TEXT: Written by ALEXANDER MACRIS
  
  FIGHTING PITCHED BATTLES WITH THE ADVENTURER CONQUEROR KING SYSTEM
  DOMAINS AT WAR
  B A T T L E S
  
  CREDITS
  Design: 
  Alexander Macris
  Development: 
  Tavis Allison 
  Peter Robbins 
  Thomas Weigel
  Editing: 
  Heather Barefoot 
  Boboblah 
  John Davis 
  Thomas Weigel
  Cover Art: 
  Michael C. Hayes
  Cover Design: 
  Carrie Keymel
  Cartography: 
  Chris Hagerty
  Counter Art: 
  Chris Hagerty
  Interior Art: 
  Ryan Browning 
  John & Laura Lakey 
  Conor Nolan 
  Cynthia Sheppard 
  William McAusland
  Graphic Design: 
  Carrie Keymel 
  Greg Lincoln
  Webmaster: 
  Tim Turner
  Event Support: 
  Tavis Allison 
  Alexander Macris 
  Peter Robbins 
  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. Some interior artwork is copyright 2012 John and Laura 
  Lakey and used under license. Some interior artwork is copyright 2012-2013 Ryan Browning and used under license. Some artwork 
  is copyright 2012 William McAusland and used with permission. Some artwork is copyright 2013 Cynthia Sheppard and used under 
  license. Some interior artwork is copyright 2013 Chris Hagerty and used under license. Some interior artwork is copyright 2013 
  Conor Nolan and used under license. 
  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
  DOMAINS AT WAR
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
   
  1
  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 the Game  .  .  .  .  .  .  .  .  . 7
  How to Use this Book  .  .  .  .  .  .  . 7
  Inspirations  .  .  .  .  .  .  .  .  .  .  . 8
  Terminology .  .  .  .  .  .  .  .  .  .  . 8
  Chapter 1: Basic Rules 
  9
  Core Concepts  .  .  .  .  .  .  .  .  .  10
  Units .  .  .  .  .  .  .  .  .  .  .  .  .  11
  Officers .  .  .  .  .  .  .  .  .  .  .  .  14
  Set Up  .  .  .  .  .  .  .  .  .  .  .  .  16
  Sequence of Play  .  .  .  .  .  .  .  .  17
  Command Phase  .  .  .  .  .  .  .  .  18
  Movement Sequence .  .  .  .  .  .  .  18
  Attack Sequence  .  .  .  .  .  .  .  .  20
  Actions in Lieu of Attacking .  .  .  .  24
  Morale Phase   .   .   .   .   .   .   .   .   .   25
  Ending Battles .  .  .  .  .  .  .  .  .  26
  Chapter 2: Terrain 
  28
  Random Terrain Generation .  .  .  .  29
  Terrain Types    .   .   .   .   .   .   .   .   .   31
  Chapter 3: Strategic Situations 34
  Deployment by Strategic Situation   .  35
  Chapter 4: Heroes 
  39
  Qualifying as a Hero .  .  .  .  .  .  .  40
  Hero Characteristics .  .  .  .  .  .  .  40
  Heroes on the Battlemap .  .  .  .  .  40
  Spells, Special Abilities, and  
  Magic Items .  .  .  .  .  .  .  .  .  42
  Chapter 5: Assaults 
  52
  Fortified Structures   .  .  .  .  .  .  .  53
  Damaging and Destroying Fortified 
  Structures .  .  .  .  .  .  .  .  .  .  54
  Assault Set Up .  .  .  .  .  .  .  .  .  55
  Movement During Assaults  .  .  .  .  55
  Combat During Assaults  .  .  .  .  .  56
  Siege Equipment  .  .  .  .  .  .  .  .  57
  Artillery Units  .  .  .  .  .  .  .  .  .  60
  Chapter 6: Scale 
  63
  Scaling Up the Game   .   .   .   .   .   .   64
  Units at Epic Scale   .   .   .   .   .   .   .   64
  Officers and Heroes at Epic Scale .  .  65
  Spells and Items at Epic Scale  .  .  .  65
  Assaults at Epic Scale   .  .  .  .  .  .  67
  Officers and Heroes at  
  Platoon Scale   .   .   .   .   .   .   .   .   70
  Spells and Items at Platoon Scale .  .  70
  Assaults at Platoon Scale .  .  .  .  .  73
  Chapter 7: Rosters 
  75
  Demi-Human Units  .  .  .  .  .  .  .  76
  Human Units   .   .   .   .   .   .   .   .   .   77
  Beastman Units    .   .   .   .   .   .   .   .   78
  Exotic Units  .  .  .  .  .  .  .  .  .  .  79
  Chapter 8: Conversion 
  80
  Basics of Building Units   .   .   .   .   .   81
  Building Standard units   .   .   .   .   .   81
  Building Cavalry Units .  .  .  .  .  .  82
  Building Mixed Units   .   .   .   .   .   .   84
  Building Behemoth Cavalry units .  .  86
  Building Chariot Units .  .  .  .  .  .  89
  Using ACKS Characters with Domains at 
  War  .  .  .  .  .  .  .  .  .  .  .  .  91
  Calculating Battle Ratings and Cost .  92
  Chapter 9: Scenarios 
  96
  Basic Scenario: Peril at the Fangs .  .  97
  Advanced Scenario: Battle of Zidium 
  99
  Chapter 10: Armies 
  103
  The Hobgoblin Horde of Ysgre .  .  . 104
  The Watchful Legion of Artashumara 106
  Glossary 
  110
  Order of Battle .  .  .  .  .  .  .  .  . 119
  Commander Characteristics  .  .  .  . 120
  Hero Characteristics .  .  .  .  .  .  . 120
  Domains at War: Battles Characteristics 
  121
  Domains at War: Campaigns 
  Characteristics  .  .  .  .  .  .  .  . 121
  Stronghold Under Siege Record   .   . 122
  Siege Journal   .   .   .   .   .   .   .   .   . 123
  Besieger’s Siege Record   .   .   .   .   . 125
  Defender’s Siege Record  .  .  .  .  . 126
  Table of Contents
  
  Introduction
  The bravest are surely those who have the clearest vision of  
  what is before them, glory and danger alike, yet  
  notwithstanding, go out to meet it.
  – Thucydides
  
  The Adventurer Conqueror King System: Domains at War - Battles
  Introduction
   
  About the Game 
  7
  ABOUT THE GAME
  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: Battles book.
  Domains at War: Battles is a set of rules for running massive 
  battles using playing pieces on the tabletop. Why are we 
  offering our RPG players a tabletop wargame? We see it as 
  a return to the roots of our hobby. Tabletop wargaming is 
  the glorious ancestor of tabletop role-playing. One game in 
  particular, Chainmail™, written by Gary Gygax and Jeff Perren, 
  was particularly influential on our hobby. Although designed 
  to simulate the clash of armies in the Middle Ages, Chainmail 
  included a short “fantasy supplement” that featured rules for 
  heroes, dragons, and wizards. This fantasy supplement led to 
  the collaboration between Dave Arneson and Gary Gygax 
  that culminated in their development of the original edition of 
  Dungeons & Dragons. To this day, miniatures and battlemaps 
  remain in common use among role-playing gamers, and even 
  very recently written RPGs such as Savage Worlds or D&D 4th 
  Edition have stayed surprisingly close to their roots in tabletop 
  wargaming, albeit at a small scale. With Domains at War: Battles, 
  we invite RPG gamers to restore the epic scope of pitched battle 
  to their tabletops.
  If you want to run tabletop battles in the context of a full-scale 
  military campaign, where you can raise armies, march against 
  enemy forces, and conquer domains, you’ll want to consult this 
  book’s companion volume, Domains at War: Campaigns. If you 
  purchased the Complete Domains at War Set, you’ll have both 
  the Campaigns and Battles rulebooks, along with an assortment 
  of battlemaps, counters, and tokens that you can use to run 
  everything from a small skirmish to an epic military conflict 
  spanning empires.
  HOW TO USE THIS BOOK
  Domains at War: Battles includes all the rules you need to 
  fight tabletop battles between fantasy armies derived from the 
  Adventurer Conqueror King System or a similar D20-based 
  fantasy role-playing game.
  Domains at War: Battles can be used in two ways. First, it can be 
  used to fight standalone scenarios, based on historical battles, 
  fictional conflicts, or simply interesting engagements that pit one 
  force against another. Second, it can be used to fight campaign 
  battles that emerge in the context of an ongoing role-playing 
  game campaign. We provide rules for both types of battles in 
  this book, but in order to play campaign games, you will also 
  need Domains at War: Campaigns along with the Adventurer 
  Conqueror King System or a similar D20-based fantasy role-
  playing game.
  If you have never played a fantasy wargame, we recommend 
  that you begin by reading Chapter 1 of this book, Basic Rules. 
  Once you have read over the basic rules, set-up and play the 
  introductory scenario, Peril at the Fangs (found in Chapter 
  9), re-reading each section of Chapter 1 as necessary when you 
  reach the appropriate stage of the game.
  Once you’ve run through a basic battle, you can begin to explore 
  the more advanced rules. Chapter 2, Terrain, covers how to 
  deliberately and randomly place forests, hills, broken ground, 
  and other terrain pieces, and what the game effects of each type 
  of terrain are. Chapter 3, Strategic Situations, allows you to alter 
  the basic set-up, deployment, and pursuit rules to accommodate 
  ambushes, envelopments, and other circumstances. Chapter 4, 
  Heroes, adds rule for lords, wizards, dragons, and other powerful 
  characters on the battlefield. Chapter 5, Assaults, is devoted 
  to siege warfare, with complete mechanics for bombardment, 
  assaults, magic, and more. Chapter 6, Scale, explains how to 
  adjust the game to cover everything from skirmishes with just a 
  few score troops all the way to epic battles with tens of thousands 
  of troops on each side. You can test out many of the advanced 
  
  8 
  Inspirations
  rules using the second included scenario, the Battle of Zidium 
  (again in Chapter 9).
  The final three chapters will serve as reference points as you 
  master the basic and advanced rules. Chapter 7, Rosters, 
  provides a list of pre-generated armies, commanders, divisions, 
  and units to use in your standalone scenarios and campaign 
  battles. Chapter 8, Conversion, explains how to convert your 
  own ACKS characters and monsters for campaign battles. 
  Chapter 9, Scenarios, presents the basic and advanced scenarios 
  mentioned above. Finally, Chapter 10, Armies, offers unique 
  armies and custom units for your reference and use.
  INSPIRATIONS
  In addition to Gygax and Perren’s Chainmail, many tabletop 
  wargames have inspired and shaped Domains at War: Battles. 
  We mention them here in homage to the designers who came 
  before us. We drew particular insight from Phil Barker’s De 
  Bellis Antiquitatis, Richard Berg and Mark Herman’s Great 
  Battles, Richard Borg’s Battle Lore, and Arty Conliffe’s Armati. 
  Gamers familiar with these works will doubtless note certain 
  mechanical similarities with Domains at War: Battles. The 
  biggest difference between these games and Battles is in the role 
  of commanders and heroes on the battlefield. While Domains 
  at War: Battles could be enjoyed as a stand-alone wargame, it 
  has been designed specifically for battles where RPG characters 
  are in command. It makes the deeds and decisions of those 
  characters the focus of its gameplay, and works hard to integrate 
  their actions into the flow of battle.
  TERMINOLOGY
  The terms below are used in Adventurer Conqueror King System, 
  Domains at War: Campaigns, and Domains at War: Battles.
  When a group of people sit down to play, 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 
  campaigns to defend domains or conquer new domains. These 
  rules are covered in Domains at War: Campaigns. 
  Domains at War: Campaigns uses hex maps to chart the 
  movement of armies at the strategic level. Therefore the territory 
  and terrain of any realms and domains should 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. Battles are resolved on a tabletop battlemap divided 
  into six-sided hexes representing 60' across. Hexes regulate 
  movement and combat by the units on the battlemap. A typical 
  battle will have a dozen to two dozen units on each side. In a 
  campaign game, usually the PCs will be controlling one army 
  and the Judge will be controlling the other, but battles that pit 
  different PCs against each other are also possible. 
  The Glossary at the back of the book summarizes many more 
  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.
  
  Chapter 1: Basic Rules
  We have devised a rather modest elementary handbook for 
  those devoting themselves to generalship, which should facilitate 
  the progress of those who wish to advance to a better and more 
  detailed knowledge of ancient tactical theories.
  – Maurice’s Strategikon
  
  10 
  Core Concepts
  This chapter introduces the basic rules of Domains at War:  
  Battles. It includes only what’s necessary to fight a straightforward 
  battle between two forces on open plains or fields without heroes 
  (p. 40) or terrain (p. 29). 
  CORE CONCEPTS
  SIDES, ARMIES, DIVISIONS, AND UNITS
  A battle is fought between two sides. Each side may consist 
  of one or more players. All of the forces controlled by one side 
  during a battle are referred to as that side’s army.
  Each army is made up of several divisions. An army typically 
  has three to eight divisions. In a multi-player battle, each player 
  will usually control one or more divisions. 
  Each division is itself made up of one or more units. A division 
  typically has three to eight units. In the basic game, units are at 
  company scale. A company-scale unit is usually made up of a 
  group of human, demi-human, or beastman troops, numbering 
  120 infantry or 60 cavalry, although units of e.g. skeletons, 
  harpies, wyverns, or even dragons are also possible. Whatever 
  its make-up, each unit is represented on the tabletop with a unit 
  counter (p. 12). An assortment of unit counters, scaled for use 
  with 2" hexes (see below), is included with the Complete 
  Domains at War Set. 
  You can use 15mm or 25mm ancient/fantasy miniatures instead 
  of unit counters if you don’t have the Complete Domains at War 
  Set or just prefer the aesthetics of miniatures. Below are the 
  recommended base sizes and the number of figures per base in 
  each scale. These are compatible with the most common 
  miniature basing schemes in each scale. 
  A typical Domains at War army 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. However, some scenarios or 
  battles fought in the context of an 
  ongoing RPG campaign (campaign 
  battles) will feature far larger armies. 
  For battles with less than 600 or more 
  than 3,000 combatants on a side, refer 
  to Chapter 6, Scale.
  OFFICERS
  An officer is an important character 
  taking part in the battle. In a campaign 
  game, officers are usually PCs and 
  major NPCs and monsters. In a battle 
  fought outside of an RPG campaign (a 
  standalone scenario), the scenario itself will specify the officers 
  involved.
  Each officer is represented on the battlefield with an officer 
  counter. An assortment of 1" x 1" officer counters is included 
  with the Complete Domains at War Set, but you can substitute 
  fantasy miniatures or other playing pieces as desired. Officers 
  are rated with various officer characteristics (p. 14), the most 
  important of which is leadership ability (p. 14). 
  Officers are divided into three types: generals, commanders, 
  and lieutenants. Generals are officers in charge of armies; an 
  army can be thought of as a group of divisions under one general. 
  The maximum number of divisions in an army is limited by its 
  general’s leadership ability. 
  Commanders are officers in charge of divisions; a division can 
  be thought of as a group of units under one commander. Each 
  army’s general will always serve as one division’s commander, 
  while other officers will command the remaining divisions in 
  the army. The maximum number of units in a division that can 
  move and fight is determined by its commander’s leadership 
  ability. 
  Lieutenants are officers in charge of individual units. Lieutenants 
  increase their unit’s morale (p. 13), make the unit easier to 
  control, and can replace division commanders lost in battle. 
  While an army must include a general and commanders, it might 
  or might not have any lieutenants. An exceptionally well-trained 
  and organized army, such as the historical Roman legion, might 
  have a lieutenant leading each unit, while a barbarian warband 
  might have no lieutenants at all. When lieutenants are present in 
  an army, each one will be assigned to a different unit. 
  In the basic rules, officers do not personally move, fight, or use 
  magic. Chapter 4, Heroes, offers advanced rules for handling 
  heroic officers.
  BATTLEMAPS AND HEXES
  The units and officers of the opposing 
  armies move and fight on a battlemap 
  representing the region of the battlefield. 
  The battlemap is a paper or game-board 
  surface divided into six-sided hexes. 
  Each hex represents an area of ground 
  measuring 60' across. The hexes on 
  the battlemap serve to regulate the 
  movement and combat of units. 
  A 4' x 3' fold-out battlemap, 24 hexes 
  wide and 18 hexes deep, is included 
  with the Complete Domains at War Set. 
  It is designed to the same scale as our 
  unit and commander counters, and 
  features 2" wide hexes. 
  When fighting battles with lots of units, 
  we 
  recommend 
  using 
  multiple 
  battlemaps. This will ensure that the armies have sufficient 
  Frontage
  25mm Basing
  25mm Figures Per Base
  15mm Basing
  15mm Figures per Base
  Infantry
  75mm x 50mm
  3 figures wide x 2 figures deep
  40mm x 30mm
  3 - 4 figures wide x 2 figures deep
  Cavalry/Ogres
  75mm x 50mm
  3 figures wide x 1 figures deep
  40mm x 30mm
  3 - 4 figures wide x 1 figure deep
  Giants/Monsters
  80mm x 40mm
  2 figures wide x 1 figure deep
  40mm x 40mm
  1 figure 
  War Machines
  50mm x 60mm
  1 war machine + 1-2 crew figures
  40mm x 40mm
  1 war machine + 1-2 crew figures
  I MP O R TAN T NOTE:
  If you are using miniatures instead of 
  unit counters (p. 12), you may find you 
  need to use a battlemap with larger hexes. 
  15mm figures work well on 2" hexes, but 
  for 25mm figures we recommend 4" hexes. 
  Kallistra’s Hexon line of 4" terrain hexes is a 
  great choice for building a Domains at War: 
  Battles battlemap in 25mm. Ultimately, 
  hexes of any available size will work as long 
  as the playing pieces used can fit inside the 
  hexes, but Domains at War looks and plays 
  better if the physical size of the hexes and 
  the counters correlate with each other.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Units 
  11
  Basic Rules
  frontage to maneuver. For battles with 30 or more units on a 
  side, use two adjacent battlemaps to create a battlefield that is 8' 
  x 3' (48 hexes wide and 18 hexes deep). Add an additional 
  battlemap for every 30 units on a side. Additional battlemaps 
  can be created by hand, ordered from Autarch, or printed using 
  the Complete Domains at War Set pdf.
  If desired, terrain pieces (p. 29) such as 
  hills, streams, groves of forest, patches of 
  mud, and other geographical features can 
  be placed on the battlemap. See Chapter 2, 
  Terrain, for an explanation of placement 
  and effects of terrain.
  SEQUENCE OF PLAY
  In Domains at War, battles are fought in 
  a series of combat rounds of 10 seconds 
  each. Each round begins with an initiative 
  phase during which each commander rolls 
  initiative for his division. 
  Starting with the commander with highest 
  initiative, each commander then receives 
  a command phase during which he 
  receives a number of activation points 
  (AP) equal to his leadership ability (p. 
  14). The commander then spends his AP 
  to activate the units of his division. Units 
  are activated one at a time, each taking a 
  movement sequence (p. 18) followed by 
  an attack sequence (p. 20) when activated. 
  The commander chooses the exact order in 
  which to activate his division’s units, as well as the exact nature 
  of each unit’s actions. Once the commander has spent all of 
  his AP, his command phase ends and the next commander’s 
  command phase begins.
  After all command phases have been resolved, a morale 
  phase (p. 25) is held, during which the morale of each army 
  is assessed. Play then proceeds to 
  the next combat round, continuing 
  until all units on one side have 
  been destroyed, routed (p. 23), or 
  voluntarily exited the battlefield 
  (p. 19).
  UNITS
  Now that we’ve gone over the basics, 
  let’s look at units more closely. We 
  noted earlier that units represent 
  companies of around 120 infantry 
  or 60 cavalry. More specifically, 
  units can consist of up to 120 
  man-sized creatures; 60 large-sized 
  creatures such as ogres; 60 man-
  sized riders seated on large-sized 
  mounts, such as human heavy 
  cavalry; 20 huge creatures, such 
  as hill giants; 5 gigantic creatures, 
  such as elephants; or even 1 colossal 
  creature, such as a giant roc. Such 
  a large body of creatures takes up a 
  substantial amount of space; each 
  I M P O R TAN T NOTE:
  Why does each unit take up 60' x 40'? 
  Man-sized troops in close order each occupy 
  a frontage of 3' and a depth of 6'. A unit 
  of 120 men represents a formation 20 men 
  wide and 6 deep. So the formation is (20 x 
  3') 60' wide and (6 x 6') 36' deep.
  Likewise, men on horseback in close order 
  occupy a frontage of 4' and a depth of 
  8' each. A unit of 60 cavalry represents 
  a formation 15 horses wide and 4 horses 
  deep, so the formation is (15 x 4') 60' wide 
  and (4 x 8') 32' deep.
  Of course, troops formed in open order, 
  such as slingers or horse archers, take 
  up more room than units in close order. 
  Imagine these troops are “spilling out” of 
  their counter to occupy their hex’s available 
  space.
  Illus. 1-1: BATTLE MAP
  
  12 
  Units
  unit is assumed to be approximately 60' wide and 36' deep. Each 
  unit is represented with a unit counter on the battlemap. Since 
  each 2" hex represents 60' of ground, the unit counters are 2" 
  wide and 1.16" deep.
  UNIT CHARACTERISTICS
  Units are defined by the following characteristics.
  Unit Type: Unit Type is a general designator of the unit’s size, 
  training and equipment. Unit Type is presented in the following 
  format: [number] [race, if non-human] [veteran status, if 
  veterans] [unit type]
  EXAMPLE: A unit might be designated as “120 Veteran 
  Heavy Infantry” or “60 Elven Horse Archers”. 
  Unit Formation: Unit Formation determines what sort of 
  tactics and maneuvers the unit is capable of. The unit formations 
  are Irregular Foot (IF), Loose Foot (LF), Formed Foot (FF), 
  Irregular Mounted (IM), Loose Mounted (LM), Formed 
  Mounted (FM), Flyer (FLY), and War Machinery (WM). Each 
  of these is briefly described below. 
  Irregular Foot: Irregular Foot are poorly-trained and 
  undisciplined bands of warriors. They are incapable of any 
  advanced tactics and must rely on individual ferocity or sheer 
  mass. Historical examples of Irregular Foot troops include 
  Persian militia, medieval peasant levies, and Viking berserkers. 
  Fantasy examples include beastmen and mindless undead. 
  Loose Foot: Loose Foot are well-trained soldiers fighting in 
  open order, with a frontage of one soldier every 5' to 6'. Their 
  extended formation allows them to easily pass through or 
  around obstacles or friendly units, and to withdraw in the face 
  of enemy missiles or heavy troops. Conversely, they are ill-
  suited to holding ground or fighting in close combat. Historical 
  examples of Loose Foot troops include Hellenic peltasts, Roman 
  velites, and other javelineers, slingers, and bowmen of antiquity.
  Formed Foot: Formed Foot are highly-disciplined soldiers 
  fighting shoulder-to-shoulder in close order, with a frontage 
  of one soldier every 3'. Formed Foot are sturdy defenders, 
  usually heavily armed and armored. They are used to take or 
  hold ground in close combat. Historical examples of Formed 
  Foot troops include Hellenic hoplites, Macedonian phalangites, 
  Roman legionaries, medieval men-at-arms, and other heavy 
  infantry.
  Irregular Mounted: Irregular Mounted include poorly-trained 
  and undisciplined cavalry, riders of particularly aggressive, 
  unpredictable, or vicious mounts, and packs of war beasts or 
  trained monsters (whether they carry riders or not). Historical 
  examples of Irregular Mounted troops include Assyrian war 
  dogs, Arabian camel riders, and Hellenistic war elephants. 
  Fantasy examples include goblin wolf riders and worg packs.
  Loose Mounted: Loose Mounted include well-trained cavalry 
  mounted on light warhorses fighting in an extended order. A 
  frontage of one horse per 6' to 8' is typical. Generally equipped 
  with bows, javelins, or other missile weapons, Loose Mounted 
  units use their speed and mobility to harass and disorder enemy 
  forces. Historical examples of Loose Mounted include Scythian, 
  Hun, and Mongol horse archers, as well as Roman auxiliary 
  cavalry, and Numidian and Persian light cavalry. Missile-armed 
  charioteers, such as those of the New Kingdom Egyptians, also 
  function as Loose Mounted.
  Formed Mounted: Formed Mounted are highly-disciplined 
  cavalry mounted on medium or heavy warhorses fighting in 
  close order (knee to knee). A frontage of one horse per 4' is 
  typical. Formed Mounted are generally shock troops equipped 
  with lances, but some (cataphracts) may carry and use 
  composite bows, which they use to disorder their foes before 
  finishing them off with a charge. Historical examples of Formed 
  Mounted troops include Macedonian Companion cavalry, 
  Parthian and Byzantine cataphracts, and medieval knights. 
  Spear-armed charioteers, such as those of the Hittites, also 
  function as Formed Mounted.
  Flyer: Flyers are aerial monsters or cavalry. Flyers generally fly 
  wingtip-to-wingtip in order to maximize striking power, with 
  as few as 5 and as many as 60 in a unit depending on size. Some 
  flyers carry riders equipped with lances or bows and serve as 
  highly mobile cataphracts. Other flyers rely on beak and talon. 
  Fantasy examples include dragon riders, giant eagles, griffin 
  knights, and wyverns. Historical examples are sadly absent.
  War Machinery: War Machinery includes all crew-served pieces 
  of artillery and siege equipment. War Machinery crews are only 
  light equipped with hand weapons, with the real value being the 
  machine itself. Historical examples of War Machinery includes 
  ballistas, catapults, trebuchets, battering rams, and siege 
  towers (p. 57 – p. 62).
  Unit Movement Rate: Unit Movement Rate determines how 
  many hexes the unit can move per round. Each unit has three 
  separate movement rates: marching (p. 18), hustling (p. 18), and 
  charging (p. 19). These are presented in the format [marching 
  rate] / [hustling rate] / [charging rate]. 
  Formed Foot typically have a movement rate of 1/2/3, Loose 
  Foot typically are 2/4/6, Formed Mounted typically 3/6/9, and 
  Loose Mounted 4/8/12. Irregular Foot and Mounted movement 
  rates can vary widely.
  Unit Armor Class (Unit AC): Unit Armor Class is a measure 
  of how hard the unit is to damage. Unit AC ranges from 0 to 10 
  or more. Most light units will have an AC of 0-3, while heavier 
  troops will have a Unit AC of 4-7.
  Unit Hit Dice (Unit HD): Unit Hit Dice measure the unit’s 
  fighting power. Most units have around 1 Unit HD. 
  Unit Hit Points (uhp): Unit Hit Points measure the unit’s 
  resilience in the face of combat. Most units have 4-8 uhp. Each 
  uhp in Domains at War: Battles represents about 70 hp in ACKS. 
  A unit is destroyed and removed from battle if its uhp are 
  reduced to 0.
  Unit Attack: Unit Attack indicates how often and accurately 
  a unit may attack with a particular method. Unit Attack 
  is presented in the following format: [number of attacks] 
  [method of attack] [attack throw]. 
  Number of Attacks: Number of attacks is how many attacks the 
  unit may make during its attack sequence. Most units receive 
  one to three attacks during their attack sequences. Some units 
  attack less than once per combat round. If so, the number of 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Units 
  13
  Basic Rules
  attacks will be listed as a fraction. For instance, if number of 
  attacks is 1/3, the unit may attack only once every three combat 
  rounds. 
  Method of Attack: The method of attack might be a weapon 
  (e.g. longbow), fighting style (e.g. weapon and shield) or attack 
  routine (e.g. claw/bite). If a unit has multiple methods of attack, 
  it will have a separate Unit Attack characteristic for its primary 
  and secondary methods. 
  Attack Throw: The number listed is the target value required to 
  hit an AC of 0 on a roll of 1d20. Any successful attack will inflict 1 
  point of damage. There is no separate “damage roll” in Domains 
  at War: Battles because each attack throw actually represents 
  the outcome of dozens of attacks. Units with the potential to 
  do more than 50 points of damage in a combat round are given 
  additional attacks. 
  EXAMPLE: A unit of spear-equipped Heavy Infantry has 
  the Melee Attack characteristic of “2 spear & shield 11+”. The 
  unit may attack twice per round. The target value for the unit 
  to hit an AC of 0 with a roll of 1d20 is 11+.
  Certain types of troops (e.g. heavy cavalry) are eligible for 
  special bonus attacks whenever they charge. If so, the attack 
  characteristics of the bonus attacks will be noted on the unit’s 
  roster beneath its melee attack, in the format Charge: [number 
  of attacks] [method of attack] [attack throw] 
  Unit Morale: Unit Morale measures how likely the unit is to 
  retreat (p. 23) when it takes casualties. It ranges from -6 to 
  +4, with most units having morale scores of between -1 to +1. 
  Certain units (such as clerical followers) may have much higher 
  morale. Unit Morale modifies shock rolls (made when the unit 
  loses 50% or more of its uhp) and morale rolls (made when the 
  army loses its general or 33% or more of its starting units). Note 
  that if you are using Domains at War: Campaigns, Unit Morale 
  would also modify loyalty rolls made when the unit suffers a 
  calamity.
  UNIT CONDITIONS
  Conditions are circumstances that modify the characteristics or 
  available actions of a unit. Conditions are marked with tokens. 
  When the token is removed, the condition ends, and vice versa. 
  The following conditions are referenced throughout the rules:
   » Damaged: Damage to a unit is marked by placing 
  one or more damage tokens on the unit. A unit is 
  destroyed and removed from the battle when it has 
  taken damage equal to its unit hit points. Damage 
  tokens are not normally removed, but rather 
  accumulate until the unit is destroyed.
   » Depleted: A depleted token indicates the unit 
  is depleting its store of arrows, bolts, stones, or 
  thrown weapons. Each depleted token reduces the 
  unit’s number of attacks per attack sequence when 
  using that weapon by one. Depleted tokens are not 
  normally removed.
   » Disordered: A disordered unit has had its formation 
  disrupted by rapid movement, casualties, etc. A unit 
  becomes disordered if it charges, withdraws, or takes 
  damage. Disordered units suffer a -2 penalty to their 
  Unit AC, shock rolls, and morale rolls, and cost 1 
  additional activation point to activate. A disordered 
  unit is marked by placing a disordered token on it. 
  The disordered token is removed the next time the 
  unit is activated.
   » Ready: A ready unit may make a reaction attack 
  (see p. 21) on enemy units that target it or its 
  adjacent allies. A ready unit is marked by placing a 
  ready token on it. The ready token is removed if the 
  unit moves, attacks, or becomes disordered. 
   » Shielded: A shielded unit has adopted a defensive 
  formation such as a shield wall, testudo, or hedgehog. 
  Shielded units are marked by placing a shielded token 
  on the unit. While the shielded token is present, its 
  Unit AC is increased by +2 versus melee and thrown 
  attacks and +4 versus bow, crossbow, and sling 
  attacks. It receives a +2 bonus on morale rolls. The 
  shielded token is removed if the unit attacks, moves, 
  or becomes disordered.
  An assortment of 1" condition tokens is included with the 
  Complete Domains at War Set. When playing with miniatures, 
  we recommend making a set of custom tokens in the same scale 
  as your figures (15mm or 25mm). For damage tokens, use a 
  single-figure base mounted with blood-soaked bodies (one 
  per point of damage). For depleted tokens, use a single-figure 
  base with a pile of dropped bows. For disordered tokens, try a 
  single-figure base with piles of dropped weapons and shields. 
  Ready tokens can be represented using a standard and emblem 
  mounted on a single-figure base, while shielded tokens can be 
  made with a row of upright shields on a double-figure base. If 
  you don’t have counters, you can just jot down the condition of 
  units on a piece of scratch paper.
  Illus. 1-2: UNIT FACING
  UNIT FACING
  On the battlemap, each unit occupies one hex and faces one of 
  that hex’s six vertices. The two hexes in front of the unit’s current 
  hex are called its front hexes. The hexes to the left and right of 
  the unit’s current hex are its flank hexes. The two hexes to the 
  rear of the unit’s current hex are its rear hexes. 
  
  14 
  Officers
  A unit’s facing impacts its ability to move and fight on the 
  battlemap: 
   » A unit which is hustling or charging is restricted to 
  moving forward into its front hexes (see p. 18).
   » A unit entering the front hexes of an enemy unit 
  becomes threatened by that unit (see p. 19). 
  Once threatened, a unit’s activities become highly 
  restricted. 
   » A unit can only make melee attacks against enemies 
  in its front hexes (which is to say, against enemies it 
  is threatening). 
   » A unit that is attacked from its flank or rear hexes is 
  subject to penalties to AC and morale.
  See Movement Sequence (p. 18) and Attack Sequence (p. 20) 
  for additional details on the impact of unit facing. 
  ORGANIZATION OF UNITS INTO DIVISIONS
  All of an army’s units must be organized into divisions. 
  (Remember, a division is simply a group of units under one 
  commander.) An army might have just one division, to which 
  all of its units belong, but it will likely have several divisions. The 
  maximum number of divisions permitted to the army is equal 
  to its general’s leadership ability (see below). 
  Each division must include at least one unit. There is no 
  maximum limit to the number of units in a division, but large 
  divisions are harder to control. Most generals aim to have three 
  to eight divisions of three to eight units each in their armies. 
  In a one-off scenario, the scenario designer will specify how each 
  side’s units are organized into divisions. In a campaign battle, 
  the players controlling the armies will divide the units of the 
  armies into divisions based on their general’s leadership and the 
  available commanders. A lack of suitable commanders might 
  prevent an army from having an optimal number of divisions.
  Wise generals will make sure their divisions incorporate units 
  with a variety of weapons but similar movement rates. For 
  instance, putting heavy infantry and bowmen together into a 
  division would work well, but putting heavy infantry and light 
  horse into a division together would not, because of the vast 
  difference in movement rates.
  EXAMPLE: Marcus has a leadership ability of 7. He is the 
  general of an army with of 12 heavy infantry units, 6 bowmen 
  units, 6 light infantry units, and 8 cataphract cavalry units. 
  Because he has a leadership ability of 7, he can have seven 
  divisions in his army. Since he has access to six competent 
  henchmen who can serve as commanders in his army, he 
  decides to organize his army’s units into the maximum 
  number of divisions. He goes with four divisions of 3 heavy 
  infantry, 1 bowmen, and 1 light infantry unit each; one 
  division of 2 bowmen units and 2 light infantry units; and 
  two divisions of 4 cataphract units each. As army general, he 
  leads one division, while his six henchmen each command 
  one of the remaining divisions.
  OFFICERS
  Now let’s take a closer look at officers, the most important 
  characters on the battlefield. As explained under Core Concepts, 
  there are three types of officers: generals, commanders, and 
  lieutenants. In a standalone scenario, the scenario designer will 
  select the generals, commanders, and lieutenants participating 
  in the battle. 
  In a campaign battle, the officers are usually PCs and/or major 
  NPCs and monsters drawn from the campaign. However, not 
  every character can serve as an officer:
   » A PC or NPC must be at least 7th level to serve as a 
  general or commander in a campaign battle, while 
  a monster must have at least four or more Hit Dice 
  than is average for the creatures it commands. 
   » A PC or NPC must be of at least 5th level to serve as 
  a lieutenant in a campaign battle, while a monster 
  must have at least two more Hit Dice than average 
  for the creatures it commands.
   » 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
  All officers posses four officer characteristics: leadership ability, 
  zone of control, strategic ability, and morale modifier. In a 
  standalone scenario, the scenario designer will assign the officer 
  characteristics of the generals, commanders, and lieutenants 
  participating in the battle based on his design. In a campaign 
  battle, these characteristics will be derived from the ACKS 
  ability scores and proficiencies of the characters, as explained in 
  Domains at War: Campaigns, p. 20.
  Leadership Ability: This rates the character’s capability to give 
  orders and have them obeyed. Leadership ability determines the 
  number of activation points (AP) that a commander receives. It 
  also determines the number of divisions a general may have in 
  his army. Leadership ability ranges from 1 to 8.
  Zone of Control (ZOC): This is the radius, in hexes, within 
  which a commander may activate units in his division without 
  penalty. ZOC is always equal to one-half the commander’s 
  leadership ability, rounded up. ZOC is measured by counting 
  the number of hexes from the commander’s hex to the unit in 
  question (excluding the commander’s hex, but including the 
  hex of the unit to be ordered). 
  Strategic Ability: This rates the character’s military puissance 
  and effectiveness. Strategic ability modifies an officer’s initiative 
  roll each combat round. (Strategic ability also plays a significant 
  role in certain mechanics in Domains at War: Campaigns.) 
  Strategic ability ranges from -3 to +6.
  Morale Modifier: This is the character’s ability to inspire loyalty 
  and courage. A general’s morale modifier modifies the morale 
  rolls of every unit in his army. A commander or lieutenant’s 
  morale modifier modifies the shock rolls and morale rolls of the 
  unit he is attached to. Morale modifier ranges from -3 to +7. 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Officers 
  15
  Basic Rules
  OFFICERS ON THE BATTLEMAP
  Each officer is represented on the 
  battlemap with an officer counter. 
  At the start of the battle, the general 
  and each other commander must be 
  attached to one of the units in their 
  respective divisions. Each lieutenant’s 
  counter must be attached to whichever 
  unit he is in charge of. Place the officer’s 
  counter on the unit’s counter to indicate 
  he is attached to that unit. 
  During the battle, officers move with 
  the unit they are attached to. They do 
  not move or attack independent of their 
  unit, and do not directly affect combat. 
  (For rules allowing officers to move 
  and attack independent of units, see 
  Chapter 4, Heroes).
  FUNCTIONS OF OFFICERS
  Each type of officer has a particular 
  function in Domains at War: Battles. The 
  functions of each type are summarized 
  below. 
  Commanders: Commanders lead divisions, ordering their 
  units to move and fight on the battlefield. The quantity and 
  quality of an army’s commanders is central to its command and 
  control. Their functions are:
   » The commander’s initiative score (p. 17), modified 
  by his strategic ability, determines when the units of 
  his division may act. 
   » On his initiative number, each commander gets 
  a command phase during which he spends his 
  activation points (AP) to activate the units of his 
  division. A commander receives a number of AP 
  equal to his leadership ability. Thus, the commander’s 
  leadership ability determines how many of his 
  division’s units are able to act each round.
   » The commander’s morale modifier modifies 
  the shock rolls and morale rolls of the unit he is 
  attached to.
  Generals: Generals leads armies. A skilled general can maintain 
  control of a large and complex army, and keep its troops fighting 
  despite heavy casualties and setbacks. The general’s importance 
  is reflected in the following mechanics: 
   » The general’s leadership ability determines the 
  maximum number of divisions permitted in the 
  army. 
   » The general’s morale modifier modifies the morale 
  rolls of every unit in his army. 
   » The general may appoint new commanders to 
  replace those lost during a battle. 
   » The general has all the functions of a division 
  commander.
  In an ongoing campaign, the army general has even more 
  functions. See Domains at War: Campaigns for more 
  information on the role of the army general in strategic initiative, 
  reconnaissance, and other operations.
  In campaign battles, the loss of an army 
  general should count as a calamity that 
  triggers a roll on the Mercenary Loyalty 
  table for each mercenary officer. This 
  may result in some of the mercenary 
  officers deserting to the opposing side 
  or fleeing the battlefield. Divisions 
  and/or units under the command of 
  the mercenary officer will generally 
  obey the officer. See Domains at War: 
  Campaigns for more information on 
  mercenary officers and mercenary 
  loyalty.
  Lieutenants: Lieutenants lead units. 
  The presence of many lieutenants is 
  the mark of a highly trained legion 
  rather than a disorganized warband. 
  Units with lieutenants are more capable 
  of surviving the chaos of battle and 
  carrying 
  out 
  long-range 
  missions 
  beyond their commander’s zone of 
  control. Rather than receive command 
  phases and activate units, they perform 
  the following functions:
   » The lieutenant reduces the cost to activate his unit by 
  one AP (to a minimum of one). 
   » The lieutenant’s morale modifier is added to 
  the morale rolls and shock rolls of the unit he is 
  attached to. 
   » If a commander is lost, a lieutenant may be promoted 
  to take command of his division.
  See Sequence of Play (p. 17), Initiative Phase (p. 17), Command 
  Phase (p. 18), and Morale Phase (p. 25) for more details. 
  LOSS OF AN OFFICER
  If an officer’s unit is destroyed or routed (p. 23), the officer is 
  lost. He is assumed to be killed if the unit was destroyed, and 
  captured if the unit was routed. (If using the Heroic Character 
  rules in Chapter 4, an officer might survive the destruction or 
  rout of his unit.)
  If the lost officer was a division commander, none of the units 
  of his division can be activated until the lost commander is 
  replaced. A lost commander may be replaced by the army’s 
  general at the start of the next combat round. 
  The general has two ways to replace a commander:
   » Any existing commander may be assigned the 
  former commander’s units. The units are simply 
  added to their new commander’s division and may 
  be activated in his upcoming command phase. (This 
  can create large, unwieldy divisions, of course.)
   » A lieutenant from a unit in the division that lost 
  its commander may be promoted to become that 
  division’s commander. In this way, lower level PCs 
  and NPCs can have command thrust upon them. 
  The newly appointed commander rolls for initiative 
  in the initiative phase of that round, and may begin 
  activating the newly-assigned units in his subsequent 
  command phase.
  I MP O R TAN T NOTE:
  It normally costs one AP to activate a unit 
  from the commander’s division, but if the 
  unit is disordered or out of its commander’s 
  zone of control this cost is increased. It is 
  therefore a good idea to make sure each 
  commander has a leadership ability at least 
  equal to the number of units in his division. 
  Otherwise he will not be able to activate all 
  of his units during his command phase. 
  It is often helpful for the commander’s 
  leadership ability to be higher than the 
  number of units in his division, so that 
  he can activate all of his units even if 
  they become disordered or go outside his 
  zone of control. This requirement can be 
  mitigated if the units of the division are led 
  by lieutenants.
  
  16 
  Set Up
  If the lost officer was the army general, his loss will trigger a 
  morale roll by every unit of the army during the subsequent 
  morale phase of that round. See Morale (p. 25) for a further 
  discussion. If the army does not rout, the commander with the 
  next highest leadership ability becomes 
  the new army general at the start of the 
  next combat round. If one or more 
  commander’s leadership ability scores 
  are tied, resolve the tie in favor of the 
  commanders’ strategic ability scores. If 
  the results are still tied, roll randomly 
  to break the tie. 
  If an army is so unfortunate as to 
  lose both its general and one or more 
  commanders during a combat round, first determine which 
  commander becomes the new general, then allow the new 
  general to appoint any new commanders. If an army loses all of 
  its commanders and has no lieutenants to replace them, none 
  of its units can be activated, and it will probably be routed or 
  destroyed very quickly. 
  SET UP
  In the basic rules, we assume that the opposing armies are 
  meeting each other face-to-face for a straightforward battle. 
  Set-up for the more complex strategic situations that might 
  arise under the Domains at War: Campaigns rules is explained 
  in Chapter 3, Strategic Situations. For now, read on. 
  DEPLOYMENT ZONES
  At the start of a battle, each army deploys (sets up) its units 
  within a deployment zone on the battlemap. Each deployment 
  zone is divided into five areas: Center, Left Flank, Right Flank, 
  Left Wing, and Right Wing. 
  The Deployment Zone illustration below 
  shows the five areas of the deployment 
  zone for opposing armies “A” and “B”. 
  Note that A’s Left Wing is equivalent to 
  B’s Right Wing, and vice versa.
  DEPLOYMENT RESTRICTIONS
  When 
  being 
  set 
  up, 
  units 
  must 
  obey 
  the 
  deployment 
  restrictions noted below:
   » No more than one unit may be deployed in any hex. 
  Units may only be set up in whole hexes, not in half-
  hexes on the edge of the battlemap or deployment 
  zone. However, whole hexes which overlap two 
  deployment areas, such as between the Left Wing 
  and Left Flank, are considered to be part of both 
  deployment areas.
   » Formed Foot may not be deployed in the Flank 
  areas. 
   » Foot units and Formed Mounted units may not be 
  deployed in the Wing areas.
  I MP O R TAN T NOTE:
  The Deployment Zone table assumes a 24 
  hex wide by 18 hex deep battlemap. If using 
  multiple battlemaps side by side, increase 
  the width of each area proportionately. 
  Illus. 1-3: DEPLOYMENT
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Sequence of Play 
  17
  Basic Rules
  ORDER OF DEPLOYMENT
  Unless special circumstances dictate otherwise, each side 
  deploys its units simultaneously and in secret. Place a screen on 
  the battlemap between the two sides. Both armies then reveal 
  their deployment at the start of the first combat round. 
  DEPLOYING INTO PHALANX
  Under certain circumstances, a commander can merge two 
  Formed Foot units to form one Phalanx unit. In order to be 
  merged into a Phalanx, both Formed Foot units must belong to 
  the commander’s division and both must be identically equipped 
  with spears or polearms. Once merged, the unit characteristics 
  of the Phalanx unit are identical to those of its constituent units, 
  except as follows:
   » The Phalanx unit’s uhp are equal to the sum of its 
  two constituent units’ uhp. 
   » The Phalanx unit’s AC is equal to the average of its 
  two constituent unit’s AC.
   » The Phalanx unit’s number of attacks are equal to the 
  sum of its two constituent unit’s number of attacks.
   » The Phalanx unit cannot charge. 
   » The Phalanx unit’s morale score is increased by 1. 
  A Phalanx unit is treated as one unit for purposes of activation, 
  but if destroyed or routed counts as the loss of both units. 
  Deployment as a Phalanx is permanent for the duration of the 
  battle. Phalanx units are otherwise normal Formed Foot units. 
  To represent a Phalanx on the battlefield, stack two unit counters 
  on top of each other, or place the miniatures in two ranks. 
  EXAMPLE: Seanan, a commander, is deploying Formed 
  Foot units A, B, C, and D, each with unit characteristics 
  of AC 6, uhp 6, #AT 2 spear & shield 11+, ML 0. During 
  deployment, he stacks Formed Foot units A and B together 
  in one hex and the Formed Foot units C and D together in 
  another hex. He now has two Phalanx units, unit AB and 
  unit CD. The unit characteristics of each Phalanx unit are 
  AC 6, uhp 12, #AT 4 spear & shield 11+, ML +1. These units 
  are thus very formidable and tough. 
  However, Seanan has sacrificed the flexibility of having four 
  units to maneuver, and will be more easily flanked.
  SEQUENCE OF PLAY
  Battles are fought in a series of combat rounds. Each round 
  begins with an initiative phase during which each commander 
  rolls initiative. 
  Starting with the commander with highest initiative, each 
  commander takes a command phase. When it is a commander’s 
  command phase, the commander is said to be active. When a 
  commander becomes active, he receives a number of activation 
  points (AP) equal to his leadership ability. The commander 
  spends these AP to activate the units of his division. 
  Units are activated one at a time, each taking a movement 
  sequence (p. 18) followed by an attack sequence (p. 20) when 
  activated. The active commander chooses the exact order in 
  which to activate his division’s units, as well as the exact nature 
  of each unit’s actions. 
  When the outcome of the active commander’s command 
  phase is fully resolved, his command phase ends and the next 
  commander’s command phase begins. After all command 
  phases have been resolved, a morale phase (p. 25) is held, 
  during which the morale of each army is assessed. Play then 
  proceeds to the next combat round, continuing until all units 
  on one side have been destroyed, routed (p. 23), or voluntarily 
  exited from the battlefield (p. 19).
  Sequence of Play
  Phase
  Activities
  Initiative Phase
  Each commander rolls initiative.
  First Command Phase
  Commander with highest initiative 
  score becomes active commander.
  Active commander activates his 
  division’s units one at a time, until he 
  has spent all of his AP.
  Second Command Phase
  Commander with second highest 
  initiative score becomes active 
  commander.
  Active commander activates his 
  division’s units one at a time, until he 
  has spent all of his AP.
  Third Command Phase (etc.)
  Commander with third highest 
  initiative score becomes active 
  commander.
  Active commander activates his 
  division’s units one at a time, until he 
  has spent all of his AP.
  Morale Phase
  Each side conducts any required 
  morale rolls.
  If either army has entirely routed, 
  retreated, or been destroyed, the 
  battle is over.
  Otherwise advance to next combat 
  round!
  INITIATIVE PHASE
  During the initiative phase of each combat round, each 
  commander calculates his initiative score by rolling 1d6 and 
  adding his strategic ability. Starting with the commander with 
  the highest initiative score and counting downward from there, 
  each commander takes his command phase in turn. 
  TIE BREAKING
  If one or more commanders have equal initiative scores, resolve 
  the tie in order of the commanders’ strategic ability score. If 
  the commanders’ strategic ability scores are tied, resolve the tie 
  randomly. 
  EXAMPLE: Quintus, a commander with a strategic ability 
  score of +2, has an initiative score of 6. This result is tied by 
  an enemy commander, Gorgan. Gorgan only has a strategic 
  ability score of +1, so Quintus’s command phase will come 
  before Gorgan’s.
  
