shp 
  of damage. Each breach allows 1 additional unit to assault a 
  stronghold. 
  break point: 1/3 of an army’s starting number of units, rounded 
  up. When an army loses units equal to or greater than its break 
  point, all of its units must make morale rolls.
  brigade: a large-scale unit representing 4 battalion-sized units 
  or 16 company-sized units, about 1,920 infantry or 960 cavalry. 
  Armies of 12,000 troops or more are organized using brigade-
  scale units.
  calamity: an event which triggers a loyalty roll by the unit 
  which experienced it. Calamities include routing from a battle, 
  suffering 25% of greater casualties, being out of supply, or going 
  without pay. 
  call to arms: a demand by a leader that his vassals muster a force 
  at least equal to ½ the garrison of the vassal’s realm.
  carnivorous troops: troops or mounts which require fresh meat, 
  rather than wheat, oats, grass, and other inexpensive foodstuffs. 
  The supply cost for these units is generally four times higher.
  casualties: a loss of troops due to units being destroyed or 
  routed.
  catapult: a one-armed tension- or torsion-powered siege engine 
  which hurls rocks, burning pitch, or other projectiles from a 
  sling or spoon attached to its throwing arm. All catapults can 
  damage creatures, wood, and stone. Catapults have difficulty 
  striking small, fast-moving creatures.
  character: an individual within the game-world.
  chariot: an open two- or four-wheeled vehicle used in hunting, 
  racing, or warfare. Chariots are available in light, medium, or 
  heavy varieties.
  circumvallation: a line of fortifications built outside bow-shot 
  of a stronghold’s walls, usually consisting of a mix of wooden 
  palisades, trenches, and earthen ramparts. Circumvallations 
  cost 100gp per 100’ length.
  commander: the supervisor or officer of a division of units.
  company: a standard-sized unit consisting of 120 infantry or 60 
  cavalry, or an equivalent number of larger creatures. Armies of 
  601 to 3,000 troops are organized using company-scale units.
  conquer: to capture all of the strongholds and settlements of an 
  occupied domain.
  conquered domain: an occupied domain in which all of its 
  strongholds and settlements have been captured. A stronghold 
  or settlement is captured when no opposing units are present 
  within. A conquered domain may be added to the conqueror’s 
  personal domain or realm. 
  
  96 
  Glossary
  conscript: the involuntary and permanent levy of peasants into 
  a leader’s army; a peasant involuntarily and permanently levied 
  into a leader’s army.
  construction materials: raw materials, such as lumber and 
  stone, required for a construction project. The time and effort 
  required to secure these is factored into the labor cost of a 
  project.
  construction project: an endeavor aimed at building a 
  stronghold, ship, siege engine, field fortification, or similar large 
  and expensive item. Each construction project has a construction 
  cost, a set of construction workers, and a construction rate 
  derived from the workers. 
  construction rate: the gp value of construction that a 
  construction worker contributes each day to a construction 
  project. The sum of the construction rates of all workers on the 
  project is the total construction rate.
  construction site: the geographic area around a construction 
  project, generally about ½ mile in diameter. A maximum of 
  12,000 workers may work on any given construction site. The 
  first 3,000 workers on a construction site work at their full 
  construction rate. Any additional workers thereafter work at 
  only 33% the normal construction rate, although the workers’ 
  wage rates remain the same. 
  construction supervisor: an engineer or siege engineer 
  overseeing a construction project. A siege engineer may 
  supervise one construction project of up to 25,000gp 
  construction cost. An engineer may supervise one construction 
  project of up to 100,000gp construction cost. Multiple engineers 
  or siege engineers may work together to supervise large projects.
  construction worker: a laborer who contributes a gp value of 
  construction towards the cost of a construction project, known 
  as the construction rate. A worker’s construction rate is normally 
  identical to his wage rate.
  controlled: the role of a mindless creature that cannot be trained 
  or led, but must be magically controlled.
  countermining: a construction project in which tunnels are 
  built into a besieger’s siege mines from which sorties can disrupt 
  the digging.
  craftsman: a construction worker with a construction rate of 
  5sp to 1gp per day, typically an apprentice, journeyman, or 
  master craftsmen. Craftsmen working in teams led by a master 
  gain improved construction rates.
  creature handler: a specialist trained to safely handle hunting 
  or guard creatures.
