TEXT:  
  Version 1.1 by Chrisitan Selzam. This document is for free. Adventurer Conqueror King System ©Autarch and ACKSTM Autarch. Used without permission. No 
  challenge to copyrights or trademarks is intended. 
   
  Type 
   
  Animal (giant) (large) 
  % in Lair  
  75% 
  Dungeon Enc. 
  1 
  Wilderness Enc. 
  2d6 
  Alignment 
  Neutral 
  Movement 
  40’ (10’) (burrow) 
  AC 
   
  2 
  HD 
   
  4* 
  Attacks  
  1 bite + swallow 
  Damage  
  2d4 
  Save As  
  Fighter 2 
  Morale  
  +0 
  Treasure  
  B 
  XP 
   
  135 
   
  This out of control creature is the result of failed mutagenic 
  experiments, usually conducted in medical laboratories on space 
  ships. Giant space hamsters are highly aggressive and large creatures, 
  but are otherwise like normal hamsters. Giant space hamsters are 
  able to swallow whole creatures of up to medium size on an 
  unmodified attack throw of 19 or 20. A creature that is swallowed 
  whole suffers 1d8 points of damage every round until it dies or the 
  space hamster is killed. Attacking a giant space hamster from inside 
  its belly is difficult, so the swallowed creature suffers a -4 penalty to 
  its attack throw. The belly of a giant space hamster has AC 0. Should 
  a swallowed creature die and remain in the monster’s belly for 6 
  turns, it is irrecoverably digested. A giant space hamster has its 
  treasure 50% in its lair or within its mouth bags. 
   
  Type 
   
  Humanoid (medium) 
  % in Lair  
  15% 
  Dungeon Enc. 
  3d10 
  Wilderness Enc. 
  3d100 
  Alignment 
  Any 
  Movement 
  30’ 
  AC 
   
  0 or by armor 
  HD 
   
  1-2 (1d6 hp) 
  Attacks  
  1 fist or by weapon 
  Damage  
  1d3 subdual or by weapon 
  Save As  
  Fighter 1 
  Morale  
  +2 
  Treasure  
  A 
  XP 
   
  5 
   
  These man-sized humanoids have hairless bodies and a wiry build 
  and their hands and feet only have four limbs. Martians have large, 
  black eyes without pupils. Noses are longitudinal slits entered in the 
  face midway between mouth and ear slits. Skin color ranges from 
  nearly translucent grey to silvery black. A subspecies of martians are 
  the green-skinned and four-armed thark. All martians consider 
  themselves superior to all other races (which shows in their high 
  morale). 
   
  Martians can be of the thief or psion class and advance up to level 12 
  in each of those classes. Psions among the martians can be treated as 
  mages, although there is no need for spellbooks, nor do the psionic 
  spells require the martian to use verbal, somatic or material 
  components. 
   
  Type 
   
  Humanoid (large) 
  % in Lair  
  30% 
  Dungeon Enc. 
  1d8 
  Wilderness Enc. 
  1d8 
  Alignment 
  Neutral 
  Movement 
  40’ 
  AC 
   
  6 or by armor 
  HD 
   
  10 
  Attacks  
  4 fists or by weapon 
  Damage  
  1d6 subdual or by weapon 
  Save As  
  Fighter 5 
  Morale  
  +2 
  Treasure  
  C 
  XP 
   
  850 
   
  Thark look like large martians with green skin and four arms. Their 
  eyes are all white instead of black. Thark are named for the pair of 
  tusks extending from the lower jaws upwards and curving towards 
  the face (the tusks cannot be used effectively as weapons). All 
  martians consider themselves superior to all other races (which 
  shows in their high morale). 
   
  Tharks can be of the fighter or barbarian class and advance up to 
  level 8 in each of those classes. 
   