  18 
  Command Phase
  DELAYING
  If desired, a commander can choose to delay his command 
  phase until later in the round. If a commander states that he 
  is delaying his command phase, he can take his phase at any 
  later initiative score, down to the negative value of his initiative 
  score. A delaying commander must take his command phase 
  by the time the initiative count reaches the negative value of his 
  initiative score.
  A delaying commander can begin his command phase 
  immediately before or immediately after another commander’s 
  phase, but cannot interrupt a command phase once it has 
  begun. If two commanders are both trying to simultaneously 
  take their initiative, the commander with the higher initiative 
  score dictates who goes first.
  EXAMPLE: Marcus has an initiative score of 7. He can delay 
  his initiative down to as low as -7 if desired. Quintus, his 
  ally, has an initiative score of 5, while Gorgan, an opposing 
  commander, has an initiative score of 6. Marcus secretly 
  would like to go after Quintus but before Gorgan. Gorgan 
  secretly would like to go after Quintus, but before Marcus. 
  On initiative count 7, Marcus announces he is delaying. 
  On initiative count 6, Gorgan announces he is delaying. 
  On initiative count 5, Quintus takes his command phase. 
  Gorgan and Marcus now both want to take their command 
  phases. Marcus has the higher initiative score, and he decides 
  that he will go before Gorgan.
  COMMAND PHASE
  When it is a commander’s command phase, the commander 
  is said to be active. When he becomes active, the commander 
  receives a number of activation points (AP) equal to his 
  leadership ability. He spends these AP to activate units from his 
  division.
  It takes one AP to activate a unit. If the unit is outside of the 
  commander’s zone of control, the cost to activate the unit is 
  increased by one. If the unit is disordered, the cost to activate 
  it is increased by one. If a unit is both disordered and out of its 
  commander’s zone of control, the cost to activate it is increased 
  by two.
  Situation
  AP Cost
  Activate unit in division
  1 AP
  Unit is outside commander’s zone of control
  +1 AP
  Unit is disordered
  +1 AP
  Unit is led by a lieutenant
  -1 AP*
  Unit has commander attached
  -1 AP*
  *Minimum AP cost of 1
  If a lieutenant is leading the unit, the cost to activate the 
  lieutenant’s unit is decreased by one. If the commander himself 
  is attached to the unit, the cost to activate the unit is decreased 
  by one. The cost cannot be reduced to zero. 
  Units are activated one at a time. When activated, a unit becomes 
  the active unit. The unit’s disordered token, if any, is removed 
  when it is activated. The active unit first takes a movement 
  sequence (see below) and then takes an attack sequence (p. 
  20). The active commander chooses the exact order in which 
  to activate his division’s units. Each unit’s activation must be 
  completed before the next unit’s activation is begun; a unit’s 
  movement sequence and attack sequence may not be “split up” 
  between two activations or “saved” for later use in the same 
  commander phase. A unit may not be activated more than once 
  each combat round.
  A commander might not have enough AP to activate all of his 
  units. An AP shortage might occur if the commander’s division 
  has more units than his leadership ability, if the units are outside 
  of his zone of control, or if many of the units are disordered. 
  Units which are not activated do not move or attack during their 
  division’s command phase. Unactivated units are assumed to be 
  awaiting orders, catching their breath, trading insults and battle 
  cries with nearby foes, bandaging wounds, and otherwise doing 
  anything but risking life and limb. 
  A commander does not have to spend all of his AP (and 
  sometimes may not be able to), but any unspent AP are lost at 
  the end of the command phase. 
  MOVEMENT SEQUENCE
  During its movement sequence, the active unit may stand fast, 
  march, hustle, or charge. The unit’s commander determines its 
  exact movement. 
  Stand Fast: A unit standing fast remains stationary, e.g. it does 
  not move or change facing. During its attack sequence (p. 20), 
  a stationary unit can attack with melee weapons, attack with 
  missile weapons, defend (p. 24), or ready to attack (p. 25).
  March: A marching unit can move a number of hexes up to its 
  marching movement rate. The unit can move in any direction 
  regardless of facing, and can change its facing at no cost before, 
  during, and/or while marching. During its attack sequence, a 
  marching unit can attack with melee weapons, attack with most 
  missile weapons, defend, or ready to attack.
  Hustle: A hustling unit can change its facing in any direction 
  prior to moving, and then move a number of hexes up to its 
  hustling movement rate. Each hex of movement must be into 
  one of its front hexes. The unit can change its facing while 
  Movement Option
  Max Movement
  Facing Changes?
  Disordered?
  Attack Sequence Options
  Stand Fast
  None
  No
  No
  Melee attack, missile attack, defend, ready
  March
  Up to Marching rate
  Free
  No
  Melee attack, missile attack, defend, ready
  Hustle
  Up to Hustling rate
  Free prior to hustle 
  1 hex/face during hustle
  No
  None
  Charge
  Up to Charging rate
  No
  Yes
  Melee attack (charge)
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Movement Sequence 
  19
  Basic Rules
  hustling, but each 60-degree facing change counts as one hex of 
  movement. A hustling unit cannot take an attack sequence.
  Charge: A charging unit can move a number of hexes up to 
  its charging movement rate. Each hex of movement must be 
  into one of the unit’s front hexes. The unit cannot change its 
  facing before, during, or while charging. A unit which charges 
  immediately becomes disordered. During its attack sequence, 
  a charging unit can attack with melee weapons. However, a 
  charging unit does not have to attack; a unit can charge simply 
  to move across the battlemap quickly if desired.
  EXAMPLE: In Illustration 1-4, Heavy Infantry A, B, and C 
  each conduct a movement sequence.
   » Heavy Infantry A marches. It moves into its left rear hex, 
  and then changes facing by 180 degrees. 
   » Heavy Infantry B hustles. It changes its facing by 180 
  degrees, then moves into its right front hex, then into its 
  left front hex. 
   » Heavy Infantry C charges. It moves into its left front hex, 
  then its right front hex, then its left front hex. It cannot 
  change facing. 
  GENERAL MOVEMENT RULES
  All movement is governed by the following general rules:
   » Units can only move into whole hexes. Half-hexes 
  on the edge of a battlemap are considered to be 
  impassable. 
   » Units can move outside of the commander’s zone of 
  control if desired. However, the units will cost one 
  additional AP to activate next combat round if they 
  are still outside of the commander’s zone of control.
   » Units cannot normally move through other units, or 
  end their movement in the same hex as another unit. 
  However, Loose Foot, Loose Mounted, and Flyers 
  can march or hustle through friendly units, and be 
  marched or hustled through by friendly units. 
   » Units may not move through two consecutive hexes 
  that are adjacent to enemy units. 
   » Units can voluntarily exit the battlemap along their 
  own map edge. Units which voluntarily exit are 
  removed from play and may not return during the 
  battle.
   » Terrain (p. 29) may impact the movement of some 
  units.
  Outside of the movement sequence, a unit may also choose, or 
  be forced, to move as a result of combat. See Withdrawals (p. 
  22) and Retreats (p. 23).
  THREATENING
  When a unit occupies either of the two front hexes of an enemy 
  unit, it is said to be threatened by the enemy unit. The enemy 
  unit is, conversely, said to be threatening it.
  Illus. 1-4: MOVEMENT
  
  20 
  Attack Sequence
  EXAMPLE: In Illustration 1-5, Infantry A is threatening and 
  threatened by Orc D. Infantry B is threatening Orc D and 
  Orc E, and is threatened by Wolf Rider C, Orc D, and Orc 
  E. Orc D is threatening and threatened by Infantry A and 
  B. Orc E is threatening and threatened by Infantry B. Wolf 
  Rider C is threatening Infantry B, and not threatened by any 
  enemy.
  A Flyer unit can only be threatened by an enemy Flyer or by 
  an enemy unit conducting a reaction attack (p. 21) against the 
  Flyer. 
  If a unit becomes threatened while moving (usually by entering 
  an enemy unit’s front hexes), its move immediately ends. If a 
  unit starts its movement sequence threatened, it cannot move 
  during its movement sequence, other than to change facing 
  towards a threatening enemy, unless it first disengages. 
  Illus. 1-5: THREATENING
  To conduct a disengagement, the unit’s commander announces 
  that the unit is disengaging. The disengagement triggers one 
  free melee attack sequence (see below) from each threatening 
  enemy unit which is not disordered. However, a disengaging 
  Loose Foot, Loose Mounted, or Flyer unit does not trigger 
  attacks by threatening units that have a slower marching 
  movement rate than it. 
  If an attack sequence is triggered by disengagement, the attacker 
  applies a special +2 bonus to hit the disengaging unit. If multiple 
  attack sequences are triggered, the disengaging unit chooses 
  the order in which the threatening units’ attack sequences are 
  resolved. 
  Assuming the disengaging unit is not eliminated by the 
  disengagement attack sequence(s), it may then conduct a 
  marching movement. The first hex into which the disengaging 
  unit moves must not be a threatened hex and must not be 
  adjacent to any of the enemy unit(s) which had threatened it. A 
  unit which cannot move into any such hexes may not disengage.
  Irregular Foot and Irregular Mounted units may not disengage, 
  due to lack of discipline. War Machinery units may not 
  disengage due to inability to maneuver.
  ATTACK SEQUENCE
  After completing its movement sequence, the active unit may 
  conduct an attack sequence (unless it hustled). A unit can 
  only conduct one attack sequence per activation. Most attack 
  sequences consist of multiple attacks, however. A Formed or 
  Loose unit does not have to conduct an attack sequence, but an 
  Irregular unit must attack if able.
  STEPS OF AN ATTACK SEQUENCE
  A unit’s attack sequence is resolved by following the steps listed 
  below:
  1. Declare Method of Attack
  2. Declare Target 
  3. Resolve Reaction Attack Sequence 
  4. Check for Flanking
  5. Make Attack Throws
  6. Deal Damage
  7. Determine Degree of Shock
  DECLARE METHOD OF ATTACK
  There are two basic methods of attack: melee and missile. Some 
  units may have one method of attack, others may have one 
  attack of each method, and some may have several different 
  methods of each type. A unit capable of different methods of 
  attack may only utilize one method of attack in any given attack 
  sequence, however. 
  A unit may only declare a melee attack if it meets the following 
  criteria:
   » The attacker must not have hustled or disengaged 
  during its movement sequence.
   » The attacker must be threatening one or more enemy 
  units. 
  A unit may only declare a missile attack if it meets the following 
  criteria:
   » If using arbalest or crossbows, the attacker must 
  have stood fast during its movement sequence. 
  Otherwise, the attacker must have either stood fast 
  or marched during its movement sequence. Units 
  that hustled or charged during their movement 
  sequence may never declare missile attacks. 
   » The attacker must not be threatened by any enemy 
  units. Threatened units may not conduct missile 
  attacks.
  The unit’s attack characteristics will determine the number of 
  attacks it will receive during the attack sequence. The number of 
  attacks may vary depending on the method of attack. 
  Charge: If the attacker charged during its movement sequence, 
  its melee attack will be a charge. Charging grants a +2 bonus to 
  attack throws. Flyer, Formed Foot, and any Mounted units, if 
  equipped with spears, polearms, or lances, deal one extra point 
  of damage during charges if they hit with at least one attack 
  with these weapons. Formed and Irregular Mounted units also 
  receive bonus attacks when they charge, based on the mount’s 
  attack characteristics. A unit that makes a charge attack always 
  becomes disordered if it was not already.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Attack Sequence 
  21
  Basic Rules
  EXAMPLE: A unit of heavy cavalry has an enemy bowmen 
  unit to its front, two hexes away. It makes a charging 
  movement of one hex, adjacent to the enemy bowmen unit, 
  and declares a melee attack. Because the heavy cavalry unit 
  charged, it receives a disordered token. However, each of 
  the heavy cavalry’s attacks will be made with a +2 bonus for 
  charging, it will get three bonus hoof attacks, and if it hits 
  with at least one of its lance attacks it will deal one extra point 
  of damage. Being disordered seems a small price to pay!
  Note that units that began their activation already threatened 
  can never charge - a charge requires a charging movement, 
  and threatened units cannot move except to change facing or 
  disengage.
  DECLARE TARGET
  After choosing its method of attack, the attacker designates 
  an enemy unit to be its target. All attacks during the attack 
  sequence will be against the designated target. 
  In order to be an eligible target of a melee attack, the target must 
  meet the following requirements:
   » The target must be threatened by the attacker.
   » The target must be a unit that has not already been 
  attacked this command phase, if possible.
  EXAMPLE: A unit of heavy cavalry is threatening a unit 
  of orcs and a unit of goblins. A heavy infantry unit from 
  the same division attacked the orcs already this command 
  phase. The heavy cavalry’s only eligible target is therefore 
  the goblins. Had the goblin unit not been threatened by the 
  heavy cavalry, the heavy cavalry could have attacked the 
  orcs, because it would not have been possible for the heavy 
  cavalry to target a unit that had not already been attacked.
  Missile Ranges
  Attacker’s Weapon
  Range v. Foot
  Range v. Mounted 
  Arbalest
  7
  8
  Crossbow
  6
  7
  Composite Bow
  5
  6
  Longbow
  5
  6
  Shortbow
  4
  5
  Sling
  3
  4
  Spear/Javelin
  2
  2
  Other Thrown
  2
  2
  In order to be an eligible target of a missile attack, the target 
  must meet the following requirements:
   » The target must be within range of the attacker’s 
  missile weapon. Range is measured by counting 
  the number of hexes from the attacker to the target 
  (excluding the attacker’s hex, but including the 
  target’s hex). To find the range, cross reference the 
  attacker’s weapon with the target’s formation type on 
  the Missile Ranges table. Units that include creatures 
  of ogre size or larger should be treated as Mounted. 
   » The target must be within the firing arc of the 
  attacker. A target is within the attacker’s firing arc 
  if an imaginary line drawn straight from the center 
  of the attacker’s hex to the center of the target’s hex 
  would exit the attacker’s hex through the attacker’s 
  front hexes. When the imaginary line exits at the 
  vertex between the attacker’s front face and flank 
  face, it counts as within the firing arc.
   » The target must not be threatening or threatened by 
  the attacker or a unit on the attacker’s side. Firing 
  into a melee is too risky to the attacker’s allies.
   » The target must be the closest enemy unit that meets 
  the three requirements above, or one of the closest if 
  multiple enemy units are equidistant.
  EXAMPLE: A unit of horse archers equipped with 
  composite bows has declared a missile attack. There is a unit 
  of orcs seven hexes to its front, a unit of skeletons five hexes 
  to its front, a unit of goblins four hexes to its front, and a 
  unit of bugbears three hexes to its rear. None of the enemy is 
  threatened or threatened by the horse archer’s side.
  The orcs are not an eligible target because they are not within 
  range. The bugbears are not an eligible target because they 
  are not within firing arc. Both the skeletons and the goblins 
  are in range and firing arc, but the horse archer’s target must 
  be the goblins because they are closer.
  RESOLVE REACTION ATTACK SEQUENCE 
  Sometimes an attacker might attack into a bristling hedge 
  of spears, or a withering fire of arrows, damaging and 
  possibly repulsing it before it can make its own attack. These 
  circumstances are addressed with the reaction attack sequence 
  mechanics. 
  After the target of an attack sequence is declared, the target or an 
  adjacent unit on its side may be eligible to make a reaction attack 
  sequence. To be eligible to conduct a reaction attack sequence, a 
  unit must meet the following criteria: 
   » It must either be the target of the attack or be adjacent 
  to the target of the attack. A unit may not react to 
  attacks taking place across the battlemap.
   » It must have a ready token, indicating it is ready to 
  attack.
  Even if eligible, a unit is not required to make a reaction attack 
  sequence. Only one reaction attack sequence may occur for each 
  attack sequence, and if multiple units could react to an attack, 
  the controlling commander decides which one, if any, reacts. 
  When a reaction attack sequence occurs, the reacting unit may 
  immediately change its facing so that the attacker is to its front, if it 
  is not already. It then interrupts the attacker’s attack sequence and 
  conducts its own attack sequence against the attacking enemy. 
  A reaction attack sequence may be made with either melee or 
  missile attacks. A reaction attack with missiles is permitted even 
  if the attacker and target are threatening each other. 
  The reaction attack sequence is resolved prior to resolving 
  the next step of the attacker’s interrupted attack sequence. A 
  reaction attack sequence follows the standard steps for an attack 
  sequence, starting with Declare Method of Attack (p. 20), 
  except that the target is always the original attacker, and this step 
  is ignored (i.e. there are no nested reactions to reactions). 
  A reaction attack sequence may, but does not have to be, a 
  charge if the attack it is responding to was a charge. A reaction 
  
  22 
  Attack Sequence
  attack by spear- or pole arm-equipped Formed Foot units deals 
  one extra point of damage when the attacker is charging if the 
  reacting unit does not charge. (This represents the fact that 
  spear and pole arms units “set for charge” deal extra damage to 
  charging opponents.)
  If the attacker is not eliminated by the reaction attack against it, 
  resolve the remaining steps of its attack. However, iit must attack 
  the reacting unit instead of its original target, if the reacting unit 
  is an eligible target. If, because of the reaction attack, neither the 
  original target nor the reacting unit is an eligible target for the 
  attacker, then the attacker’s attack sequence is cancelled. 
  CHECK FOR FLANKING
  A melee attack is flanking whenever the attacker is threatening 
  the target, while the target is not threatening the attacker. This 
  normally occurs when the attacker is conducting a melee attack 
  against a target’s flank or rear hexes. It can also occur in unusual 
  situations due to flying creatures, incorporeal monsters, and 
  other situations discussed in later chapters.
  A missile attack is flanking if an imaginary line drawn from the 
  center of the attacker’s hex to the center of the target’s hex would 
  enter the target’s hex through the target’s flank or rear hexes. 
  When the imaginary line enters at the vertex between a target’s 
  front face and flank face, it counts as flanking.
  MAKE ATTACK THROWS
  All attacks, both missile and melee, are resolved using the attack 
  throw mechanics of Adventurer Conqueror King. The attacker 
  calculates the attack throw value required to hit from its base 
  attack throw, the target’s Unit AC, and any situational modifiers. 
  A D20 roll is then made for each of the attacker’s attacks. For 
  each result equal to or greater than the modified attack throw 
  value, a hit has been scored.
  EXAMPLE: A unit of heavy infantry (2 sword & shield 
  11+) is attacking a unit of light infantry (AC 3). The heavy 
  infantry will need to roll (11 + 3) 14+ with each attack in 
  order to score a hit. 
  Charging Attackers: A charging attacker gains a +2 bonus to 
  attack throws against the charged target.
  Flanking Attackers: A flanking attacker gains a +2 bonus to 
  attack throws against the flanked target. 
  Illus. 1-6: MISSILE FIRE
  Line of Sight (LOS): When conducting missile attacks, check if 
  the attacker has line of sight to the target. An attacker has line of 
  sight if it can trace an imaginary line from the center of its hex to 
  the center of the target’s hex without crossing a hex containing 
  an obstacle. If the imaginary line touches the border of the hex 
  containing the obstacle, but does not actually cross the hex 
  containing the obstacle, line of sight is not blocked.  Obstacles 
  include friendly units, enemy units, and certain types of terrain 
  (p. 29). Units conducting missile attacks may still fire without 
  line of sight, but do so at a penalty of -4 on their attack throw. 
  This is known as volleying overhead. 
  EXAMPLE: In Illustration 1-6, Wolf Rider A, equipped with 
  shortbows, is at a range of three hexes from Infantry C and 
  Infantry D. 
  If Wolf Rider A were to attack Infantry C, it would have 
  to volley overhead, as the imaginary line from the center 
  of its hex to the center of Infantry C’s hex crosses through 
  an obstacle, in this case, friendly Orc B. It would be at -4 to 
  attack Infantry C.
  If Wolf Rider A were to attack Infantry D, this would be a 
  flanking attack because an imaginary line drawn from the 
  center of its hex to the center of Infantry D’s hex enters 
  through one of D’s rear hexes. It would be at +2 to attack 
  Infantry D.
  Ammunition Depletion: A unit that rolls a natural 1 during 
  a missile attack throw receives a depleted token. This indicates 
  the unit is depleting its store of arrows, bolts, stones, or thrown 
  weapons. Each depleted token reduces the unit’s number of 
  attacks with that weapon by one per attack sequence. 
  DEAL DAMAGE
  For each successful attack by the attacker, one point of 
  damage is dealt to the target’s uhp. Damage can be recorded 
  on scratch paper or indicated by placing a damage token on 
  the unit. Damage from all of the attacker’s attacks is applied 
  simultaneously. A unit is destroyed (removed from the battle) 
  when it has taken damage equal to its uhp. A unit becomes 
  disordered as soon as damage is dealt to it. 
  Withdrawal: When a Loose Foot, Loose Mounted, or Flyer 
  unit takes damage, it may reduce damage dealt by one or more 
  points by withdrawing one or more hexes, up to a maximum of 
  its marching movement. 
  To be eligible to withdraw from a missile attack, the unit must 
  not have been disordered at the time the attack occurred. To be 
  eligible to withdraw from a melee attack, the unit must not have 
  been disordered at the time the attack occurred, and must have 
  a faster marching movement rate than its attacker.
  The withdrawal must be directly away from the attacker. If a unit 
  is eligible to withdraw into two or more hexes, the commander 
  controlling the target decides which of the eligible hexes his unit 
  withdraws into.
  The unit cannot withdraw into impassable terrain (p. 30). The 
  unit cannot withdraw into a hex already containing an enemy 
  unit, but may withdraw through friendly units, moving up to 
  one additional hex if necessary to avoid ending its withdrawal in 
  the same hex as a friendly unit. A unit’s facing does not change 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Attack Sequence 
  23
  Basic Rules
  when it withdraws. If the unit cannot withdraw, it must take the 
  damage. 
  A unit which withdraws becomes disordered, even if the 
  withdrawal reduces damage dealt to zero.
  Illus. 1-7: WITHDRAWAL
  EXAMPLE: In Illustration 1-7, Infantry A has dealt two 
  points of damage to Light Cavalry B. Because it is Loose 
  Mounted, Light Cavalry B may reduce damage dealt by 
  two points (to zero) by withdrawing two hexes away from 
  Infantry A. The withdrawal must be directly away from 
  Infantry A, along the axis shown by the arrow. Light Cavalry 
  B is free to withdraw through friendly Orc C. If Orc C were 
  an enemy unit, Light Cavalry B could not withdraw.
  RESOLVE SHOCK
  Anytime a unit is damaged by magic, and/or each time an attack 
  reduces a unit to ½ or less of its maximum uhp, a shock roll 
  is required to see if the unit retreats 
  or routs. To make a shock roll, the 
  unit’s commander rolls 2d6, adds the 
  unit’s morale score, and consults the 
  Unit Shock table. The die roll should 
  be modified based on the modifiers 
  listed on the Shock Modifiers table 
  below.
  Shock Modifiers
  Officer attached to unit*
  + Morale Modifier
  Unit is disordered
  -2
  Unit has taken damage equal to 50% or 
  more of its maximum uhp
  -2
  Unit is threatened by enemy in its flank or 
  rear hexes 
  -2
  Unit is Formed Foot or Formed Mounted and 
  adjacent to at least two friendly units
  +2
  *If multiple characters are attached to a unit, only the best morale 
  modifier applies.
  (Note that in the absence of magic, the very conditions which 
  trigger a shock roll will cause the unit to suffer the -2 penalty 
  from being disordered and the -2 penalty from having taken 
  damage equal to 50% or more of its maximum uhp. Shock rolls 
  are nasty!)
  Rout: The unit immediately routs off the battlemap and is 
  removed from play.
  Flee: The unit changes its facing towards its own battlemap 
  edge and immediately retreats a number of hexes equal to its 
  hustling movement rate in that direction. If a fleeing unit cannot 
  complete its retreat, it is considered routed and removed from 
  play.
  Illus. 1-8: FLEEING
  Recoil: The unit retreats one hex directly away from the attacker 
  without changing facing. If a recoiling unit cannot complete its 
  retreat, it flees (as above).
  Stand Firm: The unit remains steady. No effect.
  Retreating: If the target must retreat, resolve the retreat using 
  the following rules:
   » If a unit is eligible to retreat into two or more hexes, 
  the commander controlling the target decides which 
  of the eligible hexes his unit retreats into. 
   » A unit can retreat into any terrain (p. 29) except 
  impassable terrain (p. 30).
   » A unit cannot retreat into, or through, a hex already 
  containing a unit (except for loose units, see below).
   » If a unit’s retreat would cause it to exit the battlemap 
  it is considered routed and removed from play. 
  If the target of a melee attack routs, retreats, or withdraws, the 
  attacker may advance into the just-vacated hex. If the attacker 
  is an Irregular unit, it must advance if possible. (The attacker 
  Unit Shock
  Adjusted 
  Die Roll
  Result
  2-
  Rout
  3-5
  Flee
  6-8
  Recoil
  9+
  Stand Firm
  
  24 
  Actions in Lieu of Attacking
  may advance only one hex, regardless of the number of hexes 
  the target retreated or withdrew.)
  EXAMPLE: In Illustration 1-8, Orc B has suffered a Flee 
  result on a shock roll. It changes facing towards its own 
  battlemap edge and retreats a number of hexes in that 
  direction equal to its hustling movement rate of 4. It cannot 
  retreat into the hexes containing Orc C and Orc D. Once the 
  retreating Orc B clears Orc D, its commander can choose 
  which of the two eligible hexes the unit retreats into. The 
  four available lines of retreat and three possible destination 
  hexes are shown.
  Loose Units: Loose Foot, Loose Mounted, and Flyer units adopt 
  a flexible, open formation that enables easy passage of lines. 
  These units may retreat through any friendly units, and friendly 
  units may retreat through them. They may still not retreat 
  through enemy units, nor end their retreat in the same hex as 
  another unit. Loose and Flyer units may retreat one additional 
  hex if doing so is the only way to retreat without ending their 
  movement in the same hex as another unit.
  Magic: Note that there will not be any magic in a battle unless 
  you are using the rules in Chapter 4, Heroes. 
  Voluntary Retreat: A Loose Mounted or Flyer unit which 
  conducts a missile attack after standing fast may make a 
  voluntary retreat of up to its marching move at the conclusion of 
  its attack sequence. Each hex moved must take the unit directly 
  away from its target, e.g. the Loose Mounted unit cannot 
  “retreat” parallel to or towards the target. The Loose Mounted 
  unit’s facing does not change when it voluntarily retreats.
  EXAMPLE: A unit of Loose Mounted with a movement rate 
  of 4/8/12 remains stood fast during its movement sequence. 
  It then conducts a missile attack against an enemy heavy 
  cavalry unit five hexes away. The attack misses. The Loose 
  Mounted unit does not want to risk remaining within the 
  range of the heavy cavalry’s movement (eight hexes), so it 
  voluntarily retreats four hexes.
  Unpredictable Creatures: Normal troops tend to retreat when 
  heavily damaged. Units including unpredictable creatures such 
  as war dogs or elephants might instead go berserk, attacking 
  friend and foe alike. 
  When an unpredictable units recoils, it normally retreats one 
  hex directly away from the attacker without changing facing. 
  However, if it cannot complete its retreat due to an intervening 
  unit, the unpredictable unit immediately turns to face the unit 
  which is blocking its retreat and conducts an immediate attack 
  sequence against it (regardless of whether the unit is friend or 
  enemy). This attack will be a trample (p. 51) if possible, and a 
  charge if not. The unit will advance if possible after its attack 
  sequence. If an unpredictable unit cannot complete its recoil 
  due to impassable terrain (p. 30), it will flee instead. 
  When an unpredictable unit flees, it changes its facing towards 
  its own battlemap edge and immediately retreats a number of 
  hexes equal to its hustling movement rate. For each hex of its 
  retreat, randomly determine which of the two eligible front 
  hexes the unit retreats into – the unit’s commander does not 
  get to choose! If the unpredictable unit cannot complete its 
  randomly-determined retreat due to an intervening unit, it 
  conducts an immediate attack sequence against it (regardless 
  of whether the unit is friend or enemy). This attack will be a 
  trample if possible, and a charge if not. After its attack sequence 
  is resolved, the unit is considered routed and removed from 
  play. If the unpredictable unit cannot complete its randomly-
  determined retreat due to impassable terrain, it is simply routed 
  and removed from play.
  ACTIONS IN LIEU OF ATTACKING
  Not every movement sequence ends in combat. In the moments 
  before an engagement, units on the battlemap might form a 
  shield wall, set for a charge with spears, or ready to unleash a 
  volley of arrows. These are known as actions in lieu of attacking 
  and take the place of a unit’s attack sequence. Knowing when to 
  attack, when to defend, and when to ready to attack is one of 
  the most important skills that commanders must master to be 
  successful in Domains at War: Battles. 
  DEFEND
  Historically, densely-packed armored infantry could protect 
  themselves against attacks by forming their shields into an 
  armored shell – the most famous 
  example being the Roman testudo 
  or “tortoise formation”. To reflect 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Morale Phase 
  25
  Basic Rules
  this tactic, a Formed Foot unit that either stood fast or marched, 
  and is not threatened by any enemy, may defend in lieu of 
  attacking. Place a shielded token on the unit. While the shielded 
  token is present, its Unit AC is increased by +2 versus melee and 
  thrown attacks and +4 versus bow, crossbow, and sling attacks. 
  It receives a +2 bonus on morale rolls. The shielded token is 
  removed if the unit moves, attacks, or becomes disordered. 
  READY TO ATTACK
  In lieu of attacking, a unit that either stood fast or marched, and 
  is not threatened by any enemy, may ready to attack. Place a 
  ready token on the unit to mark its status. A ready unit may 
  conduct a reaction attack when it, or a friendly unit adjacent 
  to it, is declared to be the target of an attack. The ready token is 
  removed if the unit moves, attacks, or becomes disordered. 
  Irregular units may not ready to attack, as they lack the discipline 
  required to wait for enemy. 
  MORALE PHASE
  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 the entire army must 
  make a morale roll if:
   » The army’s general was destroyed, routed, or 
  voluntarily exited from the battle during the 
  preceding combat round; or
   » One or more units in the army were lost (destroyed 
  or routed) during the preceding combat round, and 
  the total number of units lost is now 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 combat round, Marcus’s army lost its fourth unit. 
  Since at least one unit was lost during the preceding combat 
  round, and the total number of units destroyed (4) is equal 
  to the army’s break point, every unit in Marcus’s army must 
  make a morale roll.
  Unlike shock rolls, which can occur several times per combat 
  round (e.g. if a unit takes damage reducing it to ½ hp or less 
  from several different attacks), a unit only ever makes one 
  morale roll per combat round. For instance, if the army’s general 
  is destroyed and the army reaches its break point in the same 
  combat round, the army’s units still only make one morale roll. 
  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 
  Modifiers table below. 
  Rout: The unit immediately routs 
  off the battlemap and is removed from play.
  Flee: The unit immediately becomes disordered (if not 
  already), changes its facing towards its own battlemap edge, and 
  immediately retreats a number of hexes equal to its hustling 
  movement rate in that direction. If a fleeing unit cannot 
  complete its retreat, it is considered routed and removed from 
  play.
  Waver: The unit immediately becomes disordered, if not 
  already. If already disordered, it retreats one hex towards its own 
  battlemap edge. If the unit cannot complete its retreat, it flees 
  (as above).
  Morale Modifiers
  Modifier
  Army Modifiers (apply to all units)
  Army general present on battlemap
  + 1/2  Morale Modifier (round up)
  Army has lost 1/2  or more of its starting units, but less than 2/3
  -2
  Army has lost 2/3 or more of its starting units
  -5
  Army has destroyed or routed more units than opposing army has destroyed or routed
  +2
  Army has lost more units than opposing army has lost
  -2
  Army cannot retreat (surrounded, trapped, etc.)
  +2
  Army defending homeland / sacred ground
  Judge’s Discretion
  Unit Modifiers
  Officer attached to unit*
  + Morale Modifier
  Unit is disordered
  -2
  Unit has taken damage of 50% or more of its uhp
  -2
  Unit is threatened by enemy in its flank or rear hexes 
  -2
  Unit is Formed Foot or Formed Mounted and adjacent to at least two friendly units
  +2
  Unit is shielded
  +2
  *If multiple characters are attached to a unit, only the best morale modifier applies. When a general is attached to a unit, the general’s morale 
  modifier applies at both the army and unit level. 
  Unit Morale 
  Adjusted 
  Die Roll
  Result
  2-
  Rout
  3-5
  Flee
  6-8
  Waver
  9-11
  Stand Firm
  12+
  Rally
  
  26 
  Ending Battles
  Stand Firm: The unit remains steady. No effect.
  Rally: The unit rallies under the pressure of battle. If the unit is 
  disordered, the disordered token is removed. If the unit is not 
  disordered, it recovers one lost uhp and, if unthreatened, may 
  advance one hex towards an enemy unit.
  Retreats, where necessary, follow the same rules as those caused 
  by shock rolls.
  EXAMPLE: Since a unit was destroyed during the preceding 
  combat round, 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 
  units, which imposes no modifier. However, his army has 
  lost more 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) in 
  bad shape. It is disordered (-2 penalty) and has lost 4 of its 6 
  uhp (-2 penalty). The unit’s modifiers are -4; combined with 
  the army modifier, the total modifier is -3. Marcus rolls 2d6 
  and gets a 5, modified to a 2. The unit immediately routs off 
  the battlemap!
  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. 
  EXAMPLE: In a string of bad luck, the first two morale 
  rolls that Marcus makes result in the units routing off the 
  battlemap. That means that Marcus’s army has now lost half 
  of its original twelve units – the four he had lost at the start of 
  the morale phase, plus the two lost to rout. That means when 
  Marcus makes the next morale roll he now has to factor 
  in the -2 for having lost between ½ and 2/3 of his army’s 
  starting units.
  If both sides must make morale rolls during the same combat 
  round, the side whose general has the lower leadership ability 
  must make all of its morale rolls first. In the event of a tie, 
  determine the order of the morale rolls randomly.
  ENDING BATTLES
  A battle ends when all of the units of one army have been 
  destroyed, routed, or voluntarily exited from the battlemap. 
  When a battle ends, the victorious army will have the opportunity 
  to pursue the defeated army. After pursuit is resolved, each 
  army will determine casualties.
  PURSUIT
  A victorious army is eligible to 
  pursue its defeated opponent. Pursuit 
  is handled with a series of pursuit 
  throws. The victorious army receives 
  one pursuit throw per eligible pursuing 
  unit.
  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 
  Mounted 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 Mounted and 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 Loose 
  Mounted units routed, Army A is eligible to pursue with all 
  of its units. 
  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. Because Army 
  B still has unrouted Mounted units in its army, Army A is 
  eligible to pursue with only its four light cavalry.
  Pursuing Unit
  Pursuit Throw
  Loose Mounted or Flyer
  11+
  Other Mounted
  14+
  Loose Foot
  14+
  Other Foot
  18+
  For each eligible pursuing unit, the victorious army’s 
  commander makes a pursuit throw against the appropriate 
  value from the table above. Add +4 to each pursuit throw if all of 
  the defeated army’s Mounted and Flyer units were destroyed or 
  routed. Each successful throw eliminates one enemy unit. If the 
  defeated army ended the battle without any Mounted or Flyer 
  units, the victorious army general 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 battlemap. Army A is 
  pursuing with four light cavalry units (Loose Mounted). 
  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 Mounted units were 
  destroyed or routed off the battlemap, Army A’s general 
  chooses which units are eliminated. He elects to destroy 
  both of B’s light cavalry.
  Pursuit 
  against 
  Evading 
  Armies: 
  Certain strategic situations, including 
  rear 
  guard 
  actions, 
  rear 
  guard 
  envelopments, and skirmishes, involve 
  offensive armies fighting evading armies. 
  (See Chapter 3, Strategic Situations, for 
  more details). The longer it takes to defeat 
  an evading army, the harder it is for the 
  offensive army to pursue. Each combat 
  round of the battle imposes a cumulative 
  I MP O R TAN T NOTE:
  If the battle is part of a campaign, each 
  army will also gather spoils of war and 
  calculate experience points for its 
  officers and troops. These rules are found 
  in the Aftermath of Battles section of 
  Domains at War: Campaigns.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Ending Battles 
  27
  Basic Rules
  -1 penalty to 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 combat rounds, 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 commander will determine his army’s 
  casualties. Units that were destroyed or dealt damage will have 
  lost some or all of their troops.
  Destroyed Units: Half of the troops (rounded up) are crippled 
  or dead, while the other half (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: A unit of 120 orcs was destroyed. 60 of the orcs 
  are crippled or dead, 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.
  Damaged Units: Damaged units will suffer casualties in 
  proportion to their loss of uhp. Divide the amount of damage 
  taken by the unit’s starting uhp (round up). This is the 
  percentage of the troops that became casualties. Half of these 
  casualties (rounded up) are crippled or dead, while the other 
  half (rounded down) are wounded. The victorious army’s 
  wounded troops return to their unit in one week. Half (rounded 
  up) of the defeated army’s wounded troops become prisoners 
  and half return to their unit in one week.
  EXAMPLE: A unit of 120 orcs (8 uhp) took 2 points of 
  damage, so 25% of the troops became casualties. Of the 
  (25% x 120) 30 casualties, 15 are crippled or dead, while 15 
  are wounded. If the orc’s army won the battle, it will recover 
  its wounded and become a unit of 105 orcs in one week. If 
  the orc’s army lost the battle, 8 of its 15 wounded become 
  prisoners, and the unit is reduced to 97 orcs.
  Routed Units: Routed units will suffer casualties in proportion 
  to their loss of uhp, as per a damaged unit. However, fewer of 
  the unit’s wounded return to the unit. Half of a victorious army’s 
  routed, wounded troops become deserters (round up). Half of 
  the defeated army’s routed, wounded troops become prisoners 
  (round up), and the rest become deserters.
  EXAMPLE: A unit of 120 orcs (8 uhp) took 4 points of 
  damage and routed. 50% of the troops became casualties. 
  Of the (50% x 120) 60 casualties, 30 are crippled or dead, 
  while 30 are wounded. If the orc’s army won the battle, 15 
  of its wounded become deserters while the remaining 15 
  rejoin the unit, leaving it at 75 orcs. If the orc’s army lost the 
  battle, 15 of its wounded become prisoners and 15 become 
  deserters. The unit is reduced to just 60 orcs.
  Half-strength units may be consolidated to form a smaller 
  number of full-strength units, if desired.
  
  Chapter 2: Terrain
  The commander who relies on his cavalry, especially  
  lancers, should seek out broad plains favorable to such troops  
  and force the battle there. If, on the other hand, he relies more on 
  his infantry, he should take care to choose uneven, thick,  
  and rugged terrain for the fighting.
  – Maurice’s Strategikon
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Random Terrain Generation 
  29
  Terrain
  The basic rules assume that the battlefield is a flat, level plain 
  of grass or hard ground. While that is true of some battlefields, 
  battles which take place in wild forests, mountainous passes, or 
  barren deserts should have a very different topography. 
  To represent geographical features such as hills, streams, groves 
  of forest, patches of mud, and the like, terrain pieces can be 
  placed on the battlemap. There are three sizes of terrain pieces: 
  small (one hex) medium (three hexes), and large (seven hexes). 
  Each terrain piece is of a particular terrain type with certain 
  terrain characteristics.
  An assortment of terrain pieces of various sizes and types is 
  included with the Complete Domains at War Set. You may 
  substitute other terrain pieces of your own devising as desired.
  If the battle is being fought at a mapped location within the 
  Judge’s campaign setting, terrain pieces should be placed on the 
  tabletop battlemap to replicate that location. Otherwise, terrain 
  placement should be determined randomly based on the size of 
  the battlemap (p. 10) and the terrain of the 6-mile hex where 
  the battle is taking place. 
  RANDOM TERRAIN GENERATION
  Use the Random Battlemap Terrain table to randomly generate 
  terrain according to the following steps. 
  1. For each battlemap, roll once on the Terrain Pieces 
  per Battlemap column using the dice appropriate 
  to the terrain of the 6-mile hex where the battle is 
  taking place. This will tell you how many medium 
  terrain pieces to place.
  2. For each of the terrain pieces, roll 1d20 and cross-
  index the result with the appropriate row of the 
  Random Battlemap Terrain table to determine the 
  type of terrain to be placed. 
  3. Place each terrain piece one at a time on the 
  battlemap. Terrain pieces may be placed deliberately 
  by the Judge or placed randomly. To randomly 
  place terrain other than streams and trenches, drop 
  1d20 from a height of 1’ above the center of the 
  battlemap. Place the terrain piece so that at least one 
  of its hexes lies on the hex where the die comes to 
  rest. If this would result in the terrain extending off 
  the battlemap, re-roll. (See Terrain Types, p. 32, for 
  instructions on how to randomly place streams and 
  trenches.)
  4. Any remaining hexes without a terrain piece are 
  considered clear terrain.
  When placing pieces, the Judge may substitute three small 
  pieces for one medium piece, or one large piece for two medium 
  pieces. Re-drop any dice that place terrain in half hexes that are 
  unconnected to another map sheet. The Judge may re-drop dice 
  that stack terrain pieces of the same type on top of each other, or 
  substitute a larger piece in place of the smaller pieces. 
  TERRAIN CHARACTERISTICS
  There are four general characteristics that terrain may possess: 
  elevated, impassable, obscuring, and/or rough. 
  ELEVATED
  Elevated terrain includes cliffs/mountains and hills. Elevated 
  terrain blocks line of sight (LOS) (p. 22) in some cases, but in 
  other cases it allows units to see over obstacles (p. 22). The LOS 
  Stoppage table, below, shows the impact of elevation and line 
  of sight. Units on elevated terrain receive +1 to attack throws 
  against units on a lower elevation. Units on a lower elevation 
  can only conduct missile attacks on targets on elevated terrain 
  using volleying overhead (p. 22), even if line of sight can be 
  drawn.
  LOS Stoppage
   
  Elevated Hex
  Unelevated Hex
  Origin of LOS
  Elevated Hex
  LOS blocked by hex of 
  elevated obscuring terrain
  LOS blocked by obstacle on 
  elevated terrain
  LOS blocked by hex of 
  elevated terrain
  LOS blocked if terminus hex 
  is obscuring terrain 
  Unelevated Hex
  LOS blocked by hex of 
  elevated terrain
  LOS blocked by hex of 
  elevated terrain
  LOS blocked by hex of 
  obscuring terrain
  Random Battlemap Terrain
  6-Mile Hex 
  Terrain Type
  Terrain Pieces 
  Per Battlemap
  Broken
  Cliff/
  Mountain
  Forest/
  Jungle
  Hills
  Impenet. 
  Forest
  Mud
  Pond/
  Lake
  Stream
  Swamp
  Trench
  Clear or Grass
  2d4
  1-4
  5-6
  7-8
  9-14
  -
  15-16
  17-18
  19
  20
  -
  Barren
  3d4
  1-7
  8-12
  -
  13-18
  -
  19
  -
  -
  -
  20
  Desert
  3d4
  1-5
  6-10
  -
  11-16
  -
  17-
  18*
  -
  -
  -
  19-20
  Hills
  4d4
  1-2
  3-4
  5-6
  7-16
  -
  -
  17-18
  19-20
  -
  -
  Scrub
  4d4
  1-2
  3-4
  5-8
  9-16
  17
  -
  18
  19
  -
  20
  Woods
  4d6
  1-2
  3-4
  5-12
  13-14
  15-17
  -
  18
  19
  20
  -
  Mountains
  4d8
  1-4
  5-10
  11-12
  13-14
  15-16
  -
  17-18
  19
  -
  20
  Jungle
  4d8
  -
  1-2
  3-10
  11-12
  13-15
  16
  17
  18-19
  20
  -
  Swamp
  4d8
  -
  -
  1-4
  -
  5-8
  9-10
  11
  12-13
  14-20
  -
  *In desert hexes, “mud” is actually soft sand. 
  
  30 
  Random Terrain Generation
  Illus. 1-9: ELEVATION
  EXAMPLE: In Illustration 1-9, Horse Archer A does not 
  have line of sight on Orc C because line of sight from an 
  unelevated hex is blocked by a hex of elevated terrain. Horse 
  Archer B, on the hill, has line of sight on Orc D, despite the 
  obscuring terrain, because line of sight from elevated terrain 
  to unelevated terrain is only blocked by other elevated terrain 
  or when the LOS terminates in obscuring terrain. (If Orc D 
  were in the forest hex, then Horse Archer B would not have 
  line of sight. Essentially the tree canopy would be concealing 
  them.) Horse Archer B does not have line of sight on Orc 
  C, because line of sight from elevated terrain to unelevated 
  terrain is blocked by a hex of elevated terrain.
  In some cases, terrain may exist at multiple levels of elevation. 
  Where this occurs, “elevated” and “unelevated” terrain should 
  be understood as relative to the different levels of terrain. 
  EXAMPLE: A large seven hex hill has a small one hex hill on 
  top of it. The small hill’s hex is elevated relative to the large 
  hill’s hexes, while the large hill’s hexes are unelevated relative 
  to the small hill’s hex. Both the small hill and the large hill 
  are elevated relative to surrounding hexes without any hill or 
  mountain terrain at all.
  Flyers (p. 12) may move and attack as if elevated one or more 
  levels above the surrounding hex if desired.
  IMPASSABLE
  Impassable terrain includes cliffs, impenetrable forests, and 
  bodies of water. When terrain is impassable, it may not be 
  moved into or through by any unit without special capabilities. 
  Flyers may fly over impassable terrain if desired, and are treated 
  as elevated when doing so.
  ROUGH
  Rough terrain includes broken ground, forests, jungles, mud, 
  and swamp. When terrain is rough, it means that each hex 
  moved through the terrain counts as two hexes of movement 
  (units may always march a minimum of one hex in rough 
  terrain, however). Mounted units (p. 12) may not charge into, 
  through, or from rough terrain. Flyers may choose to fly above 
  rough if desired, and are treated as elevated when doing so.
  OBSCURING
  Obscuring terrain includes forests, jungles, and swamps. Line 
  of sight may be traced to and from the edge of an obscuring 
  hex, but may not be traced through a complete hex of obscuring 
  terrain. Units in obscuring terrain receive a +2 bonus to Unit AC 
  against missiles and may not be targeted by volleying overhead. 
  Flyers may choose to fly above obscuring terrain if desired, and 
  are treated as elevated when doing so. 
  Illus. 1-10: OBSCURING
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Terrain Types 
  31
  Terrain
  EXAMPLE: In Illustration 1-10, Light Cavalry A, in a hex 
  of obscuring terrain, does not have line of sight to Orc B. 
  Line of sight may not be traced through a complete hex of 
  obscuring terrain. Light Cavalry A does have line of sight to 
  Orc C, because line of sight may be traced from the edge of 
  an obscuring hex. Orc B does not have line of sight to Light 
  Cavalry A, and may not use volleying overhead to target 
  it without LOS (the forest canopy prevents it). Orc C may 
  missile attack Light Cavalry A, but Light Cavalry A receives 
  a +2 bonus to its AC.
  Terrain may have multiple characteristics, in which case the 
  effects stack. 
  EXAMPLE: In Illustration 1-11, Light Cavalry A is in a hex 
  of obscuring and elevated terrain (e.g. a forested hill). Orc C 
  would like to conduct a missile attack on the Light Cavalry. 
  Because Light Cavalry A is on elevated terrain while Orc C 
  is not, Orc C can only conduct a missile attack against Light 
  Cavalry A by volleying overhead. Because Light Cavalry A 
  is in obscuring terrain, it may not be targeted by volleying 
  overhead. As a result, Orc C cannot make a missile attack 
  against Light Cavalry A!
  In addition to the general terrain characteristics above, certain 
  terrain types have characteristics that are unique to that type. 
  These are noted in the description for that terrain type.
  TERRAIN TYPES
  NATURAL TERRAIN
  Broken Ground: Broken ground is rough terrain. Loose Foot 
  units (p. 12) in broken ground gain a +2 bonus to Unit AC. 
  Broken ground may be placed overlapping with hill terrain and 
  vice versa, in which case the effects stack. The spell move earth 
  can transform one hex of broken ground into clear terrain, or 
  vice versa, or add or remove a hill to broken ground.
  Clear: Clear terrain is any terrain without a terrain piece. Most 
  hexes are clear terrain.
  Cliffs/Mountains: Cliffs/mountains are elevated terrain. Cliffs/
  mountains are also impassable, except at designated passes up 
  the cliff/mountain. Small cliff/mountain terrain pieces have no 
  passes. Medium cliff/mountain terrain piece have 1d2-1 passes, 
  while large cliff/mountain pieces have 1d3-1 passes. Each pass 
  is the width of one hex edge. Passes may connect one hex of 
  cliff/mountain to another hex of cliff/mountain, or connect the 
  cliff/mountain hex to another type of terrain. Cliffs/mountains 
  may be placed overlapping with forest terrain pieces, in which 
  case the effects stack. They may also be placed overlapping with 
  other cliffs/mountains or hills to create multi-level terrain. The 
  spell move earth can transform one hex of cliff/mountain into a 
  pass (hill), or one hex of hill into a cliff/mountain.
  Forest/Jungle: Forests/jungles are rough and obscuring terrain. 
  Forest/jungle may be placed overlapping with both cliffs/
  mountains and hills, and vice versa. A one hex piece of forest/
  jungle can be destroyed with a fireball, breath weapon, or 
  similar effect.
  Hills: Hills are elevated terrain. Hills may be placed overlapping 
  with both broken ground and forest/jungle, and vice versa. Hills 
  may also be placed overlapping with cliffs/mountains or other 
  hills to create multi-level terrain. A move earth spell can add or 
  remove a one hex hill, or transform an existing hill into a cliff/
  mountain, or add or remove broken ground to or from a hill.
  Impenetrable Forest: Impenetrable forests are impassable 
  and obscuring. A one hex piece of impenetrable forest can be 
  destroyed with a fireball, breath weapon, or similar effect. A one 
  hex piece of impenetrable forest can be created with growth of 
  plants.
  Illus. 1-11: ELEVATED OBSCURING
  
  32 
  Terrain Types
  Mud: Mud is rough terrain. Units in mud suffer a -1 Unit AC 
  penalty against missile fire as they are such slow-moving targets. 
  War Machinery (p. 12) treats mud terrain as impassable. One 
  hex of mud can be created with the spell transmute rock to 
  mud or control weather (rain or snow); one hex of mud can be 
  transformed into clear terrain with transmute mud to rock or 
  control weather (intense heat).
  Pond/Lake: Ponds/lakes are impassable. Huge rivers (such as 
  the Rhine or Nile) which are multiple hexes wide should be 
  treated as long lakes. The spell lower water can be used to create 
  a three hex by two hex ford through a pond/lake. Fords are 
  treated as mud terrain.
  Streams: Unlike other terrain pieces, which are placed as 
  clusters of one hex, three hexes, or seven hexes, streams are 
  placed as lines of varying length. A stream can be of any length, 
  but on each end it must either exit the battlemap, connect to 
  another stream, or terminate in a cliff/mountain (a waterfall), a 
  hill (a spring), or a pond/lake. Streams can be narrow (brooks), 
  medium, or wide (rivers) in width.
  To randomly determine a stream’s characteristics, follow these 
  steps:
  1. Drop 2d20 from a height of 1’ above the center of 
  the battlemap. Mark the two hexes where the dice 
  come to a rest. The stream will follow a line that 
  crosses through the two hexes rolled and extends in 
  each direction until it reaches a map edge, another 
  stream, a cliff/mountain, a hill, or a pond/lake. 
  2. Roll 1d6 to determine the stream’s width. On a 1-3, 
  the stream is narrow (a brook); on 4-5, medium; on 
  6, wide (a river). 
  A narrow stream can be crossed in one combat round at a cost 
  of one extra hex of movement. Foot units may march, hustle, 
  or charge (p. 18 – p. 19) across a narrow stream as desired. 
  Mounted units may not charge into, across, or out of a narrow 
  stream. 
  A medium stream can be crossed in three combat rounds. On 
  the first combat round, the unit must move adjacent to the 
  medium stream and halt. On the second combat round, the unit 
  may march into the stream at a cost of its entire movement. On 
  the third combat round, the unit may march out of the stream 
  at a cost of one hex of movement. 
  A wide stream cannot be crossed except at designated fords. 
  Fords are treated as mud terrain. Lower water can be used to 
  create a three hex wide ford through a stream. 
  If a unit is adjacent to a stream, it receives a +2 bonus to its AC 
  against melee attacks coming from units in the stream. Units 
  that are crossing a stream suffer a -2 penalty to their AC until 
  they reach the other bank. 
  Flyers may treat streams as clear hexes if desired. War Machinery 
  cannot cross, enter, or move along streams. 
  Swamp: Swamps are rough and obscuring terrain. War 
  Machinery treats swamp terrain as impassable. A one hex piece 
  of swamp can be destroyed with a fireball, breath weapon, or 
  similar effect. 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Terrain Types 
  33
  Terrain
  Trench: Trenches are placed as lines and come in narrow, 
  medium, and wide varieties. When placing trenches, use the 
  rules for streams, but each end of the trench must either exit 
  the battlemap, connect to another trench, or terminate in a 
  depression. Move earth can transform one hex of trench into 
  clear or broken ground, or vice versa, or expand the size of a 
  trench by one category.
  Trenches are crossed like streams. If a unit is adjacent to a 
  trench, it receives a +2 bonus to its AC against melee attacks 
  coming from units in the trench. Units that are crossing a trench 
  suffer a -2 penalty to their AC until they reach the other side.
  Units that enter a wide trench may move along its length, 
  treating it as rough terrain. Units moving along a trench are 
  below the line of sight of attackers which are not on elevated 
  terrain. 
  Flyers may treat trenches as clear hexes if desired. War 
  Machinery cannot cross, enter, or move along trenches. 
  MAN-MADE TERRAIN
  Some battlemaps may feature minor man-made terrain pieces, 
  such as ditches, earthen ramparts, moats, or walls. These can be 
  handled using the mechanics below. However, major fortified 
  structures such as keeps and towers will be described in 
  Chapter 5, Assaults.
  Ditch: Ditches are narrow, medium, or wide trenches, 
  depending on their size.
  Earthen Rampart: Earthen ramparts are cliffs/mountains, hills, 
  or walls, depending on the size and shape of the ramparts.
  Moat: Moats are small, medium, or large streams, depending 
  on their size. 
  Walls: Walls can be either high (taller than 6'), medium (4' to 
  6'), or low (3' or less). Low walls are treated as broken ground. 
  Medium walls may be crossed by Mounted units at a cost of 
  one additional hex of movement, as the wall is low enough to 
  leap over. Foot unit may cross the wall as if crossing a medium 
  stream. War Machinery cannot cross walls. 
  If a unit is adjacent to a medium wall, it receives +2 bonus to 
  Unit AC against all attacks coming from the other side of the 
  wall. However, units on elevated terrain can fire at units adjacent 
  to the medium wall without penalty. A medium wall does not 
  block line of sight. 
  High walls are obscuring, impassable terrain. For high walls 
  with battlements, wall-walks, and arrow slits, see Chapter 5, 
  Fortified Structures, p. 53. 
  One hex of wall can be reduced to broken ground with 
  disintegrate, move earth, or transmute rock to mud. (A low 
  wall stays broken ground, only now it is rubble.)
  TERRAIN TYPES SUMMARIZED
  Terrain Type
  Terrain Characteristics
  Special Rules
  Broken Ground
  Rough
  Loose Foot gain +2 bonus to Unit AC
  Clear
  -
  -
  Cliffs/Mountains
  Elevated, Impassable
  Passable at Passes
  Ditch
  By Width
  See above
  Earthen Rampart
  Varies, see above
  Varies, see above
  Forest/Jungle
  Obscuring, Rough
  -
  Hills
  Elevated
  -
  Impenetrable Forest
  Impassable, Obscuring
  -
  Moat
  By Width
  See above
  Mud
  Rough 
  Unit AC -1 v. missile fire, Impassable to WM
  Pond/Lake
  Impassable
  -
  Stream
  By Width
  See above
  Swamp
  Obscuring, Rough 
  Impassable to WM
  Trench
  By Width
  See above
  Wall
  By Height
  See above
  