  crop: the total number of mercenaries available of a given type 
  in a given time period.
  deep envelopment: a strategic situation in which an offensive 
  army is surprised by an attack by an opposing army on its front 
  and rear. Every division from each army participates in the 
  battle.
  defending army: an army garrisoning a stronghold or urban 
  settlement under siege.
  defending unit: a unit from a defending army selected to defend 
  against an assault on a stronghold.
  defensive stance: a strategic stance in which an army will fight 
  if battle is offered by an opposing army, but will not otherwise 
  attack.
  division: a group of units positioned in proximity to each other 
  in an army’s line of battle and supervised by a commander 
  reporting to the army’s leader.
  domain: an area of land secured by a stronghold.
  envelopment: a strategic situation in which an army deployed 
  for defense is surprised by an attack by an offensive army on its 
  front and flank. Every division from each army participates in 
  the battle.
  evasive stance: a strategic stance in which an army will avoid 
  battle if possible.
  flee: a possible result of a morale roll. A fleeing unit may not 
  attack during the next battle turn. If the battle ends before the 
  unit can attack again, it counts as routed.
  follower: a soldier attracted to the service of a leader by his 
  prestige and reputation. Followers have a higher willingness to 
  fight and die for their leader than do other types of troops. 
  guard: the role of a creature of animal intelligence trained to 
  attack designated targets and defend designated characters or 
  locations.
  hero: in company-scale battles, a PC, an NPC of at least 7th 
  level, a monster of at least 9 HD, or a hero’s henchman of at 
  least 4th level. In platoon-scale battles, decrease the level or HD 
  requirements by two. In battalion-scale battles, increase the level 
  or HD requirements by two. In brigade-scale battles, increase 
  them by four. 
  heroic foray: a fight between participating heroes and a 
  selection of foes drawn from the opposing army. Heroic forays 
  resolve the actions of heroes on the battlefield by “zooming in” 
  to where the action is.
  heroic unit: a unit consisting of just one hero, with a battle rating 
  that abstractly represents the hero’s value on the battlefield.
  hijink: a subversive act by a perpetrator designed to achieve a 
  covert objective. Hijinks include arson, sabotage, smuggling, 
  and subversion.
  howdah: a carriage mounted on the back of a creature of huge, 
  gigantic, or colossal size. Howdah of any size can be built for 
  riding or war. 
  hungerless troops: troops which have no need to eat or drink. 
  Such troops have no supply cost, do not have to maintain lines 
  of supply, and are never considered out of supply.
  hunter: the role of a creature of animal intelligence trained to 
  accompany its handler on hunts, where it will track and kill 
  designated creatures.
  invasion: when an army moves into a domain controlled by 
  another leader without his permission.
  
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  Glossary 
  97
  impregnable stronghold: a stronghold which cannot be 
  reduced by siege-mining, either because it is entirely built on 
  solid rock or entirely surrounded by water.
  Judge: a participant in a game of ACKS who controls NPCs.
  leader: a character who controls a domain or realm.
  leadership ability: a character’s capability to give orders and 
  have them obeyed. It determines the maximum number of units 
  in a division that a character can readily control at once during 
  a battle. It also determines the number of divisions a leader may 
  have in his army. 
  lieutenant: the supervisor or officer of a unit.
  line of supply: see supply line.
  livestock: the role of a creature of animal intelligence raised to 
  be used for food.
  looting of supplies: a violent seizure of supplies from peasants 
  in the domain that an army is passing through. Looting will 
  yield up to 20gp of supplies per peasant family, but the more that 
  is taken the less remains for the peasants to survive on. For each 
  20gp of supplies looted, one peasant family is lost. A domain 
  can be looted until no peasant families remain, yielding supplies 
  totaling 60gp per family. 
  loyalty roll: a roll on the Unit Loyalty table made any time 
  troops suffer a calamity, such as routing from a battle, suffering 
  25% or greater casualties, being out of supply, or going without 
  pay.
  lull in the fighting: during a battle, a period of up to one full 
  turn (10 minutes) in between battle turns during which PC and 
  NPC heroes can treat injured comrades, use magical healing, or 
  take other actions to prepare themselves for the next battle turn.
  main body: the divisions of an army that are neither part of its 
  vanguard or rear guard.