   
  You may have then them in many science fiction films and read about 
  them in many books: laser guns of various sizes; weapons that use 
  direct energy in the form of a laser beam, to disable or kill a target 
  with great precision. In our world, such weapons are being tested, 
  and in some cases used, including the Advanced Tactical Laser and 
  Active Denial System. Many other technological devices do exist as 
  prototypes or as more advanced versions, some of them mentioned 
  in confidential files leaked into the public, others being hinted at in 
  conspiracy theories. So why not also use them in your roleplaying 
  games? The following, optional rules do not take the scientific 
  aspects of modern or near-future weapons and items too seriously, 
  but aim for balance and playability in any pseudo-medieval fantasy 
  setting. 
   
  Nearly all of the following items operate on replaceable power 
  sources with each type of power source having a set number of 
  charges. Each time an item’s property that is powered by the source 
  is activated or on constant operation, one or more charges are used. 
  If a power source has no more charges left and is depleted, an item’s 
  properties that are powered by the source can no longer be used. 
  The depleted power source has to be replaced for such properties to 
  function once again. 
  
   
  The power output of many items can be adjusted as desired by the 
  item’s user to achieve various effects. Power output, use of charges 
  and resulting effect are in direct relation. Adjusting the power output 
  of an item requires an action that can be combined with movement. 
  Adjusting the power output to a level that cannot be satisfied by the 
  number of charges left, will automatically adjust the power output 
  the next lower level that can be sustained. 
   
  There are four types of power sources available. In increasing order 
  of capacity and powering ability they are: alpha, beta, gamma, and 
  theta power sources. The type of a power source determines the 
  number of charges left and the time it takes to replace it. 
   
  Table 1: Power Sources 
  Type 
  Charges1 
  Replace 
  Alpha 
  1d10 
  1 round 
  Beta 
  2d10 
  2 rounds 
  Gamma 
  4d10 
  4 rounds 
  Theta 
  10d10 
  1 turn 
   
  1 In a fantasy setting, it is assumed that the power sources are rather 
  old and somewhat depleted (thus the low number of charges). In 
  pure science fiction setting, the Judge may increase the number of 
  dice used to determine a discovered power source’s number of 
  charges and / or can assign the maximum possible number of charges 
  for a new and un-depleted power source. 
   
  A deactivated force shield resembles an iron handle. When activated, 
  a semi-transparent field of energy fans out to form a circle around 
  the handle. This energy field is powered by one beta power source. 
   
  When activated, 1 charge is used from the power source per round. If 
  the power source is depleted, the shield can no longer produce an 
  energy field. The shield remains active until deactivated or the power 
  source is depleted. 
   
  Force shields are treated like normal shields with the exception that 
  they provide a +2 bonus to a wielder’s AC when activated. 
   
  Force shields are light-weighted and count as one item for the 
  purpose of determining encumbrance. 
   
  These metal doors automatically open whenever a corporeal 
  creature approaches within 10 feet and remains open as long as at 
  least one creature remains within range. In no creatures are within 
  10 feet, the door automatically closes. 
   
  Some doors (25%) behave erratically. If a creature passes the opening 
  of such a door, there is a 10 in 20 chance that the door will suddenly 
  close. The passing creature must make a saving throw vs. wands or 
  will be crushed for 1d6 points of damage and forced back to from 
  where it came. A successful saving throw allows the creature to slip 
  through to the other side unharmed. 
   
  Especially heavy or large automatic slides will crush for 2d6 or 3d6 
  points of damage. Others open and close very slowly or quickly, so 
  that a passing creature has a bonus or penalty to the saving throw. 
   
  This backpack-like item is worn on straps over the shoulders and back 
  and when activated allows its wearer to fly as per the fly spell with 
  the exception, that the wearer must constantly use one hand to 
  operate the control unit to adjust and set direction and speed. If not 
  using a hand to control the device, the item allows the wearer to 
  hover in place at whatever height already was obtained. The 
  maximum attainable height of a backjet is 150 feet. A backjet 
  operates on a beta power source that fuels the main flying jet 
  controlling speed and height and smaller jets controlling direction. 
   