  Chapter 3: Strategic Situations
  A wise commander will not engage the enemy in a  
  pitched battle unless a truly exceptional opportunity  
  or advantage presents itself.
  – Maurice’s Strategikon
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Deployment by Strategic Situation 
  35
  Strategic Situations
  I MPO R TAN T NOTE:
  Historically, an army’s column of march 
  was vanguard, main body, and rear guard. 
  The vanguard, arriving at the battlefield 
  first, would take up a position on the 
  right flank. The main body held the main 
  battle line. The rear guard then filled in the 
  left flank. The vanguard and rear guard 
  usually held the army’s cavalry and faster-
  moving troops. The set-up for a pitched 
  battle reflects this historical pattern. The 
  Judge should feel free to vary the set-up 
  where appropriate to the battle!
  When fighting campaign battles (p. 7) 
  based on the rules in Domains at War: 
  Campaigns, several strategic situations 
  may emerge that are more complex than 
  the default battle described in Chapter 1 
  under Set Up (p. 16). 
  The eight strategic situations detailed in 
  Domains at War: Campaigns are:
   » 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. 
   » Meeting Engagement: A meeting 
  engagement pits the vanguard 
  (see below) divisions of one army against the 
  vanguard divisions of the other army. 
   » Rear Guard Action: A rear guard action pits every 
  division of an offensive army against the rear guard 
  divisions (see below) of an evading army. 
   » Skirmish: A skirmish pits the vanguard divisions of 
  an offensive army against the rear guard divisions of 
  an evading army. 
   » 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.
   » 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. 
  When one of these strategic situations occurs in a campaign 
  battle, use the rules in this chapter. You can also use the strategic 
  situation rules in standalone scenarios if desired. Just pick 
  a strategic situation, and divide the scenario’s armies into a 
  vanguard, rear guard, and main body where these are called 
  for. One-quarter to one-third of an army’s divisions are usually 
  in its vanguard and another one-quarter to one-third are usually 
  in its rear guard. The remaining divisions are in the main body.
  DEPLOYMENT BY STRATEGIC SITUATION
  Each strategic situation may modify the available divisions, 
  deployment zone, deployment order, and deployment 
  restrictions (p. 16) of one or both armies participating in the 
  battle. Set up for each strategic situation is identical to the 
  default set-up except as noted.
  PITCHED BATTLE
  Deployment Restrictions: Units in 
  each army’s vanguard may only deploy 
  in the Right Wing, Right Flank, and 
  Center of their map edge. Units in each 
  army’s main body may only deploy in 
  the Center of their map edge. Units in 
  the army’s rear guard may only deploy 
  in the Left Wing, Left Flank, and Center 
  of their map edge. 
  MEETING ENGAGEMENT
  Deployment 
  Restrictions: 
  Only 
  divisions assigned to each army’s 
  vanguard may deploy for the battle. 
  These must deploy in the Center of 
  their respective map edge. Divisions in 
  the armies’ main guards and rear guards do not participate in a 
  meeting engagement unless the optional reinforcements rule 
  is used. 
  Reinforcements (Optional Rule): This optional rule allows for 
  the slow arrival of units from distant divisions onto the battlemap. 
  Starting on the second combat round, each commander (p. 15) 
  who has not yet arrived may make a reinforcement throw of 
  16+ to join the battle with his division. Modify the throw by 
  the commander’s strategic ability (p. 14), and apply any other 
  appropriate modifiers from the Reinforcement Modifiers table 
  to this throw. An unmodified throw of 20 always succeeds, 
  regardless of modifiers. Reinforcements enter anywhere along 
  the Center of their table edge.
  Situation
  Modifier
  Coming from rear guard of offensive army
  -4
  Coming from vanguard of evading army
  -4
  Marching on rough ground
  -4
  Marching on road or trail
  +4
  Exclusively LF, FM, LM, or FLY units
  +2
  Exclusively LM and FLY units
  +4
  Exclusively FLY units
  +8
  EXAMPLE: Marcus’s army is fighting a meeting engagement. 
  Peristo (strategic ability +2) is commanding a division of 
  2 units of light infantry (Loose Foot) and 2 units of light 
  cavalry (Loose Mounted), assigned to the rear guard. He is 
  marching up the road to join the battle. Each combat round 
  he must roll (16 +4 -4 -2) 14+ to arrive.
  REAR GUARD ACTION
  Deployment Restrictions: The offensive army deploys as if 
  fighting a pitched battle. The evading army deploys as if fighting 
  a skirmish. Divisions from the vanguard and main body of the 
  evading army will not participate in a rear guard action unless 
  the optional reinforcements rule is used. 
  SKIRMISH
  Deployment Restrictions: Only divisions assigned to the 
  offensive army’s vanguard and the evading army’s rear guard 
  may deploy for the battle. These units must deploy in the 
  Center of their respective map edge. The main body and rear 
  
  36 
  Deployment by Strategic Situation
  guard of the offensive army, and the vanguard and main body 
  of the evading army, do not participate in a skirmish unless the 
  optional reinforcements rule is used (see previous page). 
  AMBUSH
  Deployment Zone: Instead of the default Standard Deployment 
  Zones (p. 16), use the Ambush Deployment Zones shown in 
  Illustration 1-12, below. The ambushing army is Army A, while 
  the ambushed army is Army B. 
  Deployment Restrictions: The ambushing army (Army A) 
  may not have more than ¼ of its total number of units deployed 
  in any individual area except the Ambushing Army Rear Guard 
  area. The ambushing army has no other deployment restrictions. 
  For instance, Formed Foot can be set up in Wing areas, if 
  desired. 
  The ambushed army’s vanguard divisions may only set up in the 
  Ambushed Army Vanguard area. The ambushed army’s main 
  body divisions may only set up in the Ambushed Army Main 
  Body area. The ambushed army’s rear guard divisions may only 
  set up in the Ambushed Army Rear Guard area.
  Deployment Order: The ambushed army (Army B) deploys all 
  of its units in the deployment zone in plain sight before Army A 
  sets up. The ambushing army (Army A) then sets up able to take 
  advantage of B’s deployment.
  Special Rules: The ambushed army’s commanders have no 
  activation points (p. 11, 18) in the first combat round and ½ 
  their normal AP in the second combat round.
  Illus. 1-12: AMBUSHED
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Deployment by Strategic Situation 
  37
  Strategic Situations
  ENVELOPMENT
  Deployment Zone: Instead of the default Standard Deployment 
  Zones (p. 16), use the Envelopment Deployment Zones shown 
  in Illustration 1-13, below. The enveloping army is Army A, 
  while the enveloped army is Army B.
  Deployment Restrictions: The enveloping army (Army A) may 
  not have more than ¼ of its total number of units deployed in 
  any individual area except the Center. It may deploy Formed 
  Foot in the Flanks, and any Mounted or Loose units in the Wings, 
  if desired. The enveloped army (Army B) may not have more 
  than 1/3 of its total number of units deployed in its Flank areas. 
  Deployment Order: The enveloped army (Army B) deploys all 
  of its units in the deployment zone in plain sight before Army A 
  sets up. The enveloping army (Army A) then sets up able to take 
  advantage of B’s deployment.
  Special Rules: The enveloped army’s commanders have no 
  activation points in the first combat round and ½ their normal 
  activation points in the second combat round.
  Illus. 1-13: ENVELOPED
  
  38 
  Deployment by Strategic Situation
  DEEP ENVELOPMENT
  Deployment Zone: Instead of the default Standard Deployment 
  Zones (p. 16), use the Deep Envelopment Deployment Zones 
  shown in Illustration 1-14, below. The enveloping army is Army 
  A, while the enveloped army is Army B.
  Deployment Restrictions: The enveloping army (Army A) may 
  not have more than ¼ of its total number of units deployed in 
  any individual area except the Center. It may deploy Formed 
  Foot in the Flanks, and any Mounted or Loose units in the 
  Wings, if desired. The enveloped army (Army B) may not have 
  more than 1/3 of its total number of units deployed in its Flank 
  areas. 
  Deployment Order: The enveloped army (Army B) deploys all 
  of its units in the deployment zone in plain sight before Army A 
  sets up. The enveloping army (Army A) then sets up able to take 
  advantage of B’s deployment.
  Special Rules: The enveloped army’s commanders have no 
  activation points in the first combat round and ½ their normal 
  activation points in the second combat round.
  REAR GUARD ENVELOPMENT
  Deployment Zone: Use the Envelopment Deployment Zones, 
  above.
  Deployment Restrictions: Use the deployment restrictions 
  for envelopment, above. The enveloped rear guard (Army B) 
  may only deploy in the Center area. Divisions assigned to the 
  enveloped army’s vanguard and main body will not participate 
  in a rear guard action unless the optional reinforcements rule 
  is used. 
  Special Rules: The enveloped army’s commanders have no AP 
  in the first combat round and ½ their normal AP in the second 
  combat round.
  Illus. 1-14: DEEP ENVELOPMENT
  
  Chapter 4: Heroes
  The spirit of the commander is naturally communicated to the 
  troops, and it is better to have an army of deer commanded by a 
  lion than an army of lions commanded by a deer.
  – Maurice’s Strategikon
  
  40 
  Qualifying as a Hero
  In the basic rules, officers (p. 14) are permanently attached 
  to their units (p. 11), and do not influence the battle except 
  through the orders they give. These advanced rules allow your 
  officers to move and fight independently. Use them to add epic 
  warriors, mighty wizards, powerful dragons, and other puissant 
  combatants to your fantasy battlefield.
  QUALIFYING AS A HERO
  Whatever courage they may possess, most characters do not 
  qualify as heroes! To qualify as a hero, a character must be:
   » A general, commander, or lieutenant (p. 15); or
   » A PC or NPC with at least seven levels of experience; 
  or
   » A monster possessing at least nine hit dice and 
  functioning outside of a unit; or
   » Capable of casting third level arcane spells; or
   » Capable of casting fifth level divine spells; or
   » Designated as a hero for a particular standalone 
  scenario (p. 7).
  EXAMPLE: Several PCs and NPCs are present at a 
  battle: Marcus (9th level fighter), army general; Theon (7th 
  level fighter), a division commander; Zeodarë (7th level 
  bladedancer); Sera (6th level thief); and Quintus (6th level 
  mage). Marcus qualifies because he is a general, and also 
  because he has at least seven levels of experience. Theon 
  qualifies as a hero because he is a division commander. 
  Although neither is a general, commander, or lieutenant, 
  Zeodarë and Quintus both qualify as heroes; Zeodarë 
  because she can cast fifth level divine spells and Quintus 
  because he can cast third level arcane spells. Sera does not 
  qualify.
  These requirements may be waived by the Judge if he feels a 
  particular character could personally influence the outcome 
  of the battle despite not meeting these qualifications. This 
  may occur if the character is well-equipped, of political 
  importance, etc. 
  EXAMPLE: Sera, a 6th level thief, is equipped with a ring of 
  invisibility and an arrow of slaying. Using these items, she 
  plans to sneak up on and kill the enemy general during the 
  battle. The Judge rules that Sera may function as a hero for 
  this battle despite not otherwise meeting the qualifications.
  HERO CHARACTERISTICS
  Heroes have three sets of characteristics: personal, officer, 
  and unit.
  PERSONAL CHARACTERISTICS 
  A hero’s personal characteristics are used when the hero attacks 
  or is attacked by another hero. A hero’s personal characteristics 
  include movement rate, AC, HD, hp, attack throw, number 
  of attacks, damage, saving throws, initiative modifier, and 
  special abilities. A hero’s personal characteristics should be 
  calculated according to the rules in the Adventurer Conqueror 
  King System core rules. 
  OFFICER CHARACTERISTICS
  A hero’s officer characteristics come into play if he serves 
  as a general, commander, or lieutenant. A hero’s officer 
  characteristics include leadership ability, zone of control, 
  strategic ability, and morale modifier (p. 14). A hero’s officer 
  characteristics should be calculated according to the rules in 
  Chapter 8, Conversion.
  UNIT CHARACTERISTICS
  A hero’s unit characteristics are used when the character attacks 
  or is attacked by a unit. A heroic character’s unit characteristics 
  include unit movement rate, unit formation, unit armor class, 
  unit hit dice, unit attacks, and unit morale (p. 12-13). Note 
  that heroes do not have uhp (p. 12) – as explained below, attacks 
  against heroes always deal personal hp damage.
  A hero’s unit characteristics are derived from his personal 
  characteristics according to the rules in Chapter 8, Conversion.
  HEROES ON THE BATTLEMAP
  Heroes are represented on the battlemap (p. 10) with officer 
  counters (p. 10). At the start of the battle, each hero’s counter 
  is set up within the deployment zone (p. 16) according to his 
  unit formation. 
  Heroes may be either attached or independent. Attached 
  heroes move and fight with their unit, while independent heroes 
  move and fight virtually as units themselves. An attached hero’s 
  counter is placed on the counter of the unit he is attached to. 
  An independent hero’s counter is placed in the hex he occupies, 
  facing one of that hex’s six vertices.
  A hero that that is a general, commander or lieutenant must 
  begin the battle attached to a unit he leads. Place the hero’s 
  counter on the unit’s counter to indicate he is attached to that 
  unit. Other heroes may begin the battle attached to units if 
  desired, or may begin the battle as independent heroes.
  EXAMPLE: Marcus, the army general, is serving as 
  commander of the army’s first division. He must be attached to 
  one of the first division’s units. Theon is division commander 
  of the army’s second division. He must be attached to one of 
  the second division’s units. Marcus and Theon’s counters are 
  placed on the units they have respectively attached to.
  The other heroes may be attached or independent. Quintus 
  and Zeodarë are deployed attached to a bowman unit on 
  a hill in the army’s rear, from where they can readily cast 
  spells. Their counters are placed on the bowman unit. Sera 
  is deployed as an independent hero in an empty hex in the 
  left flank of the deployment zone, from where she can easily 
  sneak forward. Her counter is placed in the hex.
  HERO INITIATIVE 
  If the hero is a commander, he rolls for initiative (p. 17) applying 
  his strategic ability as a modifier. He acts in the same command 
  phase (p. 18) as the units of his division (p. 10). The hero’s status 
  as independent or attached does not affect his initiative.
  If the hero is not a commander, his initiative will depend on 
  whether he is independent or attached. An independent 
  hero rolls for initiative using his personal characteristics. He 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Heroes on the Battlemap 
  41
  Heroes
  effectively has his own command phase. An attached hero acts 
  in the same command phase as the unit he is attached to. 
  HERO ACTIVATION
  Attached heroes are not activated (p. 18), but instead act when 
  the unit they are attached to is activated. Independent heroes 
  effectively activate themselves. It costs no AP (p. 18) for an 
  independent hero to activate himself.
  Activation & 
  Initiative
  Independent Hero
  Attached Hero
  Commander
  Initiative is 1d6 + 
  strategic ability
  Shares command phase 
  with his division
  Activates himself
  Initiative is 1d6 + 
  strategic ability
  Shares command phase 
  with his division
  Acts when the unit he 
  is attached to activates
  Not Commander
  Initiative is 1d6 + 
  personal initiative 
  modifier 
  Effectively has his own 
  command phase
  Activates himself
  Acts simultaneously 
  with unit attached to
  Shares command phase 
  with unit attached to
  Acts when the unit he 
  is attached to activates
  EXAMPLE: Marcus, Theon, Quintus, and Zeodarë begin 
  the battle as attached heroes. They are not activated; they 
  simply act when the unit they are attached to is activated. 
  Sera is an independent hero. She will roll initiative using her 
  personal initiative modifier (from DEX, proficiencies, etc.). 
  She effectively has her own command phase in which she 
  activates herself. 
  If Marcus were an independent hero-commander, he would 
  activate himself during own his command phase.
  ATTACHED HEROES
  An attached hero moves with the unit he is attached to. He 
  attacks at the same time as the unit he is attached to. He will 
  attack his unit’s target (p. 21) using his own unit characteristics 
  unless one or more enemy heroes is attached to the target unit 
  and within visibility distance (p. 42); in that case, he will target 
  one of the heroes using his personal characteristics. If his unit 
  performs an action in lieu of attacking (p. 24), the attached 
  hero will also perform an action in lieu of attacking. 
  EXAMPLE: Theon is attached to a unit of light cavalry. 
  Theon’s unit attacks an enemy unit of orcs. There are no 
  enemy heroes attached to the orcs, so Theon attacks the unit 
  of orcs using his unit characteristics.
  EXAMPLE: Marcus is attached to a heavy cavalry unit. 
  Marcus’s unit attacks an enemy unit of orcs. A powerful anti-
  paladin is attached to the orc unit. Since there is an enemy 
  hero attached to the heavy cavalry’s target, Marcus attacks 
  the enemy hero.
  An attached hero adds his morale modifier to his unit’s shock 
  rolls (p. 23) and morale rolls (p. 25), unless another hero with 
  a higher morale modifier (p. 14) is also attached to the unit. 
  Detaching from a Unit: An attached hero may detach from his 
  unit at the start of any initiative phase (p. 17), prior to initiative 
  being rolled. Remove the hero’s counter from the unit’s counter 
  and place it in the unit’s hex to indicate the hero has detached. 
  The newly independent hero may roll for initiative and activate 
  himself that round. 
  EXAMPLE: Marcus is attached to a heavy cavalry unit in his 
  division. He intends to send the heavy cavalry into a suicidal 
  charge this round, so he announces during the initiative 
  phase that he is detaching from the unit. His counter is 
  removed from the heavy cavalry’s counter and placed in 
  the unit’s hex. Since Marcus is a hero-commander, he rolls 
  initiative using his strategic ability to determine when his 
  command phase will take place. During the command 
  phase, he will be able to activate the units in his division, and 
  be able to activate himself at no cost in AP.
  An officer who would not qualify to be hero except for his status 
  as a commander or lieutenant may not detach from his unit. 
  EXAMPLE: Theon would like to follow Marcus’s example and 
  become an independent hero-commander. However, Theon 
  only qualifies as a hero by virtue of being a commander, so 
  he may not detach.
  INDEPENDENT HEROES
  When activated, an independent hero receives a movement 
  sequence (p. 18) and an attack sequence (p. 20), as a unit 
  would. An independent hero may not be activated more than 
  once per combat round. 
  During his movement sequence, an independent hero may 
  move following the rules for a unit of his formation type. The 
  following special rules apply:
   » A hero may pass through friendly heroes and 
  friendly units without penalty. 
   » A hero may end his movement in the same hex as 
  another friendly hero or friendly unit, if desired. 
   » A hero threatens and is threatened by (p. 19) 
  independent enemy heroes. A hero threatens enemy 
  units, but is not himself threatened by an enemy unit 
  unless an enemy hero is attached to the enemy unit.
  During his attack sequence, an independent hero may attack 
  (p. 20), charge (p. 20), defend (p. 24), and/or ready to attack (p. 
  25), based on his movement during the preceding movement 
  sequence. The following special rules apply:
   » A hero’s attacks can target an enemy unit or an 
  enemy hero, if eligibility requirements are met. 
  Heroes desirous of attacking enemy heroes must be 
  within visibility distance (p. 42) of the target.
   » Heroes tend to seek out the glory of man-to-man 
  combat. Therefore, a hero may not target an enemy 
  unit if there is an enemy hero available as an eligible 
  target. 
   » When attacking an enemy unit, a hero uses his unit 
  characteristics. 
   » When attacking an enemy hero, a hero uses his 
  personal characteristics. Damage dealt is applied to 
  the target’s personal hp.
  
  42 
  Spells, Special Abilities, and  Magic Items
   » In lieu of an attack, heroes may use any magic, class 
  abilities, or other actions available to him. See the 
  Spells and Special Abilities section (below) for 
  details.
  A hero whose unit number of attacks 
  (p. 12) is less than 1 cannot target 
  enemy units with attacks. This may 
  occur if the hero qualified due to officer 
  position or spellcasting ability rather 
  than high hit dice. The hero can still 
  attack enemy heroes with his personal 
  characteristics.
  Attaching to a Unit: An independent 
  hero who begins his movement 
  sequence in the same hex as a friendly 
  unit may attach to the unit. Place the 
  hero’s counter on the unit’s counter to 
  indicate he is now attached to that unit. 
  The newly-attached hero completes his 
  movement and attack sequence with the unit the next time it is 
  activated.
  EXAMPLE: Marcus ends combat round 10 in the same 
  hex as a horse archer unit in his division. In combat round 
  11, Marcus activates himself. At the start of his movement 
  sequence, he attaches himself to the horse archers. For now, 
  this ends Marcus’ activation. Later in his command phase, 
  Marcus activates the horse archer unit. Marcus now moves 
  and fight with the horse archer, as an attached hero.
  ATTACKS ON HEROES BY UNITS
  Units never attack attached heroes. Units may not attack 
  independent heroes unless the hero is visible and the unit has 
  no other eligible targets available. When units do attack heroes, 
  they use their unit characteristics. For each uhp of damage 
  dealt to the hero, he takes 2d6 x 10 hp of damage. A hero who 
  is reduced to 0 hp or less is incapacitated, and suffers the risk 
  of permanent wounds or death, as per Effects of Damage in  
  ACKS (p. 104). 
  Withdrawal: Heroes are hard to pin down and kill with 
  clumsy formations of troops. Whenever a hero takes damage 
  from a unit, he may reduce the uhp of damage dealt by one or 
  more points by withdrawing (p. 22) one or more hexes, up 
  to a maximum of his marching movement. Heroes withdraw 
  according to the same rules as Loose units, except that the hero 
  may end his withdrawal in the same hex as another friendly 
  hero or unit if desired.
  HERO AND OFFICER VISIBILITY 
  Hero Size
  Visibility Distance
  Man Sized
  3 hexes
  Large Sized
  6 hexes
  Huge Sized
  9 hexes
  Gigantic Sized
  15 hexes
  Colossal Sized
  30 hexes
  Eliminating an army’s heroes and other officers can be the key to 
  victory. However, single individuals are not easy to see through 
  the dust and clutter of a battlefield. A hero or other officer is not 
  an eligible target of an attack, spell, or special ability unless he 
  is within visibility distance of the unit or hero targeting him. 
  Visibility distance is determined by the size of the targeted hero. 
  Even if within visibility distance, a hero 
  who is invisible or hidden in shadows 
  is only an eligible target if the enemy 
  hero or unit targeting him has the 
  means to detect him (e.g. true seeing 
  or detect invisibility). 
  Leading from the Rear: Attached 
  heroes are assumed to be leading from 
  the front of their unit, where they can 
  gain glory and wade into the battle. An 
  attached hero can reduce his visibility 
  distance to 0 hexes by leading from the 
  rear instead. However, a hero leading 
  from the rear cannot attack or act in 
  lieu of attacking. An attached hero 
  cannot lead from the rear if he is of a larger size than that of the 
  constituent troops of his unit! (A troll is visible among kobolds 
  no matter where he stands…) 
  In the basic rules, all officers are assumed to be leading from 
  the rear. 
  SPELLS, SPECIAL ABILITIES, AND  
  MAGIC ITEMS
  Many heroes, and some units, will possess spells, magic items, 
  and special abilities that can have a dramatic impact on the 
  battlefield. 
  ELIGIBILITY TO USE SPELLS, MAGIC ITEMS, AND 
  SPECIAL ABILITIES
  Any hero capable of using spells, magic items, and special 
  abilities may do so during his attack sequence as an action in lieu 
  of the hero’s attack. (If the hero is attached to a unit, his unit may 
  still attack or take an action in lieu of attacking.) In order to cast 
  spells, or use any abilities or magic items requiring concentration, 
  the hero (or his unit) must have remained stationary during their 
  movement sequence, and the hero must not have taken damage 
  prior to his activation that combat round. Otherwise, the hero 
  (or his unit) must simply have remained stationary or marched 
  during their movement sequence that round.
  EXAMPLE: Balen, a 7th level mage, is attached to a unit of 
  120 heavy infantry. During an enemy activation, the unit 
  takes one uhp of damage from missile fire, but Balen himself 
  is not hit. During their activation, Balen and the heavy 
  infantry remain stationary. The heavy infantry ready to 
  attack, as an action in lieu of attacking. Since Balen and his 
  unit remained stationary, and Balen did not take any damage 
  prior to his activation, he is eligible to cast a spell.
  If a unit contains creatures capable of using spells, magic items, 
  and special abilities, those creatures may do so during the unit’s 
  attack sequence. This counts as an action in lieu of attacking for 
  the entire unit, even if only a few of the creatures within the 
  unit can or do cast spells or use abilities or items. If multiple 
  I MP O R TAN T NOTE:
  In the basic rules it was impossible to target 
  officers, so we didn’t worry about their AC 
  and hp. When using the advanced rules, 
  officers are heroes and you’ll need to know 
  their personal characteristics. As a rule of 
  thumb, an average officer will have the 
  minimum HD or level needed to qualify as 
  an officer, average hit points for his level or 
  HD, and an AC one greater than average for 
  his unit. 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Spells, Special Abilities, and Magic Items  
  43
  Heroes
  creatures within the unit act, all of them must take the same 
  action, e.g. cast the same spell, use the same special ability, or 
  wield the same magic item. They may select different targets for 
  the effect, however, if possible to do so.
  In order for its constituent creatures (p. 81) to cast spells, or 
  use any abilities or magic items requiring concentration, the 
  unit must have stood fast during its movement sequence, and 
  must not have taken damage prior to its activation that combat 
  round. Otherwise, the unit must simply have stood fast or 
  marched during its movement sequence that round.
  EXAMPLE: A mixed unit consists of 100 heavy infantry and 
  20 1st level mages. During an enemy activation, the mixed 
  unit is attacked, but dealt no damage. During the unit’s 
  activation, it remains stationary. Since the unit remained 
  stationary and did not take any damage, the mages in the 
  unit are eligible to cast spells. If even one mage does so, 
  this counts as if the entire unit had taken an action in lieu 
  of attacking. All of the mages must cast the same spell, but 
  they may target different units or creatures with the spell, if 
  possible to do so.
  Using Spells, Items, and Abilities in Formation: Spellcasters 
  and monsters are best employed as individuals. Massed 
  formations of spellcasters or monsters can get in the each other’s 
  way, choke up the lanes of fire, block each other’s lines of sight 
  (p. 22), and generally make it difficult to bring a high volume of 
  spells or powers to bear at once. 
  To reflect these drawbacks, only a limited number of creatures 
  within a unit may use spells, special abilities, or magic items 
  in any given attack sequence. The Maximum Simultaneous 
  Spells/Abilities table shows the maximum allowed based on the 
  number of troops in the unit. 
  The limit does not apply when the spell, ability, or item used 
  targets the unit itself (e.g. with a healing spell).
  Troops In Unit
  Maximum Simultaneous 
  Spells/Abilities
  61 to 120
  20
  31 to 60
  15
  10 to 30
  10
  5 to 10
  5
  1 to 4
  All
  EXAMPLE #1: A unit consists of 120 1st level mages. The unit 
  remained stationary, and the mages wish to cast burning 
  hands in lieu of the unit’s attack. Although all 120 creatures 
  in the unit are spellcasters, only 20 can cast burning hands 
  during the attack sequence.
  EXAMPLE #2: A unit consists of 30 1st level mages mounted 
  on 5 elephants. All of the mages in the unit are equipped 
  with wands of fireball. The unit made a marching move, 
  and the mages now wish to use their wands in lieu of the 
  unit’s attack. Although there are 30 mages with wands, only 5 
  mages can use their wands during the attack sequence.
  EXAMPLE #3: A unit consists of 120 2nd level clerics. The 
  unit remained stationary, and the clerics wish to cast cure 
  light wounds on their own unit’s membership. Since the 
  spell being cast is targeted at the unit itself, the maximum 
  simultaneous spells limit does not apply. All 120 2nd level 
  clerics can cast.
  Particular spells or special abilities may impose additional 
  eligibility requirements or limits. 
  TARGETING AND EFFECT OF SPELLS, MAGIC ITEMS, 
  AND SPECIAL ABILITIES
  Spells, special abilities, or magic items may be used against any 
  units, visible heroes, terrain pieces (p. 29), or other relevant 
  targets within range and line of sight (if line of sight is required 
  for the power).
  If a spell, item, or ability affects the battlemap or a unit, resolve 
  its effects using the effects listed in Mass Combat Spells. 
  Remember that in most cases when a spell, item, or ability deals 
  damage to a unit, the unit must make a shock roll.
  If a spell, item, or ability affects a hero, resolve its effects 
  against him using the attacker’s and target hero’s personal 
  characteristics. A hero will be affected if he is the target of the 
  spell, if he occupies a hex targeted by an area of effect spell, or if 
  he occupies the same hex as a unit targeted by an area of effect 
  spell (such as fireball). 
  MASS COMBAT SPELLS
  The following spells can be used in Domains at War to affect the 
  battlemap, enemy units, or enemy heroes. 
  Bless: This spell affects one unit within 2 hexes of the caster. The 
  target unit must not already be in melee. The unit gains +1 on 
  attack throws. Its morale score is increased by 1. The bless lasts 
  the duration of the battle or until dispelled. The reverse of this 
  spell, blight, affects one enemy unit unless a Save versus Spells 
  is made. A blighted unit suffers -1 on its attack throws and has 
  its morale score reduced by 1. The reversed spell also lasts the 
  duration of the battle or until dispelled.
  Burning Hands: This spell blasts one unit in a hex adjacent to the 
  caster. The damage from burning hands is equal to the caster’s 
  level -1, with a minimum of 1 point and a maximum of 4 points. 
  Damage is doubled against cavalry units (p. 83), behemoth 
  cavalry units (p. 86), or chariot units (p. 89). If the unit makes a 
  successful saving throw versus Blast, damage is reduced to half. 
  A unit may never lose more than 1/8 its maximum uhp (rounded 
  up) from burning hands. 
  EXAMPLE: A unit of 120 orcs with 8 uhp is struck by 
  burning hands cast by a 7th level mage. The damage from 
  the spell is 4 points (the maximum). The unit makes its 
  saving throw versus Blast, reducing base damage to 2 points. 
  The unit takes the lesser of the damage (2 points, because of 
  the successful save) or 1/8 its max uhp (1 point), so it takes 1 
  point of damage.
  Call Dragon: This spell must be cast before the battle begins, 
  during set-up. It places a dragon hero under the caster’s control. 
  The dragon’s Domains at War: Battles characteristics are Move 
  
  44 
  Spells, Special Abilities, and Magic Items 
  4/8/12 FLY, AC 9, UHD 14, uhp 1, AT 1 melee 0+, ML +1. The 
  dragon will have a breath weapon and one other special ability. 
  The dragon will serve the caster for the duration of the battle, or 
  until dispelled or killed. 
  Call Lightning: This spell can only be used when a storm is 
  overhead. The spell control weather may be used to create such 
  a storm! Every 60 combat rounds, the caster may target one unit 
  within 18 hexes with a bolt of lightning. The targeted unit suffers 
  8 points of damage. Damage is doubled against cavalry units, 
  behemoth cavalry units, or chariot units. If the unit makes a 
  successful saving throw versus Blast, damage is reduced to half. 
  A unit may never lose more than 1/8 its maximum hit points 
  (rounded up) from call lightning. 
  Chimerical Force: This spell is identical to permanent illusion, 
  except that it may not replicate spells with a thermal or tactile 
  component. Its duration is limited to the caster’s concentration.
  Cloudkill: This spell creates a cloud of poison in a hex adjacent 
  to the caster. The cloud slowly moves away from the caster; roll 
  1d6 during the caster’s command phase each round, and on a 
  roll of 1-2, the cloud moves 1 hex. Any unit or character struck 
  by cloudkill must make a saving throw versus Poison each 
  combat round it is in the cloud. If it fails, it is destroyed. Even 
  if the unit or character survives, it must retreat (p. 23) from the 
  hex towards its own map edge. A unit or character which cannot 
  retreat from the hex is destroyed. Units and officers of more 
  than 5 HD are immune to cloudkill. The spell lasts the duration 
  of the battle or until dispelled.
  Cone of Cold: This spell blasts one unit in a hex adjacent to 
  the caster. The damage from cone of cold is equal to the caster’s 
  level. Damage is doubled against cavalry units, behemoth 
  cavalry units, or chariot units. If the unit makes a successful 
  saving throw versus Blast, damage is reduced to half. A unit may 
  never lose more than ½ its maximum uhp (rounded up) from 
  cone of cold. 
  Cone of Paralysis: This spell partially paralyzes one unit in a 
  hex adjacent to the caster. The affected unit must make a saving 
  throw versus Spells or lose half its uhp, representing half the 
  troops being paralyzed. The damage is removed if the spell is 
  dispelled before the unit moves or is dealt damage by a melee 
  attack. (Once the unit moves, it is assumed to have left its 
  paralyzed troops behind. Once the unit is dealt damage by a 
  melee attack, paralyzed troops are assumed to have been slain.)
  Confusion: This spell disorders (p. 13) one unit within 2 hexes 
  of the caster. Units with 2 HD or more may avoid the effects 
  with a saving throw versus Spells. Otherwise, the unit remains 
  disordered for 12 combat rounds or until dispelled. The unit 
  may not be activated during this time.
  Continual Light: This spell targets one unit within 6 hexes of 
  the caster. If the unit has penalties when fighting in bright light, 
  it suffers these penalties when affected by the spell, unless the 
  unit makes a Save v. Spells. The spell lasts the duration of the 
  battle or until dispelled.
  Control Weather: This spell creates special weather conditions 
  within a 12 hex radius of the caster. The effects will last as long 
  as the caster concentrates. Effects are:
   » Rain: All units fire missiles at -2 to attack throws. 
  After three combat rounds, the ground will be 
  turned into mud (p. 32), reducing movement by 
  half. The reduced movement continues for the 
  duration of the battle. 
   » Snow: All missile fire and magic is limited to 1 hex 
  range. After three combat rounds, the ground will 
  be turned into slush (mud, as above). The reduced 
  movement continues for the duration of the battle. 
   » Fog: All missile fire and magic is limited to 1 hex 
  range, and movement is reduced by half, while the 
  fog is present. 
   » Clear: Clear weather cancels rain, fog, or snow, but 
  not secondary effects such as mud.
   » Intense Heat: Movement is reduced by half. Intense 
  heat transforms mud caused by rain, snow, or 
  transmute rock to mud into clear terrain.
   » High Winds: No missile fire is possible, and 
  movement is reduced by half, while the winds are 
  present. 
   » Tornado: A Tornado unit under the caster’s control 
  is placed on the map. It moves at 6 hexes per combat 
  round in any direction within 12 hexes of caster, and 
  attacks with HD 12, AT 1 Winds 2+. It cannot be 
  hurt except by a dispel magic or control weather 
  (clear) effect.
  Control Plants: This spell affects 1 hex of jungle, forest, or 
  impenetrable forest adjacent to the caster, animating them to 
  writhe and wrap around creatures in the area. Any enemy units 
  in the affected hex must make a saving throw v. Paralysis each 
  combat round. If they fail their save, they take 1 uhp of damage 
  and cannot move that round. The spell lasts for the duration of 
  the battle or until dispelled.
  Control Wind: This spell creates a high winds effect (as per 
  control weather) in the caster’s hex. It lasts for the duration of 
  the battle or until dispelled.
  Conjure Elemental: An elemental hero under the caster’s 
  control is placed on the map. The elemental is an independent 
  hero with AC 11, UHD16, uhp1, AT 1 slam 2+, ML +4. It is 
  immune to non-magical weapons. Movement and formation 
  depend on the type of elemental:
   » Air: Movement rate 3/6/12 (FLY). 
   » Earth: Movement rate 1/2/3 (FF). 
   » Fire: Movement rate 2/4/6 (LM).
   » Water: Movement rate 1/2/3 (LM). Water elementals 
  may move over water at three times normal speed.
  The elemental hero moves and attacks during the caster’s 
  movement and attack sequences. The caster may not himself 
  move or attack while controlling the elemental. If the caster 
  moves or takes damage he loses control of the elemental. If 
  the caster loses control of the elemental, it will immediately 
  move towards him as fast as possible and will attack him until 
  destroyed.
  Cure Wounds: The various cure spells can restore lost unit hit 
  points, but only when cast in sufficient volume. Every 70hp 
  of healing from cure spells restores 1 uhp to the target unit, 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Spells, Special Abilities, and Magic Items  
  45
  Heroes
  rounded down. (It may speed up play to assume average results 
  of 3.5 per die.)
  EXAMPLE: A unit consists of 120 2nd level clerics. Through 
  heavy fighting, the unit has been reduced from 12 uhp to 1 
  uhp. The unit remained stationary, and the clerics cast cure 
  light wounds on themselves. Since the spell being cast is 
  targeted at the unit itself, the maximum simultaneous spells 
  limit does not apply. All 120 2nd level clerics can cast. Since 
  cure light wounds heals 1d6+1 hit points, the unit heals 
  (120 x 4.5) / 70 = 7.71 uhp, rounded down to 7.
  Death Spell: This spell kills some or all of the creatures in one 
  unit within 12 hexes of the caster. Roll 4d8 for the number 
  of Hit Dice affected by the spell. Divide this total by the Unit 
  HD of the targeted unit to determine the number of creatures 
  killed. Calculate the ratio of the number of creatures killed 
  to the original number of creatures in the unit, and apply an 
  equivalent percentage of damage to the unit’s uhp (based on 
  its starting uhp). If the unit makes a successful a saving throw 
  versus Death, it avoids the effect.
  Dispel Evil: This spell affects all units within 1 hex of the 
  caster. If the affected units are enchanted or undead creatures, 
  they must make a successful saving throw versus Spells or be 
  destroyed. Affected enchanted or undead units may not make 
  melee attacks against the caster’s unit. The spell lasts as long as 
  the caster concentrates. 
  Dispel Magic: This spell will remove all spell effects on any one 
  unit, or one terrain spell effect (such as hallucinatory terrain) 
  within 6 hexes of the caster. It may fail to remove spell effects of 
  casters of a higher level; a proficiency throw on 1d20 of 1 + 1 per 
  level of difference is required.
  Earth’s Teeth: This spell affects any one unit within 6 hexes of 
  the caster. If the caster makes a successful attack throw against 
  the unit, it takes 1 uhp of damage with no saving throw.
  Fear: This spell affects any one unit within 1 hex of the caster. 
  The unit must make a saving throw versus Spells; if it fails, it 
  immediately becomes disordered (if not already), changes 
  its facing towards its own battlemap edge, and retreats 1 hex. 
  Thereafter, at the start of the morale phase of each combat round, 
  the unit must retreat a number of hexes equal to its hustling 
  movement rate towards the friendly map edge. This continues 
  until the effect is dispelled, the unit leaves the battlemap, or 
  30 combat rounds have elapsed. The unit may not be activated 
  while the spell is in effect.
  Flame Strike: This spell creates a column of fire that affects one 
  unit within 3 hexes. The affected unit suffers 8 points of damage. 
  Damage is doubled against cavalry units, behemoth cavalry 
  units, or chariot units. If the unit makes a successful saving 
  throw versus Blast, damage is reduced to half. A unit may never 
  lose more than 1/8 its maximum uhp (rounded up) from a flame 
  strike.
  Fireball: This spell creates a missile of fire that affects one 
  unit within 12 hexes. The damage from a fireball is equal to 
  the caster’s level. Damage is doubled against cavalry units, 
  behemoth cavalry units, or chariot units. If the unit makes a 
  successful saving throw versus Blast, damage is reduced to half. 
  A unit may never lose more than 1/8 its maximum uhp (rounded 
  up) from a fireball. 
  EXAMPLE #1: A unit of 120 bugbears with 26 uhp is struck 
  by a fireball from a 6th level mage. The unit fails its saving 
  throw versus Blast. The unit takes the lesser of the spells’ 
  damage (6 points) or 1/8 its max uhp (4 points), whichever 
  is less. The unit takes 4 points of damage. If the unit had 
  made its save, it would have taken the lesser of one-half base 
  damage (3 points) or 1/8 its max uhp (4 points), e.g. 3 points 
  of damage.
  EXAMPLE #2: A unit of 120 heavy infantry with 6 uhp is led 
  by an attached hero-lieutenant. The unit is struck by fireball 
  cast by a 7th level mage. Both the unit and the hero are 
  affected and must save versus Blast. The unit fails its saving 
  throw. It takes the lesser of the spell’s damage (7 points) or 1/8 
  its max uhp (1 point); it takes 1 point of damage. The hero 
  succeeds in his saving throw. He takes 7d6 damage, reduced 
  by half.
  Fly: The caster gains the flying special ability with a movement 
  rate of 6/12/18 (FLY). The spell lasts for the duration of the 
  battle or until dispelled. 
  Growth of Plants: This spell creates a 1 hex growth of 
  impenetrable forest (p. 31) that blocks line of sight. It may 
  be placed anywhere within 6 hexes of the caster. If placed on 
  top of an enemy unit, the unit may not move or attack until 
  the growth is destroyed, unless it is a Flyer or otherwise could 
  bypass the obstacle. A cloudkill, dispel magic, fireball, wall of 
  flame, or similar effect will destroy the growth. This spell can be 
  cast before battle during set-up provided the caster’s army was 
  not surprised.
  Gust of Wind: This spell affects any one unit within 1 hex of the 
  caster. The unit must make a saving throw versus Blast; if it fails, 
  it may not move or conduct missile attacks next combat round.
  Hallucinatory Terrain: The caster creates a 1 hex illusionary 
  terrain piece of the caster’s choice. It may be placed up to 12 
  hexes away from the caster. The spell lasts until the hallucinatory 
  terrain is touched by a unit or until dispelled. This spell can be 
  cast before battle during set-up, provided the caster’s army was 
  not surprised.
  Insect Plague: This spell creates a swarm of insects 1 hex in 
  size within 12 hexes of the caster. The swarm may slowly move 
  under the caster’s control; roll 1d6 during the caster’s activation 
  each round, and on a roll of 1-2, the swarm may move 1 hex. 
  The swarm blocks line of sight. Any units of less than 3 HD 
  that are contacted by the swarm take 1 uhp of damage and 
  automatically retreat 1 hex (regardless of battle line, morale, 
  or other modifiers). The swarm cannot move through walls of 
  fire, and is destroyed by sleep, dispel magic, flame strike, or 
  fireball. The spell lasts while the caster concentrates.
  Lightning Bolt: This spell creates a bolt of lightning that affects 
  one unit within 6 hexes. Other than its range, its effects are 
  identical to fireball, above. 
  Lower Water: When cast, this spell creates a 3 hex wide ford 
  (p. 32) anywhere within 6 hexes of the caster. It lasts for the 
  duration of the battle, or until dispelled. This spell can be cast 
  before battle during set-up provided the caster’s army was not 
  surprised. 
  
  46 
  Spells, Special Abilities, and Magic Items 
  Massmorph: This spell will hide one unit with an illusion that it 
  is forest/jungle terrain (p. 31). The spell ends if the unit moves, 
  attacks, or casts a spell, or if it is dispelled. This spell can be cast 
  before battle during set-up, provided the caster’s army was not 
  surprised. 
  Move Earth: When cast, this spell enables the caster to place 
  or remove terrain features, including hills, broken ground, 
  mud, trenches, and walls (p. 31-33), within 12 hexes. This spell 
  creates a 1 hex terrain feature every 60 combat rounds. This 
  spell may be used prior to a battle during set up to place 12 
  1-hex terrain features anywhere within 12 hexes of the caster. 
  Surprised armies may not move earth before battle.
  Obscuring Cloud: This spell creates a billowing cloud of vapor. 
  The cloud fills 1 hex if the caster is 3rd to 6th level; 2 hexes if 7th to 
  12th level; and 3 hexes if 13th level or higher. The obscuring cloud 
  is harmless, but blocks line of sight for all creatures save the 
  caster and those creatures able to see invisible. The obscuring 
  cloud lasts for the duration of the battle, or until dispelled.
  Panic: This spell affects all units within a 4-hex radius. Each 
  affected unit must make a saving throw versus Spells; if it fails, 
  it immediately becomes disordered (if not already), changes 
  its facing towards its own battlemap edge, and retreats 1 hex. 
  Thereafter, at the start of the morale phase of each combat round, 
  the unit must retreat a number of hexes equal to its hustling 
  movement rate towards the friendly map edge. This continues 
  until the effect is dispelled, the unit leaves the battlemap, or 
  30 combat rounds have elapsed. The unit may not be activated 
  while the spell is in effect.
  Passwall: This spell creates a small hole in a wall or other stone 
  obstruction. A unit may pass through the hole at a cost of 1 
  additional hex of movement. The passwall lasts for the duration 
  of the battle, or until dispelled. 
  Permanent Illusion: This spell may be used to replicate the 
  effects of hallucinatory terrain, massmorph, or obscuring 
  cloud. The permanent illusion will last until dispelled. The 
  spell may be used to replicate any other spell, but any damage 
  inflicted by the permanent illusion will not be real. A successful 
  saving throw versus Spells will allow targets to avoid all damage, 
  and in any event, any creatures “killed” or injured will realize 
  they are unharmed after 1d6 combat rounds.
  Phantasmal Force: This spell is identical to permanent illusion, 
  except that it may not replicate spells with aa auditory, thermal, 
  or tactile component. Its duration is limited to the caster’s 
  concentration.
  Prayer: This spell affects one unit within 3 hexes of the caster. 
  The unit’s attack throws and saving throws are improved by 
  1. Any unit which attacks the target has its attack throws and 
  saving throws penalized by 1. The spell lasts for 1 combat round 
  per level of the caster.
  Scouring Wind: This spell affects any one unit within 1 hex 
  of the caster. The damage from scouring wind is equal to the 
  caster’s level -1. If the unit is cavalry the damage is doubled. If 
  the unit makes a successful saving throw versus Blast, damage 
  is reduced to half. However, if the unit fails its save, it may not 
  move or use missile weapons during the next combat round. A 
  unit may never lose more than ½ its maximum uhp (rounded 
  up) from scouring wind. 
  Sleep: This spell affects one unit of 4 Hit Dice or less within 12 
  hexes. The affected unit takes 1 hit point of damage, representing 
  its troops being put to sleep. The point of damage is removed if 
  the unit is activated before it has been dealt damage by a melee 
  attack. If the unit is dealt damage by a melee attack before it 
  can be activated, the sleeping troops are assumed to have been 
  trampled and slain.
  Spectral Force: This spell is identical to permanent illusion, 
  except that its duration is limited to the caster’s concentration.
  Stinking Cloud: This spell creates a cloud of foul-smelling 
  vapors in a hex adjacent to the caster. A unit within the affected 
  hex must make a successful saving throw versus Poison or be 
  helpless due to nausea. The unit remains helpless for 1d4+1 
  rounds +1 round per level of the caster. If the unit succeeds 
  on its saving throw, it immediately retreats one hex towards its 
  own map edge. If it cannot retreat, it is helpless. A helpless unit 
  cannot be activated. The stinking cloud blocks line of sight into 
  or through the affected hex.
  Transmute Rock to Mud: This spell creates a 1 hex deep morass 
  of mud. The mud may be placed anywhere within 6 hexes of the 
  caster. Units entering the mud are mired and may not move for 
  1 combat round. The mud lasts until dried with control weather 
  or transmute mud to rock. This spell can be cast before battle, 
  during set-up, to place 1 hex of mud within 6 hexes of the caster. 
  Surprised armies may not transmute rock to mud before battle.
  Wall of Corpses: This spell creates a horrific barrier of animated 
  corpses 2 hexes long anywhere within 2 hexes of the caster. 
  Any unit moving to within 4 hexes of the wall of corpses 
  must make a saving throw versus Spells; if it fails, it suffers the 
  effects of a fear spell. Any unit moving adjacent to the wall of 
  corpses suffers a reaction attack sequence as if from a unit of 
  zombies. See Chapter 7, Rosters (p. 79), for unit characteristics 
  of zombies. The wall will last for the duration of the battle, or 
  until dispelled or disintegrated. The wall of corpses may also 
  be physically attacked or turned as if it were a unit of zombies. 
  Wall of Fire: This spell creates an opaque wall of fire 2 hexes long 
  anywhere within 1 hex of the caster. The wall blocks line of sight 
  normally. Units with less than 4 Hit Dice cannot break through 
  the wall. Units of more than 4 Hit Dice can break through the 
  wall, but will take damage. Units of man-sized creatures will 
  take 8 points of damage, while units of large creatures will take 
  2 points of damage, and units of huge creatures will take 1 point 
  of damage. Double the damage if the unit is cavalry, undead, or 
  cold-using creatures. The wall lasts for the duration of the battle 
  or until dispelled.
  Wall of Force: This spell creates an invisible, impenetrable wall 
  of force 2 hexes long anywhere within 2 hexes of the caster. The 
  wall of force is totally impenetrable and impassable. It lasts for 
  the duration of the battle or until disintegrated.
  Wall of Ice: This spell creates a translucent wall of ice 2 hexes 
  long anywhere within 2 hexes of the caster. It is otherwise 
  identical to wall of fire except that damage is doubled against 
  cavalry and fire-using creatures.
  