  map scale: the scale of hexes used on maps to chart the 
  movement of armies.
  market class: a rating of the size and importance of the market.
  marshal: a specialist hired to train soldiers in military discipline, 
  physical fitness, and weapon drill.
  meeting engagement: a strategic situation in which the 
  vanguard divisions of one army fights the vanguard divisions 
  of the other army.
  mercenary: a hired soldier that will guard, patrol, and campaign 
  for anyone who pays his fee. Unlike conscripts and militia, 
  which are levied involuntarily, mercenaries must be found and 
  recruited into the army.
  mercenary officer: a specialist hired to serve as the lieutenant of 
  a unit or the commander of a division.
  military campaign: the strategic maneuver of armies to defend 
  domains or conquer new domains.
  military specialist: a hireling with expertise in one of the varied 
  fields of military science.
  militia: a peasant temporarily levied into a leader’s army.
  monstrous worker: monstrous workers multiply their 
  construction rate (normally that of unskilled laborers) by their 
  normal load divided by 5, rounded down. 
  morale collapse: an ending to a battle in which all units of one 
  side are destroyed or routed.
  morale modifier: a character’s ability to inspire loyalty and 
  courage. A character’s morale modifier modifies rolls on the 
  Unit Morale table made by units under his command.
  morale roll: a roll on the Unit Morale table made during battle 
  when an army’s casualties exceed its break point.
  morale score: a characteristic representing the willingness of 
  troops to fight and die for their employer.
  mount: the role of a creature of animal or sentient intelligence 
  trained to serve as a steed.
  movement, strategic: movement of armies on the regional map 
  over days and weeks.
  normal load: the encumbrance, in stone, a creature can carry at 
  its full movement rate.
  occupied domain: a domain invaded by an army sufficiently 
  large to constitute an effective garrison. If the gp value (wages/
  month) of invading troops, less the gp value of any defending 
  troops, would be enough to garrison the domain, the domain 
  is occupied.
  occupy: to invade a domain with a sufficient number of invading 
  troops to constitute an effective garrison.
  offensive stance: a strategic stance in which an army is actively 
  seeking battle with opposing armies.
  participating units: units in an army which are engaged in 
  fighting a battle during a specific battle turn.
  perpetrator: an assassin, thief, elven nightblade, or similar 
  character tasked with carrying out a hijink. A perpetrator 
  who has become a spy within an enemy army is known as an 
  infiltrated perpetrator.
  personal domain: a domain within a realm under the personal 
  control of the realm’s leader.
  pillage: to plunder, loot, and sack a conquered domain to gain 
  gold, supplies, and prisoners. Pillaging a domain requires a 
  sizeable force and can take up to a week, but can be exceptionally 
  profitable. 
  pitched battle: a strategic situation in which two armies meet 
  on a mutually agreed battlefield, fully deployed. Every division 
  from each army may participate in the battle. 
  platoon: a small-scale unit representing ¼ of a company-sized 
  unit, or about 30 infantry or 15 cavalry. Armies of 600 or fewer 
  troops are organized using platoon-scale units.
  player: a participant in a game of ACKS who is not the Judge
  player character: a character played by a player.
  prisoners: (1) deserters, foragers, scouts, or turncoats captured 
  as a result of a successful reconnaissance roll. Prisoners know 
  1d3 pieces of information, the nature of the information being 
  
  98 
  Glossary
  determined by whether the prisoner is common, valuable, or 
  very valuable. (2) Able-bodied captives from winning a battle 
  or pillaging a domain. Prisoners can be sold or ransomed for 
  40gp each, used as construction workers, or fed to carnivorous 
  troops. 
  proficiencies: particular areas of expertise that a character has 
  developed due to his background, homeland, or training.
  pursue: to inflict additional losses on an enemy army in the 
  aftermath of its defeat in a battle.
  pursuit throw: a roll of 1d20 against a target value set by the 
  type of pursuing unit. A successful throw eliminates an enemy 
  unit. 
  quartermaster: a specialist who manages distribution of 
  supplies and provision to the troops of a unit.
  rally: a possible result of a morale roll. The unit rallies under 
  the pressure of battle. Its BR is increased by half when attacking 
  next battle turn.
  realm: a collection of domains under the control of one 
  powerful leader.
  rear guard: divisions which cover the flank of an evading army’s 
  other divisions, and are the most likely to fight an evasive battle.
  rear guard action: a strategic situation in which every division 
  of an offensive army fights the rear guard divisions of an evading 
  army.
  rear guard envelopment: a strategic situation in which an 
  army’s rear guard divisions, deployed to cover an evasion, are 
  surprised by an attack by an opposing army on its front and 
  flank. 
  reconnaissance roll: an abstract mechanism used to assess the 
  results of intelligence-gathering during a military campaign. 