  When activated, a backjet uses 1 charge per round if used by a small 
  creature, 2 charges per round when used by a medium creature and 
  3 charges per round when used by a large creature. A backjet 
  remains active until deactivated or its power source is depleted. 
  When deactivated in mid-air whether consciously of because of a 
  depleted power source, a creature will plummet to the ground from 
  whatever height was achieved and takes falling damage. 
   
  The wearer of an activated backjet can make a jump attack. A jump 
  attack is treated as a charge attack, but has a maximum distance of 
  only 75 feet. Because of the great precision required, the attacker 
  must make a saving throw vs. wands at the end of his jump used to 
  close in or land prone right in front of his opponent. He can then 
  follow through with his attack, albeit with a -4 penalty to the attack 
  throw and normal damage. If the save succeed, a successful attack 
  deals double damage, regardless of the weapon used. 
   
  A backjet counts as a heavy item for the purpose of calculating 
  encumbrance. 
   
  The mobile short distance teleporter, or MSDT for short is bracelet 
  that generates a teleportation effect via a disassembly/re-assembly 
  particle field generator. The field is powered one alpha power source. 
   
  When activated, the wearer’s form will be disassembled and 
  immediately re-assemble within 240’ in a location of the wearer’s 
  choice (but not inside an object or creature in which case the re-
  assembling will fail and the wearer disintegrates). 
   
  Activating the teleportation field uses 1 charge if the wearer is small, 
  2 charges if the wearer is of medium size, and 3 charges of the 
  wearer is large. 
   
  Some MSDT (25%) are malfunctioning. Each time such a bracelet is 
  activated, roll 1d6. On a 1-2, nothing happens. Others are even 
  worse: on a 1 the wearer is transported 3d8x10 feet in a random 
  direction which may lead to disaster if the wearer is teleported into 
  an object or creature and on a 2 nothing happens. 
   
  Some more powerful MSDTs (25%) are able to teleport their wearer 
  up to a distance of 480 feet, but teleporting more than 240’ 
  disorients the wearer who must make a saving throw vs. paralysis or 
  be stunned for 1 round. 
   
  
  This wand-like device can shoot a cord of energy out to a distance of 
  up to 60 feet. The cord is maintained by one beta power source. 
   
  The wand can be used to entangle opponents. When activated the 
  cord shoots out towards the intended target. The victim must make a 
  saving throw vs. blast or the cord wraps around the victim’s body as if 
  it were under the effect of a hold spell. 
   
  The cord uses 1 charge from its power source per round that the cord 
  is fired or maintained. The cord is maintained until the wand is 
  deactivated or the power source is depleted. 
   
  The wielder of the wand can shorten the cord by 10’ per round with 
  an action. This will pull the victim towards the wielder. Deactivation 
  of the cord releases a victim held entangled. 
   
  A power cord is light weighted and counts as one item for the 
  purpose of calculating encumbrance. 
   
  This tube-like container is used to hold a corporeal, living creature in 
  temporal stasis – either horizontally or vertically. A stasis chamber 
  can be activated from the outside and only if it is closed. It will then 
  be sealed airtight and a contained creature enters stasis.  A creature 
  in stasis is in a deep slumber and trance-like state and does not age, 
  nor does it need to breathe, eat, or drink. A stasis chamber is 
  powered by a theta power source. 
   
  When activated, 1 charge is used per 1 year. Deactivation is done 
  automatically when the power source is depleted, manually from the 
  outside or after a predetermined amount of time has passed. 
  Deactivation releases a contained creature from stasis and (normally) 
  opens the chamber. 
   
  Some chambers (25%) are malfunctioning and do not open properly. 
  The creature is released from stasis, but the chamber does not open 
  and is still locked airtight. This means that the creature contained will 
  begin to suffocate. 
   
  Some stasis chambers (25%) are able to heal hit points of damage at 
  a rate of 1 hp per turn which will drain 1 additional charge per hit 
  point healed. The healing process is activated automatically after the 
  chamber is closed and stops when the power source is depleted, the 
  creature contained in the chamber is fully healed or the stasis 
  chamber is deactivated. 
   