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  Wall of Iron: This spell creates an opaque wall of iron 2 hexes 
  long anywhere within 3 hexes of the caster. The wall blocks line 
  of sight normally. It lasts until destroyed or dispelled. This spell 
  can be cast before battle, during set-up, provided the caster’s 
  army was not surprised. See Chapter 2, Terrain (p. 33), and 
  Chapter 5, Assaults (p. 53) for details on walls.
  Wall of Stone: This spell creates an opaque wall of stone 2 hexes 
  long anywhere within 3 hexes of the caster. The wall blocks line 
  of sight normally. It lasts until destroyed or dispelled. This spell 
  can be cast before battle, during set-up, provided the caster’s 
  army was not surprised. See Chapter 2, Terrain (p. 33), and 
  Chapter 5, Assaults (p. 53) for details on walls.
  Wall of Wood: This spell creates an opaque wall of wood 
  2 hexes long anywhere within 1 hex of the caster. The wall is 
  permanent until dispelled or disintegrated. This spell can be 
  cast before battle, during set-up, provided the caster’s army was 
  not surprised. See Chapter 2, Terrain (p. 33), and Chapter 5, 
  Assaults (p. 53) for details on walls.
  Teleport: When this spell is cast, roll 1d100. On a 1-95, the 
  caster may be placed anywhere on the battlemap, as desired. On 
  a 96-100, the caster is removed from play. 
  OTHER SPELLS
  All other spells can only be used to affect friendly and enemy 
  heroes. The ranges of all spells must be translated into hexes 
  according the ground scale of 1 hex equaling 60 feet. Spells with 
  a duration of 1 turn or more last for the duration of the battle, or 
  until dispelled. The following other notes apply:
  Charms: If a hero is charmed, he falls under the control of the 
  opposing army until the charm is dispelled. If a unit under 
  the command of a charmed commander is ordered to attack 
  its allies, make a morale roll for the unit. Add the charmed 
  commander’s morale modifier and subtracting the army 
  general’s morale modifier. 
  On a result of 2-, the unit will attempt to kill their charmed 
  commander. On a result of 3-5, the unit will attempt to capture 
  or subdue him. On a 6-8, the unit will take no action. On 9-11, 
  the unit will follow his commands. On a 12+, the unit will follow 
  his commands, and when the charm is dispelled, another 
  morale roll will be required to get them to stop attacking their 
  former comrades! (Ah, the price of fanaticism…)
  
  48 
  Spells, Special Abilities, and Magic Items 
  Darkness/Light/Silence: A blinded or silenced hero cannot 
  activate units other than himself or cast spells, and does not 
  provide morale bonuses to friendly units. These effects remain 
  until dispelled. 
  Hold: A held hero cannot activate units or be activated. If 
  attached to a unit, he is immediately detached. He can be slain 
  by a threatening unit or hero as an action in lieu of attacking. 
  Summoning: When a summoning spell (such as summon 
  djinni or summon fantastic creature) is cast, the summoned 
  creature should be treated as a hero under the control of the 
  caster. 
  MAGIC ITEMS
  A hero that either stood fast or marched may use an item as 
  an action in lieu of attacking. For items that duplicate a spell 
  effect, refer to the spell, substituting a save versus Wands where 
  applicable. For other items that have special effects in mass 
  combat, see below.
  Amulet v. Crystal Balls & ESP: A commander equipped with 
  this item never suffers an initiative penalty due to the effects of 
  crystal balls, helms of telepathy, and medallions of ESP. 
  Crystal Ball: Three times during the battle, a side equipped with 
  a crystal ball may check to see if there are enemy units hidden 
  in a particular piece of terrain. If the terrain is hallucinatory, 
  use of the crystal ball will reveal this.
  Crystal Ball with ESP: This item may be used as a normal 
  crystal ball, or it may be used to read the mind of an opposing 
  commander, up to a combined total of three times during the 
  battle. If used to read the mind of an opposing commander, 
  the target must make a successful saving throw versus Spells 
  or automatically roll a 1 on his next initiative roll. The loss of 
  initiative simulates the fact that the commander’s stratagem has 
  been revealed. 
  This item may also be used before battle to read the opposing 
  army general’s mind. If the army general fails to make a 
  successful saving throw versus Spells, his army must set-up first 
  (losing the benefit of secret, simultaneous set-up). If both armies 
  use a crystal ball with ESP or similar device before battle, the 
  effect is cancelled out. (“If I know that he knows that I know…”)
  Drums of Panic: When used, the drums affect all creatures 
  within a 4-hex radius. Each affected unit must make a saving 
  throw versus Spells; if it fails, it is must flee as per a panic spell.
  Eyes of the Eagle: Characters equipped with this item can spot 
  enemy heroes at twice the normal visibility distance.
  Helm of Telepathy: In any combat round in which an enemy 
  commander begins the combat round within 2 hexes of a 
  commander equipped with this item, the enemy commander 
  automatically rolls a 1 on his next initiative unless he makes 
  a successful saving throw versus Spells. The loss of initiative 
  simulates the fact that the commander’s stratagem has been 
  revealed. 
  Horn of Blasting: When blown, the horn will affect one unit 
  within 2 hexes. The affected unit takes either 2 uhp of damage, 
  or 1/3 of its maximum uhp (rounded up), whichever is less. 
  Cavalry suffer double damage from a horn of blasting. The 
  affected unit must also make a saving throw versus Spells or be 
  deafened and unable to be activated for one combat round. The 
  horn has special effects when used against fortified structures, 
  as noted in Chapter 5, Assaults. It can be blown once per battle. 
  Medallion of ESP: This item functions as per the helm of 
  telepathy, but the range is only 1 hex.
  SPECIAL ABILITIES
  Heroes and units may have special abilities that can affect the 
  grand tactical battles of Domains at War. When an ability affects 
  a unit, resolve its effects using the effects listed below. If an ability 
  affects a hero, resolve its effects against him using the attacker’s 
  and target hero’s personal characteristics. 
  Acid: A unit might contain creatures such as gray oozes or 
  ochre jellies that inflict acid damage. Once a unit is dealt acid 
  damage, it suffers ongoing effects from the acid. At the start 
  of its command phase, the target unit’s AC is reduced by 1 
  (cumulative) and it takes an additional uhp of damage. (This 
  effect occurs regardless of whether the unit is activated during 
  the phase.) The acid effects can be ended during the target unit’s 
  activation if the unit remains stationary and cleans the acid off in 
  lieu of attacking. A unit may not clean off acid while threatened.
  EXAMPLE: On initiative number 5, a unit of 5 gray oozes 
  deals 1 uhp of damage to a unit of 120 heavy infantry. Later in 
  the combat round, on initiative number 3, the heavy infantry 
  unit’s command phase occurs. At the start of the command 
  phase, the heavy infantry unit’s AC is reduced by 1 and it 
  suffers an additional uhp of damage. The unit is activated 
  and withdraws so that it is no longer threatened by the gray 
  oozes. On the next combat round, when the heavy infantry 
  unit’s command phase occurs, its AC is reduced by another 
  point, and it suffers an additional uhp of damage. The unit is 
  activated, remains stationary, and cleans off the acid, ending 
  the acidic effects.
  Aura: Certain creatures (e.g. some dragons, all remorhaz and 
  salamanders) have a damaging aura. A unit of at least 1 colossal, 
  3 gigantic, or 10 huge creatures with damaging auras will 
  deal one uhp of damage to all adjacent units at the start of its 
  command phase. (This effect occurs regardless of whether the 
  unit is activated during the phase.) Loose units dealt damage 
  by an aura may withdraw to reduce the damage as if it were a 
  missile attack. Creatures with a damaging aura may not form 
  a unit with other types of creatures unless those creatures are 
  immune to their aura. 
  EXAMPLE: A unit of 20 flame salamanders is adjacent to a 
  friendly unit of 120 light infantry and an enemy unit of 120 
  orcs. At the start of the flame salamander unit’s command 
  phase, it deals one uhp of damage to the light infantry and 
  the orcs. The light infantry (being Loose Foot with a walking 
  movement rate of 2) withdraw 1 hex to avoid damage, 
  though they still become disordered. The orcs suffer 1 uhp 
  of damage and become disordered. The unit’s commander 
  then activates the flame salamanders and attacks the now-
  disordered orcs!
  Blink: Blink dogs can teleport (“blink”), a special ability that 
  greatly aids them in moving, disengaging, and withdrawing. 
  During its movement sequence, a unit of blink dogs can blink 
  away in lieu of marching, reappearing with any desired facing 
  
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  in any unoccupied, passable hex within 18 hexes. Since blinking 
  occurs in lieu of marching, the unit may conduct an attack 
  sequence after its blink. When blinking, the unit ignores any 
  intervening obstacles, units, or terrain. 
  When disengaging, a unit of blink dogs simply teleports to an 
  unoccupied, passable hex up to 18 hexes distant, arriving with 
  any desired facing. It is not subject to a disengagement attack 
  sequence, and may attack after disengaging. 
  When dealt damage, a unit of blink dogs may reduce damage 
  dealt by one or more points by blink-withdrawing one or more 
  hexes directly away from the attacker, up to a maximum of 18 
  hexes. When blink-withdrawing it may ignore intervening units, 
  obstacles, and terrain, but its blink-withdraw must terminate in 
  an unoccupied, passable hex. The unit arrives from its blink-
  withdrawal disordered and facing a random vertex. A unit of 
  blink dogs may not blink-withdraw if already disordered.
  Charge: Certain creatures (e.g. elephants and triceratops) 
  possess a fearsome charge. Creatures with this special ability 
  deal one extra point of damage during charges if they hit with 
  at least one of their attacks. See Declare Method of Attack - 
  Charge (p. 20).
  Charming Gaze: Certain creatures (e.g. demon boars and 
  vampires) possess a charming gaze. The first time a unit is 
  activated while “face-to-face” with a unit of creatures with a 
  charming gaze, it risks being charmed. To determine if the two 
  units are “face-to-face”, draw an imaginary line straight from the 
  center of the activated unit’s hex to the center of the charming 
  unit’s hex. If the line exits the activated unit’s hex through its 
  front hexes and enters the charming unit’s hex through its 
  front hexes, then the units are “face-to-face”. The activated unit 
  must make a saving throw versus Spells at -2 or be charmed. A 
  successful saving throw grants a unit immunity to the effects of 
  the gaze for the rest of the battle. If the two units are adjacent, 
  the activated unit saves with no modifier. If the two units are at 
  range, the activated unit gains a +4 bonus to its saving throw at 
  a two-hex range, +8 at a three-hex range, and so on. (Thus units 
  at a range of six hexes or more will automatically succeed.) This 
  represents the reduced chance of making “eye contact” with the 
  enemy on a crowded, distracting battlefield. 
  Charmed units fall under the control of the charming unit’s 
  commander until the charm is dispelled. The charmed units can 
  be activated at a cost of 2 AP each, but they are so disoriented 
  that the only actions they may take are to stand fast or march 
  towards the charmed unit. Charmed units may not attack, 
  and any attacks against charmed units automatically hit. The 
  charmed units are fearless, and do not roll for shock or morale 
  until the charm is dispelled. 
  Units may avoid becoming charmed by averting their eyes. 
  This decision must be made before the saving throw is made. 
  Units which avert their eyes become disordered and suffer an 
  additional penalty of -4 on attack rolls and -2 to AC until their 
  next activation. 
  If an enemy army is known (or suspected) to field units with 
  a charming gaze, then friendly units might be equipped with 
  mirrors. Units equipped with mirrors reduce the penalties from 
  averting their eyes; while still disordered, they suffer only -2 on 
  attack rolls with no additional AC penalty. 
  Chimera Breath: Chimera can breathe fire from their dragon 
  head. In lieu of its normal attack sequence, a unit of (or including) 
  chimeras may conduct a breath attack sequence against a unit 
  it threatens. The unit receives one breath attack per chimera in 
  the unit, subject to the Maximum Simultaneous Spells/Special 
  Abilities limits (see p. 43). Each breath attack deals 3 uhp of 
  damage. Damage is doubled against cavalry units, behemoth 
  cavalry units, or chariot units. If the unit makes a successful 
  saving throw versus Blast, damage is reduced to half. A unit may 
  never lose more than ½ its maximum uhp (rounded up) from 
  a particular chimera breath attack. Like magic, damage from 
  chimera breath attacks always triggers a shock roll.
  Dragon Blood: Certain dragons possess poisonous blood. A 
  unit consisting of such dragons can be very dangerous to attack 
  in melee. If the dragon unit is dealt damage during a melee 
  attack sequence, its attacker must make a saving throw versus 
  Poison. If the save fails, the attacker suffers damage equal to its 
  own Unit Hit Dice. This damage triggers a shock roll, which 
  is resolved at the conclusion of the attacker’s attack sequence. 
  Poison-blooded dragons may not form a unit with other types 
  of creatures, as their blood would harm the other creatures in 
  their unit. 
  Dragon Breath: In lieu of its normal attack sequence, a unit of 
  (or including) dragons may conduct a breath attack sequence 
  against an opposing unit. The unit receives one breath attack 
  per dragon in the unit, subject to the Maximum Simultaneous 
  Spells/Special Abilities limits (p. 43). Each dragon’s breath attack 
  is resolved in a manner similar to flame strike, fireball, and 
  other area of effect spells: 
   » Steam, scouring wind, fire, or freezing water breath 
  attacks affect one unit within 2 hexes of the dragon, 
  dealing damage equal to the dragon’s HD. If the unit 
  succeeds on a saving throw versus Blast, the damage 
  is reduced by half.
   » Fetid gas or poison vapor breath attacks affect one 
  unit within 1 hex of the dragon, dealing damage 
  equal to the dragon’s HD. If the unit succeeds on a 
  saving throw versus Blast, the damage is reduced by 
  half.
   » Acid or lightning breath attacks affect one unit 
  within 1 hex of the dragon, dealing damage equal 
  to the dragon’s HD. If the unit succeeds on a saving 
  throw versus Blast, the damage is reduced by half. 
  A unit may never lose more than 1/8 its maximum 
  uhp (rounded up) from a dragon breathing acid or 
  lightning.
  Damage is doubled against cavalry units, behemoth cavalry 
  units, or chariot units. Damage from dragon breath always 
  triggers a shock roll.
  Dragon Fear: Certain dragons cause fear whenever they 
  threaten a target unit. The dragon may affect multiple units per 
  combat round with its fear. Units with less than 1HD receive 
  no saving throw against dragon fear. Units with more than 1 
  HD must make a successful saving throw versus Spells or fall 
  
  50 
  Spells, Special Abilities, and Magic Items 
  prey to dragon fear. Units with more than 6 HD are immune to 
  dragon fear. 
  Any unit of less than 3 HD subject to dragon fear immediately 
  becomes disordered (if not already), changes facing towards 
  its own battlemap edge, and retreats 1 hex. Thereafter, at the 
  start of the morale phase of each combat round, the unit must 
  retreat a number of hexes equal to its hustling movement rate 
  towards its friendly map edge. This continues until the effect is 
  dispelled, the unit leaves the battlemap, or 30 combat rounds 
  have elapsed. The unit may not be activated while subject to the 
  effects of dragon fear. Any unit with 3HD to 6HD subject to 
  dragon fear suffers -1 to attack throws against the dragon until 
  the effect is dispelled.
  Energy Drain: Certain units (such as wraiths or wights) can 
  cause level drain with every attack. For each successful attack, 
  the target suffers energy drain among its forces. This causes one 
  point of additional damage per energy level drained. 
  Fearless: Certain units (e.g. golems, skeletons, and zombies) 
  have morale scores of N/A. Such units never make shock rolls 
  or morale rolls, and are immune to any magical fear effects. 
  Flying: Flying creatures or units always have the Flyer (FLY) 
  formation regardless of their equipment or movement rate. 
  Flyers can withdraw and voluntarily retreat in combat. Only 
  other Flyers, and enemy units conducting a reaction attack 
  against the Flyer, can threaten a Flyer. Flyers may move and 
  attack as if elevated one level above the surrounding hex. They 
  can fly above impassable, obscuring, or rough terrain, being 
  treated as elevated while doing so.
  Harpy Song: The siren singing of harpies can lull enemy units 
  to their doom. A unit of harpies can use its magical song in lieu 
  of its attack sequence. All units within range of the song (both 
  friendly and enemy) must make a saving throw versus Spells 
  or become charmed. A successful saving throw grants a unit 
  immunity to the effects of the song for the rest of the battle. The 
  range of the harpy unit’s magical song depends on the number 
  of harpies in the unit. If there are 20 or fewer harpies, the range 
  is 1 hex. If there are 21 to 60 harpies, the range is 2 hexes. If there 
  are 61 to 120 harpies, the range is 3 hexes. 
  Charmed units fall under the control of the harpy unit’s 
  commander until the charm is dispelled. The charmed units can 
  be activated at a cost of 2 AP each, but they are so disoriented 
  that the only actions they make take are to stand fast or march 
  towards the harpies. Charmed units may not attack, and any 
  attacks against charmed units automatically hit. The charmed 
  units are fearless, and do not roll for shock or morale while they 
  are being killed and eaten! 
  If an enemy army is known (or suspected) to field harpies, then 
  friendly units might be equipped with earplugs. (Armies that 
  field harpies themselves might also equip their troops with 
  earplugs.) Units equipped with earplugs ignore the effects of 
  harpy song, but cost one additional AP to activate due to their 
  deafened state.
  Hellhound Breath: Hellhounds possess a fiery breath that 
  targets a single creature. During each melee attack sequence, a 
  hellhound unit has a 30% chance of breathing fire in lieu of its 
  normal attacks. A hellhound unit’s breath weapon deals 1 uhp 
  of damage per Unit HD to the target unit. (If a unit consists only 
  partly of hellhounds, only that portion of its Unit HD which 
  are from the hellhounds should be counted.) If the target unit 
  succeeds on a saving throw versus Blast, the damage is reduced 
  by half. Like magic, damage from hellhound breath always 
  triggers a shock roll. 
  Immunity to Non-Magical Weapons: If a unit is composed 
  entirely of creatures immune to non-magical weapons, it cannot 
  be damaged by missile or melee attacks from units without 
  appropriate weapons. A unit is never considered threatened by 
  enemy units that are unable to damage it. 
  Paralysis: Certain units can inflict paralysis with every attack. 
  If such a unit deals at least one uhp of damage to its target 
  from any of its attacks, the target unit must make a saving 
  throw versus Paralysis or lose troops to paralysis. This causes 
  additional damage to the target unit equal to its own Unit Hit 
  Dice (rounded down).
  EXAMPLE #1: A unit of 120 orcs with 1 Unit Hit Die is 
  damaged by a unit of ghouls. The orc unit fails its saving 
  throw versus Paralysis. The unit takes one point of additional 
  damage, because the orcs have 1 Unit Hit Die.
  EXAMPLE #2: A unit of 120 bugbears with 3+1 Unit Hit 
  Dice is damaged by a unit of ghouls. The bugbear unit fails 
  its saving throw versus Paralysis. The unit takes three points 
  of additional damage, because the bugbears have 3+1 Unit 
  Hit Dice.
  Poison: Certain units (flights of wyverns, etc.) can deliver 
  deadly poison with every attack. If such a unit deals at least one 
  uhp of damage on its target from any of its attacks, the target 
  unit must make a saving throw versus Poison or lose troops to 
  poison. This causes additional damage to the target unit equal to 
  its own Unit Hit Dice. Like magic, damage from poison always 
  triggers a shock roll.
  Petrifying Breath: Gorgons possess petrifying breath. In lieu of 
  its normal attack sequence, a unit of (or including) gorgons may 
  conduct a breath attack sequence against a unit it threatens. The 
  unit receives one breath attack per gorgon in the unit, subject to 
  the Maximum Simultaneous Spells/Special Abilities limits. Each 
  breath attack forces the target unit to save versus Petrification. 
  If the unit fails, it loses ½ its maximum uhp (rounded up) to 
  petrification. Damage from gorgon breath attacks always 
  triggers a shock roll.
  Petrifying Gaze: Perhaps the most fearsome power on any 
  battlefield is the ability to petrify other creatures on sight! 
  Whenever a unit is “face-to-face” with a unit of creatures with a 
  petrifying gaze (e.g. basilisks or medusas), it risks petrification 
  anytime it is activated. To determine if the two units are “face-
  to-face”, draw an imaginary line straight from the center of the 
  activated unit’s hex to the center of the petrifying unit’s hex. If 
  the line exits the activated unit’s hex through its front hexes and 
  enters the petrifying unit’s hex through its front hexes, then the 
  units are “face-to-face”. The activated unit must make a saving 
  throw versus Petrification or be destroyed! If the two units are 
  adjacent, the activated unit saves with no modifier. If the two 
  units are at range, the activated unit gains a +4 bonus to its 
  
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  saving throw at a two-hex range, +8 at a three-hex range, and so 
  on. (Thus units at a range of six hexes or more will automatically 
  succeed.) This represents the reduced chance of making “eye 
  contact” with the enemy on a crowded, distracting battlefield. 
  Units may avoid petrification by averting their eyes. This 
  decision must be made before the saving throw is made. Units 
  which avert their eyes become disordered and suffer an 
  additional penalty of -4 on attack rolls and -2 to AC until their 
  next activation. 
  If an enemy army is known (or suspected) to field petrifying 
  units, then friendly units might be equipped with mirrors. 
  Units equipped with mirrors reduce the penalties from averting 
  their eyes; while still disordered, they suffer only -2 on attack 
  rolls with no additional AC penalty. In lieu of attacking, a unit 
  equipped with mirrors may attempt to reflect the petrifying 
  unit’s reflection upon itself. This succeeds on a roll of 1-2 on 1d6. 
  If successful, the petrifying unit must save versus Petrification 
  or be destroyed!
  Petrifying Touch: Certain creatures (e.g. cockatrices) possess a 
  petrifying touch. If such a unit deals at least one uhp of damage 
  on its target from any of its attacks, the target unit must make a 
  saving throw versus Petrification or lose troops to petrification. 
  This causes additional damage to the target unit equal to its own 
  Unit Hit Dice. Like magic, damage from petrification always 
  triggers a shock roll.
  Regeneration: Units of trolls regenerate 1 uhp during each 
  morale phase. Units of throghrin regenerate 1 uhp during each 
  third morale phase. Neither trolls nor throghrin may regenerate 
  uhp of damage dealt by fire or acid. 
  Swoop: Certain creatures (e.g. rocks and wyverns) can swoop 
  on enemy units with particular methods of attack. In order to 
  swoop, the attacker must charge during its movement sequence 
  and use its swoop attack(s) in the subsequent attack sequence. 
  The swooping unit deals one additional point of damage if it hits 
  with at least one of its swoop attacks. Additionally, if any of the 
  swoop attack throws is an unmodified 20, then the swooping 
  unit has grabbed creatures from among the target unit and 
  flown off with them. This inflicts additional damage equal to 
  the target unit’s own Hit Dice, unless the target unit makes a 
  successful saving throw versus Paralysis. A swooping unit can 
  only fly off with creatures from the target unit if they are of a 
  smaller size than the swooping creatures, of course.
  Trample: Certain units can trod enemy underfoot with 
  particular methods of attack. In order to trample, the unit must 
  charge during its movement sequence or be recoiling or fleeing 
  due to unpredictable morale, and use its trample attack(s) in the 
  subsequent attack sequence. A trampling unit gains a +4 bonus 
  to its attack throws if the target unit is constituted of man-sized 
  or smaller creatures. 
  Turning: Certain units can turn the undead. Compare the 
  average level of the turning unit to the type of undead unit being 
  turned on the Turning Undead in Battle table. The undead unit 
  is dealt the indicated damage. Turning undead is not subject to 
  the Maximum Simultaneous Spells/Special Abilities limits.
  For simplicity, the Turning Undead in Battle table makes two 
  assumptions:
  1. It assumes that the turning unit consists of 120 
  clerics. If it has fewer clerics, reduce damage 
  proportionately (round up). 
  2. It assumes the undead unit consists of one type of 
  undead. If the undead unit is of mixed type, treat it 
  as made up of undead of a type equal in Hit Dice to 
  the unit’s average Hit Dice.
  EXAMPLE #1: A unit of 120 1st level Clerics turns a unit of 
  120 Ghouls (Unit HD 2, uhp 16). The Ghouls take 15 points 
  of damage.
  EXAMPLE #2: A unit of 30 3rd level Clerics turn a unit of 
  120 Zombies (Unit HD 2, uhp 16). Since the Zombies would 
  take 41 points of damage from a 120-strong unit of 3rd level 
  clerics, they take (41 x 30/120, rounded up) 11 points of 
  damage from the turn.
  Turning Undead in Battle
  Turning Unit Level
  Undead Unit HD
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14+
  1HD / Skeleton
  32
  41
  44
  58
  58
  58
  58
  58
  58
  58
  58
  58
  58
  58
  2HD / Zombie
  23
  32
  41
  44
  58
  58
  58
  58
  58
  58
  58
  58
  58
  58
  2HD / Ghoul
  15
  23
  32
  41
  44
  58
  58
  58
  58
  58
  58
  58
  58
  58
  3HD / Wight
  6
  15
  23
  32
  41
  44
  58
  58
  58
  58
  58
  58
  58
  58
  4HD / Wraith
  -
  6
  15
  23
  32
  41
  44
  58
  58
  58
  58
  58
  58
  58
  5HD / Mummy
  -
  -
  6
  15
  23
  32
  41
  44
  58
  58
  58
  58
  58
  58
  6HD / Spectre
  -
  -
  -
  6
  15
  23
  32
  41
  44
  58
  58
  58
  58
  58
  7HD / Vampire
  -
  -
  -
  -
  6
  15
  23
  32
  41
  44
  58
  58
  58
  58
  8HD / Vampire
  -
  -
  -
  -
  6
  15
  23
  32
  41
  44
  58
  58
  58
  58
  9HD / Vampire
  -
  -
  -
  -
  6
  15
  23
  32
  41
  44
  58
  58
  58
  58
  10HD / Infernal
  -
  -
  -
  -
  -
  6
  15
  23
  32
  41
  44
  58
  58
  58
  
  Chapter 5: Assaults
  Assaults should not be made recklessly or without  
  purpose. Some losses will occur which will only discourage  
  our troops and encourage the besieged.
  – Maurice’s Strategikon
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Fortified Structures 
  53
  Assaults
  There are three basic methods by which a besieging army 
  can capture a stronghold. 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. Domains at War: Campaigns 
  provides extensive mechanics for blockading and reducing 
  strongholds, as well as an abstract system for resolving assaults. 
  Here, we provide rules for resolving assaults on the tabletop.
  FORTIFIED STRUCTURES
  In Domains at War: Battles, a stronghold is made up of one or 
  more fortified structures, such as a keep, gatehouse, tower, 
  or length of wall. Each fortified structure has the following 
  characteristics:
  SIZE
  The number of hexes (p. 10) that the fortified structure takes up 
  on a battlemap. When placing a stronghold on the battlemap, 
  each hex can include both a wall segment and up to one hex size 
  worth of additional structures. 
  Note that in D@W: Battles, walls are divided into 60' segments 
  rather than the 100' segments used in ACKS and D@W: 
  Campaigns. Thus there are 3 hexes of wall per 200' or 5 hexes of 
  wall per 300'. This allows the structure to be more easily placed 
  on the battlemap.
  STORIES 
  The number of levels or floors in the fortified structure. Multi-
  story structures can be thought of as a series of one-story 
  structures “stacked” on top of each other. Each story has its own 
  unit capacity and its own structural hit points (shp). Units 
  in each story of the structure are considered adjacent to units 
  in the story above and below them. Units may move between 
  stories at a rate of one story per hex of movement. In general, 
  there is one story per 10' - 15' of height. The ground story of 
  a fortified structure is the story situated at the same elevation 
  as the surrounding ground. The top story is the uppermost 
  story of a fortified structure. The ground story and top story are 
  particularly vulnerable during assaults. 
  UNIT CAPACITY
  The number of units (p. 10-12) that can defend the fortified 
  structure. Since most fortified structures consist of multiple 
  stories, unit capacity is per story. Sometimes a tall, narrow 
  structure may have a unit capacity of less than one unit per story. 
  In this case, each unit is still assigned to a particular story, but 
  the total number of units permitted in the structure is reduced.
  EXAMPLE: A 40' tall, 30' diameter round tower has four 
  stories and a unit capacity of one unit per two stories. The 
  defender assigns one unit to the ground story and one unit 
  to the top story, as these are the most vulnerable. The middle 
  two stories cannot hold any units, as this would exceed the 
  limit (one unit per two stories allowing at most two units in 
  four stories).
  ARMOR CLASS 
  An indicator of 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. A structure 
  reduced to ½ its starting shp has been breached. Breaches make 
  it easier to assault the structure. A structure reduced to 0 shp is 
  destroyed. When a structure is destroyed, collapsing stone and 
  Fortified Structures
  Fortified Structure
  Size
  Unit Capacity
  Stories
  AC
  SHP
  Barbican (gatehouse, 2 small towers)
  1 hex
  2/story
  2
  6
  1,250/story
  Gatehouse, stone, 20' high, 30' x 20'
   1/2  hex
  1/story
  2
  6
  500/story
  Keep, stone, square, 80' high, 60' square
  1 hex
  2/story
  6
  6
  2,500/story
  Palisade, wooden, 10' high, 60' long, 1" thick
  1 hex long
  1
  1
  2
  3
  Palisade, wooden, 20' high, 60' long, 1" thick
  1 hex long
  1/story
  2*
  2
  6
  Rampart, earth, 10' high, 60' long, 15' thick
  1 hex long
  1
  1
  4
  450
  Rampart, earth, 20' high, 60' long, 15' thick
  1 hex long
  1/story
  2*
  4
  900
  Round tower, stone, 30' high, 20' diameter
   1/3 hex
  1/3 stories
  3
  7
  250/story
  Round tower, stone, 40' high, 20' diameter
  1/3 hex
  1/3 stories
  4
  7
  250/story
  Round tower, stone, 40' high, 30' diameter
   1/2  hex
  1/2  stories
  4
  7
  400/story
  Round tower, stone, 60' high, 30' diameter
   1/2  hex
  5/6 stories
  6
  7
  400/story
  Square tower, stone, 40' high, 30' square
   1/2  hex
   1/2  stories
  4
  6
  400/story
  Square tower, stone, 60' high, 30' square
   1/2  hex
  5/6 stories
  6
  6
  400/story
  Wall, stone, 10' high, 60' long, 10' thick
  1 hex long
  1
  1
  6
  450
  Wall, stone, 20' high, 60' long, 10' thick
  1 hex long
  1/story
  2*
  6
  450/story
  Wall, stone, 30' high, 60' long, 10' thick
  1 hex long
  1/story
  3*
  6
  450/story
  Wall, stone, 40' high, 60' long, 10' thick
  1 hex long
  1/story
  4*
  6
  450/story
  Wall, stone, 60' high, 60' long, 10' thick
  1 hex long
  1/story
  6*
  6
  450/story
  *Walls have battlemented wall-walks as the top story; additional stories represent wall-walks below the battlements
  
  54 
  Damaging and Destroying Fortified Structures
  timber deal 8 points of damage to any occupying units and 8d6 
  damage to any occupying heroes (p. 40). A saving throw versus 
  Blast will reduce damage to half. Structures with multiple stories 
  have a separate shp per story. Each story must be breached or 
  destroyed separately. Destroying a lower story will destroy all 
  upper stories, however.
  DAMAGING AND DESTROYING FORTIFIED 
  STRUCTURES
  The fortified structures which makes up a stronghold may only 
  be damaged or destroyed by artillery pieces, battering rams, 
  monstrous units, or spells.
  Artillery Bombardment
  Artillery Unit
  v. Wood
  v. Stone
  5 Medium Ballistas
  50
  -
  5 Heavy Ballistas 
  50
  5
  5 Light Catapults
  50
  5
  2 Medium Catapults
  30
  3
  1 Heavy Catapult
  20
  2
  1 Light Trebuchets
  20
  2
  1 Medium Trebuchets
  30
  3
  1 Heavy Trebuchets
  40
  4
  ARTILLERY 
  A unit of artillery will damage a fortified structure with a 
  successful attack throw against the structure’s AC. The Artillery 
  Bombardment table shows the shp of damage that a hit by an 
  artillery unit will deal to wooden and stone fortified structures. 
  Artillery units are discussed in further detail in the Artillery 
  Units section (p. 60)
  BATTERING RAMS 
  A unit equipped with battering rams will damage an adjacent 
  fortified structure with a successful attack throw against the 
  structure’s AC. A successful attack by a ram-equipped unit deals 
  50 shp of damage to wooden structures and 10 shp of damage 
  to stone structures. Damage is usually to the first (ground) 
  story. Battering rams are sometimes combined with movable 
  mantlets and siege towers. See the Siege Equipment section (p. 
  57) for additional details.
  MONSTROUS UNITS
  Monster Size
  v. 
  Wood
  v. 
  Stone
  Huge (adult dragon, giant, wyvern)
  10
  -
  Gigantic (mastodon, old dragon, tyrannosaurus)
  50
  5
  Colossal (ancient dragon, dragon turtle, giant roc)
  50
  10
  Monstrous units, consisting of huge, gigantic, and colossal 
  creatures, can attack fortified structures. Use their unit attack 
  characteristics to make attack throws against the structure’s 
  AC. For each attack that hits, apply damage to the structure’s 
  shp. The Monster Size v. Wood and Stone table shows the shp 
  of damage each attack will deal, given the constituent creatures’ 
  size and the type of structure (wood or stone). 
  EXAMPLE #1: A unit of 20 hill giants attacks a wooden 
  structure. The hill giants receive 4 attacks per round against 
  the structure; each hit will deal 10 shp of damage. If the hill 
  giants were attacking a stone structure they would be unable 
  to harm it.
  EXAMPLE #2: A unit of 5 tyrannosaurs attacks a stone 
  structure. The tyrannosaurs receive 6 attacks per round 
  against the structure; each hit will deal 5 shp of damage. If 
  the tyrannosaurs were attacking a wooden structure, each 
  hit would deal 50 shp of damage.
  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
  SPELLS AND MAGIC ITEMS
  Certain spells and magic items can be used to damage or destroy 
  fortified structures. These spells, and the damage they deal to 
  structures, are shown on the adjacent table. The mechanisms by 
  which these spells deal damage are obvious in most cases. 
  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. 
  Move earth and transmute rock to mud always deal damage to 
  the lowest intact story of a multi-story structure. All other spells 
  allow the caster to choose which story is dealt damage.
  DAMAGE FROM SIEGES PRECEDING THE ASSAULT
  While the rules herein can be used to resolve the gradual 
  reduction of an enemy stronghold by artillery, rams, and magic, 
  it will be a slow and painstaking affair. As many as one thousand 
  shots may have to fired at the same spot before a curtain wall is 
  breached. We strongly recommend using the D@W: Campaigns 
  Reduction rules (p. 79) to resolve damage to fortified structures 
  from the siege, prior to using D@W: Battles to resolve the final 
  assault on the tabletop. 
  When using D@W: Campaigns, each 1,000 shp of damage dealt 
  creates a breach that an assaulting unit can exploit. During 
  the Assault Set Up, allow the besieging army to allocate these 
  breaches to specific fortified structures (or stories of multi-story 
  structures) on a one-for-one basis. Breaches from siege mining, 
  transmute rock to mud and move earth must be allocated to 
  ground stories. Other breaches may be allocated as desired, 
  subject to the Judge’s common sense review.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Assault Set Up 
  55
  Assaults
  EXAMPLE: Moruvai’s stronghold has been under siege for 
  six weeks using the rules in D@W: Campaigns. His stronghold 
  consists of a keep (6 stories, 2,500 shp/story); 4 medium 
  towers (4 stories, 250 shp/story); and 6 60' lengths of 20' wall 
  (2 stories, 450 shp/story each). During this time, Marcus has 
  created two breaches in Moruvai’s stronghold through siege 
  mining and one breach through bombardment. In D@W: 
  Campaigns, these breaches are generalized to the stronghold 
  as a whole.
  As Marcus prepares to capture the stronghold, the Judge 
  decides he wants to resolve the assault using D@W: Battles. 
  During the assault set-up, Marcus gets to allocate the three 
  breaches to specific fortified structures. He allocates the 
  two breaches from the siege mining towards breaches in 
  the ground story of two 60' lengths of wall. He allocates 
  the breach from bombardment to the top story of the keep. 
  Moruvai then sets up his defending units to protect the 
  breaches, and play proceeds from there.
  ASSAULT SET UP
  At some point, the besieging army will conclude it has reduced 
  the stronghold enough to justify an assault. When an assault 
  occurs, array four battlemaps 2 x 2 to create a battlefield that is 
  8' x 6' (48 hexes wide and 36 hexes deep). This allows room for 
  long-range artillery and lengthy castle walls to be deployed on 
  the table. 
  Place the fortified structures of the stronghold such that they are 
  roughly in the center of the battlemaps. If the area around the 
  stronghold has been mapped out by the Judge, terrain pieces 
  (p. 29) should be placed on the battlemaps to replicate the area. 
  Otherwise, terrain placement should be determined randomly 
  for each battlemap, as per Random Terrain Generation (p. 29). 
  If the stronghold begins the assault with one or more breaches 
  from a siege preceding the assault, these breaches must be 
  allocated to the fortified structures at this time. See Damage 
  from Sieges Preceding the Assault (p. 54)
  The defending army now sets up. All defending units must be 
  placed in or adjacent to the fortified structures of the besieged 
  stronghold. No fortified structure, or story of a multi-story 
  structure, may exceed its unit capacity. 
  The assaulting army sets up after the defending units have been 
  deployed. If the lines of circumvallation (see D@W: Campaigns, 
  p. 78) have been mapped out by the Judge in his campaign, the 
  circumvallation and assaulting army’s units should be placed 
  accordingly. Otherwise, the assaulting army’s units may be 
  deployed anywhere within three hexes of any battlemap edge. 
  MOVEMENT DURING ASSAULTS
  ENTERING STRONGHOLDS
  Entrance and exit to a stronghold must be through one of its 
  exterior fortified structures. An exterior fortified structure is 
  a structure in a hex adjacent to one or more hexes that do not 
  contain other fortified structures of the stronghold.
  Defending units may enter any exterior fortified structure 
  through the ground floor. All exterior fortified structures are 
  assumed to contain portcullises, sally ports, etc. unless the Judge 
  determines otherwise.
  Assaulting units may only enter an exterior fortified structure 
  via the following methods: 
   » A Flyer (p. 12) may enter through its top story, or 
  any story which has been breached. 
   » A unit equipped with siege ladders (p. 59) may 
  enter through its top story, or any story which has 
  been breached, up to a maximum height of the siege 
  ladder (usually four stories). 
   » A unit equipped with hoists (p. 58) may enter 
  through its top story, or any story which has been 
  breached, up to a maximum height of three stories.
   » A unit occupying a siege tower (p. 59) may enter 
  through its top story, or any story which has been 
  breached. However, the unit must occupy a story of 
  the same height within the siege tower.
   » Any other unit may only enter through a breached 
  ground story.
  It costs one hex of movement to enter an exterior fortified 
  structure, which is inclusive of both moving into the hex 
  containing the fortified structure and entering the structure 
  itself. 
  Units may not enter a structure, or story of a multi-story 
  structure, occupied by enemy units. They must first destroy 
  or retreat (p. 23) the enemy unit(s). Units may not enter a 
  structure, or story of a multi-story structure, that is already 
  occupied to maximum unit capacity.
  Strongholds may be exited in the same manner they are entered.
  MOVEMENT DURING ASSAULTS
  Once inside a stronghold, units may move from one of the 
  stronghold’s fortified structures to another of its fortified 
  structures in the same or an adjacent hex at a cost of one hex of 
  movement. The movement must be from the ground story of 
  the first structure to the ground story of the second structure. 
  Alternatively, if either structure is a wall segment, it may move 
  from a story where the wall segment connects to the other 
  structure.
  Units may move between stories of the fortified structure they 
  occupy at a rate of one story per hex of movement. Within a 
  fortified structure, the ground story is considered adjacent to 
  the second story, the second story is adjacent to the third story, 
  and so on. 
  EXAMPLE: Light Infantry A is on the third floor of a six-
  story tower. The tower connects to an adjacent three-story 
  wall segment. At a cost of one hex of movement, Light 
  Infantry A may move to the tower’s second story; the tower’s 
  fourth story; or the third story of the adjacent wall segment. 
  If Light Infantry A were on the fourth story of the tower, it 
  could not move to the adjacent wall segment, because the 
  fourth story of the tower has no connection to the three-
  story wall segment.
  Units within fortified structures do not have facing (p. 13). All 
  adjacent hexes are considered to be front hexes for the unit. 
  
  56 
  Combat During Assaults
  Mounted units (p. 12) within a fortified structure may not 
  hustle (p. 18) or charge (p. 19). Foot units (p. 13) within a 
  fortified structure may not charge.
  Units may not move into or through a structure, or story of a 
  multi-story structure, occupied by enemy units. They must first 
  destroy or retreat the enemy unit(s). Units may not move into 
  or through a structure, or story of a multi-story structure, that is 
  already occupied to maximum unit capacity.
  THREATENING DURING ASSAULTS
  A unit threatens (p. 19) an enemy unit in a fortified structure 
  anytime the unit could move to the enemy unit’s position at a 
  cost of one hex of movement, were it not occupied. Because 
  there is no facing within fortified structures, threat is always 
  mutual, barring exceptional circumstances (e.g. units harmed 
  only by magical weapons).
  EXAMPLE: Light Infantry A is on the third floor of a six-
  story tower. The tower connects to an adjacent three-story 
  wall segment. Orc B is on the second story of the tower. Orc 
  C is on the third story of the wall segment. Orc D is on the 
  fifth story of the tower. 
  Light Infantry A threatens and is threatened by Orc B and 
  Orc C. It would cost one hex of movement for Light Infantry 
  A to move from its position in the third story of the tower to 
  Orc B’s position in the second story of the tower. Therefore 
  Light Infantry threatens and is threatened by Orc B. Similarly, 
  it would cost one hex of movement for Light Infantry A to 
  move from the third story of the tower to the third story of 
  the wall segment, so it threatens and is threatened by Orc C. 
  Light Infantry A does not threaten, and is not threatened by, 
  Orc D, which is two hexes of movement away.
  A unit outside of a stronghold threatens an enemy unit within 
  the stronghold any time the unit could enter the stronghold by 
  passing through the enemy unit’s position, were it not occupied. 
  Conversely, the unit outside the stronghold will itself be 
  threatened by the unit it threatens.
  EXAMPLE: Heavy Infantry A is on the second story of a 
  three-story wall segment. This story is breached. Orc B is 
  equipped with siege ladders in an adjacent hex and facing 
  the fortified structure. Orc B could enter the stronghold 
  through the breach on the second story at a cost of one hex 
  of movement. Therefore Orc B threatens and is threatened 
  by Heavy Infantry C. 
  If Heavy Infantry A was on the first or third story of the wall 
  segment, or if Orc B was not equipped with siege ladders, 
  Orc B would not threaten or be threatened by the Heavy 
  Infantry.
  COMBAT DURING ASSAULTS
  Units occupying the top story of a fortified structure are assumed 
  to be patrolling the battlements, ready to repel escalading troops 
  and unleash arrows on besiegers. Units occupying lower stories 
  are restricted to arrow slits, embrasures, murder holes, and 
  similar defensive works. This affords greater protection but 
  less offensive capability. These assumptions are reflected in the 
  mechanics below.
  MISSILE ATTACKS
  Normally, threatened units may not make missile attacks, 
  but units occupying a fortified structure may conduct missile 
  attacks even if threatened.
  Units occupying the top story of a fortified structure can only 
  be targeted (p. 21) by missile attacks by volleying overhead (p. 
  22), unless the story is breached. Units occupying unbreached 
  lower stories cannot be targeted by missile attacks at all, but 
  during their own missile attack sequences may make only one-
  half their normal number of attacks. 
  Units occupying any breached story may conduct their full 
  number of missile attacks, and can themselves be targeted by 
  missile attacks. They gain a +2 bonus to AC due to the cover 
  afforded by the rubble, though.
  Units occupying the second or higher story of a fortified 
  structure gain a +1 to attack throws against units on a lower 
  elevation, and count as elevated when drawing line of sight 
  (p. 22). See the LOS Stoppage table (p. 29) for the impact of 
  elevation and line of sight.
  EXAMPLE: A six-story tower has two units occupying it. 
  Bowman A occupies the sixth (top) story and Bowmen B 
  occupies the first (ground) story. Hobgoblin C is four hexes 
  away, past a hex of forest.
  Because Bowman A is elevated, it has line of sight on 
  Hobgoblin C and vice versa. Bowman A gains a +1 bonus 
  to its missile attacks against Hobgoblin C because of its 
  elevation. Hobgoblin C suffers a -4 penalty to its missile 
  attacks against Bowman A because it must volley overhead.
  Bowmen B and Hobgoblin C do not have line of sight on 
  each other because of the intervening hex of forest. Assume 
  Bowmen B ascends to the second story. Bowmen B now has 
  line of sight on Hobgoblin B and vice versa. Bowmen B gains 
  a +1 bonus to its missile attack throws against Hobgoblin C. 
  However, Bowmen B’s number of attacks is reduced from its 
  normal 2 to 1 because it is not on the top story.
  Sometimes a missile attack may pass through a fortified 
  structure which neither the attacker nor target occupies. The 
  intervening fortified structures are obstacles (p. 22) to LOS up 
  to an elevation equal to their height in stories. 
  EXAMPLE: Bowman A occupies the sixth story of a keep. 
  The keep is adjacent to a three-story wall segment. The target, 
  Orc B, is adjacent to the wall segment. The wall segment is 
  between Bowman A and Orc B, so it counts as an obstacle. 
  Since Bowman A is on the sixth story and the wall segment 
  is three stories tall, Bowman A counts as elevated relative to 
  the wall segment and may ignore it for LOS.
  MELEE ATTACKS
  Units may conduct melee attacks against units occupying a 
  fortified structure if they threaten the unit. Likewise, units 
  occupying a fortified structure may conduct melee attacks 
  against units they threaten. 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Siege Equipment 
  57
  Assaults
  EXAMPLE: Light Infantry A is on the third floor of a six-
  story tower. The tower connects to an adjacent three-story 
  wall segment. Orc B is on the third story of the wall segment. 
  Orc C is on the second story of the tower. Orc D is on the 
  fifth story of the tower. Since Light Infantry A threatens and 
  is threatened by Orc B and Orc C, it could attack and be 
  attacked by them.
  Units occupying a fortified structure gain a +2 bonus to AC 
  when targeted in melee by units in another structure or at a 
  lower elevation in the same structure. 
  EXAMPLE: Light Infantry A is attacked by Orc C. Orc C is 
  on the second story, while Light Infantry A is on the third 
  story, so Light Infantry A gains a +2 bonus to AC.
  SAVING THROWS, SHOCK, AND MORALE
  Units occupying any story of a fortified structure gain a +2 
  bonus to shock rolls (p. 23) and morale rolls (p. 25), and a +4 
  bonus on saving throws versus Blast. On a successful saving 
  throw, the unit takes no damage, even if a blast effect would 
  normally deal partial damage. However, if the story is breached, 
  the saving throw bonus is reduced to +2. 
  RETREAT AND ADVANCEMENT
  When a unit in a fortified structure must retreat (e.g. from a 
  failed shock roll), resolve the retreat using the following rules:
   » If a unit is eligible to retreat into two or more hexes, 
  the commander (p. 15) controlling the unit decides 
  which of the eligible hexes his unit retreats into. 
   » The unit can retreat from the ground story of the 
  stronghold’s fortified structure to the ground story 
  of another of its fortified structures in the same or an 
  adjacent hex at a cost of one hex of movement.
   » The unit can retreat from any story of a wall segment 
  to the same story of a fortified structure connected 
  to the wall segment, or vice versa, at a cost of one hex 
  of movement.
   » The unit can retreat up or down one story at a cost of 
  one hex of movement.
   » The unit cannot retreat into a structure (or story 
  of a multi-story structure) which is already at its 
  maximum unit capacity or which is occupied by any 
  enemy units. 
   » If a unit cannot complete its retreat, it is considered 
  routed (p. 23) and removed from play. 
  If all the units occupying the structure (or story of a multi-story 
  structure) are destroyed or retreated at the conclusion of a melee 
  attack, the attacker may advance into the vacated structure or 
  story. This is how fortified structures are captured! 
  SIEGE EQUIPMENT
  Both the assaulting and defending army will frequently 
  employ siege equipment during an assault. Such devices may 
  be as simple as cooking cauldrons filled with burning oil and 
  as a complex as 150-foot tall siege towers (p. 59) pulled by a 
  thousand men. 
  The Siege Equipment in Assaults table, below, lists the siege 
  equipment in Domains at War. The “number required” column 
  shows the minimum number of pieces of equipment required to 
  equip a unit for an assault. Except where otherwise noted, a unit 
  can only be equipped with one type of equipment. 
  The “effects” column summarizes the game effect of the 
  equipment. Each type of siege equipment has a more detailed 
  explanation below. See D@W Campaigns, Artillery and Siege 
  Equipment (p. 43-47) for costs, descriptions, and additional 
  details about siege equipment.
  BATTERING RAMS/SCREWS
  A Foot unit can be equipped with battering rams (or screws) 
  to damage fortified structures. It takes six 20' rams or two 60' 
  rams to equip a unit. Mark the equipped unit with a token. A 
  unit equipped with battering rams may also be equipped with 
  movable galleries. (Battering rams may also be built into siege 
  towers, discussed below). 
  The equipped unit can attack fortified structures as if the 
  unit were a colossal monster. A successful attack against the 
  structure’s AC by a ram-equipped unit deals 50 shp of damage 
  to wooden structures and 10 shp of damage to stone structures. 
  See Damaging and Destroying Fortified Structures (p. 54). 
  Damage is usually to the ground story unless the battering ram 
  is on the upper story of a siege tower.
  Siege Equipment in Assaults
  Type of Equipment
  No. Required
  Effects
  Battering Ram (20')
  6
  Equipped unit can damage fortified structures as a colossal monster
  Cauldron
  4
  Equipped unit can pour boiling fluid on enemy units for 2 uhp of damage (save for 1/2)
  Hoist
  6
  Equipped unit can assault defending structures up to three stories
  Movable Gallery
  6
  Missile attacks v. unit at -4 penalty and equipped unit gains +4 saving throws v. Blast
  Movable Mantlet
  60
  Missile attacks v. unit at -4 penalty and equipped unit gains +4 saving throws v. Blast
  Ram Catcher
  10
  Successful attack throw by unit forces enemy rams to save or be destroyed
  Screw (20')
  6
  Equipped unit can damage fortified structures as a colossal monster
  Siege Hook
  10
  Equipped unit can deal 2 uhp of damage to defending units manning the walls
  Siege Ladder
  12
  Equipped unit can assault defending structures up to height of siege ladder
  Siege Tower, Standard
  1
  Mobile fortified structure that can carry units, artillery, and rams
  Siege Tower, Large
  1
  Mobile fortified structure that can carry units, artillery, and rams
  Siege Tower, Huge
  1
  Mobile fortified structure that can carry units, artillery, and rams
  