  Reconnaissance rolls are made each time an army completes 
  its movement. To make a reconnaissance roll, the Judge rolls 
  2d6 and consults the Reconnaissance Rolls table. The die roll 
  is modified based on the Reconnaissance Modifiers table. The 
  “observing army” is the army making the reconnaissance roll, 
  while the “opposing army” is the army being observed. 
  reduction: a method of capturing a stronghold in which the 
  besieging army deploys bombardment and siege-mines to 
  destroy the stronghold. Reduction tactics deal damage to the 
  besieged stronghold’s structural hit points. If the stronghold’s 
  shp are reduced to 0, the stronghold is reduced to flattened 
  rubble.
  region: the area within which a military campaign takes place, 
  consisting of several domains or realms.
  regional map: a map, 32 6-mile hexes wide and 48 6-mile 
  hexes long, showing the terrain types, major domains, urban, 
  settlements, navigable waterways, and roads in a region.
  requisition of supplies: an orderly seizure of supplies from 
  peasants in the domain that an army is passing through. 
  Requisition yields 40gp of supplies per peasant family. Supplies 
  can only be requisitioned once every 6 months.
  reserve: units in army which are held back from fighting a battle 
  during a specific battle turn.
  role: the manner in which an exotic creature serves as a troop, 
  determined by its natural intelligence and training. See guard, 
  hunter, livestock, mount, troop, war mount, and war mount/
  troop.
  rout: a possible result of a morale roll. A routed unit is 
  immediately removed from play and counts as destroyed for 
  morale purposes.
  sabotage: a type of hijink in which an infiltrated perpetrator 
  attempts to destroy the supplies of a besieged army.
  siege: a confrontation between two armies in the same 6-mile 
  hex, in which one of the armies is within a stronghold or urban 
  settlement. An attempt to capture a garrisoned stronghold or 
  urban settlement.
  siege engineer: a specialist skilled in the construction and 
  placement of temporary defensive works such as ditches, pits, 
  and barricades.
  siege equipment: a device or machine used in the investment 
  and assault of strongholds.
  siege mining: a construction project in which a series of 
  wood-reinforced tunnels are excavated under and around a 
  besieged stronghold. Once the stronghold’s foundations are 
  sufficiently undermined with tunnels, the tunnels are filled with 
  combustible material, and set aflame. The subsequent fire then 
  burns away the mine’s wooden support structures, collapsing 
  the tunnel and the structure above it.
  size category: a rating of a creature’s mass and height or length. 
  There are five size categories – man-size, large, huge, gigantic, 
  or colossal. Man-size creatures are about the size of human 
  beings. Large creatures are 8’ to 12’ long or tall, and weigh up 
  to 2,000lbs. Huge creatures are 12’ to 20’ long or tall, and weigh 
  up to 8,000lbs. Gigantic creatures are 20’ to 32’ long or tall, and 
  weigh up to 32,000lbs. Colossal creatures are more than 32’ long 
  or tall, and weigh more than 32,000lbs.
  skilled laborer: a construction worker with a construction 
  rate of 2sp per day, typically a trained worker in a field such as 
  bricklaying or stonecutting.
  skirmish: a strategic situation in which the vanguard divisions 
  of an offensive army fight the rear guard divisions of an evading 
  army.
  slave soldier: an enslaved soldier, usually born into slavery or 
  enslaved in early childhood to be better indoctrinated with 
  loyalty to his leader. 
  smuggling: a type of hijink in which the perpetrator attempts to 
  covertly bring supplies into a besieged stronghold.
  spoils of war: the spoils of war from a victorious battle are equal 
  to one month’s wages of each defeated unit. In addition, each 
  prisoner captured is worth 40gp if sold as a slave or ransomed.