  A creature leaving stasis is disoriented and dizzy and must make a 
  saving throw vs. paralysis or be stunned. This save is repeated every 
  round until the creature is no longer stunned on a successful save. 
   
  A stasis chamber is normally fixed to a floor or wall. If dismantled, a 
  stasis chamber weight about 240 stone. 
   
  This one-handed melee weapon is able to emit an anti-gravitational 
  field powered by one alpha power source. The power output can be 
  adjusted, allowing the grav-field to operate at different strengths. 
   
  An anti-grav mace uses the same statistics as a normal club. On a 
  successful hit, the wielder can choose to activate the grav-field by 
  pressing a small button. This is a free action that is part of the attack. 
   
  Each time the grav-field is activated, 1 charge is used if the power 
  source operates on low power, 2 charges are used if the power 
  source operates on medium power, and 3 charges are used if the 
  power source operates on high power. If the power source is 
  depleted, the anti-grav field can no longer be activated, but the 
  weapon still functions as a normal club. 
   
  On a successful hit, the victim takes damage and (if the grav-field was 
  activated) is forced back (ACKS CR p.109) a maximum number of feet 
  according to table 2. 
   
  An anti-grav mace is light-weighted and counts as one item for the 
  purpose of determining encumbrance. 
   
  This group of ranged weapons shoots beams of energy powered by 
  one alpha power source. The power output can be adjusted, allowing 
  the beam to operate at different strengths. A laser pistol can be fired 
  in one hand, while a rifles and canons are two-handed weapons. 
   
  Each time a laser gun is fired, 1 charge is used if the power source 
  operates on low power, 2 charges are used if the power source 
  operates on medium power, and 3 charges are used if the power 
  source operates on high power. If the power source is depleted, the 
  laser gun can no longer be fired. 
   
  On a successful hit, a victim is paralyzed, stunned, or takes damage, 
  depending on the power output the weapon is currently operating at. 
  If used to stun, a victim must make a saving throw vs. paralysis or be 
  paralyzed for a number of rounds given on table 2. On a successful 
  save the victim is stunned for the same number of rounds instead. 
   
  Laser guns have no short, medium, or long range. Any target within 
  the range listed on table 2 can be shot without a bonus or penalty to 
  the attack throw because of distance. 
   
  Although damage from laser guns is devastating against creatures, 
  these weapons cannot actually damage structures because their 
  beam lacking an actual area of effect or width. As such, laser guns are 
  treated as hand-held weapons for the purposes of dealing structural 
  hit point damage (1 point of shp damage per 5 points of hp damage). 
  The Judge may make an exception for laser canons. 
   
  Laser guns are light-weighted and count as one item for the purpose 
  of determining encumbrance, with the exception of the laser canon 
  which counts as a heavy item. 
   
  Sentry Gun 
  This laser canon is mounted on a turret and is powered by one 
  gamma source, powering the sensors, movements and firing. It is 
  synchronized with one or more voice patterns used to activate or 
  deactivate the device. Any commands must be issued within 300 feet 
  of the canon and re-synchronization takes 1 turn. A sentry gun’s 
  power output can be adjusted, allowing the beam to operate at 
  different strengths. 
   
  While active, the sentry gun’s sensors scan their surroundings, 
  expending 1 charge from the power source per year. Each time a 
  
  sentry gun is fired, 1 charge is used if the power source operates on 
  low power, 2 charges are used if the power source operates on 
  medium power, and 3 charges are used if the power source operates 
  on high power. If the power source is depleted, the sentry gun can no 
  longer use its sensors or fire. 
   
  Any visible creature coming within 300 feet of an active sentry gun 
  will automatically be targeted by the sensors. The creature then has 1 
  round to completely deactivate the gun or to identify itself through 
  its voice which the sentry gun compares with its stored patterns. If 
  identification is successful, the gun ignores that creature, targeting 
  another one if one is present within 300 feet. Failing to deactivate 
  the gun or failing identification, a creature will be shot at and remain 
  the target of future shots as long as it is within 300 feet of the gun. If 
  more than one creature is coming to or remains within 300 feet of 
  the gun, the canon will target the nearest one. 
   