  58 
  Siege Equipment
  Because of the encumbrance of the rams, an equipped unit 
  moves as War Machinery with a movement rate of -/1/2. A unit 
  unequips and loses its ram if it ever makes a melee attack (other 
  than against a fortified structure) or retreats.
  Screws are identical to rams, except they deal 35 shp of damage 
  to wooden structures and 15 shp of damage to stone structures.
  CAULDRONS
  A Foot unit can be equipped with cauldrons to pour boiling 
  water, oil, or sand over walls or through murder holes on to 
  assaulting troops. It takes four cauldrons to equip a unit. Mark 
  the equipped unit with a token. 
  To use equipped cauldrons, a unit must occupy the second or 
  higher story of an exterior fortified structure. Using cauldrons 
  is a missile attack with a range of one hex (remember, units 
  occupying fortified structures can make missile attacks against 
  units outside the structure even when threatened). No attack 
  throw is required to use cauldrons. The cauldrons deal 2 uhp of 
  damage to the target and disorders it. A successful saving throw 
  versus Blast reduces damage by half and avoids disorder. 
  Cauldrons can only be used once per battle. As soon as an 
  equipped unit uses its cauldrons, the cauldron token should be 
  removed. 
  HOIST
  A Foot unit can be equipped with hoists to ascend to the top of 
  fortified structures. It takes six hoists to equip a unit. Mark the 
  equipped unit with a token. A unit equipped with hoists may 
  also be equipped with movable galleries. (Hoists may also be 
  built into siege towers, discussed below.)
  The equipped unit can assault the top story of a defending 
  structure, or any story which has been breached, up to a 
  maximum height of three stories. The equipped unit may 
  ascend all three stories at a cost of one hex of movement. Once 
  the desired story is reached, the unit may assault the structure. 
  Missile attacks against units equipped with hoists suffer a -2 
  penalty due to the partial cover from the hoist. Alternatively, 
  missile attacks and magic may be directed against the hoists 
  instead of the unit. The hoists have AC 0 and 50 shp (total). 
  Destroying the hoists unequips the unit. A unit’s hoists and 
  galleries must be destroyed separately.
  A unit equipped with hoists does not move unless it is also 
  equipped with movable galleries. Such a unit moves as War 
  Machinery with a movement rate of -/1/2. A unit unequips and 
  loses its hoist if it ever retreats.
  MOVABLE GALLERIES
  A Foot unit can be equipped with movable galleries to shelter 
  the unit from fire as it move towards the besieged stronghold’s 
  walls. It takes six movable galleries to equip a unit. Mark the 
  equipped unit with a token. A unit equipped with movable 
  galleries can also be equipped with battering rams or hoists. 
  Missile attacks targeting an equipped unit suffer a -4 penalty, 
  and the unit gains a +4 bonus to saving throws versus Blast. 
  Alternatively, missile attacks and magic may be directed against 
  the galleries instead of the unit. The galleries have AC 1 and 50 
  shp (total). Destroying the galleries unequips the unit. 
  Because of the encumbrance of the galleries, an equipped unit 
  moves as War Machinery with a movement rate of -/1/2. A unit 
  unequips and loses its galleries if it ever makes a melee attack 
  or retreats.
  MOVABLE MANTLETS
  A Foot unit can be equipped with movable mantlets to shelter 
  the unit from fire as it move towards the besieged stronghold’s 
  walls. It takes 60 mantlets to equip a unit. Mark the equipped 
  unit with a token.
  Missile attacks targeting an equipped unit suffer a -4 penalty, 
  and the unit gains a +4 bonus to saving throws versus Blast. 
  Because of the encumbrance of the mantlets, an equipped unit 
  moves as War Machinery with a movement rate of -/1/2. 
  If the equipped unit is ever successfully hit by an artillery unit 
  or by an area of effect spell (e.g. fireball), the movable mantlets 
  are destroyed and the unit is unequipped. A unit also unequips 
  and loses its mantlets if it ever makes a melee attack or retreats.
  RAM CATCHER
  A Foot unit can be equipped with ram catchers to lift, break, 
  or dislodge battering rams or screws from the walls. It takes ten 
  ram catchers to equip a unit. Mark the equipped unit with a 
  token.
  To use equipped ram catchers, a unit must occupy the second 
  or higher story of an exterior fortified structure. Using ram 
  catchers is a missile attack with a range of one hex. The only 
  eligible target of an attack with ram catchers is a unit equipped 
  with battering rams or screws. The ram catcher equipped unit 
  must succeed on an attack throw against the target with a -4 
  penalty. If the attack hits, the target must then make a successful 
  saving throw versus Paralysis. If the saving throw fails, the unit’s 
  rams or screws are destroyed.
  Because of the encumbrance of the ram catchers, an equipped 
  unit moves as War Machinery with a movement rate of -/1/2. A 
  unit unequips and loses its ram-catchers if it ever makes a melee 
  attack or retreats.
  SIEGE HOOK
  A Foot unit can be equipped with siege hooks to pull defenders 
  from a wall during a siege. It takes ten siege hooks to equip a 
  unit. Mark the equipped unit with a token.
  To use siege hooks, a unit must be adjacent to an exterior 
  fortified structure. Using siege hooks is a missile attack with a 
  range of one hex. The only eligible target of an attack with siege 
  hooks is an enemy unit occupying the top story of an exterior 
  fortified structure two or three stories in height. The siege hook 
  equipped unit must succeed on an attack throw against the 
  target with a -4 penalty. If the attack hits, the target must then 
  make a successful saving throw versus Paralysis. If the saving 
  throw fails, the defending unit suffers 2 uhp of damage from 
  the attack. 
  A unit unequips and loses its siege hooks if it ever makes a melee 
  attack or retreats.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Siege Equipment 
  59
  Assaults
  SIEGE LADDERS 
  A Foot unit can be equipped with siege ladders to assault the 
  upper stories of fortified structures. It takes 12 siege ladders to 
  equip a unit. Mark the equipped unit with a token. 
  The equipped unit threatens the top story of a defending 
  structure, or any story which has been breached, up to a 
  maximum height of the siege ladder (usually four stories). 
  However, units equipped with siege ladders get one fewer attack 
  per round (minimum one attack) and suffer a -2 penalty to 
  melee attack throws while equipped.
  Because of the encumbrance of the siege ladders, an equipped 
  unit moves as War Machinery. Its movement rate is decreased 
  as shown on the table below. A unit unequips and loses its siege 
  ladders if it ever retreats.
  Unit’s Normal  
  Movement Rate
  Movement Rate  
  With Siege Ladders
  2/4/6
  2/3/4
  2/3/4
  1/2/3
  1/2/3
  -/1/2
  SIEGE TOWERS 
  Siege towers are designed to protect assaulting troops during 
  the approach to a stronghold, and then get them over the 
  walls by means of a gangplank or hoist. Siege towers have 
  characteristics of both fortified structures and units. Like units, 
  they have commanders, movement rates, and facing, and are 
  activated using AP (p. 18). Like fortified structures, they have 
  unit capacities, stories, and structural hit points. Siege towers 
  also have a unique characteristic, called crew. 
  Siege Tower Size: The number of hexes that the siege tower 
  takes up on a battlemap. All siege towers take up one full hex. 
  However, the siege tower may share this hex with one unit of 
  crew (see below). 
  Siege Tower Troop Capacity: The number of units of troops 
  that can occupy the siege tower. Only units composed of man-
  sized or large creatures can occupy siege towers.
  Siege Tower Artillery Capacity: The number of artillery units 
  that can occupy the siege tower. Due to weight limitations, 
  standard siege towers are restricted to units of heavy ballista 
  (p. 60) or lighter. Large siege towers are restricted to units of 
  medium catapults (p. 60) or lighter. Huge siege towers are 
  restricted to units of heavy catapults (p. 60) or lighter. In lieu 
  of an artillery unit occupying a particular story, the story may 
  hold battering rams or hoists. Any unit occupying that story is 
  considered equipped with the rams or hoists. A battering ram 
  on the second or higher story will deal damage to the equivalent 
  story of an adjacent fortified structure.
  EXAMPLE: A standard four-story siege tower is adjacent 
  to a four-story stone wall. A unit of light infantry is on the 
  second story, which holds battering rams. Therefore, the unit 
  is considered equipped with battering rams. The unit can 
  attack the fortified structures as if it were a colossal monster. 
  A successful attack against the structure’s AC deals 10 shp of 
  damage to the wall’s second story.
  Stories: The number of levels or floors in the siege tower. As 
  with structures, each story has its own unit capacity and its own 
  structural hit points. Units in each story of the siege tower are 
  considered adjacent to units in the story above and below them. 
  Units may move between stories at a rate of one story per hex 
  of movement. 
  SHP: The siege tower’s ability to remain intact despite damage. 
  A siege tower’s shp functions identically to the shp of structures. 
  Siege Tower Movement: Siege towers move as War Machinery 
  with a movement rate of -/1/-. Note that units occupying the 
  siege tower retain their full movement rate, which they can use 
  to ascend or descend stories.
  Siege Tower Crew: Siege towers all require a large number of 
  crew to move the tower, ranging from 1 to 10 units. Any type 
  of unit may serve as crew, but it must be full-strength (e.g. 120 
  men, 60 ogres, or 5 elephants). All crew are under the command 
  of the siege tower’s commander. In order for a siege tower to be 
  activated, all of its crew must be in the same hex as the tower or 
  in an adjacent hex, and must activate simultaneously with the 
  siege tower (see below). Crew which violate this requirement 
  cannot contribute to moving the siege tower during the round. 
  A siege tower without sufficient crew cannot be activated, 
  although any artillery and troops carried may still be activated.
  Astute commanders have noted that it is impossible to place 
  10 units adjacent to a siege tower! To overcome this limitation, 
  two identical units of any type can be merge to form one Labor 
  unit. This is similar to a Phalanx (p. 17). In order to be merged 
  into a Labor unit, both units must belong to the commander’s 
  division. Once merged, the unit characteristics of the Labor unit 
  are identical to those of its constituent units, except as follows:
   » The Labor unit’s uhp are equal to the sum of its two 
  constituent units’ uhp. 
   » The Labor unit’s morale score (p. 13) is increased 
  by 1. 
   » The Labor unit cannot conduct attacks.
  A Labor unit is treated as one unit for purposes of activation, 
  but counts as two units of crew. If the labor unit is destroyed or 
  routed, this counts as the loss of both units. Deployment as a 
  labor unit is permanent for the duration of the battle. 
  Siege Tower
  Size
  Troop Capacity
  Artillery Capacity
  Stories
  AC
  SHP
  Move
  Crew
  AP
  Standard Siege Tower
  1 hex
  1 unit/ 4 stories
  1 unit / 4 stories
  4
  0
  25/story
  -/1/- (WM) 1 unit
  1
  Large Siege Tower
  1 hex
  1 unit / 3 stories
  1 units / 3 stories
  6
  1
  36/story
  -/1/- (WM) 4 units
  2
  Huge Siege Tower
  1 hex
  1 unit / story
  1 unit /2 stories
  9
  2
  66/story
  -/1/- (WM) 10 units
  4
  
  60 
  Artillery Units
  If a siege tower is crewed by units constructed from particularly 
  strong creatures, the Judge may use the more detailed rules 
  found in D@W: Campaigns (p. 47) to calculate how many units 
  of crew are required, based on the creature’s normal load. 
  AP: This is the number of activation points required to activate 
  the siege tower and any crew in the same or an adjacent hex. 
  When activated, the siege tower and its constituent crew may 
  hustle one hex. 
  Siege Tower Commanders: Each siege tower must have 
  a commander in charge of it and its crew. A siege tower’s 
  commander may also be in charge of the siege tower’s troop and 
  artillery units, but does not have to be. Because of the higher 
  number of AP required to activate the siege tower itself, it is 
  often a good idea to have a separate commander for the assault 
  troops and artillery.
  Assaulting with Siege Towers: If a siege tower moves adjacent 
  to an exterior fortified structure, units occupying the siege tower 
  can enter the fortified structure via gangplanks. The occupying 
  units can enter the top story of the adjacent structure, or any 
  story which has been breached. However, the assaulting unit 
  must occupy the story of the same height within the siege tower. 
  The occupying units may move between stories at a rate of one 
  story per hex of movement in order to reach the desired story. 
  EXAMPLE: A unit of light infantry with a movement rate 
  of 2/4/6 is on the second story of a standard four-story siege 
  tower. The siege tower is adjacent to a four-story wall. The 
  unit is ordered to assault the top (fourth) story of the wall. 
  In order to do so, it must occupy the fourth story of the siege 
  tower. During its movement sequence, the unit ascends 
  from the second story to the fourth story (at a cost of two 
  hexes of movement). The unit can now move onto the wall’s 
  top (fourth) story.
  If the siege tower has hoists on any of its stories, units occupying 
  those stories may assault using the hoists. In this case, the 
  equipped units can enter the top story of an exterior fortified 
  structure, or any story which has been breached, up to a 
  maximum height of the hoist’s story plus three. The equipped 
  unit may ascend all three stories with the hoist at a cost of one 
  hex of movement. 
  EXAMPLE: A unit of heavy infantry with a movement rate 
  of 1/2/3 is on the first story of a standard four-story siege 
  tower. The siege tower is adjacent to a four-story wall. The 
  heavy infantry are ordered to assault the top (fourth) story 
  of the wall. The heavy infantry could move up to the fourth 
  story of the siege tower to do so, but this would take them 
  three combat rounds because their walking movement rate 
  is 1. Fortunately, there are hoists on this story. Using the 
  hoists, the unit can ascend up to three stories at a cost of one 
  hex of movement. The unit can now assault the wall’s top 
  (fourth) story!
  Even when using a siege tower, units may not move into or 
  through a structure, or story of a multi-story structure, occupied 
  by enemy units. They must first destroy or retreat the enemy 
  unit(s). See Movement During Assaults (p. 55) for more details.
  Units occupying a siege tower attack and are attacked as if 
  occupying a fortified structure. See Combat During Assaults 
  (p. 56) for more details.
  ARTILLERY UNITS
  Artillery pieces are siege engines used to attack enemy 
  fortifications from long range. Artillery pieces detailed in 
  Domains at War include ballista (two-armed siege weapons 
  hurling bolts or small stones), catapults (one-armed stone-
  hurling siege weapons), and trebuchets (huge one-armed 
  stone-hurling siege weapons). See D@W: Campaigns, Artillery 
  and Siege Equipment (p. 43) for costs and details on artillery.
  When deployed in D@W: Battles, artillery should be organized 
  into units. A unit of artillery represents a battery of between 1 
  and 10 artillery pieces. The crew for a unit may range from 10 
  to 120 men, depending on the size of the artillery piece. The 
  characteristics for artillery units are listed in the table below.
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit AC
  Unit HD
  Unit HP
  Unit 
  Morale
  Unit Melee Attacks 
  & Attack Throws
  Unit Missile Attacks 
  & Attack Throws
  10 Light Ballista
  -/1/-
  WM
  0
  1-1
  1
  0
  1 short sword 11+
  1 missile attack 11+ 
  2 reload tokens
  10 Light Repeating 
  Ballista 
  -/1/-
  WM
  0
  1-1
  1
  0
  1 short sword 11+
  2 missile attacks 11+ 
  1 reload token
  5 Medium Ballista 
  -/1/-
  WM
  1
  1-1
  1
  0
  1 short sword 11+
  1 missile attack 11+ 
  5 reload tokens
  5 Heavy Ballista
  -/1/-
  WM
  1
  1-1
  1
  0
  1 short sword 11+
  1 missile attack 11+ 
  5 reload tokens
  5 Light Catapult
  -/1/-
  WM
  0
  1-1
  1
  0
  1 short sword 11+
  1 missile attack 11+ 
  5 reload tokens
  2 Medium Catapult
  -/1/-
  WM
  1
  1-1
  1
  0
  1 short sword 11+
  1 missile attack 11+ 
  5 reload tokens
  1 Heavy Catapult
  -/1/-
  WM
  1
  1-1
  1
  0
  1 short sword 11+
  1 missile attack 11+ 
  5 reload tokens
  1 Light Trebuchet 
  -/1/-
  WM
  1
  1-1
  2
  0
  1 short sword 11+
  1 missile attack 11+ 
  2 reload tokens
  1 Medium Trebuchet
  -/1/-
  WM
  1
  1-1
  4
  0
  1 short sword 11+
  1 missile attack 11+ 
  2 reload tokens
  1 Heavy Trebuchet
  -/1/-
  WM
  2
  1-1
  6
  0
  1 short sword 11+
  1 missile attack 11+ 
  2 reload tokens
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Artillery Units 
  61
  Assaults
  Veteran artillery crews will have attack throws of 10+. Artillery 
  crewed by other races will use their race’s base attack throw, as 
  determined by their hit dice.
  ARTILLERY MOVEMENT 
  All artillery units move as War Machinery. They have a 
  movement rate of -/1/- (so any movement by an artillery 
  unit will prevent it from firing). War Machinery cannot cross 
  swamps, streams, trenches, ditches, walls or moats, and cannot 
  defend (p. 25) or charge. War Machinery can ready to attack 
  (p. 25), however.
  MELEE ATTACKS BY ARTILLERY
  Like other units, artillery units are capable of melee attacks. 
  An artillery unit’s melee attacks represent the members of the 
  artillery crew fighting hand-to-hand, and are handled according 
  to the rules for Attack Sequences (p. 20). 
  MISSILE ATTACKS BY ARTILLERY
  An artillery unit’s missile attacks are handled according to the 
  rules for Attack Sequences. The following special rules apply:
  Eligibility to Attack: In order to be eligible to make missile 
  attacks, an artillery unit must meet the following requirements:
   » The artillery unit must have stood fast during its 
  movement sequence. Because all artillery movement 
  is effectively hustling, artillery cannot move and fire 
  in the same combat round.
   » The artillery must not have any reload tokens. 
  Reload tokens track the amount of time required to 
  reload the artillery after it fires. Place the number of 
  reloading tokens indicated for that artillery when 
  it completes its missile attack sequence. At the 
  conclusion of each movement sequence in which 
  the artillery unit stood fast, remove one reload token 
  from the unit. 
   » The artillery unit must not be threatened by another 
  unit. Threatened units may only make melee attacks.
  Artillery Range
  Weapon
  Minimum
  Maximum
  Ballista, Light
  1 hex
  8 hexes
  Ballista, Light Repeating
  1 hex
  8 hexes
  Ballista, Medium
  1 hex
  8 hexes
  Ballista, Heavy
  1 hex
  10 hexes
  Catapult, Light
  5 hexes
  10 hexes
  Catapult, Medium
  6 hexes
  14 hexes
  Catapult, Heavy
  6 hexes
  14 hexes
  Trebuchet, Light
  6 hexes
  16 hexes
  Trebuchet, Medium
  6 hexes
  16 hexes
  Trebuchet, Heavy
  6 hexes
  16 hexes
  Target Eligibility: In order to be an eligible target of an 
  artillery unit’s missile attack, the target must meet the following 
  requirements:
   » The target must be at a range equal to or greater than 
  the artillery’s minimum range, and less than or equal 
  to the artillery’s maximum range. Range is measured 
  by counting the number of hexes from the artillery 
  unit to the target (excluding the artillery unit’s hex, 
  but including the target’s hex). The Artillery Range 
  table lists the minimum and maximum ranges of 
  Artillery. 
   » The target must be within the firing arc of the 
  attacker. A target is within the attacker’s firing arc 
  if an imaginary line drawn straight from the center 
  of the attacker’s hex to the center of the target’s hex 
  would exit the attacker’s hex through the attacker’s 
  front hexes. When the imaginary line exits at the 
  vertex between the attacker’s front face and flank 
  face, it counts as within the firing arc.
   » The target must not be threatening or threatened by 
  the attacker or a unit on the attacker’s side. Firing 
  into a melee is too risky to the attacker’s allies.
   » The target must either be a fortified structure, or the 
  closest enemy unit that meets the three requirements 
  above, or one of the closest if multiple enemies are 
  equidistant.
  Armor Class: All artillery units heavier than light ballista and 
  light repeating ballista may ignore Armor Class when making 
  missile attacks on enemy units (characters do get their AC 
  benefit against artillery). Artillery units never ignore the AC of 
  structures.
  Attacks versus Characters and Units: Catapult and trebuchet 
  units have difficulty striking small, fast-moving characters. 
  They suffer a penalty of -4 on attack throws against man-sized 
  heroes and -2 on attack throws against large heroes. They suffer 
  a -3 penalty on attack throws per hex that a target hero or unit 
  moved in its last movement sequence. Ballista units do not 
  suffer these penalties.
  EXAMPLE #1: A Heavy Catapult unit with a missile attack 
  throw of 11+ fires on an enemy Bowmen unit with an AC 2 
  that moved two hexes during its last movement sequence. 
  The Heavy Catapult unit may ignore the enemy unit’s AC. 
  However the artillery’s attack throw is penalized by six 
  points because the Bowmen unit moved two hexes during its 
  last movement sequence. The Heavy Catapult unit will need 
  to roll 17+ to successfully hit the Bowmen unit.
  EXAMPLE #2: A Light Ballista unit with a missile attack 
  throw of 11+ fires on an enemy Bowmen unit with an AC 
  2 that moved two hexes during its last movement sequence. 
  The Light Ballista unit’s attack is penalized by two points by 
  the enemy unit’s AC. However, it does not suffer a penalty 
  from the Bowmen unit’s movement, as this only applies to 
  catapults and trebuchets. The Light Ballista unit will need to 
  roll 13+ to successfully hit the Bowmen unit.
  
  62 
  Artillery Units
  EXAMPLE #3: A Medium Counterweight Trebuchet with 
  a missile attack throw of 9+ fires on a visible enemy Hero 
  with an AC 6 that moved two hexes last round. The Medium 
  Trebuchet unit’s attack throw is penalized six points by the 
  enemy character’s AC, four points because the Hero is man-
  sized, and six more points because the Hero moved two 
  hexes last round. The Medium Trebuchet unit will need to 
  roll 25+ to successfully hit the Hero. In effect, it will hit only 
  on an unmodified roll of 20.
  Attacks versus Structures: Artillery units usually fire crude 
  ammunition against structures. Firing crude ammunition 
  imposes a -2 penalty to attack throws.
  Line of Sight: Artillery units may volley over obstacles (such as 
  friendly units, enemy units, or terrain) with no penalty to their 
  attack throw. 
  Damage versus Structures: An artillery unit that successfully 
  hits a structure with its missile attack deals damage to the 
  structure’s shp, as explained in Damaging and Destroying 
  Fortified Structures (p. 54).
  Damage versus Units: An artillery unit that successfully hits a 
  unit with its missile attack deals damage to the uhp of the unit. 
  The damage dealt is determined by the type of artillery unit, the 
  HD of the target unit, and the number of troops in the target 
  unit. Artillery with a large blast radius deals more damage to 
  densely-packed units. Artillery hurling heavier projectiles deals 
  more damage to tougher units; a peasant will be slain instantly 
  by both a light ballista bolt and a heavy trebuchet stone, but 
  a giant might survive several light ballista bolts and still be 
  crushed by the trebuchet’s 180lb stone. 
  To determine uhp of damage dealt by an artillery unit’s missile 
  attack, consult the tables below. Cross-index the number of 
  troops in the target unit with its Unit HD. Deal the listed value 
  in uhp of damage to the target. The target may make a saving 
  throw versus Blast to reduce the damage by half (round down).
  If the target is cavalry (p. 82), double the number of troops in 
  the unit for purposes of calculating damage dealt.
  EXAMPLE #1: A unit of 120 Heavy Infantry (Unit HD 1-1) 
  is struck by a missile attack from a Light Trebuchet unit. 
  Cross-indexing the number of troops in the unit (120) by 
  the Unit Hit Dice (1-1), the Judge determines that the Heavy 
  Infantry suffers 2 uhp of damage. However, the Heavy 
  Infantry make a successful saving throw versus Blast. This 
  reduces the damage to 1 uhp.
  EXAMPLE #2: A unit of 60 Goblin Wolf Riders (Unit HD 
  4+1) is struck by a missile attack from a Medium Catapult. 
  Because the target is a cavalry unit, it is considered to have 
  120 troops for purposes of calculating damage dealt. Cross-
  indexing the number of troops in the unit (120, because it is 
  a cavalry unit) with the Unit HD (5), the Judge determines 
  that the Goblin Wolf Riders suffer 6 uhp of damage. However, 
  the Wolf Riders make a successful saving throw versus Blast. 
  This reduces the damage to 3 uhp.
  Heavy Trebuchet Damage
  Troops In 
  Unit
  1 
  HD -
  2 
  HD
  3 
  HD
  4 
  HD
  5 
  HD
  6 
  HD
  7 
  HD
  8 
  HD+
  61 to 120
  4
  8
  12
  17
  20
  25
  29
  33
  31 to 60
  2
  4
  6
  8
  10
  12
  14
  17
  10 to 30
  1
  1
  2
  3
  3
  4
  5
  5
  5 to 10
  1
  1
  1
  1
  1
  1
  2
  2
  1 to 4
  1
  1
  1
  1
  1
  1
  1
  1
  Medium Trebuchet Damage
  Troops In 
  Unit
  1 HD -
  2 HD
  3 HD
  4 HD
  5 HD
  6 HD+
  61 to 120
  2
  5
  7
  9
  12
  14
  31 to 60
  1
  2
  4
  5
  6
  7
  10 to 30
  1
  1
  1
  2
  2
  2
  5 to 10
  1
  1
  1
  1
  1
  1
  1 to 4
  1
  1
  1
  1
  1
  1
  Light Trebuchet / Heavy Catapult Damage
  Troops In Unit
  1 HD -
  2 HD
  3 HD
  4 HD
  5 HD +
  61 to 120
  2
  5
  7
  9
  12
  31 to 60
  1
  2
  4
  5
  6
  10 to 30
  1
  1
  1
  2
  2
  5 to 10
  1
  1
  1
  1
  1
  1 to 4
  1
  1
  1
  1
  1
  Medium Catapult Damage
  Troops In Unit
  1 HD
  2 HD+
  3 HD +
  61 to 120
  2
  4
  6
  31 to 60
  1
  2
  3
  10 to 30
  1
  1
  1
  5 to 10
  1
  1
  1
  1 to 4
  1
  1
  1
  Light Catapult / Heavy Ballista Damage
  Troops In Unit
  1 HD -
  2 HD 
  3 HD +
  61 to 120
  1
  3
  3
  31 to 60
  1
  1
  2
  10 to 30
  1
  1
  1
  5 to 10
  1
  1
  1
  1 to 4
  1
  1
  1
  Medium / Light Ballista Damage
  Troops In Unit
  1 HD -
  2 HD +
  61 to 120
  1
  2
  31 to 60
  1
  1
  10 to 30
  1
  1
  5 to 10
  1
  1
  1 to 4
  1
  1
  
  Chapter 6: Scale
  Every army, whether large or of average strength, must be 
  divided into units and divisions of varying size.
  – Maurice’s Strategikon
  
  64 
  Scaling Up the Game
  As mentioned in Chapter One, a typical Domains at War battle 
  should have 10 to 25 units on each side, representing a force 
  of around 600 to 3,000 combatants. The default D@W battle 
  is perfectly sized for war-mongering barons, earls, counts, and 
  dukes, such as most adventuring player characters. However, 
  some battles will feature far larger armies. The original Auran 
  Empire playtest campaign culminated with battles between 
  entire exarchies of the Auran Empire, with almost one hundred 
  thousand troops on the field. Conversely, some campaigns might 
  include small engagements with just a few score combatants 
  on each side. The Scale rules in this chapter can help the Judge 
  handle such small- and large-scale clashes.
  SCALING UP THE GAME
  Large battles are handled by using an epic scale. At epic scale, 
  each unit represents a larger body of troops, each hex represents 
  a larger area of ground, and each round represents a lengthier 
  period of time. There are two epic scales available, each named 
  for the relative size of the units: battalion scale and brigade 
  scale. (Remember that the basic game is fought at company 
  scale, p. 10.)
  BATTALION SCALE
  Battalion-scale units are four times the size of company-size 
  units. Thus at battalion scale, a typical infantry unit represents 
  480 foot troops (4 company-sized units) arrayed 40 men wide 
  and 12 men deep. Likewise, a typical battalion-scale cavalry 
  unit represents 240 mounted troops (4 company-sized units) 
  arrayed 30 horses wide and 8 horses deep. Each battalion-scale 
  hex is 120' across. Each battalion-scale combat round represents 
  2 standard combat rounds (20 seconds). Use this scale for battles 
  with 3,001 to 12,000 troops on each side.
  BRIGADE SCALE
  Brigade-scale units are sixteen times the size of company-size 
  units. Thus at brigade scale, a typical infantry unit represents 
  1,920 foot troops (16 company-sized units) arrayed 80 men 
  wide and 24 men deep. Likewise, a typical brigade-scale cavalry 
  unit represents 960 mounted troops (16 company-sized units) 
  arrayed 60 horses wide and 16 horses deep. Each brigade-scale 
  hex is 240' across. Each brigade-scale combat round represents 
  4 standard combat rounds (40 seconds). Use this scale for battles 
  with 12,001 or more troops on each side. The various scales are 
  summarized on the Epic Scale table below.
  IMP O R TAN T NOTE:
  Why doesn’t movement or range change? Remember that while 
  each hex represents a longer distance, each round represents 
  a proportionately longer period of time, so units will still 
  move the correct number of hexes per round. Similarly, while 
  each hex represents a longer distance, missile weapons have 
  a proportionally greater effective range against massed units. 
  For instance, at brigade scale, a longbow’s 5 hex range still 
  represents only (5 x 80 yards) 400 yards, which is within the 
  maximum range of a bow fired at a huge troop formation. 
  UNITS AT EPIC SCALE
  Apart from requiring more troops per unit, units at epic scale 
  are identical to units at company scale, with two exceptions:
  Unit Hit Points: Multiply the epic unit’s hit points by the uhp /
  damage multiplier on the Epic Scale table.
  EXAMPLE: A company-sized unit of light infantry has 6 
  uhp. A battalion-sized unit of light infantry has (2 x 6) 12uhp. 
  A brigade-sized unit of light infantry has (4 x 6) 24uhp.
  Unit Damage: Multiply the damage dealt by the epic unit’s 
  melee and missile attacks (including any extra damage from 
  charging) by the uhp multiplier on the Epic Scale table. Do not 
  multiply the damage dealt by heroes (p. 40) or spells.
  EXAMPLE #1: A company-sized unit of light infantry deals 
  1 point of damage per successful attack. A battalion-sized 
  unit of light infantry deals (2 x 1) 2 points of damage per 
  successful attack. A brigade-sized unit of light infantry deals 
  (4 x 1) 4 points of damage per successful attack.
  EXAMPLE #2: A brigade-sized unit of heavy cavalry 
  equipped with lances charges an enemy unit and hits twice. 
  At company scale, the unit would deal 3 points of damage – 
  1 point for each successful attack and 1 extra point because 
  it hit with a lance during a charge. Since the unit is brigade-
  sized, it deals (2 + 1) x (4) 12 points of damage.
  An epic-scale Loose Foot, Loose Mounted, or Flyer unit may 
  reduce damage dealt by withdrawing (p. 22) one or more hexes, 
  up to a maximum of its marching movement. The reduction in 
  damage is multiplied by the uhp/damage multiplier on the Epic 
  Scale table.
  Unit Scale
  Army Size
  Troops/Unit
  Ground Scale
  Time Scale
  Uhp/Damage 
  Company
  601 – 3,000
  120 infantry or 60 cavalry
  1 Hex = 60'
  1 Combat Round = 10 seconds
  x1
  Battalion
  3,001 – 12,000
  480 infantry or 240 cavalry
  1 Hex = 120'
  1 Combat Round = 20 seconds
  x2
  Brigade
  12,001 or more
  1,920 infantry or 960 cavalry
  1 Hex = 240'
  1 Combat Round = 40 seconds
  x4
  Epic Scale
  Commander Qualification
  Lieutenant Qualification
  Independent Hero Qualification
  Company
  NPC: 7th level; Monster: HD + 4
  NPC: 5rd level; Monster: HD + 2
  NPC: 7th level; Monster: 9 HD; 
  Caster: 3rd level arcane, 5th level divine
  Battalion
  NPC: 9th level; Monster: HD + 6
  NPC: 7th level; Monster: HD + 4
  NPC: 9th level; Monster: 11 HD; 
  Caster: 4th level arcane, 6th level divine
  Brigade
  NPC: 11th level; Monster: HD +8
  NPC: 9th level; Monster: HD + 6
  NPC: 11th level; Monster: 13 HD; 
  Caster: 6th level arcane, 7th level divine
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Officers and Heroes at Epic Scale 
  65
  Scale
  EXAMPLE: If a company-sized unit of light infantry is dealt 
  3 points of damage, it can withdraw three hexes to reduce 
  the damage by 3 points to 0. If a battalion-sized unit of 
  light infantry is dealt 6 points of damage, it can withdraw 
  three hexes to reduce the damage by (3 x 2) 6 points to 0. 
  If a brigade-sized unit of light infantry is dealt 12 points of 
  damage, it can withdraw three hexes to reduce the damage 
  by (3 x 4) 12 points to 0.
  OFFICERS AND HEROES AT EPIC SCALE
  When playing an epic scale battle, you may play either using 
  the basic rules for officers (p. 14) in Chapter 1, or using the 
  advanced rules for heroes (p. 40) in Chapter 4. In the absence 
  of heroes, an epic scale game plays exactly like the basic game: 
  The increase in damage and uhp exactly cancel each other out. 
  As such, it’s perfect if you want to re-fight a gigantic historical 
  battle that didn’t have larger-than-life heroes. 
  However, when using the hero rules, certain additional 
  complexities are introduced. At epic scale, a hero is still one 
  character, even as the size of the units he leads and confronts is 
  scaling upward from 120 to 480 or more troops. Thus only the 
  most powerful characters can move and fight independently at 
  epic scale, and even these will have a relatively smaller impact, 
  especially at the largest scale. A single PC with a wand of 
  fireballs can make short work of a 120-man unit. He will run 
  out of charges before he destroys a 1,920-man unit. 
  QUALIFYING AS AN EPIC SCALE OFFICER OR HERO
  Epic scale units, being larger and more complex bodies of 
  troops, require more experienced officers to lead them. 
  Likewise, epic scale battles have greater dangers, so characters 
  must be more powerful to qualify as independent heroes (p. 
  41). The requirements to be an officer or hero at epic scale are 
  summarized on the Epic Scale Qualification table (p. 64).
  The stricter qualification requirements serve to keep the number 
  of available officers and heroes at a playable level. While there 
  are obviously still low- and mid-level characters leading smaller 
  sub-formations in the army, they simply lack the power to 
  impact the fight in any meaningful way. Just as company-sized 
  units are subsumed into battalions and brigades, the acts of the 
  company-scale officers are subsumed into the deeds of the units 
  they are part of.
  EXAMPLE: A battle is being fought at battalion scale. 
  Several PCs and NPCs are present who might qualify as 
  officers and heroes: Marcus (9th level fighter); Theon (7th 
  level fighter); Zeodarë (7th level bladedancer); Sera (7th level 
  thief); and Quintus (6th level mage). Marcus qualifies to be 
  a commander (p. 15) and/or independent hero. Zeodarë, 
  Theon and Sera only qualify to be lieutenants (p. 15). 
  Quintus does not qualify to be an officer or hero at all.
  UNIT CHARACTERISTICS OF AN EPIC SCALE HERO
  The unit characteristics (p. 40) of an epic-scale hero are 
  identical to the characteristics of a company-scale hero. 
  However, in contrast to units, an epic-scale hero’s damage per 
  attack decreases with scale – divide the damage dealt by the 
  damage multiplier. An attack by a hero therefore does relatively 
  less damage to a unit as scale increases. 
  EXAMPLE: Marcus attacks a battalion-sized unit of light 
  infantry. He hits twice, dealing 2 points of damage. Because 
  the unit is battalion scale, the damage dealt is divided by 
  the battalion-scale damage multiplier (2). The light infantry 
  battalion therefore takes 1 point of damage.
  Since each epic scale combat round represents either two or 
  four standard combat rounds, each hero receives one or three 
  bonus attack sequences each combat round. Each hero takes 
  one bonus attack sequence in order of initiative (p. 17) after the 
  usual command phases have occurred, repeating this process 
  until all bonus attack sequences have been taken. 
  EXAMPLE: In a brigade scale battle, Marcus confronts 
  Moruvai. Marcus has an initiative score of 5, while Moruvai 
  has an initiative score of 4. Each acts during their command 
  phase. After all command phases, Marcus takes a bonus 
  attack sequence, followed by Moruvai doing the same. 
  Marcus then takes another bonus attack sequence, and then 
  Moruvai takes another bonus attack sequence. Marcus then 
  takes a final attack sequence, and Moruvai does the same.
  Sequencing the hero’s actions in this manner prevents a hero 
  from, e.g., “alpha striking” an enemy hero with three fireballs 
  in a way that would not normally be possible in an ACKS battle. 
  Hero Size
  Battalion Scale 
  Visibility Dist.
  Brigade Scale 
  Visibility Dist.
  Man Sized
  2 hexes
  1 hex
  Large Sized
  3 hexes
  2 hexes
  Huge Sized
  4 hexes
  2 hexes
  Gigantic Sized
  8 hexes
  4 hexes
  Colossal Sized
  15 hexes
  8 hexes
  HERO VISIBILITY AT EPIC SCALE 
  Since each hex represents a wider area of ground, hero visibility 
  is reduced in epic scale battles. See the table above for visibility 
  distance (p. 42) at each scale.
  SPELLS AND ITEMS AT EPIC SCALE
  Because the scale of units, hexes, and combat rounds changes 
  by a factor of two to four, many spells and items have different 
  effects at epic scale.
  Phase
  Activities
  Initiative Phase
  Each commander rolls initiative.
  Command Phases
  Commander activates their division’s units one at a time in order of initiative.
  Bonus Attack Sequence #1
  Each hero receives an additional attack sequence in order of initiative.
  Bonus Attack Sequence #2
  Each hero receives an additional attack sequence in order of initiative (brigade scale only).
  Bonus Attack Sequence #3
  Each hero receives an additional attack sequence in order of initiative (brigade scale only).
  Morale Phase
  Each side conducts any required morale rolls. If either army has entirely routed, retreated, or been destroyed, the 
  battle is over. Otherwise advance to next combat round.
  
  66 
  Spells and Items at Epic Scale
  EPIC SCALE SPELLS
  Except where noted below, mass combat spells have the effects 
  listed in Chapter 4.
  Bless: This spell has no effect on units at either epic scale.
  Burning Hands: This spell has no effect on units at either epic 
  scale.
  Call Lightning: This spell’s range is reduced to nine hexes at 
  battalion scale and four hexes at brigade scale. A lightning bolt 
  may be called every 30 combat rounds at battalion scale and 
  every 15 rounds at brigade scale. A battalion scale unit may 
  never lose more than 1/32 its maximum uhp from this spell, while 
  a brigade scale unit may never lose more than 1/108 its maximum 
  uhp.
  Cloudkill: An epic-sized unit that fails its saving throw versus 
  Poison takes damage instead of being destroyed. At battalion 
  scale, the unit loses ¼ of its uhp (rounded up); at brigade scale, 
  the unit loses 1/16 its uhp.
  Cone of Cold: A battalion scale unit may never lose more than 
  1/8 its maximum uhp from this spell, while a brigade scale unit 
  may never lose more than 1/32 its maximum uhp. Round damage 
  down at brigade scale.
  Cone of Paralysis: The number of uhp lost to this spell is 
  reduced at every epic scale. A battalion scale unit loses 1/8 its 
  maximum uhp from this spell, while a brigade scale unit loses 
  1/32 its maximum uhp. Round damage down at brigade scale.
  Confusion: At battalion scale, this spell disorders one unit 
  adjacent to the caster. At brigade scale, this spell has no effect 
  on units.
  Continual Light: This spell has no effect on units at either epic 
  scale.
  Control Plants: This spell has no effect on units at either epic 
  scale.
  Control Weather: The radius of this spell’s special weather 
  conditions extends six hexes at battalion scale and three hexes 
  at brigade scale. 
  Death Spell: At battalion scale, this spell has a range of six hexes, 
  while at brigade scale it has a range of three hexes. 
  Dispel Evil: This spell has no effects on units at either epic scale. 
  Dispel Magic: This spell’s range is reduced to three hexes at 
  battalion scale, and two hexes at brigade scale. 
  Earth’s Teeth: This spell has no effect on units at either epic scale.
  Fear: At battalion scale, the unit must make a saving throw 
  against Spells; if it fails, it immediately becomes disordered 
  and loses 1/8 of its maximum uhp. The unit remains disordered 
  until the effect is dispelled, the unit leaves the battlemap, or 15 
  combat rounds have elapsed. If the effect is dispelled within one 
  combat round, the unit regains its lost uhp (the fleeing troops 
  rejoin their unit). At brigade scale, this spell has no effect on 
  units.
  Flame Strike: At battalion scale, this spell has a range of two 
  hexes and the target unit may never lose more than 1/32 of its 
  maximum uhp (rounded up). At brigade scale, the spell has a 
  range of one hex and the target unit loses 1 uhp if, and only if, it 
  fails its saving throw. 
  Fireball: This spell’s range is reduced to six hexes at battalion 
  scale and three hexes at brigade scale. A battalion scale unit may 
  never lose more than 1/32 its maximum uhp from this spell, while 
  a brigade scale unit may never lose more than 1/108 its maximum 
  uhp. Round damage down at brigade scale.
  Growth of Plants: If cast during a battle, this spell has no effect 
  at either epic scale. If cast multiple times before battle during 
  set-up, it can create a one hex growth of impenetrable forest. To 
  have an effect at battalion scale the spell must be cast 4 times; at 
  brigade scale 16 times.
  Gust of Wind: This spell has no effect at either epic scale. 
  Hallucinatory Terrain: This spell’s range is reduced to six hexes 
  at battalion scale and three hexes at brigade scale.
  Insect Plague: This spell’s range is reduced to six hexes at 
  battalion scale and three hexes at brigade scale. The swarm is of 
  lower density at epic scale, and does not block line of sight. Units 
  of less than 3 HD that are contacted by the insect swarm may 
  take damage. Battalion scale units take 1d4-3 damage, while 
  brigade scale units take 1d12-11 damage (minimum 0). 
  Lightning Bolt: This spell’s range is reduced to three hexes at 
  battalion scale and two hexes at brigade scale. Other than its 
  range, its effects are identical to fireball, above. 
  Lower Water: At battalion scale, this spell creates a two-hex-
  wide ford anywhere within three hexes of the caster. At brigade 
  scale, it creates a one-hex-wide ford within two hexes of the 
  caster. 
  Massmorph: If cast during a battle, this spell has no effect at 
  either epic scale. If cast multiple times before battle during set-
  up, this spell can hide one unit. At battalion scale the spell must 
  be cast 4 times; at brigade scale 16 times.
  Move Earth: If cast during a battle, this spell has no effect at 
  either epic scale. If used prior to a battle, it allows the caster 
  to place terrain hex features. At battalion scale, three one-hex 
  terrain features can be placed within six hexes of the caster. At 
  brigade scale, a single one-hex terrain feature can be placed 
  within two hexes of the caster. 
  Obscuring Cloud: If cast by a 13th level or higher caster, this 
  spell creates one hex of billowing vapor at battalion scale. It has 
  no effect at brigade scale. 
  Panic: At battalion scale, this spell affects all units within a two-
  hex radius. At brigade scale, this spell affects one unit within 
  one hex. 
  Prayer: This spell has no effect on units at either epic scale. 
  Scouring Wind: A battalion scale unit may never lose more 
  than 1/8 its maximum uhp from this spell, while a brigade scale 
  unit may never lose more than 1/32 its maximum uhp from it.
  Sleep: This spell has no effect on units at either epic scale.
  Stinking Cloud: This spell creates a cloud of foul-smelling 
  vapors in a hex adjacent to the caster. A unit within the affected 
  hex must make a successful saving throw versus Poison or be 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Assaults at Epic Scale 
  67
  Scale
  disordered. Whether it makes its saving throw or not, it must 
  retreat one hex towards its own map edge. The stinking cloud is 
  too small to block line of sight at epic scale.
  Transmute Rock to Mud: If cast during a battle, this spell has 
  no effect at epic scale. If cast multiple times before battle during 
  set-up, it can create a one-hex area of mud. To have an effect at 
  battalion scale the spell must be cast 4 times; at brigade scale 16 
  times.
  Wall of Corpses: At either epic scale, this spell creates a one-
  hex-long barrier of animated corpses anywhere within one hex 
  of the caster. At battalion scale, any unit moving to within two 
  hexes of the wall of corpses must make a saving throw versus 
  Spells. At brigade scale, any unit moving adjacent to the wall 
  of corpses must make the saving throw. A failed saving throw 
  causes the unit to suffer the effects of a panic spell. 
  Units which do not fail the save may enter the wall’s hex if 
  desired. The wall may be physically attacked by targets in its 
  hex, or turned or attacked with missiles by units within range. 
  Any unit conducting a melee attack sequence against a wall of 
  corpses suffers a reaction attack sequence. For combat purposes, 
  treat the wall as a unit of zombies. 
  Wall of Fire: At either epic scale, this spell creates an opaque 
  wall of fire one hex long anywhere within one hex of the caster. 
  At battalion scale, the wall is assumed to be 120' long and 10' 
  high. If a unit is adjacent to the wall, line of sight to the unit is 
  blocked against all units on the other side. Otherwise, units on 
  elevated terrain can trace line of sight through the wall, but 
  units at the same elevation cannot. Units with less than 4 Hit 
  Dice cannot move through the wall. Units of more than 4 Hit 
  Dice can move through the wall, but will take damage. Units of 
  man-sized creatures will take 16 points of damage, while units 
  of ogre-sized creatures will take 4 points of damage and units of 
  giant-sized creatures will take 2 points of damage. Double the 
  damage if the unit consists of cavalry, undead, or cold-using 
  creatures. The wall lasts for the duration of the battle or until 
  dispelled. 
  At brigade scale, the wall is assumed to be 360' long and only 3.5' 
  high. The wall does not block line of sight, and any units may 
  move through it at a cost of one additional hex of movement. 
  Wall of Force: At either epic scale, this spell creates an invisible, 
  impenetrable wall of force one hex long anywhere within one 
  hex of the caster. At battalion scale, the wall is assumed to be 
  120' long and 10' high and counts as a high wall. At brigade 
  scale, the wall is assumed to be 360' long and only 3.5' high, and 
  counts as a low wall (p. 33).
  Wall of Ice: This spell is identical to wall of fire except that 
  damage is doubled against cavalry and fire-using creatures.
  Wall of Iron: At either epic scale, this spell creates an opaque 
  wall of iron one hex long anywhere within one hex of the caster. 
  At battalion scale, the wall is assumed to be 120' long and 8' high 
  and counts as a high wall. At brigade scale, the wall is assumed 
  to be 360' long and only 2.75' high and counts as a low wall (p. 
  33).
  Wall of Stone: This spell creates an opaque wall of stone one 
  hex long anywhere within one hex of the caster. Except for the 
  material of the wall, it is otherwise identical to wall of force.
  Wall of Wood: This spell creates an opaque wall of wood one 
  hex long anywhere within one hex of the caster. Except for the 
  material of the wall, it is otherwise identical to wall of force.
  EPIC SCALE ITEMS
  Except where noted below, items have the effects listed in 
  Chapter 4.
  Drums of Panic: At battalion scale, this item affects all units 
  within a two-hex radius. At brigade scale, this item affects one 
  unit within one hex.
  Helm of Telepathy: At either epic scale, this item’s range is 
  reduced to one hex. 
  Horn of Blasting: At either epic scale, this item’s range is 
  reduced to one hex. A battalion scale unit may never lose more 
  than 1/8 its maximum uhp from this item, while a brigade scale 
  unit may never lose more than 1/32 its maximum uhp from it.
  ASSAULTS AT EPIC SCALE
  Most assaults are small affairs between a few hundred to a few 
  thousand troops. These can be readily handled using the rules 
  in Chapter 5, Assaults (p. 53), in conjunction with Domains 
  at War: Campaigns. However, assaults of fortified cities can 
  be far larger. Judges who wish to play out assaults with tens of 
  thousands of troops can use these rules. Be prepared to set aside 
  a full day for the battle!
  FORTIFIED STRUCTURES
  At epic scales, it becomes impossible to represent the stronghold 
  (p. 53) on the battlemap with any physical accuracy – a more 
  abstract method is required. The Judge will need to know the 
  total shp (p. 53) value of the stronghold. If there is no map 
  for the stronghold, estimate the stronghold’s shp by dividing 
  the stronghold’s gp value by 8 and rounding up. (For urban 
  settlements, use the settlement’s gp value). 
  Use the stronghold’s total shp to determine the size and unit 
  capacity of the stronghold using the Epic Scale Fortified 
  Structures table, below. Round fractions to the nearest whole 
  number, rounding 0.5 up if odd and down if even. Note that 
  hexes and units are in the appropriate scale.
  Once the overall size and unit capacity of the stronghold is known, 
  the Judge should then divide the stronghold into a series of epic 
  fortified structures of varying size and unit capacity that loosely 
  approximates the actual structure’s physical layout. AC should 
  be approximately equal to the average AC of the stronghold’s 
  structures. Shp should be allocated in relative proportion, then 
  divided by the SHP Adjustment shown on the table.
  Epic Scale
  Size
  Unit Capacity
  SHP 
  Adjustment
  Damage 
  Adjustment
  Height 
  Adjustment
  Battalion
  1 hex or story / 4,000 shp
  1 battalion-sized unit / 4,000 shp
  ÷2
  x2
  x2
  Brigade
  1 hex or story / 16,000 shp
  1 brigade-sized unit / 16,000 shp
  ÷4
  x4
  x4
  