  stake: to commit to fighting between 0 and 3 battle ratings 
  worth of opponents in a heroic foray. Each hero chooses how 
  many points of battle rating he will stake. The total amount of 
  
  The Adventurer Conqueror King System: Domains at War - Campaigns
   
  Glossary 
  99
  BR staked by all the heroes will determine how many foes the 
  heroes face. 
  stand firm: a possible result of a morale roll. A unit standing 
  firm remains steady. There is no game effect.
  state of awareness: the circumstances in which two armies 
  encounter each other, either mutual awareness, mutual 
  unawareness, or unilateral awareness.
  stratagem: a plan or scheme to reconnoiter or scout enemy 
  positions, or ambush, deceive, or trick enemy scouts. Stratagems 
  by PCs can be resolved as heroic forays.
  strategic ability: a character’s military puissance and 
  effectiveness.
  strategic situation: the circumstances under which two 
  opposing armies meet. There are eight strategic situations in 
  which a battle occurs: pitched battle, meeting engagement, 
  rear guard action, skirmish, ambush, envelopment, deep 
  envelopment, and rear guard envelopment. The strategic 
  situation is determined by the opposing armies’ strategic stance 
  and their state of awareness.
  strategic stance: a posture which determines how an army 
  reacts when it detects opposing armies. Strategic stance may be 
  offensive, defensive, or evasive.
  stronghold: a fortified structure securing a domain. In the 
  context of a siege, any reference to “strongholds” is inclusive of 
  urban settlements unless otherwise noted. 
  structural hit points (shp): a structure’s ability to remain intact 
  despite damage. When a structure reaches 0 or less shp, it will 
  collapse in 1d10 rounds. As a rule of thumb, a structure will 
  have 1 shp per ton of weight. 
  subversion: a type of hijink in which an infiltrated perpetrator 
  attempts to subvert a stronghold’s defenses by unlocking doors, 
  opening gates, etc.
  supply: an army on campaign must remain in supply at all times 
  or suffer severe consequences. In order to be in supply, an army 
  must meet three conditions. First it must be able to pay a supply 
  cost (in gold pieces). Second, it must have a sufficiently valuable 
  supply base or bases. Third, it must have a clear line of supply to 
  its supply base. 
  supply base: a friendly or occupied city, town, or stronghold 
  which converts supply cost (gp) into food, water, and other 
  provisions.
  supply cost: a weekly cost incurred by armies on campaign. 
  Supply cost is typically 60gp for each unit of 120 infantry and 
  240gp for each unit of 60 cavalry. Supply cost is inclusive of fresh 
  bread, wheat, and water, as well as pack animals and handlers 
  for the transport of the provisions.
  supply line: a route between an army and its supply base, or 
  from one supply base to another. To function, a line of supply 
  must be clear. A line of supply is clear if it is neither blocked nor 
  overextended. 
  supply line, blocked: a line of supply whose route through 
  passes through any hexes occupied by enemy forces. An army 
  with a blocked supply line is out of supply until the enemy 
  forces are driven off or a new, unobstructed route is found for 
  the supplies.
  supply line, clear: a line of supply is clear if it is neither blocked 
  nor overextended. 
  supply line, overextended: a line of supply whose route  
  between the army and its supply base is too long. The length that 
  the supply line can extend is limited by the terrain the supply 
  line traverses.
  surprise: a circumstance arising in certain strategic situations 
  wherein an army is initially unaware of the opposing army. The 
  surprised army may not make attack throws during the first 
  battle turn of the battle, and units attacking the surprised army 
  gain a +2 bonus on attack throws against it.
  total construction rate: the sum of the construction rates of  
  all workers on a construction project.
  trebuchet: a one-armed siege engine which hurls rocks, 
  burning pitch, and other projectiles from a sling affixed to a long 
  throwing arm. Trebuchets can be powered by traction (via men 
  pulling on the throwing arm) or by gravity (via counterweight 
  mechanisms fixed to the throwing arm). Traction trebuchets 
  are simpler and less expensive (reduce cost by 20%) but 
  counterweight trebuchets are more precise (+2 to attack 
  throws). Trebuchets have the same benefits and drawbacks as 
  catapults when targeting creatures and structures.
  troop: the role of a creature of sentient intelligence capable of 
  fighting on the battlefield.