  A sentry gun will not react to items that are thrown into its range of 
  fire and cannot sense and target invisible creatures. 
   
  Some sentry guns (25%) have infravision and / or the ability to see 
  invisible within range. Some sentry guns (25%) are twin guns and are 
  able to fire two times per round at the same target. 
   
  Sentry guns are fixed to a wall or ceiling. When dismantled, a sentry 
  gun weights about 120 stone. 
   
  A group of melee weapons looks like an iron handle while 
  deactivated. The wielder of a laser sword can activate the weapon as 
  a free action on his initiative and a blade of energy is then projected 
  from the handle, powered by one beta power source. The power 
  output can be adjusted, allowing the energy blade to cut at different 
  strengths. A laser short sword is a one handed weapon, a laser long 
  sword is a one- or two-handed weapon, and a laser great sword is a 
  two-handed weapon. 
   
  Each time that a laser sword’s blade is activated it uses 1 charge per 
  round if operating on low power, 2charges if operating at medium 
  power, and 3 charges if operating on high power. The blade remains 
  active until deactivated or the power source is depleted. 
   
  On a successful hit, a laser sword deals damage. Damage from a laser 
  sword, however, is not affected by the wielder’s Strength. 
   
  Laser swords are light-weighted and count as one item for the 
  purpose of determining encumbrance, with the exception of the laser 
  great swords which counts as a heavy item. 
   
  This two-handed melee weapon is able to emit an electrical discharge 
  powered by one alpha power source. The power output can be 
  adjusted, allowing the electrical discharge to operate at different 
  strengths. 
   
  A stunner staff uses the same statistics as a normal staff. On a 
  successful hit, the wielder can choose to activate the electrical 
  discharge by pressing a small button. This is a free action that is part 
  of the attack. 
   
  Each time the electrical discharge is activated, 1 charge is used if the 
  power source operates on low power, 2 charges are used if the 
  power source operates on medium power, and 3 charges are used if 
  the power source operates on high power. If the power source is 
  depleted, the electrical discharge can no longer be activated, but the 
  weapon still functions as a normal staff. 
   
  On a successful hit, the victim takes damage and (if the electrical 
  discharge was activated) must make a saving throw vs. paralysis or be 
  paralyzed for 1d4 rounds. On a successful save, the victim is stunned 
  for 1d4 rounds instead. The saving throw is made with a penalty as 
  given on table 2. 
   
  A stunner staff is light-weighted and counts as one item for the 
  purpose of determining encumbrance. 
  .
   
  Table 2: Weapons 
  Name 
  Power 
   
  Damage 
   
  Range 
  Notes 
   
  Source 
  Low 
  Med. 
  High 
   
   
  Anti-grav mace 
  1 alpha 
  Force back: 10’ 
  Force back: 20’ 
  Force back:  40’ 
  Melee 
  Club 
  Laser gun, pistol 
  1 alpha 
  Stun: 1d8 rounds 
  1d8+1 
  1d8+2 
  240’ 
  2-handed 
  Laser gun, rifle 
  1 alpha 
  ST 1d10 
  1d10+2 
  1d10+4 
  360’ 
  2-handed 
  Laser gun, canon 
  1 alpha 
  1d12 
  1d12+4 
  1d12+8 
  480’ 
   
  Laser sword, short 
  1 beta 
  1d8 
  1d8+1 
  1d8+2 
  Melee 
   
  Laser sword, long 
  1 beta 
  1d10 / 1d12 
  1d10+2 / 1d12+1 
  1d10+4/1d12+2 
  Melee 
  2 handed 
  Laser, sword, great 
  1 beta 
  1d12 
  1d12+4 
  1d12+8 
  Melee 
  Staff, 2 handed 
  Stunner staff 
  1 alpha 
  Stun: Save +0 
  Stun: Save -2 
  Stun: Save -4 
  Melee 
   
   
   
   
  
SOURCE: textdata/thevault/Adventurer Conqueror King/EXTRAS/ACKS - Future.pdf