  68 
  Assaults at Epic Scale
  EXAMPLE: A stronghold consists of a keep (6 stories with 
  2,500 shp each) surrounded by six 60' wall segments (each 
  with 2 stories with 450 shp each). Total shp are therefore 
  [(6 x 2,500) + 6 x (2 x 450)] 20,400. At battalion scale, the 
  stronghold has a size of (20,400 / 4,000) 5.1 hexes or stories, 
  rounded to 5, and a unit capacity of 5 battalion-sized units. 
  The Judge decides to divide the stronghold into three epic 
  scale structures. The first structure he designates as the “epic 
  keep” and assigns it three stories occupying one hex, with 
  12,250 shp, divided by 2 to yield 6,125 shp. The second and 
  third structures are adjacent one story wall segments with 
  4,075 shp each, divided by 2 to yield 2,038 shp each.
  Note that epic scale’s larger hexes will compress strongholds on 
  the vertical as well as the horizontal dimension. In the example 
  above, the stronghold ended up with a three story keep and one 
  story wall segments, even though the original structures were 
  six stories and two stories tall respectively. This can create 
  anomalies where siege ladders (p. 59) can escalade to structures 
  that are higher than they could reach, etc. If such situations 
  arise, use the height adjustment column of the Epic Scale 
  Fortified Structures table to take this into account. 
  EXAMPLE: During an epic scale assault, orc units equipped 
  with siege ladders wish to enter the top story of the epic keep. 
  The epic keep is a three story structure, and siege ladders 
  normally allow units to enter up to four story structures. 
  The Judge remembers that the epic keep’s height has been 
  compressed and applies the multiplier from the height 
  adjustment column to determine that the epic keep is 
  actually six stories high. The orcs cannot reach its top story 
  with their ladders.
  Damaging Epic-Scale Structures: When damaging epic-scale 
  fortified structures, multiply shp of damage dealt by artillery 
  bombardment, monstrous units, and siege equipment by the 
  damage adjustment on the Epic Scale Fortified Structures table. 
  When damaging epic scale structures with magic, divide the shp 
  of damage dealt by the shp adjustment listed on the table.
  EXAMPLE #1: A unit of heavy trebuchets hits the epic keep. 
  At company scale, a heavy trebuchet unit deals 4 shp of 
  damage. This becomes 8 shp of damage at battalion scale. 
  (A battalion-scale unit of heavy trebuchets consists of twice 
  as many trebuchets firing for twice as long, so the effective 
  damage from the hit is being increased fourfold. But we’ve 
  already halved the keep’s shp, so damage is instead doubled.)
  EXAMPLE #2: A disintegrate spell hits the epic keep. 
  At company scale, the spell deals 125 shp of damage. This 
  becomes 62 shp of damage at battalion scale. (Because of 
  the SHP adjustment applied earlier, the epic keep had its 
  shp reduced to ½, so to keep the disintegrate spell’s damage 
  proportional, it has to be reduced by half.)
  SIEGE EQUIPMENT
  At epic scales, more equipment is required to equip epic scale 
  units. The Epic Scale Equipment Requirement table shows the 
  number of pieces of equipment required at epic scale. Multiply 
  damage dealt by siege equipment (p. 57) to heroes, units, 
  and structures by the appropriate shp adjustment for the scale  
  (x2 or x4).
  Type of Equipment
  No. Required - 
  Battalion
  No. Required – 
  Brigade
  Battering Ram (20')
  24
  96
  Cauldron
  16
  64
  Hoist
  24
  96
  Movable Gallery
  24
  96
  Movable Mantlet
  240
  960
  Ram Catcher
  40
  160
  Screw (20')
  24
  96
  Siege Hook
  40
  160
  Siege Ladder
  48
  192
  Siege Tower
  See Below
  See Below
  Siege towers require special rules when scaling upward. At 
  company scale, each siege tower is represented on the battlemap 
  individually. However, at battalion scale, four standard or two 
  large towers are treated as one unit. At brigade scale, sixteen 
  standard, eight large, or four huge towers are treated as one unit. 
  See the Battalion Scale Siege Towers and Brigade Scale Siege 
  Towers tables, below. 
  ARTILLERY UNITS
  An artillery unit at epic scale requires more artillery pieces. 
  Artillery units only scale up by a factor of x2 (at battalion scale) 
  and x4 (at brigade scale) rather than x4 and x16 for other units. 
  For this reason, the uhp of epic-scale artillery units are actually 
  reduced relative to the uhp of artillery units at company scale. 
  The Epic Scale Artillery Unit Size table shows the number of 
  artillery required at epic scale and the uhp of each unit. Multiply 
  Battalion Scale Siege Towers
  Siege Tower
  Size
  Troop Capacity
  Artillery Capacity
  Stories*
  AC
  SHP
  Move
  Crew
  AP
  4 Standard Siege Towers
  1 hex
  1 unit
  1 unit
  4
  0
  50/story
  -/1/- (WM)
  1 unit
  1
  2 Large Siege Towers
  1 hex
  1 unit
  1 unit
  6
  1
  36/story
  -/1/- (WM)
  2 units
  1
  1 Huge Siege Tower
  1 hex
  2 units
  1 unit 
  9
  2
  33/story
  -/1/- (WM)
  3 units
  1
  Brigade Scale Siege Towers
  Siege Tower
  Size
  Troop Capacity
  Artillery Capacity
  Stories*
  AC
  SHP
  Move
  Crew
  AP
  16 Standard Siege Towers
  1 hex
  1 unit
  1 unit
  4
  0
  100/story -/1/- (WM)
  1 unit
  1
  8 Large Siege Towers
  1 hex
  1 unit
  1 unit
  6
  1
  72/story
  -/1/- (WM)
  2 units
  1
  4 Huge Siege Towers
  1 hex
  2 units
  1 unit 
  9
  2
  66/story
  -/1/- (WM)
  3 units
  1
  *The listed heights (in stories) for the towers are correct and should not be adjusted by a Height Adjustment multiplier (e.g., brigade-scale huge siege 
  towers do not reach 36 stories).
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Assaults at Epic Scale 
  69
  Scale
  damage dealt by artillery to heroes, units, and structures by the 
  damage adjustment for the scale (x2 or x4).
  Unit Type
  No. Required 
  – Battalion
  Battalion 
  uhp
  No. Required 
  – Brigade
  Brigade 
  uhp
  Light 
  Ballista 
  20
  1
  40
  1
  Light 
  Repeating 
  Ballista
  20
  1
  40
  1
  Medium 
  Ballista
  10
  1
  20
  1
  Heavy 
  Ballista
  10
  1
  20
  1
  Light 
  Catapult 
  10
  1
  20
  1
  Medium 
  Catapult
  4
  1
  8
  1
  Heavy 
  Catapult
  2
  1
  4
  1
  Light 
  Trebuchet 
  2
  1
  4
  1
  Medium 
  Trebuchet
  2
  1
  4
  1
  Heavy 
  Trebuchet
  2
  2
  4
  1
  SCALING DOWN THE GAME
  Small-scale battles are handled by using platoon scale. Platoon-
  scale units are ¼ the size of company-size units. A typical 
  platoon-scale infantry unit represents 30 foot troops (one-
  fourth of a company-sized unit) arrayed 5 men wide and 6 men 
  deep. Likewise, a typical platoon-scale cavalry unit represents 
  15 mounted troops (one-fourth of a company-sized unit) 
  arrayed 3-4 horses wide and 4 horses deep. Each platoon-scale 
  hex is 30' across. Platoon-scale combat rounds are the same 
  length as standard company-scale combat rounds (10 seconds). 
  Use this scale for battles with 120 to 600 troops on each side. A 
  comparison of platoon and company scale is shown on the table 
  below.
  UNITS AT PLATOON SCALE
  Apart from requiring fewer troops per 
  unit, units at platoon scale are virtually 
  identical to units at company scale, 
  with three exceptions: 
  Unit Movement Rate: Multiply the 
  platoon-scale unit’s movement rate  
  by two. 
  EXAMPLE: A company-sized unit of light infantry has 
  a movement rate of 2/4/6. A platoon-sized unit of light 
  infantry therefore has a movement rate of 4/8/12.
  Unit Missile Attack Ranges: If a platoon-scale unit has any 
  missile attacks, multiply the maximum range of these attacks  
  by two. 
  EXAMPLE: A company-sized unit of light infantry armed 
  with javelins can make a missile attack with a range of two 
  hexes. A platoon-sized unit of light infantry can therefore 
  make a missile attack with a range of four hexes.
  Illus. 1-16: DRAGON PLATOON
  Colossal Creature Units: At company scale, a solitary colossal 
  creature constitutes a complete unit and occupies one full hex on 
  the battlemap. At platoon scale, a solitary colossal creature still 
  constitutes a complete unit, but it occupies three adjacent hexes 
  on the battlemap. A platoon-scale colossal creature unit must 
  have one of three facings such that it has three front hexes, four 
  flank hexes, and two rear hexes (see Illustration 1-16). Use three 
  unit counters to represent the unit on the battlemap. Multiply 
  the unit’s uhp and number of attacks by four (its effectiveness is 
  quadrupled). 
  When a platoon-scale colossal creature unit’s counter occupies 
  two or more different terrain types, treat it as being in whichever 
  terrain the majority of its counter is occupying. If each hex of its 
  counter is in a different terrain type, the commander chooses. 
  A platoon-scale colossal creature unit 
  may not conduct movement (including 
  retreats or withdrawals) which would 
  cause any of its hexes to pass through 
  or end in a hex containing another unit 
  or obstacle unless the unit would be 
  entitled to do so anyway (e.g. a Flyer 
  above impassable forest). Attacks and 
  effects can be targeted against any of 
  the platoon-scale colossal creature unit’s hexes. 
  BATTLEMAPS AND DEPLOYMENT AT PLATOON SCALE
  At platoon scale, each hex represents 30' (10 yards). Since each 
  round is the same length as at company scale, platoon-scale units 
  are able to move and shoot twice as far. Therefore, when fighting 
  battles at platoon scale, you must use multiple battlemaps and 
  I MP OR TAN T NOTE:
  If space is an issue at your gaming table, 
  you might want to play platoon-scale battles 
  using 1" hexes. You can represent each unit 
  with one 15mm or 25mm figure, or print the 
  unit counters at 50% size.
  Unit Scale
  Army Size
  Troops/Unit
  Ground Scale
  Time Scale
  Movement 
  Ranges
  Platoon
  120 – 600
  30 infantry or 15 cavalry
  1 Hex = 30'
  1 Combat Round = 10 seconds
  x2
  x2
  Company
  601 – 3,000
  120 infantry or 60 cavalry
  1 Hex = 60'
  1 Combat Round = 10 seconds
  x1
  x1
  
  70 
  Officers and Heroes at  Platoon Scale
  adjust the deployment zones. This will ensure that the armies 
  have sufficient frontage to maneuver.
  Set up four battlemaps in a two by two pattern to create a 
  battlefield that is 8' x 6' (48 hexes wide and 36 hexes deep). Since 
  the Deployment Zone tables assume a 24-hex wide by 18-hex 
  deep battlemap, you should double the width and depth of each 
  deployment zone.
  COMBAT AT PLATOON SCALE
  Combat at platoon scale is identical to combat at standard 
  (company) scale, except as noted below. 
  Withdrawal: A platoon-sized Loose Foot, Loose Mounted, or 
  Flyer unit may reduce damage dealt by withdrawing two or 
  more hexes, up to a maximum of its marching movement. Every 
  two hexes withdrawn reduces damage by one point. 
  EXAMPLE: If a company-sized unit of light infantry is dealt 
  three points of damage, it can withdraw three hexes to reduce 
  the damage by three points to zero. If a platoon-sized unit of 
  light infantry is dealt three points of damage, it can withdraw 
  six hexes to reduce the damage by three points to zero.
  OFFICERS AND HEROES AT  
  PLATOON SCALE
  When playing a platoon-scale battle, you may play either using 
  the basic rules for officers in Chapter 1, or using the advanced 
  rules for heroes in Chapter 4. When using the hero rules, you 
  will find that their power will be magnified by the smaller size 
  of the units. 
  QUALIFYING AS A PLATOON SCALE OFFICER OR HERO
  Platoon-sized units require less experienced officers. Low- and 
  mid-level characters can serve as important commanders (p. 
  15) and lieutenants (p. 15) in battles of this scale. The table 
  below compares the qualifications for commanders, lieutenants, 
  and heroes at platoon and standard (company) scale.
  UNIT CHARACTERISTICS FOR HEROES AT  
  PLATOON SCALE
  Like units at platoon scale, heroes at platoon scale have their unit 
  movement rates and missile attack ranges doubled. In addition, 
  heroes at platoon scale are more effective when attacking enemy 
  units. When determining a hero’s unit number of attacks, 
  multiply the total by four. 
  Technically the platoon-scale formula is (No. of Attacks + Cleave 
  Factor x (Average Damage) / 11. See Chapter 8, Using ACKS 
  Characters with Domains at War (p. 91), for more information 
  on calculating a hero’s unit characteristics! 
  ATTACKS ON HEROES BY UNITS
  Platoon-scale units are less of a threat to heroes. For each uhp of 
  damage dealt to a hero, he takes only 5d6 hp of damage. 
  Withdrawal: Whenever a hero takes damage from a unit, he 
  may reduce uhp of damage dealt by one or more points by 
  withdrawing two or more hexes (two hexes per point), up to 
  a maximum of his marching movement. Heroes withdraw 
  according to the same rules as Loose units, except that the hero 
  may end his withdrawal in the same hex as another friendly 
  hero or unit if desired.
  HERO VISIBILITY AT PLATOON SCALE 
  Since each hex represents a smaller area of ground, hero visibility 
  is increased in platoon scale battles. See the adjoining table for 
  visibility distance at each scale.
  Hero Size
  Platoon Scale Visibility Distance
  Man Sized
  8 hexes
  Large Sized
  12 hexes
  Huge Sized
  18 hexes
  Gigantic Sized
  30 hexes
  Colossal Sized
  60 hexes
  SPELLS AND ITEMS AT PLATOON SCALE
  Because the scale of units and hexes changes by a factor of two, 
  many spells and items have different effects at platoon scale. 
  PLATOON SCALE SPELLS
  Except where noted below, mass combat spells have the effects 
  listed in Chapter 4.
  Bless: This spell affects one unit within four hexes of the caster. 
  Burning Hands: This spell blasts one unit in a hex adjacent to the 
  caster. The damage from burning hands is equal to the caster’s 
  level -1, with a minimum of one point and a maximum of four 
  points. If the unit is mounted, the damage is doubled. If the unit 
  makes a successful saving throw versus Blast, damage is reduced 
  to half. A unit may never lose more than ½ its maximum uhp 
  (rounded up) from burning hands.
  Call Lightning: Every 60 combat rounds, the caster may target 
  one unit within 36 hexes with a bolt of lightning. The targeted 
  unit suffers eight points of damage. Damage is doubled against 
  cavalry units (p. 82), behemoth cavalry units (p. 86), or chariot 
  units (p. 89). If the unit makes a successful saving throw versus 
  Blast, damage is reduced to half. A unit may never lose more 
  than ½ its maximum uhp (rounded up) from call lightning. 
  Cloudkill: At platoon scale, the cloud moves relatively quicker 
  (due to the smaller hexes). Roll 1d6 during the caster’s command 
  phase each round, and on a roll of 1-4, the cloud moves one hex.
  Small Scale
  Commander Qualification
  Lieutenant Qualification
  Independent Hero Qualification
  Platoon
  NPC: 5th level; Monster: HD + 2*
  NPC: 3rd level; Monster: HD + 1*
  NPC: 5th level; Monster: 7 HD;  
  Caster: 2nd level arcane, 3rd level divine
  Company
  NPC: 7th level; Monster: HD + 4
  NPC: 5rd level; Monster: HD + 2
  NPC: 7th level; Monster: 9 HD; 
  Caster: 3rd level arcane, 5th level divine
  *A beastman chief or sub-chief can always serve as a commander or lieutenant for platoons of its race, regardless of its HD.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Spells and Items at Platoon Scale 
  71
  Scale
  Continual Light: This spell targets one unit within 12 hexes of 
  the caster.
  Cone of Cold: At platoon scale, this spell’s area of effect extends 
  into two hexes. To find the area of effect, draw an imaginary 
  line exiting the caster’s hex through one of his front hexes and 
  extended straight to the center of a target hex, two hexes away. 
  Units in both affected hexes take damage from the cone of cold. 
  The damage is equal to the caster’s level. Damage is doubled 
  against cavalry units, behemoth cavalry units, or chariot units. 
  If the unit makes a successful saving throw versus Blast, damage 
  is reduced to half. A unit in the hex closest to the caster may 
  not lose more than ¼ its maximum uhp (rounded up) from the 
  spell. A unit in the hex furthest from the caster gets no cap on 
  the damage dealt by cone of cold (the cone is at its maximum 
  width).
  Cone of Paralysis: At platoon scale, this spell’s area of effect 
  extends into two hexes, as per cone of cold above. A unit in the 
  hex closest to the caster must make a saving throw versus Spells 
  or lose ¼ its uhp, representing one-quarter of the troops being 
  paralyzed. A unit in the hex furthest from the caster must make 
  a saving throw versus Spells or lose all of its uhp, representing 
  the entire unit being paralyzed. The damage is removed if the 
  spell is dispelled before the unit moves or is dealt damage by 
  a melee attack. (Once the unit moves, it is assumed to have left 
  its paralyzed troops behind. Once the unit is dealt damage by a 
  melee attack, paralyzed troops are assumed to have been slain.)
  Confusion: At platoon scale, this spell disorders one unit within 
  four hexes of the caster. 
  Control Plants: At platoon scale, this spell affects one hex of 
  jungle, forest, or impenetrable forest within two hexes of the 
  caster.
  Control Weather: The radius of this spell’s special weather 
  conditions extends 24 hexes at platoon scale. If a tornado is 
  summoned, the tornado moves 12 hexes per combat round in 
  any direction within 24 hexes of the caster.
  Control Wind: This spell creates a high winds effect (as per 
  control weather) in the caster’s hex and each adjacent hex. It 
  lasts for the duration of the battle or until dispelled.
  Death Spell: At platoon scale, this spell has a range of 24 hexes. 
  Dispel Magic: At platoon scale, this spell has a range of 12 hexes.
  Earth’s Teeth: This spell affects any one unit within 12 hexes of 
  the caster. If the caster makes a successful attack throw against 
  the unit, it takes two points of damage with no saving throw.
  Fear: At platoon scale, this spell’s area of effect extends into 
  two hexes, as per cone of cold above. Units in either of the 
  affected hexes must make saving throws versus Spells. If a 
  unit fails, it immediately becomes disordered (if not already), 
  changes its facing towards its own battlemap edge, and retreats 
  two hexes. Thereafter, at the start of the morale phase of each 
  combat round, the unit must retreat a number of hexes equal 
  to its hustling movement rate towards the friendly map edge. 
  This continues until the effect is dispelled, the unit leaves the 
  battlemap, or 30 combat rounds have elapsed. The unit may not 
  be activated while the spell is in effect.
  Flame Strike: At platoon scale, this spell creates a column of fire 
  that affects one unit within six hexes. The affected unit suffers 
  eight points of damage. Damage is doubled against cavalry 
  units, behemoth cavalry units, or chariot units. If the unit makes 
  a successful saving throw versus Blast, damage is reduced to half. 
  A unit may never lose more than ½ its maximum uhp (rounded 
  up) from a flame strike.
  Fireball: At platoon scale, this spell creates a missile of fire that 
  affects one unit within 24 hexes. The damage from a fireball 
  is equal to the caster’s level. Damage is doubled against cavalry 
  units, behemoth cavalry units, or chariot units. If the unit makes 
  a successful saving throw versus Blast, damage is reduced to half. 
  A unit may never lose more than ½ its maximum uhp (rounded 
  up) from a fireball.
  Fly: The caster gains the flying special ability with a movement 
  rate of 12/24/36. The spell lasts for the duration of the battle or 
  until dispelled.
  Growth of Plants: This spell creates a 3-hex growth of 
  impenetrable forest that blocks line of sight. It may be placed 
  anywhere within 12 hexes of the caster.
  Gust of Wind: At platoon scale, this spell’s area of effect extends 
  into two hexes, as per cone of cold above. A unit in an affected 
  hex must make a saving throw versus Blast; if it fails, it may not 
  move or use missile weapons next combat round.
  Hallucinatory Terrain: The caster creates a 3-hex illusionary 
  terrain piece of the caster’s choice. It may be placed up to 24 
  hexes away from the caster.
  Insect Plague: This spell creates a swarm of insects within 24 
  hexes of the caster. The swarm occupies 4 hexes on the battlemap. 
  The swarm must be placed such that each of its constituent 
  hexes is adjacent to at least one other constituent hex (e.g. the 
  swarm fills a contiguous area). The swarm may slowly move 
  under the caster’s control; roll 1d6 during the caster’s activation 
  each round, and on a roll of 1-4, the swarm may move one hex. 
  The swarm blocks line of sight. Any units of less than 3 HD 
  that are contacted by the swarm take one uhp of damage and 
  automatically retreat 2 hexes (regardless of battle line, morale, 
  or other modifiers). The swarm cannot move through walls of 
  fire, and is destroyed by sleep, dispel magic, flame strike, or 
  fireball. The spell lasts while the caster concentrates.
  Lightning Bolt: At platoon scale, this spell affects 2 adjacent 
  hexes within 12 hexes of the caster. Units within the hexes 
  suffer damage from the lightning bolt equal to the caster’s level. 
  Damage is doubled against cavalry units, behemoth cavalry 
  units, or chariot units. If the unit makes a successful saving 
  throw versus Blast, damage is reduced to half. A unit may 
  never lose more than 1/8 its maximum uhp (rounded up) from 
  a lightning bolt.
  Lower Water: At platoon scale, this spell creates a 6-hex-wide 
  ford anywhere within 12 hexes of the caster.
  Massmorph: At platoon scale, this spell will hide up to three 
  units with an illusion that they are a three-hex piece of Forest/
  Jungle terrain.
  Move Earth: When cast, this spell enables the caster to place or 
  remove terrain features, including hills, broken ground, mud, 
  trenches, and walls, within 24 hexes. This spell creates a 1-hex 
  terrain feature every 15 combat rounds. This spell may be used 
  
  72 
  Spells and Items at Platoon Scale
  prior to a battle, during set up, to place 16 3-hex terrain features (or 
  48 1-hex terrain features) anywhere within 24 hexes of the caster.
  Obscuring Cloud: At platoon scale, the cloud fills one hex if the 
  caster is 2nd to 4th level; two hexes if 5th to 7th level; three hexes if 
  8th to 10th level; and four hexes if 11th level or higher.
  Panic: At platoon scale, this spell affects all units within an 
  eight-hex radius.
  Prayer: At platoon scale, this spell affects one unit within six 
  hexes of the caster. 
  Scouring Wind: At platoon scale, this spell’s area of effect 
  extends into two hexes, as per cone of cold above. The damage 
  is equal to the caster’s level -1. Damage is doubled against 
  cavalry units, behemoth cavalry units, or chariot units. If the 
  unit makes a successful saving throw versus Blast, damage is 
  reduced to half. . However, if the unit fails its save, it may not 
  move or use missile weapons during the next combat round. 
  A unit in the hex closest to the caster may not lose more than 
  ¼ its maximum uhp (rounded up) from the spell. A unit in the 
  hex furthest from the caster gets no cap on the damage dealt by 
  scouring wind (the cone is at its maximum width).
  Sleep: At platoon scale, this spell affects one unit of 4 Hit Dice or 
  less within 24 hexes.
  Transmute Rock to Mud: At platoon scale, this spell creates 
  a deep morass of mud filling 4 hexes on the battlemap. The 
  mud must be placed such that each of its constituent hexes is 
  adjacent to at least one other constituent hex (e.g. the mud fills 
  a contiguous area). The mud may be placed anywhere within 12 
  hexes of the caster.
  Wall of Corpses: At platoon scale, this spell creates a horrific 
  barrier of animated corpses 4 hexes long anywhere within 4 
  hexes of the caster. Any unit moving to within 8 hexes of the 
  wall of corpses must make a saving throw versus Spells; if it fails, 
  it suffers the effects of a fear spell. Any unit moving adjacent to 
  the wall of corpses suffers a reaction attack sequence as if from a 
  unit of zombies (see Chapter 7, Rosters, for unit characteristics 
  of zombies). The wall will last for the duration of the battle, or 
  until dispelled or disintegrated. The wall of corpses may also be 
  physically attacked or turned as if it were a unit of zombies. 
  Wall of Fire: At platoon scale, this spell creates an opaque wall 
  of fire 4 hexes long anywhere within 2 hexes of the caster.
  Wall of Force: At platoon scale, this spell creates an invisible, 
  impenetrable wall of force 4 hexes long anywhere within 4 
  hexes of the caster. 
  Wall of Ice: At platoon scale, this spell creates an opaque wall of 
  ice 4 hexes long anywhere within 2 hexes of the caster.
  Wall of Iron: At platoon scale, this spell creates an opaque wall 
  if iron 3 hexes long anywhere within 2 hexes of the caster.
  Wall of Stone: At platoon scale, this spell creates an opaque wall 
  of stone 3 hexes long anywhere within 2 hexes of the caster. 
  Wall of Wood: At platoon scale, this spell creates an opaque 
  wall of wood 4 hexes long anywhere within 2 hexes of the caster. 
  PLATOON SCALE ITEMS
  Except where noted below, items have the effects listed in 
  Chapter 4.
  Drums of Panic: At platoon scale, this item affects all units 
  within an 8-hex radius. 
  Helm of Telepathy: At platoon scale, this item’s range is 
  increased to 4 hexes. 
  Horn of Blasting: At platoon scale, this item’s area of effect 
  is increased to 3 hexes. To find the area of effect, draw an 
  imaginary line exiting the caster’s hex through one of his front 
  hexes and extended straight to the center of a target hex, three 
  hexes away. Units in each affected hex take damage from the 
  horn of blasting. The unit in the two hexes closest to the horn 
  takes 1 point of damage. The unit in the third hex, furthest 
  from the horn, takes 2 points of damage. Cavalry suffer double 
  Fortified Structures at Platoon Scale
  Fortified Structure
  Size
  Unit Capacity
  Stories
  AC
  SHP
  Barbican (gatehouse, 2 small towers)
  Treat as three separate structures – one gatehouse and two small towers
  Gatehouse, stone, 20' high, 30' x 20'
  1 hex
  3/2 stories
  2
  6
  500/story
  Keep, stone, square, 80' high, 60' square
  4 hexes (2 x 2)
  2/hex/story
  6
  6
  625/hex/story
  Palisade, wooden, 10' high, 30' long, 1" thick
  1 hex long
  1
  1
  2
  2
  Palisade, wooden, 20' high, 30' long, 1" thick
  1 hex long
  2/story
  2*
  2
  3
  Rampart, earth, 10' high, 30' long, 15' thick
  1 hex long
  1
  1
  4
  225
  Rampart, earth, 20' high, 30' long, 15' thick
  1 hex long
  2/story
  2*
  4
  450
  Round tower, stone, 30' high, 20' diameter
  1 hex
  2/3 stories
  3
  7
  250/story
  Round tower, stone, 40' high, 20' diameter
  1 hex
  1/story
  4
  7
  250/story
  Round tower, stone, 40' high, 30' diameter
  1 hex
  2/story
  4
  7
  400/story
  Round tower, stone, 60' high, 30' diameter
  1 hex
  3/ story
  6
  7
  400/story
  Square tower, stone, 40' high, 30' square
  1 hex
  2/story
  4
  6
  400/story
  Square tower, stone, 60' high, 30' square
  1 hex
  3/story
  6
  6
  400/story
  Wall, stone, 10' high, 30' long, 10' thick
  1 hex long
  1
  1
  6
  225
  Wall, stone, 20' high, 30' long, 10' thick
  1 hex long
  1/story
  2*
  6
  225/story
  Wall, stone, 30' high, 30' long, 10' thick
  1 hex long
  1/story
  3*
  6
  225/story
  Wall, stone, 40' high, 30' long, 10' thick
  1 hex long
  1/story
  4*
  6
  225/story
  Wall, stone, 60' high, 30' long, 10' thick
  1 hex long
  1/story
  6*
  6
  225/story
  *Walls have battlemented wall-walks as the top story; additional stories represent wall-walks below the battlements
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Assaults at Platoon Scale 
  73
  Scale
  damage from a horn of blasting. The affected unit must also 
  make a saving throw versus Spells or be deafened and unable to 
  be activated for one combat round. The targeted unit gets no cap 
  on the damage dealt by the horn. 
  ASSAULTS AT PLATOON SCALE
  Platoon scale can be used to resolve assaults on remote towers, 
  small keeps, isolated homesteads, and other fortified structures 
  (p. 53) that do not necessarily demand an army of hundreds or 
  thousands to capture. 
  FORTIFIED STRUCTURES
  At platoon scales, fortified structures occupy a relatively greater 
  “footprint” on the battlemap and can hold more units. Use the 
  Fortified Structures at Platoon Scale table, above, to determine 
  the structures’ size, unit capacity and other characteristics.
  DAMAGING AND DESTROYING FORTIFIED 
  STRUCTURES AT PLATOON SCALE
  The damage dealt to structures from artillery, battering rams, 
  and monstrous units (p. 54) will vary at platoon scale.
  Artillery: At platoon scale, artillery units are much smaller – 
  those capable of damaging structures consist of just one artillery 
  piece each. The Artillery Bombardment at Platoon Scale table 
  shows the shp of damage that a hit by an artillery unit will deal 
  to wooden and stone fortified structures.
  Artillery Bombardment at Platoon Scale
  Artillery Unit
  v. Wood
  v. Stone
  1 Medium Ballista
  10
  -
  1 Heavy Ballista 
  10
  1
  1 Light Catapult
  10
  1
  1 Medium Catapult
  15
  1d2
  1 Heavy Catapult
  20
  2
  1 Light Trebuchet
  20
  2
  1 Medium Trebuchet
  30
  3
  1 Heavy Trebuchet
  40
  4
  Battering Rams: At platoon scale, a successful attack by a ram-
  equipped unit deals 5d4 shp of damage to wooden structures 
  and 1d4 shp of damage to stone structures. 
  Monstrous Units: Because they include fewer creatures, platoon-
  scale monstrous units deal less damage to fortified structures. 
  The Platoon-Scale Monster Size v. Wood and Stone table shows 
  the shp of damage each attack will deal, given the constituent 
  creatures’ size and the type of structure (wood or stone).
  Platoon-Scale Monster Size
  v. Wood
  v. Stone
  Huge 
  (adult dragon, giant, wyvern)
  1d4
  -
  Gigantic 
  (mastodon, old dragon, tyrannosaurus)
  5d4
  1d4
  Colossal 
  (ancient dragon, dragon turtle, giant roc)
  5d4
  2d4
  DAMAGE FROM SIEGES PRECEDING THE ASSAULT AT 
  PLATOON SCALE
  When using D@W: Campaigns to reduce a stronghold prior to an 
  assault, each 1,000 shp of damage dealt before the battle creates 
  a breach (p. 53) that an assaulting unit can exploit. At platoon 
  scale, allow the besieging army to allocate these breaches to 
  specific fortified structures (or stories of multi-story structures) 
  on a 2:1 basis. Since the fortified structures are represented at a 
  more granular level, each breach actually represent two smaller 
  (30') holes. 
  EXAMPLE: A 4-story square tower (400 shp/story, 1,600shp 
  total) has been under siege for days and has suffered 1,000 
  shp of damage. A final assault is underway. A besieger 
  dealing 1,000 shp of damage would normally create one 
  breach. However, because of the small size of the stronghold 
  (just one tower), the Judge decides to resolve the assault 
  at platoon scale. The besieger can therefore allocate two 
  breaches.
  SIEGE EQUIPMENT
  At the company scale, it generally requires 6 or 10 pieces of siege 
  equipment to equip a unit. Since platoon-scale units are ¼ the 
  size of company-scale units, this means it usually takes 1.5 and 
  2.5 pieces of siege equipment to equip a platoon-scale unit. The 
  Platoon-Scale Equipment Requirement table, below, shows the 
  number of pieces of equipment required at platoon scale. 
  Platoon-Scale Equipment Requirement
  Type of Equipment
  No. Required at Platoon Scale
  Battering Ram (20')
  3 per 2 units (minimum 2)
  Cauldron
  1
  Hoist
  3 per 2 units (minimum 2)
  Movable Gallery
  5 per 2 units (minimum 2)
  Movable Mantlet
  5 per 2 units (minimum 3)
  Ram Catcher
  5 per 2 units (minimum 3)
  Screw (20')
  3 per 2 units (minimum 2)
  Siege Hook
  5 per 2 units (minimum 3)
  Siege Ladder
  3
  Siege Tower, Standard
  1 (see below)
  Siege Tower, Large
  N/A
  Siege Tower, Huge
  N/A
  EXAMPLE: Marcus has four platoon-scale units of heavy 
  infantry. He wishes to equip two units with battering rams, 
  one unit with movable mantlets, and one unit with hoists. 
  It takes three 20' battering rams to equip two units. It takes 
  three movable mantlets to equip one unit. (It would only 
  take two more mantlets to equip a second unit.) It take two 
  hoists to equip one unit. (It would take one more hoist to 
  equip a second unit.)
  Siege Towers: Only standard-sized siege towers may be used in 
  platoon-scale assaults. The table below gives the platoon-scale 
  characteristics of the tower. 
  Siege Tower
  Size
  Troop Capacity
  Artillery Capacity
  Stories
  AC
  SHP
  Move
  Crew
  AP
  Standard 
  1 hex
  1 unit/ 2 stories
  1 unit / story
  4
  0
  25/story
  -/1/- (WM)
  4 units
  4
  
  74 
  Assaults at Platoon Scale
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Melee Attacks  
  & Attack Throws
  Unit Missile Attacks  
  & Attack Throws
  2 Light Ballista
  0/1
  WM
  0
  1
  1
  0
  1 shortsword 11+
  1 missile attack 11+ 
  2 reload tokens
  2 Light Repeating Ballista 
  0/1
  WM
  0
  1
  1
  0
  1 shortsword 11+
  2 missile attacks 11+ 
  1 reload token
  1 Medium Ballista 
  0/1
  WM
  1
  1
  2
  0
  1 shortsword 11+
  1 missile attack 11+ 
  5 reload tokens
  1 Heavy Ballista
  0/1
  WM
  1
  1
  3
  0
  1 shortsword 11+
  1 missile attack 11+ 
  5 reload tokens
  1 Light Catapult 
  0/1
  WM
  0
  1
  2
  0
  1 shortsword 11+
  1 missile attack 11+ 
  5 reload tokens
  1 Medium Catapult
  0/1
  WM
  1
  1
  2
  0
  1 shortsword 11+
  1 missile attack 11+ 
  5 reload tokens
  1 Heavy Catapult
  0/1
  WM
  1
  1
  3
  0
  1 shortsword 11+
  1 missile attack 11+ 
  5 reload tokens
  1 Light Trebuchet 
  0/1
  WM
  1
  1
  3
  0
  1 shortsword 11+
  1 missile attack 11+ 
  2 reload tokens
  1 Medium Trebuchet
  0/1
  WM
  1
  1
  6
  0
  1 shortsword 11+
  1 missile attack 11+ 
  2 reload tokens
  1 Heavy Trebuchet
  0/1
  WM
  2
  1
  8
  0
  1 shortsword 11+
  1 missile attack 11+ 
  2 reload tokens
  ARTILLERY UNITS
  When deployed at platoon scale, artillery units are much smaller, 
  consisting of just two light ballista or one piece of greater size. 
  The characteristics for artillery units are as shown in the table 
  above.
  Missile Attacks by Platoon-Scale Artillery: When platoon-
  scale artillery deals uhp of damage to platoon-scale units, 
  consult the tables below. These tables replace those in Chapter 5.
  Heavy Trebuchet Damage to Platoon-Scale Units
  Troops In 
  Unit
  1 
  HD -
  2 
  HD
  3 
  HD
  4 
  HD
  5 
  HD
  6 
  HD
  7 
  HD
  8 
  HD+
  31 to 60
  2
  4
  6
  8
  10
  12
  14
  16
  11 to 30
  1
  2
  3
  4
  5
  6
  8
  8
   5 to 10
  1
  1
  2
  3
  3
  4
  5
  5
  1 to 4
  1
  1
  1
  1
  1
  1
  2
  2
  Medium Trebuchet Damage to Platoon-Scale Units
  Troops In 
  Unit
  1 HD -
  2 HD
  3 HD
  4 HD
  5 HD
  6 HD+
  31 to 60
  2
  4
  6
  8
  10
  12
  11 to 30
  1
  2
  3
  4
  5
  6
   5 to 10
  1
  1
  1
  2
  2
  2
  1 to 4
  1
  1
  1
  1
  1
  1
  Lt. Trebuchet / Hvy. Catapult Dmg. to Platoon-Scale Units
  Troops In Unit
  1 HD -
  2 HD
  3 HD
  4 HD
  5 HD +
  31 to 60
  2
  5
  7
  9
  12
  11 to 30
  1
  2
  4
  5
  6
   5 to 10
  1
  1
  1
  2
  2
  1 to 4
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Medium Catapult Damage to Platoon-Scale Units
  Troops In Unit
  1 HD
  2 HD+
  3 HD +
  31 to 60
  2
  4
  6
  11 to 30
  1
  2
  3
   5 to 10
  1
  1
  1
  1 to 4
  1
  1
  1
  1
  1
  1
  1
  Light Catapult / Heavy Ballista Damage  
  to Platoon-Scale Units
  Troops In Unit
  1 HD -
  2 HD 
  3 HD +
  31 to 60
  1
  3
  3
  11 to 30
  1
  1
  2
   5 to 10
  1
  1
  1
  1 to 4
  1
  1
  1
  Medium / Light Ballista Damage to Platoon-Scale Units
  Troops In Unit
  1 HD -
  2 HD +
  31 to 60
  1
  2
  11 to 30
  1
  1
   5 to 10
  1
  1
  1 to 4
  1
  1
  
  Chapter 7: Rosters
  Having discussed the principles of organizing and command 
  troops…we must now discuss the tactics and characteristics of 
  each race which may cause trouble to our realm.
  – Maurice’s Strategikon
  
  76 
  Demi-Human Units
  The tables in this chapter provide the Domains at War: Battles 
  characteristics for a variety of demi-human, human, beastman, 
  and exotic units. All mercenaries and followers presented in 
  the Adventurer Conqueror King System core rules and Player’s 
  Companion and Domains at War: Campaigns supplement 
  are described. The order in which the troops are presented is 
  identical to that used in the Troop Characteristics Summary 
  in D@W: Campaigns so that you can easily find D@W: Battles 
  characteristics for your troops.
  DEMI-HUMAN UNITS
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Melee Attacks & 
  Attack Throws
  Unit Missile Attacks & 
  Attack Throws
  Dwarven Units
  120 Heavy Infantry A
  1/2/3
  FF
  6
  1
  8
  0
  3 spear & shield 10+ or  
  3 hand axe & shield 10+
  3 spear 10+
  120 Heavy Infantry B
  1/2/3
  FF
  6
  1
  8
  0
  4 great axe 10+
  -
  120 Heavy Infantry C
  2/3/4
  FF
  6
  1
  8
  0
  3 war hammer & shield 10+
  -
  120 Heavy Infantry D
  2/3/4
  FF
  5
  1
  8
  0
  3 battle axe & shield 10+
  -
  120 Crossbow
  2/3/4
  FF
  4
  1
  8
  0
  2 dagger 10+
  3 arbalest 10+
  120 Mounted Crossbow
  2/4/6
  FM
  3
  1
  8
  +1
  3 hand axe 10+ 
  Charge: 1 kick 9+
  2 crossbow 10+
  Elven Units
  120 Light Infantry 
  2/4/6
  FF
  3
  1+1
  10
  -1
  3 spear & shield 9+ or  
  3 short sword & shield 9+
  3 spear 9+
  120 Heavy Infantry A
  2/3/4
  FF
  5
  1+1
  10
  0
  3 spear & shield 9+ or  
  3 sword & shield 9+
  3 spear 9+
  120 Heavy Infantry B
  1/2/3
  FF
  6
  1+1
  10
  0
  3 spear & shield 9+ or  
  3 sword & shield 9+
  3 spear 9+
  120 Bowmen
  2/4/6
  LF
  2
  1+1
  10
  -1
  2 dagger 9+
  3 shortbow 9+
  120 Longbowmen
  2/3/4
  LF
  4
  1+1
  10
  0
  3 sword 9+
  3 longbow 9+
  60 Light Cavalry
  4/8/12
  FM
  3
  1+1
  10
  +1
  3 lance & shield 9+  
  Charge: 3 hooves 9+
  -
  60 Horse Archers
  4/8/12
  LM
  3
  1+1
  10
  +1
  3 scimitar & shield 9+
  3 composite bow 9+
  60 Cataphract Cavalry
  3/6/9
  FM
  7
  1+1
  10
  +2
  3 lance & shield 9+ 
  Charge: 3 hooves 8+
  3 composite bow 9+
  Notes: Units that receive bonus attacks when charging have the bonus attack characteristics noted 
  below their primary method of attack.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Human Units 
  77
  Rosters
  HUMAN UNITS
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Melee Attacks  
  & Attack Throws
  Unit Missile Attacks  
  & Attack Throws
  120 Conscripts/Militia
  2/4/6
  IF
  0
  1-1
  6
  -2
  2 spear 11+
  2 spear 11+
  120 Light Infantry A
  2/4/6
  LF
  3
  1-1
  6
  -1
  2 short sword & shield 11+
  2 javelins 11+
  120 Light Infantry B
  2/4/6
  FF
  3
  1-1
  6
  -1
  2 spear & shield 11+ or 
  2 scimitar or battleaxe & shield 11+
  2 spear 11+
  120 Light Infantry C
  2/4/6
  FF / LF
  2
  1-1
  6
  -1
  3 great axe 11+
  -
  120 Light Infantry D
  2/4/6
  FF / LF
  2
  1-1
  6
  -1
  2 paired swords 10+
  -
  120 Light Infantry E
  2/4/6
  FF
  2
  1-1
  6
  -1
  2 spear & shield 11+ or 
  2 hand axe & shield 11+
  2 spear 11+ or 
  2 hand axe 11+
  120 Light Infantry F
  2/4/6
  LF
  2
  1-1
  6
  -1
  2 hand axe 11+
  2 javelins 11+
  120 Light Infantry G
  2/4/6
  LF
  2
  1-1
  6
  -1
  2 spear & shield 11+ or 
  2 club & shield 11+
  2 spear 11+
  120 Light Infantry H
  2/4/6
  LF
  1
  1-1
  6
  -1
  2 hand axe 11+
  2 darts 11+
  120 Heavy Infantry A
  1/2/3
  FF
  6
  1-1
  6
  0
  2 spear & shield 11+ or 
  2 sword & shield 11+
  2 spear 11+
  120 Heavy Infantry B
  1/2/3
  FF
  5 or 6
  1-1
  6
  0
  3 pole arm 11+ or 
  2 sword & shield 11+
  -
  120 Heavy Infantry C
  2/3/4
  FF
  5
  1-1
  6
  0
  2 spear & shield 11+ or 
  2 sword & shield 11+
  2 spear 11+
  120 Heavy Infantry D
  2/3/4
  FF
  4
  1-1
  6
  0
  3 two-handed sword 11+
  -
  120 Slingers
  2/4/6
  LF
  3
  1-1
  6
  -1
  2 short sword & shield 11+
  2 sling 11+
  120 Bowmen
  2/4/6
  LF
  2
  1-1
  6
  -1
  2 short sword or hand axe 11+
  2 shortbow 11+
  120 Crossbowmen
  2/3/4
  LF
  4
  1-1
  6
  0
  2 short sword 11+
  2 arbalest 11+
  120 Longbowmen A
  2/3/4
  LF
  4
  1-1
  6
  0
  2 sword 11+
  2 longbow 11+
  120 Longbowmen B
  2/4/6
  LF
  2 or 3
  1-1
  6
  0
  2 scimitar & shield 11+
  2 composite bow 11+
  60 Light Cavalry A
  4/8/12
  LM
  3
  1-1
  6
  +1
  2 sword & shield 11+
  2 javelin 11+
  60 Light Cavalry B
  4/8/12
  LM
  2
  1-1
  6
  +1
  2 paired swords 10+
  2 javelin 11+
  60 Light Cavalry C
  4/8/12
  FM
  3
  1-1
  6
  +1
  2 lance & shield 11+ 
  Charge: 3 hooves 9+
  -
  60 Horse Archers
  4/8/12
  LM
  3
  1-1
  6
  +1
  2 scimitar & shield 11+
  2 composite bow 11+
  60 Medium Cavalry
  3/6/9
  FM
  4
  1-1
  6
  +1
  2 lance & shield 11+ 
  Charge: 3 hooves 8+
  -
  60 Heavy Cavalry
  3/6/9
  FM
  6
  1-1
  6
  +2
  2 lance & shield 11+ 
  Charge: 3 hooves 8+
  -
  60 Cataphract Cavalry
  3/6/9
  FM
  7
  1-1
  6
  +2
  2 lance & shield 11+ 
  Charge: 3 hooves 8+
  2 composite bow 11+
  60 Camel Archers
  2/5/7
  IM
  3
  1-1
  6
  +1
  2 scimitar & shield 11+
  2 composite bow 11+
  60 Camel Lancers
  2/5/7
  IM
  4
  1-1
  6
  +2
  2 lance & shield 11+
  2 composite bow 11+
  5 War Elephant
  2/4/6
  FM
  7
  13+2
  4
  +2 (U)
  4 lance & tusk 8+ 
  Charge: 3 trample 3+ 
  2 composite bow 11+
  Notes: 25% of human units will be veterans (1st level fighters). Veteran 
  human units have HD 1, 8 uhp, +1 Unit Morale, and +1 to Unit Attack 
  Throws. Infantry Veterans get +1 to Number of Attacks, while Cavalry 
  Veterans get +1 to Number of Melee Attacks only. Units that receive 
  bonus attacks when charging have the bonus attack characteristics 
  noted below their primary method of attack. Where unit formation 
  shows two types separated by a slash, the commander chooses which 
  formation the unit learns when the unit is trained. 
  
  78 
  Beastman Units
  BEASTMAN UNITS
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit AC
  Unit 
  HD
  Unit HP
  Unit 
  Morale
  Unit Melee Attacks  
  & Attack Throws
  Unit Missile Attacks  
  & Attack Throws
  Kobold Units
  120 Light Infantry
  1/2/3
  IF
  2
  ½
  4
  -2
  2 spiked club 10+ or 
  2 hand axe 10+
  2 javelins 10+
  Goblin Units
  120 Light Infantry
  1/2/3
  IF
  3
  1-1
  6
  -1
  2 spear & shield 10+ or 
  2 short sword & shield 10+
  2 spear 10+
  120 Slingers
  1/2/3
  IF
  3
  1-1
  6
  -1
  2 short sword & shield 10+
  2 sling 10+
  120 Bowmen
  1/2/3
  IF
  3
  1-1
  6
  -1
  2 short sword & shield 10+
  2 short bow 10+
  60 Wolf Riders
  2/5/7
  IM
  3
  5
  20
  +2
  2 spear and shield 10+ 
  Charge: 4 bite 6+
  -
  Orc Units
  120 Light Infantry
  2/4/6
  IF
  3
  1
  8
  0
  2 spear & shield 10+ or 
  2 sword & shield 10+
  2 spear 10+
  120 Heavy Infantry
  2/4/6
  IF
  3
  1
  8
  0
  3 pole arm 10+
  -
  120 Bowmen
  2/4/6
  IF
  3
  1
  8
  0
  2 scimitar 10+
  2 short bow 10+
  120 Crossbowmen
  2/4/6
  IF
  3
  1
  8
  0
  2 scimitar 10+
  2 crossbow 10+
  60 Boar Riders
  2/4/6
  IM
  4
  6
  24
  +2
  2 spear and shield 9+ 
  Charge: 5 bite 6+
  -
  Hobgoblin Units
  120 Light Infantry
  2/3/4
  FF
  3
  1+1
  10
  0
  2 spear and shield 9+ or 
  2 sword and shield 9+
  2 spear 9+
  120 Heavy Infantry
  2/3/4
  FF
  3
  1+1
  10
  0
  3 pole arm 9+
  -
  120 Longbowmen
  2/3/4
  LF
  3
  1+1
  10
  0
  2 sword 9+
  2 composite bow 9+
  60 Light Cavalry
  4/8/12
  LM
  3
  1+1
  10
  +1
  2 sword & shield 9+ 
  Charge: 3 hooves 9+
  2 javelins 9+
  60 Horse Archers
  4/8/12
  LM
  3
  1+1
  10
  +1
  2 sword & shield 9+
  2 composite bow 9+
  60 Medium Cavalry
  3/6/9
  FM
  4
  1+1
  10
  +1
  2 lance & shield 9+ 
  Charge: 3 hooves 8+
  -
  Gnoll Units
  120 Light Infantry
  2/3/4
  IF
  4
  2
  16
  0
  3 spear and shield 9+
  3 spear 9+
  120 Heavy Infantry
  2/3/4
  IF
  4
  2
  16
  0
  4 pole arm 9+
  -
  120 Longbowmen
  2/3/4
  IF
  4
  2
  16
  0
  3 battle axe 9+
  3 composite bow 9+
  Lizardman Units
  120 Light Infantry
  1/2/3
  IF
  3 or 4
  2+1
  18
  +2
  5 claws/bite 8+ or 
  3 spiked club and shield 8+
  3 barbed darts 8+
  120 Heavy Infantry
  1/2/3
  IF
  5 or 6
  2+1
   18
  +2
  5 claws/bite 8+ or 
  3 spiked club and shield 8+
  3 javelins 8+
  Bugbear Units
  120 Light Infantry
  2/3/4
  IF
  4
  3+1
  26
  +2
  4 spear and shield 7+
  4 spear 7+
  120 Heavy Infantry
  2/3/4
  IF
  4
  3+1
  26
  +2
  5 morning star 7+
  4 hand axe 7+
  Ogre Units
  60 Light Infantry
  2/3/4
  IF
  4
  4+1
  17
  +2
  4 large club 6+
  -
  60 Heavy Infantry
  2/3/4
  IF
  6
  4+1
  17
  +2
  5 great axe 6+
  -
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Exotic Units 
  79
  Rosters
  EXOTIC UNITS
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Number of Attacks  
  & Attack Throws
  Unit Missile Attacks  
  & Attack Throws
  Man-sized Monsters
  120 Skeletons
  2/4/6
  IF
  2
  1
  8
  N/A
  2 sword & shield 10+
  -
  120 Zombies
  1/2/3
  IF
  1
  2
  16
  N/A
  2 slams 9+
  -
  120 Ghouls
  2/3/4
  IF
  3
  2
  16
  +1
  3 claws/bite 9+ (paralysis)
  -
  Large Monsters
  60 Centaurs
  3/6/9
  FM
  4
  4
  16
  0
  4 oaken club/hoof 7+
  2 composite bow 7+
  60 Dire Wolves
  2/5/7
  IM
  3
  4+1
  17
  0
  4 bite 6+
  -
  60 Griffons
  6/12/18
  FLY
  4
  7
  28
  0
  7 claws/bite 4+
  -
  60 Trolls
  2/4/6
  IF
  5
  6+3
  27
  +2
  7 claws/bite 4+
  -
  Huge Monsters
  20 Treants
  1/2/3
  IF
  7
  8
  11
  -2
  4 limbs 3+
  -
  20 Hill Giants
  2/4/6
  IF
  5
  8
  11
  0
  4 giant clubs 3+
  3 boulders 3+
  20 Stone Giants
  2/4/6
  IF
  5
  9
  12
  +1
  6 giant club 3+
  3 boulders 3+
  20 Ettins
  2/4/6
  IF
  6
  10
  13
  +1
  8 club 2+
  -
  20 Frost Giants
  2/4/6
  IF
  5
  10
  13
  +1
  9 giant weapon 2+
  4 boulders 2+
  20 Fire Giants
  2/4/6
  IF
  5
  11
  15
  +1
  13 giant weapon 2+
  5 boulders 2+
  20 Cloud Giants
  2/4/6
  IF
  5
  12
  16
  +2
  16 giant weapon 1+
  5 boulders 1+
  20 Cyclopes
  2/3/4
  IF
  4
  13
  17
  +1
  13 giant club 1+
  -
  20 Wyverns
  4/8/12
  FLY
  6
  7
  9
  +1
  5 bite/tail 4+ (poison) or 
  5 talons 4+ (swoop)
  -
  Gigantic Monsters
  5 Large Rocs
  8/16/24
  FLY
  7
  12
  4
  +1
  3 talons/bite 1+
  -
  5 Dragons (Adult)
  4/8/12
  FLY
  7
  10
  3
  +1
  2 claws/bite 2+
  Breath weapon
  5 Dragons (Mature)
  4/8/12
  FLY
  8
  12
  4
  +1
  3 claws/bite 1+
  Breath weapon
  5 Dragons (Old)
  4/8/12
  FLY
  9
  14
  5
  +1
  4 claws/bite 0+
  Breath weapon
  5 Mastodons
  2/4/6
  IM
  6
  15
  5
  +2
  2 tusks 0+ (charge) or 
  5 trample 0+ (trample)
  -
  5 Tyrannosaurus Rex
  2/4/6
  IM
  7
  20
  7
  +2
  6 bite -3+
  -
  Colossal Monsters
  1 Purple Worm
  1/2/3
  IM
  3
  15
  1
  +2
  1 bite (swallow whole) 0+ or 
  1 tail sting (poison) 0+
  -
  1 Dragon (Very Old)
  4/8/12
  FLY
  10
  16
  1
  +2
  2 claws/bite -1+
  Breath weapon
  1 Dragon (Ancient)
  4/8/12
  FLY
  11
  18
  1
  +2
  2 claws/bite -3+
  Breath weapon
  1 Dragon (Venerable)
  4/8/12
  FLY
  12
  20
  1
  +3
  2 claws/bite -2+
  Breath weapon
  1 Giant Roc
  8/16/24
  FLY
  9
  36
  2
  +2
  3 talons/bite -4+ (swoop)
  -
  Notes: Units that receive bonus attacks when charging have the bonus attack characteristics noted below their primary method of attack. 
  Parenthetical notation indicates special attacks; see the special abilities section (p. 48). Dragons may have additional special abilities based on age.
  