  typical laborer: a construction worker with a construction rate 
  of 1 2/3 sp per day, representing the average rate of an unskilled 
  laborer, skilled laborer, craftsman, and engineer.
  unit: generally a company-sized formation of troops. A 
  company-sized unit typically has 120 infantry or 60 cavalry or 
  ogre-sized creatures. Units of smaller size are known as platoons, 
  while units of larger size are battalions or brigades. 
  unit capacity: the number of company-sized units that can 
  garrison a fortified structure. To calculate a stronghold’s unit 
  capacity, add up the unit capacity of its constituent fortified 
  structures. For every point of unit capacity, a stronghold can be 
  assaulted and defended by 1 unit.
  unit scale: a measure of the size of units in armies. When an 
  army has 600 or fewer troops, its units are organized at platoon 
  scale. When an army has 601 to 3,000 troops, its units are 
  organized at company scale, the standard scale for Domains 
  at War. When an army has 3,001 to 12,000 troops, its units 
  are organized at battalion scale. If an army has 12,001 or more 
  troops, its units are organized at brigade scale. 
  unskilled laborer: a construction worker with a construction 
  rate of 1 sp per day, typically a peasant, slave, prisoner, conscript, 
  or mercenary on labor detail.
  urban settlement: a village, town, or city within a domain. In 
  the context of a siege, any reference to “strongholds” is inclusive 
  of urban settlements unless otherwise noted.
  vagary: a random event that may occur in certain circumstances. 
  Vagaries of recruitment occur when raising armies. Vagaries of 
  
  100 
  Glossary
  war occur while on campaign. Vagaries of battle occur during 
  actual battles and assaults.
  vanguard: the divisions of an army that lead the marching order 
  and are the most likely to fight an offensive battle. One-quarter 
  to one-third of an army’s divisions may be in the vanguard.
  vassal: a henchman of a leader who governs a vassal domain 
  within the leader’s realm.
  vassal domain: a domain within a realm under control of a 
  henchman of the realm’s leader.
  veteran: mercenary units with experience of real war, generally 
  1st level fighters or explorers.
  voluntary withdrawal: an ending to a battle in which one side 
  chooses to leave the battlefield before it is annihilated or routed.
  war machine: all types of artillery, battery rams, galleries, hoists, 
  screws, and siege towers. 
  war mount: the role of a creature of animal intelligence trained 
  to serve as a fighting steed.
  war mount/troop: the role of a creature of sentient intelligence 
  trained to fight both as a troop and war mount.
  waver: a possible result of a morale roll. The unit’s BR is halved 
  when attacking next turn.
  workbeast: the role of a creature of animal intelligence trained 
  to pull heavy loads or carry burdens.
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  The Adventurer Conqueror King System: Domains at War - Campaigns
  Glossary 
  101
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on 
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  Tomorrow you will bring the battle to the foe. Tonight you walk among 
  the troops you’ll lead. The mercenaries are veterans and sleep while they 
  can, but the peasants levied from your lands seek courage in tales of your 
  previous victories. In the cover of darkness, you can listen rather than 
  lead. Remember when you were like them? Back when you first entered 
  the dungeon, you wielded a sword to fight for gold, glory, and the favor 
  of the gods. Winning these earned you a throne. Now you wield an army, 
  and fight for the right to rule the domains at war.
  Domains at War: Campaigns™ (D@W) is a supplement for Autarch’s best-selling Adventure 
  Conqueror King System™ (ACKS). Using the rules herein, your fantasy RPG characters can raise 
  armies, campaign against enemy forces, and conquer domains. It includes a comprehensive 
  campaign toolkit for use in ongoing games, fully compatible with ACKS’s rules for mercenaries, 
  strongholds, magic, and rulership. D@W: Campaigns also includes a streamlined system for 
  resolving the outcome of pitched battles between army-sized forces, ideal for resolving battles 
  between NPC commanders, where the adventurers are bystanders or front-line participants. 
  Domains at War: Campaigns is compatible with any fantasy RPG system that uses twenty-sided 
  dice and shares concepts like hit points and armor class. If your players are ready to rule, then your 
  campaign is ready for the Domains at War: Campaigns rules.
  www.autarch.co
  TM
  TM
  AUT1104
  Printed in the U.S.A.
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Domains At War/ACKS Domains at War Campaigns.pdf