  Chapter 8: Conversion
  Nature produces but few brave men, whereas care  
  and training make efficient soldiers.
  – Maurice’s Strategikon
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Basics of Building Units 
  81
  Conversion
  Domains at War: Battles is designed to be played with characters 
  and monsters from Adventurer Conqueror King System 
  Campaigns. This chapter explains how to build units constituted 
  from a wide variety of ACKS creatures. It also explains how to 
  use ACKS characters as generals, commanders, lieutenants, and 
  heroes in your battles. Finally, it shows how to determine D@W: 
  Campaigns battle ratings and wages for units created with these 
  rules.
  BASICS OF BUILDING UNITS
  You have wide latitude when building units for Domains at War 
  campaigns. Units may be up to 120 man-sized creatures, and 
  may include constituent creatures of different size (e.g. giants 
  and goblins), HD (bugbears and orcs), armament (pike and 
  bow), or other combinations, as desired. However, there are 
  certain limits:
  1. Each unit must have a minimum of 20 men (or other 
  man-sized creatures) and may not have more than 
  120 men. 
  a. Large creatures (such as ogres, centaurs, or 
  human cavalry) count as 2 men.
  b. Huge creatures (such as giants or wyverns) 
  count as 6 men.
  c. Gigantic creatures (such as elephants or old 
  dragons) count as 24 men. 
  d. Colossal creatures (such as ancient 
  dragons) count as 120 men (e.g. the full 
  unit).
  2. Undead and living creatures may not be part of the 
  same unit.
  3. Infantry and cavalry may not be part of the same 
  unit.
  The simplest types of units to build are standard units, which 
  consist exclusively of creatures of the same race, class, level, Hit 
  Dice, and equipment (known as the constituent creatures). 
  Cavalry units are units in which one class of creatures (the 
  riders) is seated on another class of creatures (the mounts). This 
  combination of rider and mount packs more fighting power 
  within a given area, and increases mobility, but increases the 
  risk from area of effect attacks. 
  Mixed units are those made up of a variable number of different 
  types of creatures. Mixed units may be of any size, and may 
  include constituent creatures of different size (e.g. giants and 
  goblins), HD (bugbears and orcs), armament (pike and bow), 
  or other variances. Mixed units can be quite complex to build, 
  as the characteristics of a mixed unit must be derived from the 
  characteristics of the constituent creatures, weighted relative to 
  the contribution of each creature type in the unit. 
  Behemoth cavalry units are a special type of unit in which 
  multiple smaller creatures (the riders) are seated on huge, 
  gigantic, or colossal creatures (the behemoth mounts).
  Chariot units are another special unit type; chariot units have 
  two to four man-sized creatures (the charioteers) seated on 
  chariots each pulled by two to four large creatures. 
  BUILDING STANDARD UNITS
  Standard units are homogenous, being made up exclusively of 
  creatures of the same race, class, level, Hit Dice, and equipment. 
  To build a standard unit, select a creature to serve as the 
  constituent creature, and write down its ACKS characteristics. 
  Then use the table below to derive its Domains at War 
  characteristics. 
  Standard Unit 
  Characteristics
  Derivation from ACKS Characteristics
  Unit Movement Rate/
  Formation
  Determined by movement and weapons 
  carried (see below)
  Unit AC
  Creature’s Armor Class
  Unit Hit Dice
  Creature’s Hit Dice
  Unit Hit Points*
  (Creature’s Hit Dice) x (number of 
  creatures) / 15
  Unit Attack Throw**
  Creature’s Attack throw 
  Unit Number of Attacks (No. of creatures) x (no. of attacks + cleave 
  factor) x (average damage / (size factor 
  x 4.5)
  Unit Morale
  Creature’s morale
  *Treat each +/-1 to HD as +/- 0.25 for purposes of multiplying by 
  number of troops 
  **Calculate separately for missile attacks and melee attacks.
  MOVEMENT RATE AND FORMATION
  A standard unit’s movement rate and formation is determined by 
  cross-indexing the constituent creature’s encounter movement 
  rate with its weapons on the Standard Unit Movement Rate and 
  Formations table, below. If the unit carries multiple weapons, 
  start at the top and work downward, stopping when a weapon 
  carried by the unit is reached. If the constituent creatures are 
  quadrupedal, the unit will have a Mounted formation type; see 
  Cavalry Unit Movement (p. 83).
  Standard Unit Movement Rate and Formation
  Weapons Carried
  Encounter Movement Rate
  60'
  90'
  120'
  Spear and shield; or pole arm
  1/2/3 (FF)
  2/3/4 (FF)
  2/4/6 (FF) 
  Weapon and shield; spear without shield; or two-handed weapon
  1/2/3 (FF)
  2/3/4 (FF or LF)*
  2/4/6 (FF or LF)*
  Dual wielding one-handed weapons
  1/2/3 (FF)
  2/3/4 (FF or LF)*
  2/4/6 (LF)
  Bow, crossbow, darts, javelins, or sling; or one-handed weapon without shield
  1/2/3 (LF)
  2/3/4 (LF)
  2/4/6 (LF)
  Natural weapons 
  1/2/3 (IF)
  2/3/4 (IF)
  2/4/6 (IF)
  *Choose when the unit is created. 
  
  82 
  Building Cavalry Units
  EXAMPLE #1: Normal men equipped with banded plate 
  armor, spear, sword, and shield have an encumbrance of 7 
  1/6, giving them an encounter movement rate of 60'. A unit 
  of these men would be Formed Foot with a movement rate 
  of 1/2/3.
  EXAMPLE #2: Normal men equipped with chain mail 
  armor, scimitar, and shield have an encumbrance of 5 1/6, 
  giving them an encounter movement rate of 90'. A unit 
  of these men could be organized as either Loose Foot or 
  Formed Foot. In either formation the unit would have a 
  movement rate of 2/3/4.
  Irregular Foot: Regardless of how they are equipped, the 
  following troops are always Irregular Foot (IF): untrained 
  conscripts, untrained militia, undead, and beastmen other than 
  hobgoblins.
  HIT DICE AND HIT POINTS
  Sometimes the constituent creature will have a bonus or penalty 
  to its Hit Dice. For instance, a goblin has 1-1 HD, while a troll 
  has 6+3 HD. Where this occurs, treat each +/-1 to HD as +/- 
  0.25 for purposes of calculating uhp. If the constituent creatures 
  roll d6 per hit die, each d6 HD counts 0.75 Unit HD. Likewise, 
  each d4 HD counts as 0.5 Unit HD. 
  When calculating uhp, round the final value to the nearest 
  whole number. Round .5 down if even, up if odd. 
  EXAMPLE: Normal men have 1-1 HD. A unit of 120 normal 
  men would have [(0.75 x 120)/ 15] 6 uhp.
  ATTACKS THROWS
  Some units may have attack throws that differ for their melee and 
  missile attacks. In this case, note the attack throws separately.
  NUMBER OF ATTACKS
  The formula for calculating the unit’s number of attacks is:
  (number of creatures) x (creature’s number of attacks + creature’s 
  cleave factor) x (average damage) / (size factor x 4.5)
  When calculating number of attacks, round the final value to 
  the nearest whole number. Round .5 down if even, up if odd. 
  Cleave Factor: The cleave factor is added to the creature’s 
  number of attacks to take into account the possibility for 
  additional attacks when opponents are incapacitated. High HD 
  creatures have correspondingly high cleave factors. Cleave 
  factor is limited to 2 with arbalest or crossbow, 3 with longbow, 
  and 4 with composite bow, shortbow, sling, or thrown weapons.
  Size Factor: The size factor simulates the need for smaller 
  creatures to form up in greater mass and depth to have the same 
  impact on the battlefield. 
  EXAMPLE: The number of attacks of a unit of 120 normal 
  men (1-1 HD) armed with spears (1d6 damage) is calculated 
  as (120) x (1 + 0.35) x (3.5) / (60 x 4.5) = 2.1, which rounds to 2.
  MORALE 
  Unit morale (p. 13) for standard units equals the constituent 
  creature’s morale score. If the unit is composed of guard or 
  hunting creatures of animal intelligence (see D@W: Campaigns, 
  p. 32), the unit will be unpredictable (see p. 24). 
  EXAMPLES OF BUILDING STANDARD UNITS
  EXAMPLE #1: Let’s build a standard unit of man-sized 
  creatures, consisting of 120 heavy infantry armed with spear 
  and shield. Heavy infantry have an encounter movement 
  of 60'. Cross-indexing their 60' movement rate with their 
  armament of spear and shield, we see that the unit is Formed 
  Foot (FF) with a movement rate of 1/2/3. 
  Heavy infantry have AC 6, so Unit AC is 6. Heavy infantry 
  have 1-1 HD, so Unit Hit Dice is 1-1. For purposes of Unit 
  Hit Points, heavy infantry have 0.75 Hit Dice. Unit Hit Points 
  are therefore [(0.75 x 120) / 15], or 6 uhp. 
  As normal men, heavy infantry have an attack throw of 11+, 
  so Unit Attack Throw is 11+. Heavy infantry have 1 attack 
  and deal an average of 3.5 points of damage with their spears. 
  As 1-1 HD creatures, their cleave factor is 0.35. As man-sized 
  creatures, their size factor is 60. Therefore Unit Number of 
  Attacks is [ (120) x (1 + 0.35) x (3.5) / (60 x 4.5) ] 2.1, rounded 
  to 2. 
  Heavy infantry have morale 0, so Unit Morale is 0.
  EXAMPLE #2: Let’s build a standard unit of large creatures, 
  specifically, 60 trolls. Trolls have an encounter movement 
  of 120'. Cross-indexing their movement rate with their 
  armament of natural weapons, we see the unit is Irregular 
  Foot (IF) with a movement rate of 2/4/6. 
  Trolls have AC 5, so Unit AC is 5. Trolls have 6+3 HD, 
  so Unit Hit Dice is 6+3. For purposes of Unit Hit Points, 
  trolls have 6.75 Hit Dice. Unit Hit Points are therefore 
  (6.75 x 60) / 15, or 27.
  As 6+3 HD monsters, trolls have an attack throw of 4+, 
  so Unit Attack Throw is 4+. Trolls have 3 attacks and deal 
  1d6/1d6/1d10. Average damage per attack is therefore 
  (3.5 + 3.5 + 5.5) / (3), or 4.2. As 6+3 HD monsters, trolls 
  have a cleave factor of 1.75. As large-sized creatures, trolls 
  have a size modifier of 40. Unit Number of Attacks is thus  
  [ (60) x (3 + 1.75) x (4.2) / (40 x 4.5) ] 6.65, rounded to 7. 
  Brutal! 
  Trolls have morale +2, so Unit Morale is +2.
  BUILDING CAVALRY UNITS
  Cavalry units are units of man-sized creatures (the riders) 
  seated on large-sized creatures (the mounts). This combination 
  Unit Hit Dice
  1 or less
  1+ to 2
  2+ to 3
  3+ to 4
  4+ to 5
  5+ to 6
  6+ to 7
  7+ to 8
  8+ to 9
  9+ to 10
  10+ 
  Cleave Factor
  0.35
  0.50
  0.65
  0.85
  1.10
  1.40
  1.75
  2.15
  2.70
  3.33
  4.15
  Unit Consists of
  Man-sized Creatures
  Large Creatures
  Huge Creatures
  Gigantic Creatures
  Colossal Creatures
  Size Factor
  60
  40
  30
  20
  10
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Building Cavalry Units 
  83
  Conversion
  of rider and mount is called cavalry. Cavalry packs more 
  fighting power within a given area, and increases mobility, but is 
  at increased risk from area of effect attacks. 
  Cavalry units must include a minimum of 15 cavalry. They may 
  include a maximum of 60 cavalry. To calculate characteristics 
  for cavalry units, pick a rider and mount and write down each 
  creature’s ACKS characteristics. Then use the table below to 
  derive the cavalry unit’s Domains at War characteristics. 
  These rules are only for units of man-sized creatures seated 
  on large-sized creatures. Units mounted on huge, gigantic or 
  colossal creatures are behemoth cavalry units, discussed later. 
  CAVALRY UNIT MOVEMENT AND FORMATION
  A cavalry unit’s movement rate and formation is determined by 
  cross-indexing the mount’s encounter movement rate with the 
  rider’s and/or mount’s weapons on the Cavalry Unit Movement 
  Rate and Formations table, below. If the unit carries multiple 
  weapons, start at the top and work downward, stopping when a 
  weapon carried by the unit is reached.
  Irregular Mounted: Beastmen (other than hobgoblins) are 
  always Irregular Mounted (IM) because the riders are ill-
  disciplined. Units with mounts of animal intelligence that can 
  be trained as guards or hunters (e.g. dire wolves) are always 
  Irregular Mounted because the mounts are difficult to control. 
  Likewise, units with mounts that are not trained as war mounts 
  (such as riding horses) are always Irregular Mounted. For details 
  on animal intelligence and training, see D@W: Campaigns, p. 32.
  EXAMPLE #1: A cavalry unit of 60 goblins on dire wolves 
  (150' movement rate) has a unit movement rate of 2/5/8. 
  Because the riders are beastmen and the mounts are difficult 
  to control, the unit adopts Irregular Mounted formation.
  EXAMPLE #2: A cavalry unit of 60 normal men on medium 
  warhorses (180' movement rate) has a unit movement rate of 
  3/6/9. The unit is equipped with spears, so it adopts Formed 
  Mounted formation.
  Flyers: Regardless of movement rate, equipment, or intelligence, 
  if the mount is capable of flying, the unit is always a Flyer (FLY) 
  formation.
  CAVALRY UNIT ARMOR CLASS
  In a mass combat, attacks tend to be evenly distributed against 
  riders and mounts. Therefore a cavalry unit’s Unit Armor Class 
  is equal to the average of the rider and mount’s AC. Round the 
  final AC to the nearest whole number. Round .5 towards the 
  rider’s AC.
  CAVALRY UNIT HIT DICE
  If the mount will fight on after the rider is dead, a cavalry unit’s 
  Unit Hit Dice are equal to the sum of the rider and mount’s 
  Hit Dice. If the mount will flee if the rider is dead, a cavalry 
  unit’s Hit Dice are equal to the rider’s Hit Dice. A mount will 
  fight on after the rider is dead if it is sentient (e.g. rocs), or if it 
  could be trained as a guard or hunter (e.g. dire wolves). In both 
  cases, treat any +/- to HD as +/- 0.25. Round the result off to the 
  nearest 0.25. 
  EXAMPLE #1: A cavalry unit of 60 goblins (1-1 HD) on dire 
  wolves (4+1 HD) has Unit HD of [(.75) + (4.25)] 5.
  EXAMPLE #2: A cavalry unit of 60 normal men (1-1 HD) 
  on medium warhorses (3 HD) has Unit HD of 1-1.
  CAVALRY UNIT HIT POINTS
  When calculating Unit Hit Points, use the unrounded value 
  for Hit Dice from the calculation above. Then round the final 
  Cavalry Unit Characteristic
  Derivation from ACKS Characteristics
  Unit Movement Rate/Formation 
  Determined by movement and weapons carried (see below)
  Unit AC
  Average of rider and mount’s AC
  Unit Hit Dice
  Mount will fight without its rider: Sum of rider and mount’s HD 
  Mount will flee without its rider: Rider’s HD
  Unit Hit Points*
  Mount will fight without its rider: (Unit HD) x (number of cavalry) / 15  
  Mount will flee without its rider: 2 x (Unit HD) x (number of cavalry) / 15
  Unit Attack Throw**
  Use either rider’s or mount’s attack throw, based on method of attack
  Unit Number of Attacks**
  Primary: (no. of cavalry) x (rider’s number of attacks + cleave factor) x (rider’s average damage) / (180) 
  Charge: (no. of cavalry) x (mount’s number of attacks + cleave factor) x (mount’s average damage) / (180)
  Unit Morale
  Mount will fight without rider: Greater of mount’s morale and rider’s morale 
  Mount will flee without rider: Rider’s morale
  *Treat each +/-1 to HD as +/- 0.25 for purposes of multiplying by number of cavalry 
  **Calculate separately for each of the rider and mount’s missile attacks and melee attacks.
  Cavalry Unit Movement Rate and Formation
  Weapons Carried
  60'
  90'
  120'
  150'
  180'
  240'
  Lance or spear
  1/2/3 (IM)
  2/3/4 (IM)
  2/4/6 (FM)
  2/5/8 (FM)
  3/6/9 (FM )
  4/8/12 (FM)
  Bow, crossbow, darts, 
  javelins, sling
  1/2/3 (IM)
  2/3/4 (IM)
  2/4/6 (FM)
  2/5/8  
  (FM or LM)*
  3/6/9  
  (FM or LM)*
  4/8/12  
  (FM or LM)*
  Other melee weapons
  1/2/3 (IM)
  2/3/4 (IM)
  2/4/6 (FM)
  2/5/8  
  (FM or LM)*
  3/6/9  
  (FM or LM)*
  4/8/12  
  (FM or LM)*
  Natural weapons
  1/2/3 (IM)
  2/3/4 (IM)
  2/4/6 (IM)
  2/5/8 (IM)
  3/6/9 (IM)
  4/8/12 (IM)
  *Choose when the unit is created
  
  84 
  Building Mixed Units
  Hit Point value to the nearest whole number. Round .5 down if 
  even, up if odd. 
  EXAMPLE #1: A cavalry unit of 60 goblins on dire wolves 
  has (60 x 5 / 15) 20 uhp.
  EXAMPLE #2: A cavalry unit of 60 normal men on medium 
  warhorses has (2 x 60 x 0.75 / 15) 6 uhp.
  CAVALRY UNIT ATTACK CHARACTERISTICS 
  The attack characteristics will need to be calculated for each 
  of the rider’s and mount’s methods of attack. Cavalry units 
  normally use their rider’s attack characteristics when attacking, 
  except for their special charge (p. 20) attacks. Charge attacks use 
  the mount’s attack characteristics. 
  Attack Throws: Calculate the attack throws for the rider’s and 
  mount’s methods of attack separately based on the Hit Dice of 
  the rider or mount. The Unit Hit Dice do not determine the 
  unit’s attack throws. 
  EXAMPLE #1: 60 goblins (1-1 HD), equipped with spear 
  and shield, are mounted on dire wolves (4 HD). When the 
  unit’s method of attack is spear and shield, the unit has the 
  goblin’s attack throw of 10+. When the unit’s method of 
  attack is bite, the unit has the dire wolves’ attack throw of 6+.
  Number of Attacks: Calculate the number of attacks for the 
  rider’s and mount’s attacks separately based on the cleave factor 
  of the rider or mount. The unit’s primary method of attack is 
  based on the rider’s. The mount’s method of attack may only be 
  used during charges (see below).
  The formula used to calculate the number of attacks is: 
  Primary: 
  (no. of cavalry) x (rider’s no. of attacks + rider’s cleave 
  factor ) x (rider’s average damage / (180)
  Charge: 
  (no. of cavalry) x (mount’s no. of attacks + mount’s cleave 
  factor) x (mount’s average damage) / (180)
  EXAMPLE #1: A cavalry unit consists of 60 goblins with 
  spears riding dire wolves. Goblins are 1-1 HD, with an attack 
  throw of 10+, a cleave factor of 0.35, and one attack dealing 
  on average 3.5 damage. The goblins’ number of attacks would 
  be ( 60 x 1.35 x 3.5) / (180) = 1.57, rounded to 2. The goblins 
  therefore have an attack characteristic of 2 spear & shield 
  10+. This becomes the unit’s primary method of attack.
  EXAMPLE #2: A cavalry unit consists of 60 normal men 
  with lances on medium warhorses. The men are 1-1 HD, 
  with an attack throw of 11+, a cleave factor of 0.35, and one 
  attack dealing on average 5.5 damage. The men’s number of 
  attacks would be (60 x 1.35 x 5.5) / (180) = 2.47, rounded to 
  2. The men therefore have an attack characteristic of 2 lance 
  & shield 11+. This becomes the unit’s primary method of 
  attack.
  Bonus Attacks: A Formed or Irregular Mounted unit will 
  receive bonus attacks (p. 20) whenever it charges. The bonus 
  attacks are based on the mount’s attack characteristics. Loose 
  Mounted units do not receive bonus attacks when charging. 
  Flyer units receive bonus attacks when charging only if the 
  mount possesses a swoop attack.
  EXAMPLE #1: An Irregular Mounted unit of 60 goblins 
  riding dire wolves receives bonus attacks based on the dire 
  wolves’ attack characteristics. Dire wolves are 4+1 HD, with 
  an attack throw of 6+, a cleave factor of 1.1, and one attack 
  dealing on average 5 damage. The dire wolves’ number of 
  attacks would be (60 x 2.1 x 5) / (180) = 3.5, which rounds 
  to 4. The dire wolves therefore have an attack characteristic 
  of 4 bite 6+. This becomes the unit’s bonus attack when it 
  charges.
  EXAMPLE #2: A Formed Mounted unit of 60 normal men 
  riding medium warhorses receives bonus attacks based on 
  the medium warhorses’ attack characteristics. Medium 
  warhorses are 3 HD, with an attack throw of 8+, a cleave 
  factor of 0.65, and two attacks dealing on average 3.5 damage 
  each. The warhorses’ number of attacks would be (60 x 2.65 
  x 3.5) / (180) = 3.09, rounded to 3. The warhorses therefore 
  have an attack characteristic of 3 hooves 8+. This becomes 
  the unit’s bonus attack when it charges.
  Missile Armed Riders: Don’t forget to calculate the unit’s attack 
  characteristics with missile weapons if the riders are carrying 
  bows, crossbows, or similar weapons. 
  EXAMPLE: A cavalry unit consists of 60 normal men on 
  medium warhorses. The men are equipped with composite 
  bows. The rider’s attack characteristics are used for this 
  method of attack. The unit’s number of attacks with its 
  composite bows is (60 x 1.35 x 3.5) / (180) = 1.57, rounded 
  to 2. The missile attack characteristics for the unit are 2 
  composite bow 11+.
  CAVALRY UNIT MORALE 
  If the mount will fight on after the rider is dead, the cavalry 
  unit’s Unit Morale is equal to the greater of the rider and mount’s 
  morale score. If the mount will flee after the rider is dead, a 
  cavalry unit’s Unit Morale is equal to the rider’s morale score. 
  BUILDING MIXED UNITS
  Mixed units are constituted of a variable number of different 
  types of creatures (each a constituent creature). Mixed units 
  may include constituent creatures of different size (e.g. giants 
  and goblins), HD (bugbears and orcs), armament (pike and 
  bow), or other variances. 
  As with all units, a mixed unit must have a minimum of 20 men 
  (or other man-sized creatures) and may not have more than 120 
  men. Large creatures (such as ogres, centaurs, or human cavalry 
  on horses) count as 2 men. Huge creatures (such as giants or 
  wyverns) count as 6 men. Gigantic creatures (such as elephants) 
  count as 24 men. Colossal creatures (such as ancient dragons) 
  count as 120 men (e.g. the full unit). Undead and living creatures 
  may not be part of the same unit, nor may infantry and cavalry. 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Building Mixed Units 
  85
  Conversion
  EXAMPLE: Let’s build a mixed unit of dwarves and centaurs. 
  Dwarves are man-sized creatures, while centaurs are large 
  creatures. We want the unit to have 30 centaurs. Each 
  centaur counts as 2 men. Since a unit can have a maximum 
  of 120 man-sized creatures, the unit has room for 120 – (30 x 
  2) 60 more. Therefore the unit can include 60 dwarves.
  MIXED UNIT CHARACTERISTICS OVERVIEW
  To build a mixed unit, select a set of creatures to serve as the 
  constituent creatures, and write down each creature’s ACKS 
  characteristics. Then use the tables below to derive the mixed 
  unit’s Domains at War characteristics. 
  Mixed Unit 
  Characteristic
  Derivation from ACKS 
  Characteristics
  Unit Movement (hexes)
  Determined by movement of slowest 
  constituent and weapons carried
  Unit AC
  Weighted average AC of constituent 
  creatures
  Unit Hit Dice
  Weighted average Hit Dice of constituent 
  creatures
  Unit Hit Points
  (Unit Hit Dice x number of creatures) / 15
  Unit Number of Attacks
  Sum of number of attacks contributed by 
  constituent creatures
  Unit Attack Throw
  Weighted average attack throw of 
  constituent creatures
  Unit Morale
  Weighted average morale of constituent 
  creatures
  MIXED UNIT MOVEMENT
  A mixed unit’s movement rate and formation is determined 
  by cross-indexing the slowest constituent creature’s encounter 
  movement rate with the unit’s weapons on the Standard Unit 
  Movement Rate and Formations. If the unit carries multiple 
  types of weapons, start at the top and work downward.
  EXAMPLE: A mixed unit consists of 60 dwarves with 
  crossbows and 30 centaurs with spears. Dwarves have 
  an encounter moment rate of 60', while centaurs have an 
  encounter movement rate of 240'. The unit’s movement rate 
  is based on the dwarves’ movement rate, giving the unit a 
  movement rate of 1/2/3. The formation is Formed Foot, 
  because the centaurs are using spears.
  MIXED UNIT ARMOR CLASS
  A mixed unit’s Unit Armor Class is equal to the average AC 
  of the constituent creatures, weighted relative to the number 
  of each creature type in the unit. Round to the nearest whole 
  number, rounding .5 down if even, up if odd.
  EXAMPLE: A mixed unit of 60 dwarves (AC 5) and 30 
  centaurs (AC 4) has a weighted average AC of [(60 x 5) + (30 
  x 4)] / (60+30) 4.67, rounded to 5.
  MIXED UNIT HIT DICE
  A mixed unit’s Unit Hit Dice are equal to the average Hit Dice 
  of its constituent creatures, weighted relative to the number of 
  each creature type in the unit. Treat each +/-1 as +/-0.25 for 
  these purposes. Round the result to the nearest 0.25 and convert 
  it back into +/-. 
  EXAMPLE: A mixed unit of 60 dwarves (1 HD each) and 30 
  centaurs (4 HD each) has unit HD of [(60 x 1) + (30 x 4)] / 
  (60+30) 2.
  MIXED UNIT HIT POINTS
  A mixed unit has a number of uhp equal to its Unit Hit Dice, 
  multiplied by the number of creatures in the unit, and divided 
  by 15. When calculating uhp, use the unrounded value for Unit 
  Hit Dice from the calculation above. Then round the final uhp 
  value to the nearest whole number. Round .5 down if even, up 
  if odd. 
  EXAMPLE: The mixed unit of 60 dwarves and 30 centaurs, 
  above, has 2 HD. Therefore it has [(2) x 90 / 15] 12 uhp.
  MIXED UNIT NUMBER OF ATTACKS 
  Calculating a mixed unit’s number of attacks is a multi-step 
  process. First, calculate the number of attacks contributed by 
  each constituent creature. Then add these values together to 
  find the number of attacks for the unit as a whole. Round the 
  final value to the nearest whole number. Round .5 down if even, 
  up if odd. 
  EXAMPLE: A mixed unit consists of 60 dwarves and 30 
  centaurs. Each dwarf has HD 1, #AT 1, Dmg 1d8. As 1 HD 
  creatures, their cleave factor is 0.35. As man-sized creatures, 
  their size factor is 60. The dwarves contribute [(60) x (1 + 
  0.35) x (4.5)] / (60 x 4.5) 1.35 attacks. 
  Each centaur has HD 4, #AT 3, Dmg 1d6/1d6/1d6. As 4 HD 
  creatures, their cleave factor is 0.85. As large creatures, their 
  size factor is 40. The centaurs contribute [(30) x (3 + 0.85) x 
  (3.5)] / (40 x 4.5) 2.24 attacks. 
  The mixed unit has (1.35) + (2.24) 3.59 attacks, which 
  rounds to 4 attacks.
  MIXED UNIT ATTACK THROW
  A mixed unit’s attack throw with its attacks is equal to the average 
  attack throw of its constituent creatures, weighted relative to the 
  number of attacks contributed by each creature type in the unit. 
  Round the final value to the nearest whole number. Round .5 
  down if even, up if odd. 
  EXAMPLE: A mixed unit consists of 60 dwarves and 30 
  centaurs. The dwarves contribute 1.35 attacks to the unit, 
  while the centaurs contribute 2.24 attacks. Dwarves have an 
  attack throw of 10+, while centaurs have an attack throw of 
  7+. 
  The mixed unit’s attack throw is therefore [(10 x 1.35) + 
  (7 x 2.24)] / (1.35 + 2.24) 8.1. The mixed unit’s final attack 
  characteristic is therefore 4 attacks at 8+.
  MIXED UNIT MORALE
  A mixed unit’s Unit Armor Class is equal to the average morale 
  of the constituent creatures, weighted relative to the number 
  of each creature type in the unit. Round to the nearest whole 
  number, rounding .5 down if even, up if odd.
  
  86 
  Building Behemoth Cavalry units
  EXAMPLE: A mixed unit of 60 dwarves (ML 0) and 30 
  centaurs (ML 0) has a weighted average ML of 0.
  If 25% or more of the creatures making up a mixed unit are 
  guard or hunting creatures of animal intelligence (see D@W: 
  Campaigns, p. 32), the unit will be unpredictable (see p. 24).
  EXAMPLE: A mixed unit of 60 hobgoblins (ML 0) and 30 
  guard-trained white apes (ML +1) has a weighted average 
  ML of 0. Because more than 25% of the creatures making up 
  the unit are guard creatures of animal intelligence, the unit 
  is unpredictable.
  BUILDING BEHEMOTH CAVALRY UNITS
  Behemoth cavalry units are a 
  special type of unit in which 
  multiple smaller creatures (the 
  riders) are seated on huge, 
  gigantic, or colossal creatures 
  (the behemoth mount). When 
  building behemoth cavalry units, the maximum number of 
  creatures in the unit is determined by the number of behemoths. 
  Each behemoth can carry the number of man-sized riders 
  shown on the table above. The riders themselves do not count 
  against the number of creatures in the unit.
  EXAMPLE: Let’s build a behemoth cavalry unit of elephants 
  and riders. Elephants are gigantic creatures. A unit cannot 
  have more than 120 man-sized creatures, and gigantic 
  creatures count as 24 men, so the unit is limited to 5 
  elephants. Each elephant can carry 6 man-sized riders, for 
  a total of 30 riders. The unit thus consists of 30 man-sized 
  riders seated on 5 gigantic behemoths. 
  Behemoth cavalry units have some of the characteristics of 
  mixed and cavalry units.
  Behemoth Unit 
  Characteristic
  Derivation from ACKS Characteristics
  Unit Movement 
  (hexes)
  Determined by behemoth’s movement and 
  unit’s weapons carried (see below)
  Unit AC
  (2 x AC of behemoth) + (AC of rider) / 3
  Unit Hit Dice
  Sum of riders’ HD and behemoth’s HD
  Unit Hit Points
  (Unit Hit Dice x number of behemoths) / 15
  Unit Number of 
  Attacks
  Sum of number of attacks contributed by 
  constituent creatures
  Unit Attack Throw
  Weighted average attack throw of constituent 
  creatures
  Unit Morale
  (2 x ML of behemoth) + (ML of rider) / 3
  BEHEMOTH CAVALRY UNIT MOVEMENT AND 
  FORMATION
  A behemoth cavalry unit’s movement rate and formation 
  is determined by cross-indexing the behemoth’s encounter 
  movement rate with the rider’s and/or behemoth’s weapons on 
  the Cavalry Unit Movement Rate and Formations. If the unit 
  carries multiple weapons, start at the top and work downward. 
  Encumbrance: Since behemoths often end up carrying a lot of 
  weight (troops, barding, howdah, etc.) be sure to calculate the 
  behemoth’s encumbrance. For simplicity, you can treat each 
  man-sized rider as weighing 16 stone, including gear. If the 
  behemoth ends up over its normal load, its movement rate will 
  be halved.
  Irregular Mounted: Beastmen (other than hobgoblins) are 
  always Irregular Mounted (IM) because the riders are ill-
  disciplined. Behemoths of animal intelligence that can be 
  trained as guard or hunters are always Irregular Mounted 
  because the behemoths are difficult to control. Likewise, units 
  with behemoths that are not trained as war mounts are always 
  Irregular Mounted. 
  BEHEMOTH CAVALRY UNIT ARMOR CLASS
  The threat posed by a behemoth tends to draw fire onto the 
  monster and away from the riders, so the unit’s AC is weighted 
  in favor of the behemoth. The Unit AC is [(2 x AC of behemoth) 
  + (AC of rider)] / 3. 
  If the behemoth is carrying a war howdah, increase the rider’s 
  AC by the AC bonus of the howdah when calculating the Unit 
  AC. 
  EXAMPLE: A behemoth cavalry unit consists of 5 elephants 
  and 30 riders. The elephants are protected by lamellar 
  barding, increasing their base AC from 4 to 8. The riders 
  wear leather (AC 2) and are occupying a gigantic war 
  howdah (+4 AC bonus), giving them AC 6. The Unit AC is 
  [(2 x 8) + (6)] / (3) = 7.33, which rounds to 7.
  BEHEMOTH CAVALRY UNIT HIT DICE
  A behemoth cavalry unit’s Unit Hit Dice are equal to the sum 
  of the behemoth’s HD plus its riders’ HD. Treat each +/-1 as +/-
  0.25 for these purposes. Round the result to the nearest 0.25 and 
  convert it back into +/-. 
  EXAMPLE: A behemoth cavalry unit consists of 5 elephants 
  (9 HD) and 30 riders (1-1 HD). Each behemoth carries six 
  riders. The unit’s Unit Hit Dice are [(9) + (6 x 0.75)] 13.5, or 
  13+2 UHD.
  BEHEMOTH CAVALRY UNIT HIT POINTS
  A behemoth cavalry unit has a number of uhp equal to its Unit 
  Hit Dice, multiplied by the number of behemoths in the unit, 
  and divided by 15. When calculating uhp, use the unrounded 
  value for Unit Hit Dice from the calculation above. Then round 
  the final uhp value to the nearest whole number. Round .5 down 
  if even, up if odd. 
  EXAMPLE: The unit of 5 elephants and 30 riders, above, has 
  13+2 HD. Therefore it has [(13.5) x 5 / 15] 4.5 uhp, rounded 
  to 4.
  BEHEMOTH CAVALRY UNIT NUMBER OF ATTACKS 
  Calculating a behemoth cavalry unit’s number of attacks is 
  a multi-step process. First, calculate the number of attacks 
  contributed by the behemoths. Then calculate the number of 
  attacks contributed by the riders. Use the behemoth’s size factor 
  for both the behemoths and the riders. Add the resulting values 
  together to find the number of attacks for the unit as a whole. 
  Round the final value to the nearest whole number. Round .5 
  down if even, up if odd. 
  Behemoth 
  Size
  No. of Man-
  Sized Riders
   Huge
  2
  Gigantic
  6
  Colossal
  20
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Building Behemoth Cavalry units 
  87
  Conversion
  EXAMPLE: A behemoth cavalry unit consists of 5 elephants 
  and 30 riders. Each elephant has HD 9, #AT 2 tusks, Dmg 
  2d4. As 9 HD creatures, their cleave factor is 2.7. Because 
  elephants are gigantic creatures, the size factor is 20. The 
  elephants contribute [(5) x (2 + 2.7) x (5)] / (20 x 4.5) 1.30 
  attacks. 
  Each rider has HD 1-1, #AT 1, Dmg 1d10 (lances). As 1-1 
  HD creatures, their cleave factor is 0.35. Because elephants 
  are gigantic creatures, the size factor is 20. The riders 
  contribute [(30) x (1 + 0.35) x (5.5)] / (20 x 4.5) 2.48 attacks. 
  Thus the behemoth cavalry unit has (1.30) + (2.48) 3.78 
  attacks, which rounds to 4 attacks.
  Trample Attacks: If the behemoths normally receive trample 
  attacks (e.g. elephants), a behemoth cavalry until will receive 
  bonus trample attacks whenever it charges. The bonus attacks 
  are based on the attack characteristics for the behemoth’s 
  trample. 
  EXAMPLE: Elephants receive a trample attack dealing 4d8 
  points of damage. Therefore, our behemoth cavalry unit of 
  5 elephants and 30 riders will receive bonus trample attacks 
  whenever it charges. As 9 HD creatures, the elephants have a 
  cleave factor of 2.7. As gigantic creatures, their size factor is 
  20. Therefore the number of trample attacks is [(5) x (1 + 2.7) 
  x (18)] / (20 x 4.5) 3.27 attacks, which rounds to 3.
  Missile Armed Riders: Don’t forget to calculate the unit’s 
  attack characteristics with missile weapons if the riders are 
  carrying bows, crossbows, or similar weapons. Use the rider’s 
  characteristics, but the behemoth’s size factor.
  EXAMPLE: Assume the riders are equipped with composite 
  bows. The rider’s attack characteristics are used for this 
  method of attack, along with the behemoth’s size factor of 
  20. The unit’s number of attacks with its composite bows is 
  (30 x 1.35 x 3.5) / (20 x 4.5) 1.57, rounded to 2. The unit has 
  2 attacks with its missile weapons.
  BEHEMOTH CAVALRY UNIT ATTACK THROW
  A behemoth cavalry unit’s attack throw with its attacks is 
  equal to the average attack throw of its behemoths and riders, 
  weighted relative to the number of attacks contributed by each. 
  Round the final value to the nearest whole number. Round .5 
  down if even, up if odd. 
  EXAMPLE: A behemoth cavalry unit consists of 5 elephants 
  and 30 riders. The elephants contribute 1.30 attacks to the 
  unit, while the riders contribute 2.48 attacks. Elephants have 
  an attack throw of 3+, while the riders have an attack throw 
  of 11+. 
  The behemoth cavalry unit’s attack throw is therefore [(3 
  x 1.30) + (11 x 2.48)] / (1.30 + 2.48) 8.24, rounded to 8. 
  The behemoth cavalry unit’s final attack characteristic is 
  therefore 4 attacks at 8+.
  If the behemoth cavalry unit has trample attacks, use the 
  behemoth’s attack throw for these attacks. If the unit has missile 
  attacks, use the rider’s attack throw for these attacks.
  EXAMPLE: The behemoth cavalry unit’s trample attacks 
  use the elephant’s attack throw of 3+. The behemoth cavalry 
  unit’s missile attacks use the rider’s attack throw of 11+.
  BEHEMOTH CAVALRY UNIT MORALE
  Ancient records of fleeing elephants attest that the morale of 
  the behemoth is more important than the morale of its riders! 
  Therefore a behemoth cavalry unit’s Unit Morale is weighted 
  in favor of the behemoth. The Unit Morale is [(2 x ML of 
  behemoth) + (ML of rider)] / 3. Round to the nearest whole 
  number, rounding .5 down if even, up if odd.
  EXAMPLE: A behemoth cavalry unit of 5 war elephants 
  (ML +2) and 30 riders (ML +2) has a weighted average ML 
  of +2.
  No matter how well-trained, behemoths are large and dangerous, 
  and even their riders can have difficulty controlling them. If 
  the behemoths are creatures of animal intelligence (see D@W: 
  Campaigns, p. 32), the unit will be unpredictable (see p. 24).
  PACKING ‘EM IN: DOUBLING THE RIDERS ON 
  BEHEMOTH CAVALRY UNITS
  Those who’ve read D@W: Campaigns closely might have noted 
  that you can actually “squeeze” twice the listed number of 
  troops into a howdah if you want to! While doing so causes the 
  riders to suffer a -4 penalty to attack throws and -2 penalty to 
  AC, those who favor quantity over quality might find this an 
  advantageous option. Indeed, during the Middle Ages, Indian 
  kings sometimes packed 10-14 troops onto the backs of their 
  war elephants. 
  To “pack ‘em in”, simply double the number of riders per 
  behemoth, while imposing the appropriate penalties on the 
  rider’s characteristics. Be sure to remember encumbrance: 
  Unless the behemoth has a very high carrying capacity, the 
  weight of the men and gear will usually push it over its normal 
  load, halving its movement rate. 
  WALKING TANKS: ARTILLERY ON BEHEMOTHS
  Behemoths are large enough to hold artillery (p. 60) on their 
  backs. Massed into units and crewed with troops, behemoth 
  cavalry can serve as mobile artillery units. When creating such 
  “walking tanks”, first build a behemoth cavalry unit following 
  the usual rules. Use the standard number of riders, but calculate 
  their characteristics as if they are “packed in” (-4 penalty to 
  attack throws, -2 penalty to AC).
  Then determine what artillery is mounted on the behemoths 
  following the guidelines below.
  Huge Behemoths: A huge behemoth can carry one light 
  ballista (including light repeating ballista on its back. One of the 
  behemoth’s riders directs the behemoth while the other crews 
  the ballista. Since there are 20 huge behemoths per unit, and 
  10 light ballistas make up a unit, a huge behemoth cavalry unit 
  can carry the equivalent of 2 light ballista units. Its firepower 
  is only that of one light ballista unit, however, because serving 
  each ballista with just one crew halves the rate of fire (see D@W: 
  Campaigns p. 44). 
  Gigantic Behemoths: A gigantic behemoth can carry two 
  light ballistas, one medium ballista, or one light catapult on its 
  
  88 
  Building Behemoth Cavalry units
  back. With one rider directing the behemoth, the remaining 
  five riders are more than sufficient to crew the artillery (only 
  four are needed for maximum rate of fire). Since there are 5 
  behemoths per unit, and 10 light ballistas make up a unit, the 
  gigantic behemoth cavalry unit can carry the equivalent of 1 
  light ballista unit. Similarly, with 5 medium ballistas or light 
  catapults constituting a unit, a gigantic behemoth cavalry unit 
  can carry the equivalent of 1 medium ballista or light catapult 
  unit. 
  Colossal Behemoths: A colossal behemoth can carry 10 light 
  ballista, 5 medium ballistas, 5 heavy ballistas, 5 light catapults, 
  4 medium catapults, or 2 heavy catapults on its back. With one 
  rider directing the behemoth, the remaining riders crew the 
  artillery (twenty are needed). Since there is 1 colossal behemoth 
  in the unit, the unit can carry the equivalent of 1 light ballista 
  unit, 1 medium ballista unit, 1 heavy ballista unit, 1 light 
  catapult unit, 2 medium catapult units (2 catapults / unit), or 2 
  heavy catapult units (1 catapult / unit). 
  The Behemoth Cavalry Artillery table shows the maximum 
  number carried, total cost (including 20 shots of ammo), 
  weight per behemoth (including ammo), and missile attack 
  characteristics for each type of artillery on each size of behemoth. 
  Note that the attack throws listed are for standard human crews. 
  Veteran human crews will have attack throws of 10+. Artillery 
  crewed by other races will use their race’s base attack throw, as 
  determined by their hit dice.
  Be sure to calculate encumbrance based on the artillery, riders, 
  barding, and howdahs the behemoths are carrying. Behemoths 
  vary widely in carrying capacity, and many behemoths will be 
  over their normal load when carrying artillery. 
  A behemoth cavalry unit carrying artillery is still capable of 
  movement based on its (encumbered) unit movement rate and 
  formation. It may still attack in melee using its full unit attacks, 
  and/or use any special abilities it might possess. 
  Behemoth cavalry artillery can be fired when the behemoth 
  conducts a marching movement, provided the artillery has no 
  reload tokens. If catapults are mounted, they suffer a -3 penalty 
  on attack throws per hex the behemoth unit moved. 
  Behemoth Cavalry Artillery
  Artillery Type
  Artillery 
  Characteristics
  20 Huge Behemoths
  5 Gigantic Behemoths
  1 Colossal Behemoth
  Light Ballista
  No. Carried
  20 (2 units half-crewed)
  10 (1 unit)
  10 (1 unit)
  Cost (gp)
  1,200gp
  600gp
  600gp
  Weight / Behemoth
  10 stone
  20 stone
  200 stone
  Missile Attacks
  2 missile attacks 11+ 
  1 reload token
  1 missile attack 11+ 
  2 reload tokens
  1 missile attack 11+ 
  2 reload tokens
  Light Repeating Ballista
  No. Carried
  20 (2 units half-crewed)
  10 (1 unit)
  10 (1 unit)
  Cost (gp)
  4,400gp
  2,200gp
  2,200gp
  Weight / Behemoth
  10 stone
  20 stone
  200 stone
  Missile Attacks
  2 missile attacks 11+ 
  1 reload token
  2 missile attacks 11+ 
  1 reload token
  2 missile attacks 11+ 
  1 reload token
  Medium Ballista
  No. Carried
  -
  5 (1 unit)
  5 (1 unit)
  Cost (gp)
  -
  600gp
  600gp
  Weight / Behemoth
  -
  46 stone
  430 stone
  Missile Attacks
  -
  1 missile attack 11+ 
  5 reload tokens
  1 missile attack 11+ 
  5 reload tokens
  Heavy Ballista
  No. Carried
  -
  -
  5 (1 unit)
  Cost (gp)
  -
  -
  1,200gp
  Weight / Behemoth
  -
  -
  1,660 stone
  Missile Attacks
  -
  -
  1 missile attack 11+ 
  5 reload tokens
  Light Catapult
  No. Carried
  -
  5 (1 unit)
  5 (1 unit)
  Cost (gp)
  -
  800gp
  800gp
  Weight / Behemoth
  -
  132 stone
  660 stone
  Missile Attacks
  -
  1 missile attack 11+ 
  5 reload tokens
  1 missile attack 11+ 
  5 reload tokens
  Medium Catapult
  No. Carried
  -
  -
  4 (2 units)
  Cost (gp)
  -
  -
  1,600gp
  Weight / Behemoth
  -
  -
  960 stone
  Missile Attacks
  -
  -
  2 missile attack 11+ 
  5 reload tokens
  Heavy Catapult
  No. Carried
  -
  -
  2 ( 2 units)
  Cost (gp)
  -
  -
  2,000gp
  Weight / Behemoth
  -
  -
  1,960 stone
  Missile Attacks
  -
  -
  2 missile attack 11+ 
  5 reload tokens
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Building Chariot Units 
  89
  Conversion
  EXAMPLE: A behemoth cavalry unit consists of 5 elephants 
  with scale barding and 30 riders in a war howdah. It will 
  carry artillery, so the riders are considered “squeezed”. The 
  elephants contribute (as per the earlier example) 1.30 attacks. 
  Meanwhile, the riders contribute (per the earlier example) 
  2.48 attacks. The behemoth cavalry unit has (1.30) + (2.48) 
  3.78 attacks, which rounds to 4 attacks.
  Elephants have an attack throw of 3+, while the riders have 
  a “squeezed” attack throw of (11+4) 15+. The behemoth 
  cavalry unit’s attack throw is therefore [(3 x 1.30) + (15 x 
  2.48)] / (1.30 + 2.48) 10.87, rounded to 11. The behemoth 
  cavalry unit’s final attack characteristic is therefore 4 attacks 
  at 11+.
  Each elephant is now assigned one light repeating ballista. 
  This adds 20 stone of weight to its encumbrance. Each 
  elephant’s encumbrance is (96 stone from 6 riders) + (24 
  stone from gigantic scale barding) + (36 stone from the 
  gigantic war howdah) + (20 stone from the light ballista), 
  for a total of 176 stone. Despite the artillery, the unit retains 
  its full movement rate of 2/4/6 FM. Had the elephant worn 
  chain or heavier barding (as do the war elephants in the 
  earlier example), it would be above its normal load of 180 
  stone.
  The behemoth cavalry unit gains a missile attack sequence of 
  2 light repeating ballista 11+ (1 reload token), equivalent to 
  one light repeating ballista unit. Unlike traditional artillery 
  units, which lack a marching movement rate, the behemoth 
  cavalry artillery can fire when the behemoth marches.
  BUILDING CHARIOT UNITS
  Chariot units are a special type of unit in which two to four 
  man-sized creatures (the charioteers) are seated on a chariot 
  pulled by two to four large creatures (the steeds). The maximum 
  number of chariots per unit can vary from 15 to 30, depending 
  on the type of chariot employed.
  Chariot units have some of the characteristics of cavalry units 
  and some of the characteristics of behemoth cavalry units.
  CHARIOT UNIT MOVEMENT AND FORMATION
  A chariot unit’s movement rate and formation is determined by 
  cross-indexing the chariot’s movement rate and the weapons 
  carried by its riders on the Chariot Unit Movement Rate and 
  Formations, below. If the unit carries multiple weapons, start at 
  the top and work downward, stopping when a weapon carried 
  by the unit is reached.
  Because of fragile frame and wheels, chariots treat all rough 
  terrain as impassable and all elevated terrain as rough (p. 29-
  31). Chariots are otherwise treated as normal Loose Mounted, 
  Formed Mounted, or Irregular Mounted units.
  EXAMPLE: A chariot unit of 30 light chariots has a unit 
  movement rate of 3/6/9. The unit is equipped with composite 
  bows, so it adopts Loose Mounted formation.
  Irregular Mounted: Beastmen charioteers (other than 
  hobgoblins) are always Irregular Mounted (IM) because they 
  Chariot Type
  No. of Man-Sized 
  Charioteers
  No. of Large Steeds 
  Chariot with Steeds 
  Counts As
  Maximum Chariots  
  Per Unit
  Light Chariot
  2
  1 - 2
  4 men
  30
  Medium Chariot
  3
  2 – 3
  6 men
  20
  Heavy Chariot
  4
  3 - 4
  8 men
  15
  Chariot Unit 
  Characteristic
  Derivation
  Unit Movement (hexes)
  Determined by movement rate of the chariot type
  Unit AC
  Light chariot: (AC of each steed) + (AC of each charioteer) / (total no. of charioteers and steeds) 
  Medium chariot: (AC of each steed) + (AC of each charioteer) / (total no. of charioteers and steeds) 
  Heavy chariot: (AC of each steed) + (AC of each charioteer) / (total no. of charioteers and steeds)
  Unit Hit Dice
  Steeds will fight without charioteers: Sum of charioteers’ and steeds’ HD 
  Steeds will flee without charioteers: Sum of charioteers’ HD
  Unit Hit Points*
  Mount will fight without charioteers: (Unit HD) x (number of chariots) / 15  
  Mount will flee without its rider: 2 x (Unit HD) x (number of chariots) / 15
  Unit Number of Attacks**
  Primary: (no. of charioteers per chariot -1) x (no. of chariots) x (charioteer’s no. of attacks + cleave factor) x 
  (charioteer’s avg. dmg.) / (135) 
  Charge: (no. of steeds) x no. of chariots) x (steed’s number of attacks + cleave factor) x (mount’s average damage) / 
  (135)
  Unit Attack Throw
  Use either charioteers’ or steed’s attack throw, based on method of attack
  Unit Morale
  Steeds will fight without rider: Greater of steeds’ morale and charioteers’ morale 
  Steeds will flee without rider: Charioteers’ morale
  *Treat each +/-1 to HD as +/- 0.25 for purposes of multiplying by number of cavalry 
  **Calculate separately for each of the rider and mount’s missile attacks and melee attacks. 
  Chariot Unit Movement Rate and Formation
  Weapons Carried
  60'
  90'
  120'
  150'
  180'
  Bow, crossbow, darts, javelins, or sling
  1/2/3 (IM)
  2/3/4 (FM)
  2/4/6 (LM)
  2/5/8 (LM)
  3/6/9 (LM)
  Lance or spear
  1/2/3 (IM)
  2/3/4 (FM)
  2/4/6 (FM)
  2/5/8 (FM)
  3/6/9 (FM )
  Other melee weapons
  1/2/3 (IM)
  2/3/4 (IM)
  2/4/6 (FM)
  2/5/8 (FM)
  3/6/9 (FM)
  Natural weapons
  1/2/3 (IM)
  2/3/4 (IM)
  2/4/6 (IM)
  2/5/8 (IM)
  3/6/9 (IM)
  *Choose when the unit is created
  
  90 
  Building Chariot Units
  are ill-disciplined. Chariots with steeds of animal intelligence 
  that can be trained as guard or hunters (e.g. dire wolves) are 
  always Irregular Mounted because the steeds are difficult to 
  control. Unlike cavalry, chariots do not become Irregular just 
  because draft or riding animals are used.
  CHARIOT UNIT AC
  In a mass combat, attacks tend to be evenly distributed against 
  charioteers and steeds. Therefore a chariot unit’s Unit Armor 
  Class is equal to sum of the AC of the charioteers and steeds, 
  divided by their total number. Note that medium chariots 
  increase the charioteers’ AC by +1 and heavy chariots increase 
  the charioteers’ AC by +2. Round the final AC to the nearest 
  whole number. Round .5 down if even, up if odd. 
  EXAMPLE #1: A New Kingdom Egyptian-style chariot unit 
  consists of 30 light chariots each drawn by 2 light horses and 
  each carrying 2 charioteers. The horses have leather barding, 
  making them AC 3. One charioteer wears lamellar armor 
  (AC 5) while the other has no armor but carries a shield (AC 
  1). The Unit AC is [(3 + 3) + (5 + 1)]/4 = 3.
  EXAMPLE #2: A Hittite-style chariot consists of 20 medium 
  chariots each drawn by 2 medium horses and each carrying 
  3 charioteers. The horses have scale barding, making them 
  AC 4. One charioteer wears lamellar armor (AC 5), one 
  charioteer wears leather and carries a shield (AC 3), and the 
  third just wears leather (AC 2). All three are protected by the 
  medium chariot (+1). The Unit AC is [(4 + 4) + (6 + 4 + 3)/5 
  = 4.2, rounded to 4.
  EXAMPLE #3: A fantasy Elven chariot unit consists of 15 
  heavy chariots each drawn by 4 sabre-tooth tigers and each 
  carrying 4 elven charioteers. The sabre-tooth tigers have 
  leather barding, and are AC 4. One charioteer wears plate 
  armor (AC 6) while the other three wear chain mail (AC 4). 
  All are protected by the heavy chariot (+2). The Unit AC is 
  [(4 + 4 + 4 + 4) + (8 + 6 + 6 +6)]/8 = 5.25, rounded to AC 5.
  CHARIOT UNIT HIT DICE
  If the steeds will fight on after charioteers are dead, a chariot 
  unit’s Unit Hit Dice are equal to the sum of the charioteers’ and 
  steeds’ Hit Dice. If the steeds will flee if the charioteers are dead, 
  a chariot unit’s Hit Dice are equal to the rider’s Hit Dice. A steed 
  will fight on after the rider is dead if it is sentient (e.g. rocs), or 
  if it could be trained as a guard or hunter (e.g. dire wolves). In 
  both cases, treat any +/- to HD as +/- 0.25. Round the result off 
  to the nearest 0.25. 
  EXAMPLE #1: The Egyptian-style chariot unit of 30 light 
  chariots each drawn by 2 light horses (2 HD) and each 
  carrying 2 charioteers (1-1 HD) has Unit HD of (0.75 + 0.75) 
  1.5, or 1+2.
  EXAMPLE #2: The Hittite-style chariot unit of 20 medium 
  chariots each drawn by 2 medium horses (3 HD) and each 
  carrying 3 charioteers (1-1 HD) has Unit HD of (0.75 + 0.75 
  + 0.75) 2.25, or 2+1.
  EXAMPLE #3: The elven chariot unit of 15 heavy chariots 
  each drawn by 4 sabre-tooth tigers (8 HD) and each carrying 
  4 elven charioteers (1+1 HD) has Unit HD of (8 + 8 + 8 + 8 
  + 1.25 + 1.25 + 1.25 + 1.25) 37.
  CHARIOT UNIT HIT POINTS
  When calculating Unit Hit Points, use the unrounded value 
  for Hit Dice from the calculation above. Then round the final 
  Hit Point value to the nearest whole number. Round .5 down if 
  even, up if odd. 
  EXAMPLE #1: The Egyptian-style chariot unit of 30 light 
  chariots each drawn by 2 light horses and each carrying 2 
  charioteers has (2 x 1.5 x 30) / 15 = 6 uhp.
  EXAMPLE #2: The Hittite-style chariot unit of 20 medium 
  chariots each drawn by 2 medium horses and each carrying 
  3 charioteers has (2 x 2.25 x 30) / 15 = 9 uhp.
  EXAMPLE #3: The elven chariot unit of 15 heavy chariots 
  each drawn by 4 sabre-tooth tigers and each carrying 4 elven 
  charioteers has (15 x 37) / 15 = 37 uhp.
  CHARIOT ATTACK CHARACTERISTICS 
  The attack characteristics will need to be calculated for each 
  of the charioteers’ and steeds’ methods of attack. Chariot units 
  normally use their charioteers’ attack characteristics when 
  attacking, except for their bonus charge attacks. These use the 
  mount’s attack characteristics. 
  Attack Throws: Calculate the attack throws for the charioteers’ 
  and steeds’ methods of attack separately based on the Hit Dice 
  of the rider or mount. The Unit Hit Dice do not determine the 
  unit’s attack throws. 
  Number of Attacks: Calculate the number of attacks for the 
  charioteers’ and steeds’ attacks separately based on the cleave 
  factor of the charioteer or steed. The unit’s primary method of 
  attack is based on the charioteers’. The steeds’ method of attack 
  may only be used during charges (see below).
  The formula used to calculate the number of attacks is: 
  Primary: 
  (no. of charioteers per chariot -1) x (no. of chariots) x 
  (charioteers’ no. of attacks + cleave factor ) x (charioteers’ avg. 
  dmg.) / (135)
  Charge:  
  (no. of steeds) x (no. of chariots) x (steeds’ no. of attacks + steeds’ 
  cleave factor) x (steeds’ average damage) / (135)
  EXAMPLE #1: The Egyptian-style chariot unit consists 
  of 30 light chariots each drawn by 2 light horses and each 
  carrying 2 charioteers equipped with short swords. The 
  charioteers are 1-1 HD, with an attack throw of 11+, a cleave 
  factor of 0.35, and one attack dealing on average 3.5 damage. 
  The charioteers’ number of attacks would be (2-1) x (30 x 
  1.35 x 3.5) / (135) 1.05, which rounds to 1. The charioteers 
  therefore have an attack characteristic of 1 short sword 11+. 
  This becomes the unit’s primary method of attack.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Using ACKS Characters with Domains at War 
  91
  Conversion
  EXAMPLE #2: The Hittite-style chariot unit consists of 20 
  medium chariots each drawn by 2 medium horses and each 
  carrying 3 charioteers equipped with spears, which they 
  wield two-handed. The charioteers are 1-1 HD, with an attack 
  throw of 11+, a cleave factor of 0.35, and one attack dealing 
  on average 4.5 damage. The charioteers’ number of attacks 
  would be (3-1) x (20 x 1.35 x 4.5) / (135) 1.8, which rounds 
  to 2. The charioteers therefore have an attack characteristic 
  of 2 spear 11+. This becomes the unit’s primary method of 
  attack.
  EXAMPLE #3: The elven chariot unit consists of 15 heavy 
  chariots each drawn by 4 sabre-tooth tigers and each 
  carrying 4 elven charioteers equipped with spears, which 
  they wield two-handed. The charioteers are 1+1 HD, with 
  an attack throw of 9+, a cleave factor of 0.5, and one attack 
  dealing an average 5.5 damage. The charioteers’ number of 
  attacks would be (4 -1) x (15 x 1.5 x 5.5) / (135) 2.75, which 
  rounds to 3. The charioteers have an attack characteristic of 3 
  spear 9+. This becomes the unit’s primary method of attack.
  Bonus Attacks: A chariot unit that fights in Formed or Irregular 
  Mounted formation will receive bonus attacks whenever it 
  charges. The bonus attacks are based on the steeds’ attack 
  characteristics. Chariots in Loose Mounted formation do not 
  receive bonus attacks when charging. 
  EXAMPLE #1: The Egyptian-style chariot unit consists of 30 
  light chariots each drawn by 2 light horses and each carrying 
  2 charioteers. The charioteers are equipped with composite 
  bows and short swords, so the chariot unit fights in Loose 
  Mounted formation. The chariot unit receives no bonus 
  attacks when charging.
  EXAMPLE #2: The Hittite-style chariot unit consists of 
  20 medium chariots each drawn by 2 medium horses and 
  each carrying 3 charioteers. The charioteers are equipped 
  with spears, so the chariot unit fights in Formed Mounted 
  formation. The chariot unit receives bonus attacks based on 
  the medium horses’ attack characteristics. Medium horses 
  have 3 HD, with an attack throw of 8+, a cleave factor of 
  0.65, and one hoof attack dealing on average 2.5 damage. 
  The horses’ number of attacks would be (40 x 1.65 x 2.5) / 
  (135) 1.22, which rounds to 1. The medium horses therefore 
  have an attack characteristic of 1 hoof 8+. This becomes the 
  unit’s bonus attack when it charges.
  EXAMPLE #3: The elven chariot unit consists of 15 heavy 
  chariots each drawn by 4 sabre-tooth tigers and each 
  carrying 4 elven charioteers. The sabre-tooth tigers, as steeds 
  that will fight without charioteers, make the unit Irregular 
  Mounted. The chariot unit therefore receives bonus attacks 
  based on the sabre-tooth tigers’ attack characteristics. Sabre-
  tooth tigers are 8 HD, with an attack throw of 3+, a cleave 
  factor of 2.15, and three attacks dealing on average 6 damage 
  each. The tigers’ number of attacks would be (15 x 4 x 5.15 
  x 6) / (135) 13.7, rounded to 14. The sabre-tooth tigers 
  therefore have an attack characteristic of 14 claw/bite 3+. 
  This becomes the unit’s bonus attack when it charges.
  Missile Armed Riders: Don’t forget to calculate the unit’s 
  attack characteristics with missile weapons if the charioteers are 
  carrying bows, crossbows, or similar weapons. 
  EXAMPLE #1: The Egyptian-style chariot unit consists of 
  30 light chariots each carrying 2 charioteers equipped with 
  composite bows. They will receive missile attacks. The unit’s 
  number of attacks with its composite bows is (2-1) x (30 
  x 1.35 x 3.5) / (135) 1.05, rounded to 1. The missile attack 
  characteristics for the unit are 1 composite bow 11+.
  CHARIOT UNIT MORALE 
  If the steeds will fight on after the charioteers are dead, 
  the chariot unit’s Unit Morale is equal to the greater of the 
  charioteers’ and steeds’ morale score. If the steeds will flee after 
  the charioteers are dead, the unit’s Unit Morale is equal to the 
  charioteers’ morale score. 
  USING ACKS CHARACTERS WITH 
  DOMAINS AT WAR
  ACKS characters will frequently serve as officers in Domains 
  at War: Battles, taking on the role of generals, commanders, 
  lieutenants, and heroes. In order to use ACKS characters with 
  D@W, you need to know the character’s personal characteristics 
  including movement rate, AC, HD, hp, attack throw, number 
  of attacks, damage, saving throws, initiative modifier, and 
  special abilities. A character’s personal characteristics should be 
  calculated according to the rules in the Adventurer Conqueror 
  King System core rules or similar RPG. 
  If the character will be functioning as a general, commander, or 
  lieutenant, you will need to calculate his officer characteristics. 
  If the character will be functioning as a hero, you will also need 
  to calculate their unit characteristics. 
  OFFICER CHARACTERISTICS
  Officer characteristics come into play if he serves as a general, 
  commander, or lieutenant. A hero’s officer characteristics 
  include leadership ability, zone of control, strategic ability, and 
  morale modifier. 
  Leadership Ability: A character’s leadership ability is equal 
  to the number of henchmen the character may retain, e.g. 
  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.
  Zone of Control (ZOC): This is the radius, in hexes, within 
  which a commander may activate units in his division without 
  
  92 
  Calculating Battle Ratings and Cost
  penalty. ZOC is always equal to one-half the commander’s 
  leadership ability, rounded up. 
  EXAMPLE: Marcus has a leadership ability of 7, so his ZOC 
  is (7/2) 3.5, rounded to 4.
  Strategic Ability: 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) -1. A venerable red dragon (20 HD) has 
  a strategic ability of (20/5 + 2) +6.
  Morale Modifier (MM): 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). If a character 
  has Command proficiency, his morale modifier is increased by 
  +2. If a character is a legendary leader (see D@W: Campaigns, 
  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.
  UNIT CHARACTERISTICS
  A hero’s unit characteristics are used when the character attacks 
  or is attacked by a unit. A heroic character’s unit characteristics 
  include movement rate, formation, AC, HD, attack throw, 
  number of attacks, and morale. Note that heroes do not have 
  uhp –attacks against heroes always deal personal hp of damage. 
  A hero’s unit characteristics are derived from his personal 
  characteristics as shown on the table below. 
  Hero’s Unit Characteristics
  Derivation from ACKS 
  Characteristics
  Unit Movement and Formation
  Determined by mount (if any), 
  movement and weapons carried
  Unit AC
  Hero’s Armor Class
  Unit Hit Dice
  Hero’s Hit Dice
  Unit Attack Throw
  Hero’s Attack Throw 
  Unit Number of Attacks*
  (No. of Attacks + Cleave Factor) x 
  (Average Damage ) / 45
  Unit Morale
  Hero’s Charisma Modifier (PC or 
  NPC) or Morale (Monster)
  *Round the final value to the nearest whole number. Round .5 down 
  if even, up if odd. 
  Hero Unit Movement: If the hero is dismounted, his movement 
  rate and formation are determined by cross-indexing the hero’s 
  encounter movement rate with his weapons on the Standard 
  Unit Movement Rate and Formations. If the hero is fighting 
  mounted, his movement rate and formation are determined 
  by cross-indexing his mount’s encounter movement rate with 
  the hero’s weapons on the Mounted Unit Movement Rate and 
  Formations.
  EXAMPLE: Marcus is serving as a hero. As a 9th level fighter, 
  he has Unit HD 9. He is wearing plate armor +3, giving him 
  AC 9 and a movement rate of 90'. He therefore has Unit 
  Movement 2/3/4 (FF) and Unit AC 9. He attacks with a two-
  handed sword +3, dealing 1d10+10 damage. According to 
  the Cleave Factor table in Chapter 8, his Cleave Factor is 2.7. 
  Therefore his Unit Number of Attacks is [(1 + 2.7) x (5.5 + 
  10) / 45] 1.27, rounded to 1. His Unit Morale is equal to his 
  CHA modifier, +2.
  CALCULATING BATTLE RATINGS AND COST
  This section provides an in-depth explanation of how a unit’s 
  battle ratings (BR) and monthly wages can be precisely derived 
  from the unit’s D@W: Battles characteristics. This material 
  is some of the most mathematically complex in these rules. 
  Calculating BRs using this formula is not a process intended 
  to be undertaken during play, and is best done using an 
  appropriately-programmed Excel spreadsheet. We offer it 
  primarily for Judges who like to see “how the sausage got made”. 
  In the future, if the popularity of D@W merits, Autarch may 
  release an online tool to assist in calculating unit characteristics 
  and battle ratings.
  CALCULATING UNIT BATTLE RATINGS
   In D@W: Campaigns we offered a simplified formula based just 
  on a creature’s AC, HD, and special abilities. The actual formula 
  is much more robust. To calculate BR, you need to know the 
  following for the unit:
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Calculating Battle Ratings and Cost 
  93
  Conversion
   » Unit Armor Class (unrounded)
   » Unit Hit Points (unrounded)
   » Movement Rate - Walking and Charging
   » Formation Type
   » Number of Melee Attacks (unrounded)
   » Maximum Damage when Charging
   » Number of Missile Attacks (unrounded)
   » Missile Range
   » Unit Morale
  With that information in hand, the formula for calculating a 
  unit’s battle rating is: 
  BR = (Unit AC) x (uhp/8) x (Morale Multiplier) x (Speed 
  Multiplier) x (Formation Multiplier) x (Combat Multiplier) / 6
  The modifiers are all derived from the unit’s D@W: Battles 
  characteristics, as noted below.
  Morale Multiplier: Add 7 to Unit Morale, and divide the sum 
  by 7. Take the square root. E.g. [(Morale+7)/7]1/2.
  Speed Multiplier: For FM, IM, LM, or FLY units, speed 
  modifier is equal to (Charging Movement / 9). For other units, 
  speed modifier is equal to (Charging Movement / 7.5)0.33.
  Formation Multiplier: Use the value listed below the 
  appropriate column on the table below.
  FF
  FLY
  FM
  IF
  IM
  LF
  LM
  1.15
  2.0
  1
  0.675
  0.62
  1
  1.3
  Combat Multiplier: Combat modifier is a combination of the 
  unit’s Melee and Missile Values. Melee Value is calculated as 
  follows:
  MeV = (unrounded number of melee attacks / rounded number 
  of melee attacks) x (maximum damage during a charge)
  EXAMPLE: The number of attacks of a unit of 120 heavy 
  infantry armed with spears (1d6 damage) is calculated 
  as (120) x (1 + 0.35) x (3.5) / (60 x 4.5) = 2.1, rounded to 
  2. Because the unit is equipped with spears, it can do a 
  maximum of 3 damage during a charge, reflecting two 
  successful attacks plus one bonus point from charging with a 
  spear. The unit’s melee value is therefore (2.1/2) x (3) = 3.15.
  Missile Value depends on unit type. For LF, LM, and FLY units, 
  the formula for Missile Value is:
  MiV= (unrounded number of missile attacks) x (walking 
  movement + missile range) / 2
  For other types of units, the formula for Missile Value is:
  MiV = (unrounded number of missile attacks) x [(walking 
  movement/3) + missile range] / 2
  EXAMPLE: The number of attacks of a unit of 120 slingers 
  (1d4 damage) is calculated as (120) x (1 + 0.35) x (2.5) / (60 
  x 4.5) = 1.5, rounded to 2. Slingers are LF with a walking 
  movement of 2, and slings have a range of 3. Therefore the 
  unit’s missile value is [(1.5) x (2 + 3)]/2 = 3.75.
  Units equipped with arbalests and crossbows calculate Missile 
  Value as if they have a walking movement of 0. Units that carry 
  just one spear and no other missile weapons have a Missile Value 
  of 0 (because the spear is not typically thrown by such units). 
  Once Missile Value and Melee Value are known, Combat 
  Modifier can be calculated. 
   » If Melee Value equals or exceeds Missile Value, 
  Combat Modifier is (Melee Value) + (0.2 x Missile 
  Value).
   » If Missile Value exceeds Melee Value, Combat 
  Modifier is (Missile Value) + (0.05 x Melee Value). 
  Once you have calculated all of the modifiers, enter the values 
  into the formula. Round the final total to the nearest 0.5. If the 
  unit consists of guard or hunter creatures rather than sentient 
  troops, divide the BR by ½.
  EXAMPLE: Let’s calculate the BR of a unit of 120 Heavy 
  Infantry (AC 6, 6 uhp, Movement Rate 1/2/3, Formation 
  FF, 2 Spear & Shield 11+ or 2 Thrown Spear 11+ with 
  Range 2, ML 0). The formula is (Unit AC) x (uhp/8) 
  x (Morale Modifier) x (Speed Modifier) x (Formation 
  Modifier) x (Combat Modifier) / 6. We calculate:
   » Armor Class is 6.
   » Uhp/8 is (6/8), or 0.75.
   » Morale Modifier is [(0+7)/7]1/2, or 1.
   » Speed Modifier is (3 / 7.5)0.33, or 0.74.
   » Formation Modifier is 1.15.
   » Melee Value is equal to the unit’s unrounded number 
  of attacks (2.1) divided by its rounded number of 
  attacks (2) times the maximum damage the unit can 
  deal in a charge (3), or 3.15. As a FF unit, Missile 
  Value is equal to (number of missile attacks) x 
  [(walking movement/3) + missile range] / 2. For this 
  unit, that is (2) x [1/3 + 2] /2, or 2.33. However, since 
  the Heavy Infantry just carry spears and no other 
  missile weapons, Missile Value is set to 0.
   » Since Melee Value of 3 is greater than Missile Value 
  of 0, Combat Modifier is [3 + (0.2 x 0)], or 3.
   » Therefore the unit’s BR is (6 x 0.75 x 1 x 0.74 x 1.15 x 
  3.15) / 6 = 2.01, which rounds to 2.
  FACTORING SPECIAL ABILITIES INTO BATTLE RATINGS 
  Despite its robustness, the formula above is still incomplete. 
  It undervalues creatures with powerful spell-like powers or 
  spellcasters. If some or all of a unit’s constituent creatures have 
  spell-like special abilities, a few extra steps are required. 
  Special Attacks: If any creatures in the unit possesses special 
  attacks, find the attack on the BR Bonus from Special Attacks 
  table below and calculate the bonus to the unit’s BR according 
  to the formula listed. The theory behind this table is that the 
  value of a creature with special attacks is similar to the value of 
  a wand generating the creature’s special attack, with a number 
  of charges equal to the creature’s HD. The abilities to charge, 
  swoop, swallow whole, or trample do not increase BR.
  The tactical modifier is a factor of how effective the creature is 
  at using its special abilities. The lower the modifier, the less 
  effective the creature is. This value was hand-set for every 
  
  94 
  Calculating Battle Ratings and Cost
  creature in ACKS based on an estimate of its relative level of 
  intelligence. The Tactical Modifier table of benchmarks can help 
  the Judge decide what tactical modifier to use.
  EXAMPLE: A giant tarantula (4 HD) has a delayed poisonous 
  bite. Tarantulas are smart animals, so the tactical modifier is 
  0.75. A unit of 60 giant tarantulas gains a BR bonus of (500) 
  x (60) x (4) x (0.75) / 24,000 = 3.75 from its poison.
  Special Defenses: If any creatures in the unit possess special 
  defenses, find the defense on the BR Bonus from Special 
  Defenses table below and calculate the bonus to the unit’s BR 
  according to the formula listed. The battle rating bonus from 
  special defenses does not depend on the creature’s HD or 
  tactical modifier.
  EXAMPLE: A lammasu has a magic resistance of 7+. A unit 
  of 20 lammasu gains a BR bonus of [(21-7)/20] x (20) = 14 
  points from its magic resistance.
  Spellcasting Ability: If any creatures in the unit can cast spells, 
  the unit will gain a BR bonus. Calculate the combined spell 
  levels the creature can cast in one day. 
  The actual BR bonus is 500 x (combined spell levels per day) x 
  (no. of creatures) / 24,000.
  EXAMPLE: A lammasu has the spellcasting abilities of a 7th 
  level cleric. As such it can cast 2 1st, 2 2nd, 2 3rd, 1 4th, and 1 
  5th level spell per day, for a combined (2+4+6+4+5) 21 spell 
  levels per day. A unit of 20 lammasu gains a BR bonus of 
  (500) x (21) x (20) / 24,000 = 8.75 points from its spellcasting 
  ability.
  Creature Size
  Movement Rate per Turn
  480'
  360'
  240'
  180'
  Colossal
  13.33
  10
  6.67
  5
  Gigantic
  4
  3
  2
  1.5
  Huge
  1.33
  1
  0.67
  0.5
  Large
  0.67
  0.5
  0.33
  0.25
  Flight: Flying creatures of large size or greater receive a BR 
  bonus. Consult the BR Bonus from Flight table below and cross-
  reference the creature’s size with its flying movement rate. The 
  value listed is the flight bonus for that creature. 
  The actual BR bonus is (flight bonus) x (no. of creatures) x 
  (tactical modifier). Tactical modifiers are the same as those for 
  special abilities, above.
  Special Attack
  Examples
  BR Bonus
  Ability Drain
  Lamia, Shadow
  500 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Breath Weapon, Lesser
  Hellhound
  500 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Breath Weapon, Moderate
  Chimera
  1000 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Breath Weapon, Greater
  Dragon
  4000 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Charming Gaze
  Demon Boar, Vampire
  2000 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Charming Song
  Harpy
  3000 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Damaging Aura
  Salamander
  2500 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Energy Drain
  Various undead
  500 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Fear
  Dragon
  2000 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Paralyzing Touch
  Ghoul, Carcass Scavenger
  1000 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Petrifying Breath
  Gorgon
  7000 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Petrifying Gaze
  Basilisk, Medusa
  3500 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Petrifying Touch
  Basilisk, Cockatrice
  1500 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Poisonous Bite, Delayed
  Various snakes and spiders
  500 x (no. of creatures) x (creature’s HD) /x tactical modifier / 24,000
  Poisonous Bite, Instantaneous
  Purple Worm, Wyvern
  1000 x (no. of creatures) x (creature’s HD) x tactical modifier / 24,000
  Other
  Various
  (cost of one-charge item) x (no. of creatures) x (creature’s HD) x T.M. / 24,000
  Level of Intelligence 
  Examples
  Tactical Modifier
  Sentient
  Dragons, giants, humanoids
  1
  Near-Sentient
  Apes, baboons, elephants, owlbears
  1
  Smart Animal
  Dogs, giant spider, horses, whales
  0.75
  Above Average Animal
  Bats, bears, cats, hawks, squids
  0.66
  Average Animal
  Basilisks, gorgons, rhinos, varmints
  0.55
  Below Average Animal
  Boars, dinosaurs, herd animals 
  0.33
  Nearly Instinctual
  Crocodiles, giant beetles, giant lizards
  0.25
  Purely Instinctual
  Caecilians, fish, sharks, snakes
  0.1
  Special Attack
  Examples
  BR Bonus
  Damage Reduction
  Mummy
  0.5 x (no. of creatures)
  Magic Resistance
  Lammasu
  [(21 –Magic Resistance Throw)/20] x (no. of creatures)
  Protection from Normal Weapons
  Gargoyle, Vampire
  0.229 x (no. of creatures)
  Protection from Normal Missiles
  Spell
  0.125 x (no. of creatures)
  Protection from Iron and Wood Weapons
  Lycanthrope
  0.125 x (no. of creatures)
  Other
  Various
  (cost of indefinite duration protection) x (no. of creatures) / 24,000
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Calculating Battle Ratings and Cost 
  95
  Conversion
  EXAMPLE: A giant roc is a colossal creature with a flying 
  movement rate of 480'. Being sentient, it has a tactical 
  modifier of 1. Therefore a giant roc gains a BR bonus of 
  (13.33) x (1) x (1) 13.33 from its flight.
  Once you have calculated the BR bonus from special abilities, 
  add it to the unit’s base BR. If the unit consists of guard or hunter 
  creatures rather than sentient troops, add the BR bonus from 
  special abilities to ½ the base BR. Round the final total to the 
  nearest 0.5.
  EXAMPLE: A giant roc’s base BR (form its D@W: Battles 
  characteristics) is 2.5. It gains a BR bonus of (13.33) x (1) 
  x (1) 13.33 from its flight. Its BR is therefore (2.5 + 13.33) 
  15.83, which rounds to 16.
  CALCULATING INDIVIDUAL CREATURE’S BATTLE 
  RATING
  Standard Units: To calculate the BR of an individual creature 
  in a standard unit, just divide the final (rounded) battle rating 
  of the unit by the number of creatures in the unit. Round to 3 
  significant digits. 
  EXAMPLE: Since a heavy infantry unit (BR 2) has 120 
  troops, the individual BR of a heavy infantry soldier is (2 / 
  120) or 0.0166, which rounds to 0.017.
  Other Units: When the unit in question is a cavalry unit, 
  behemoth cavalry unit, or chariot unit, the individual BR will 
  actually be the BR of one set of creatures. That is, it will be the BR 
  of a rider and mount for a cavalry unit; of a behemoth mount 
  with its riders for a behemoth cavalry unit; or of a chariot with 
  its charioteers and steeds for a chariot unit. To find this value, 
  divide the battle rating of the unit by the number of mounts, 
  behemoths, or chariots, and round to 3 significant digits. 
  EXAMPLE: Since a war elephant unit (BR 4) has 5 war 
  elephants with 6 riders each, the individual BR of 1 war 
  elephant with 6 riders is (4/5) 0.800.
  CALCULATING WAGES
  Individual BR can be used to estimate an appropriate wage. 
  For most creatures, monthly wages approximately equal their 
  individual battle rating multiplied by 720. However, creatures 
  which demand expensive supplies are paid less; decrease 
  monthly wage by 1gp for each gp by which the creature’s 
  monthly supply cost is in excess of 2gp. You may round values 
  below 40gp to the nearest 3gp, and round values above 40gp to 
  the nearest 5gp.
  EXAMPLE: A heavy infantry soldier’s wage is (.017) x (720) 
  12.24, rounded to 12gp per month.
  EXAMPLE: An ettin’s individual BR of 0.265 implies a wage 
  of (0.265) x (720) 190.8gp per month. The ettin’s supply cost 
  is 12gp per week, so the wage is reduced by [(12x4) -2] 46gp 
  to 144.8gp per month. This rounds to 145gp per month.
  Overpriced Creatures and Minimum Wages: Some creatures, 
  by reason of scarcity, exoticness, or prestige value, cost more 
  than their utility in battle would otherwise indicate. Such 
  overpriced creatures will demand a higher wage (or be leased 
  out for a higher wage) than their BR justifies. The minimum 
  wage for a creature is always 1/33 its price in gp. A minimum wage 
  is still reduced by excessive supply cost (as above). 
  EXAMPLE: Based on its BR 0.009, a wood golem should 
  command (.009 x 720) 6.48 or 6gp per month. However, 
  on the Exotic Creatures Roster, a wood golem has a price 
  of 10,000gp. Therefore the “wage” of a wood golem (e.g. the 
  fee paid to the mage who controls it) would be (10,000 / 33) 
  303.03, which rounds to 300gp. A wood golem is quite an 
  uneconomical soldier, in other words.
  In some cases, overpriced creatures may be used as part of a 
  cavalry unit, behemoth cavalry unit, or chariot unit. Where this 
  occurs, calculate the minimum wage of the riders or charioteers 
  and sum them together. If the riders or charioteers are standard 
  troops (e.g. horse archers), use the wage for troops of their race 
  and type. If the riders or charioteers are exotic creatures, use 
  1/33 of the price. Add this to the minimum wage of the mount, 
  behemoth, or steeds to find the minimum wage for a set. If the 
  minimum wage of a set is greater than the BR-based wage of a 
  set, use the minimum wage. 
  FINAL NOTES
  No formula can account for all of the interplay of different 
  factors. At best, it provides a useful benchmark. The Judge 
  should freely adjust the calculated battle ratings whenever 
  magical abilities, special circumstances, or the experience of 
  actual play suggests an adjustment is appropriate. Several of the 
  BRs for standard units were adjusted after play testing, mostly 
  by less than 5% but in a few cases (notably human light cavalry) 
  by as much as 30%. 
  We hope that between the formula in this chapter and 
  the hundreds of examples in the D@W: Campaigns Troop 
  Characteristic Summaries and Exotic Creature Roster that we 
  have provided sufficient information for Judges to create and 
  customize units for their own campaigns. 
  
  Chapter 9: Scenarios
  Never lead soldiers into combat before having  
  made sufficient trial of their courage.
  – Maurice’s Strategikon
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Basic Scenario: Peril at the Fangs 
  97
  Scenarios
  The two scenarios in this chapter are intended to help you 
  learn the rules and get comfortable with the game mechanics 
  and sequence of play. We have included a mix of unit types to 
  help you familiarize yourself with the possibilities of Domains 
  at War: Battles. 
  The first scenario, Peril at the Fangs, is designed to highlight 
  D@W: Battles command system and allow you to see how the 
  differences in unit type (p. 12) and formation (p. 12) create rich 
  tactical choices. Only the Basic Rules in Chapter 1 are used, so 
  Peril at the Fangs makes a great introduction to the game.
  The second scenario, Battle of Zidium, is an epic-scale battle 
  (p. 64) that incorporates the advanced rules for terrain (p. 29) as 
  well as heroes and magic (p. 40 - p. 51). You should familiarize 
  yourself with all of Chapter 1, as well as Chapter 2, 4, and 6 
  before playing the battle. As an epic-scale battle, the Battle of 
  Zidium demonstrates how you can use D@W: Battles to decide 
  the fates of kingdoms and empires.
  BASIC SCENARIO: PERIL AT THE FANGS
  For centuries the Fangs of Chrios has been guarded by the 
  legionaries of the Auran Empire. The wide, low mountain pass, 
  topped on either end by vast 5,000-foot pillars, is the most 
  effective path from the Waste through the Meniri Mountains 
  and into Krysea. Since the fall of Zahar, beastmen raiders have 
  crossed the Fangs to strike at the farms and homesteads that 
  dot the hills on the far side of the mountains. In good years, 
  the Auran legions are strong and the border forts well-manned. 
  In bad years, the legions are weak, the border forts are under-
  manned, and the beastmen hordes are large and savage. 
  This year is a particularly bad one. The great ogre warchief 
  Khazay has assembled a host of nearly two thousand ogres and 
  orcs and aims to cross the Fangs. Khazay is no mere raider; he 
  is a would-be conqueror who plans to make the arable Krysean 
  hills a permanent home for his bestial minions. 
  Palatine Komnaurius, military ruler of the region, has barely 
  a thousand troops on hand to stop the invasion. Grimly 
  determined, he marches forth. Behind him, at his stronghold 
  of Drusutem, fires are lit in prayers to Ammonar and the Sisters 
  of Mourning gather in their grey robes knowing tomorrow will 
  hold many burials.
  SCENARIO NOTES
  Side A, the Auran Empire, has 12 units divided into three 
  divisions, all of which are normal men of various types. Side 
  B, the Beastmen, has 16 units divided into three divisions, 
  and these forces have better attack throws, number of attacks, 
  movement rates, and hit points than the Auran infantry. The 
  Aurans are thus both quantitatively and qualitatively over-
  matched at the unit level!
  How can the Aurans have a chance of victory? The Auran forces 
  are well-lead, with an excellent general) and an ample number 
  of lieutenants. In comparison, the Beastmen forces have only 
  one competent commander (Khazay), and no lieutenants. Their 
  forces are also entirely composed of Irregular units. This is a 
  huge disadvantage, as Irregular troops must attack if able (p. 
  20), must advance after an attack if able (p. 23), cannot conduct 
  actions in lieu of attacking (p. 24), cannot disengage (p. 20), 
  cannot pass through each other (p. 19), and do not gain morale 
  bonuses from battle lines (p. 23). 
  If you are playing the Aurans, you must rely on your superior 
  command and control to out-maneuver and destroy the 
  beastmen troops. Your cavalry division combines high mobility, 
  ranged striking capability, and powerful charges; what you do 
  with them will determine whether you win or lose the battle. 
  Kill Khazay and the ogres and you’ve probably won.
  If you are playing the Beastmen, your battle plan is simpler: 
  Smash! Your orcs are very, very fast compared to the Auran 
  heavy infantry, so you can close in quickly and began to tear 
  them up with your superior attacks. The main question for 
  you is what to do with your ogres. If you lead with them, their 
  slower movement rate can drag down the entire battle line. If 
  you separate them from the faster-moving orcs, you risk them 
  being flanked and destroyed by the Auran cavalry. 
  SET UP / SPECIAL RULES
  Use the basic set-up rules. No special rules apply to this scenario. 
  The battle is at company-scale (p. 10), so each infantry unit 
  represents 120 infantry and each cavalry unit represents 60 
  cavalry.
  
  98 
  Basic Scenario: Peril at the Fangs
  ORDER OF BATTLE – AURAN EMPIRE
  Side A:
  Auran Empire
  Army General:
  Palatine Komnaurius
  Divisions:
  1st Division
  2nd Division
  3rd Division
  Division Commander:
  Palatine Komnaurius
  Legate Damanos
  Legate Ulrand
  Division Units:
  Cataphract Cavalry #1 (Komnaurius)
  Heavy Infantry #1 (Damanos)
  Heavy Infantry #4 (Ulrand)
  Cataphract Cavalry #2
  Heavy Infantry #2
  Heavy Infantry #5
  Light Cavalry #1 (Narmir)
  Heavy Infantry #3
  Heavy Infantry #6
  Light Cavalry #2 (Ionnic)
  Composite Bowmen #1 (Ellus)
  Comp. Bowmen #2 (Eanar)
  Name 
  Rank
  Leadership 
  Ability
  ZOC
  Strategic 
  Ability
  Morale 
  Modifier
  Attached To
  Palatine Komnaurius 
  General
  6
  3
  +4
  +4
  Cataphract Cavalry #1
  Legate Damanos 
  Commander
  4
  2
  +2
  +3
  Heavy Infantry #1
  Legate Ulrand 
  Commander
  4
  2
  +2
  +3
  Heavy Infantry #4
  Tribune Narmir
  Lieutenant
  4
  2
  +1
  +3
  Light Cavalry #1
  Tribune Ionnic
  Lieutenant
  4
  2
  +1
  +3
  Light Cavalry #2
  Tribune Ellus 
  Lieutenant
  4
  2
  +1
  +3
  Bowmen #1
  Tribune Eanar
  Lieutenant
  4
  2
  +1
  +3
  Bowmen #2
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit AC
  Unit 
  HD
  Unit HP
  Unit 
  Morale
  Unit Melee Attacks  
  & Attack Throws
  Unit Missile Attacks  
  & Attack Throws
  Heavy Infantry A
  1/2/3
  FF
  6
  1-1
  6
  0
  2 spear & shield 11+ or 
  2 sword & shield 11+
  2 spear 11+
  Longbowmen B 
  2/4/6
  LF
  3
  1-1
  6
  -1
  2 short sword & shield 11+ 2 composite bow 11+
  Light Cavalry A
  4/8/12
  LM
  3
  1-1
  6
  +1
  2 sword & shield 11+
  2 javelin 11+
  Cataphract Cavalry 
  3/6/9
  FM
  7
  1-1
  6
  +2
  2 lance & shield 11+ 
  Charge: 3 hooves 8+
  2 composite bow 11+
  ORDER OF BATTLE - BEASTMEN
  Side B:
  Beastmen Horde
  Army General:
  Warchief Khazay
  Divisions:
  1st Division
  2nd Division
  3rd Division
  Division Commander:
  Warchief Khazay
  Chief Awitar
  Chief Zraqua
  Units:
  Ogre Heavy Infantry #1 (Khazay)
  Orc Heavy Infantry #5 (Awitar)
  Orc Heavy Infantry #8 (Zraqua)
  Ogre Heavy Infantry #2
  Orc Heavy Infantry #6
  Orc Heavy Infantry #9
  Orc Heavy Infantry #1
  Orc Heavy Infantry #7
  Orc Heavy Infantry #10
  Orc Heavy Infantry #2
  Orc Crossbowmen #1
  Orc Crossbowmen #3
  Orc Heavy Infantry #3
  Orc Crossbowmen #2
  Orc Crossbowmen #4
  Orc Heavy Infantry #4
  Name 
  Rank
  Leadership 
  Ability
  ZOC
  Strategic 
  Ability
  Morale 
  Modifier
  Attached To
  Warchief Khazay 
  General
  5
  3
  +2
  +3
  Ogre Heavy Infantry #1
  Chief Awitar
  Commander
  4
  2
  -1
  +2
  Orc Heavy Infantry #5
  Chief Zraqua
  Commander
  4
  2
  -1
  +2
  Orc Heavy Infantry #8
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit AC
  Unit 
  HD
  Unit HP
  Unit 
  Morale
  Unit Melee Attacks  
  & Attack Throws
  Unit Missile Attacks  
  & Attack Throws
  Ogre Heavy Infantry 
  2/3/4
  IF
  6
  4+1
  17
  +2
  5 great axe 6+
  -
  Orc Heavy Infantry 
  2/4/6
  IF
  3
  1
  8
  0
  3 pole arm 10+
  -
  Orc Crossbowmen
  2/4/6
  IF
  3
  1
  8
  0
  2 scimitar 10+
  2 crossbow 10+
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Advanced Scenario: Battle of Zidium 
  99
  Scenarios
  ADVANCED SCENARIO: BATTLE OF 
  ZIDIUM
  In 18 B.E., angered at the Auran League’s interference in the 
  millennia-old slave trade, Celdorea declared war on Aura, 
  beginning the Second Celdorean War (18 B.E. – 1 B.E.). The one-
  eyed Celdorean general, Baal the Terrible, landed in mainland 
  Tirenea, and quickly established a reputation for invincibility in 
  a series of pitched battles. After almost two decades of defeat, 
  Aura finally found a match for Baal the Terrible in a brilliant 
  young commander named Audarius Valerian. In 1 B.E., 
  Audarius forced Baal to retreat from Auran soil at the Battle 
  of the Eagles. A year later, Audarius, now dubbed Tarkaun 
  (“eagle”), pursued Baal across the Ammas Aurë to Celdorea 
  itself. A few miles from the Celdorean capital of Zidium, the 
  two masters of war met in a pitched battle to determine whether 
  Aura or Celdorea would hold dominion over the known world. 
  SET UP / SPECIAL RULES
  Use the basic set-up rules. The rules for Terrain (p. 29) and 
  Heroes (p. 40) apply to this battle. Place terrain on the battlemap 
  as shown on the accompanying illustration. The Auran Empire 
  is Side A, and the Celdorean Thalassocracy is Side B. Note that 
  the Battle of Zidium is a brigade-scale battle (p. 64), so each 
  infantry unit represents 1,920 infantry and each cavalry unit 
  represents 960 cavalry.
  SCENARIO NOTES
  The Battle of Zidium is loosely based on the historical Battle of 
  Zama, where Roman forces led by Scipio Africanus confronted 
  Carthaginian forces led by Hannibal of Carthage.
  Side A, the Auran Empire, has a balanced and symmetrical 
  force consisting of heavy infantry, javelin-armed light infantry, 
  composite bowmen, and lance-armed cavalry. The general, 
  Audarius Tarkaun, is a military genius. His other commanders 
  are highly competent, with Valanna nearly as good a leader 
  and Mennic as good a strategist (albeit not much loved by his 
  troops). The Aurans also have eight lieutenants to help lead their 
  troops.
  Side B, the Celdorean Thalassocracy, features a diverse mix 
  of well-equipped Celdorean regulars, light but hard-hitting 
  Jutlandic troops, highly mobile Skysos cavalry, and armored war 
  elephants. Baal is as masterful as Audarius, but his subordinate 
  commanders are not as able. He also has fewer lieutenants with 
  which to supplement his command and control. However, 
  because Baal’s army has been winning battles for a decade, half 
  of his units are veterans.
  The Aurans have one major advantage in Mennic, the mage, 
  whose arcane casting ability is unmatched by the Celdoreans. 
  The Celdoreans should seek to eliminate Mennic quickly, 
  probably with the hero Jagatai, whose eyes of the eagle, poison 
  arrows, and precise shot proficiency make him a matchless 
  murderer of any enemy commanders.
  Overall, the two forces are closely matched and victory will be 
  determined by the skill of the commanders and the will of Fate!
  Illus. 1-15: ZIDIUM
  
  100 
  Advanced Scenario: Battle of Zidium
  HEROES – AURAN EMPIRE
  Audarius Tarkaun: 13th level Fighter; AC 15, Move 90' / 180', 
  hp 67, #AT 1 sword -4+, Dmg 1d6+11; STR 16, INT 18, WIS 11, 
  DEX 14, CON 13, CHA 18; Alignment Lawful; Proficiencies: 
  Combat Reflexes, Command, Diplomacy, Fighting Style 
  (Weapon & Shield), Leadership, Military Strategy 3, Manual of 
  Arms, Riding, Siege Engineering 2; Equipment: sword +3, plate 
  armor +2, shield +2, ring of protection +2, gauntlets of ogre 
  power, potion of extra-healing
  Valanna: 11th level Bladedancer; AC 12, Move* 120'/360', hp 40, 
  AT* 2 pair of swords -1+ Dmg* 2d6+3; STR 13, INT 9, WIS 16, 
  DEX 16, CON 13, CHA 17; Alignment Lawful; Proficiencies: 
  Battle Magic, Leadership, Military Strategy 2, Swashbuckling, 
  Weapon Finesse; Equipment: sword +2, sword +1, leather 
  armor +3, cloak of protection +1, ring of fire resistance, ring 
  of water walking, potion of extra-healing; *Valanna casts 
  invulnerability to evil, swift sword, striking, and winged 
  flight on herself
  Danir: 11th level Fighter; AC 9, Move 90', hp 46, #AT 1 spear -2+, 
  Dmg 1d6+9; STR 18, INT 11, WIS 13, DEX 9, CON 12, CHA 
  14; Alignment Lawful; Proficiencies: Command, Leadership, 
  Military Strategy 3, Riding; Equipment: spear +2, sword +1, 
  plate armor +2, shield +1, ring of regeneration, potion of 
  extra-healing
  Mennic: 11th level Mage; AC 6, Move* 90'/360', hp 44, #AT 
  1 staff 7+, Dmg 1d6; STR 10, INT 18, WIS 11, DEX 12, 
  CON 16, CHA 9; Alignment Neutral; Proficiencies: Battle 
  Magic, Elementalism (Fire), Collegiate Wizardry, 
  Knowledge 
  (History), 
  Leadership, 
  Mapping, 
  Military Strategy 3; Spells Known: 1st – burning 
  hands, detect magic, magic missile, sharpness, 
  slipperiness, summon berserkers, wall of smoke / 
  2nd – hallucinatory pattern, levitate, mirror image, 
  summon hero, stinking cloud, uncanny gyration 
  / 3rd – dispel magic, earth’s teeth, fireball, fly, 
  growth, protection from normal missiles / 4th – 
  dimension door, polymorph self, polymorph 
  other, scry, summon fantastic creature, wall of 
  fire / 5th – cone of cold, panic, protection from 
  normal weapons, scouring wind, teleport 
  / 6th – control weather, disintegrate, lower 
  water, move earth; Equipment: staff of power 
  (10 charges), bracers of armor +4, ring of 
  protection +2, medallion of ESP 90', potion 
  of extra-healing; *Mennic casts fly, protection 
  from normal missiles, and protection from 
  normal weapons on himself
  Eight Palatines: 9th level Fighter; AC 9, 
  Move 90', hp 44, AT 1 sword 3+, Dmg 1d6+6; 
  Alignment Lawful; Proficiencies: Command, 
  Combat 
  Reflexes, 
  Leadership, 
  Manual 
  of Arms, Military Strategy 2, Riding; 
  Equipment: sword +1, plate armor +1, 
  shield +1, potion of healing
  HEROES – CELDOREAN THALASSOCRACY
  Baal the Terrible: 13th level Anti-Paladin; AC 12, Move 90', hp 
  60, #AT 1 two-handed sword -3+, Dmg 1d10+10; STR 16, INT 
  13, WIS 18, DEX 10, CON 16, CHA 18; Alignment Chaotic; 
  Proficiencies: Ambushing, Berserkergang, Command, Combat 
  Reflexes, Divine Blessing, Leadership, Military Strategy 3, 
  Riding; Equipment: life-drinking two-handed sword +3, plate 
  armor +3, elven cloak and boots, ring of protection +2, ring 
  of spell turning (4 charges), scarab of protection (7 charges), 
  potion of extra-healing
  Peyman: 11th level Cleric; AC 11, Move 90', hp 43, #AT 1 
  warhammer 2+, Dmg* 2d6+3; STR 13, INT 13, WIS 16, DEX 
  10, CON 9, CHA 13; Alignment Chaotic; Proficiencies: Battle 
  Magic, Command, Leadership, Military Strategy 2, Theology, 
  Unflappable Casting; Equipment: warhammer +2, plate armor 
  +2, shield +2, staff of withering (11 charges), potion of extra-
  healing; *Peyman casts striking and strength of mind on 
  himself
  Jagatai: 11th level Skysostan Barbarian; AC 10, Move 120', hp 
  58, #AT 1 composite bow -2+ or scimitar 0+, Dmg 1d6+6 (bow) 
  or 1d6+3 (scimitar); STR 13, INT 11, WIS 13, DEX 17, CON 
  15, CHA 14; Alignment Neutral; Proficiencies: Ambushing, 
  Command, Leadership, Military Strategy 2, Precise Shooting, 
  Riding, Sniping; Precise Shooting; Equipment: composite bow 
  +3, 9 arrows +2, scimitar +2, chainmail armor +2, displacer 
  cloak, eyes of the eagle, wyvern poison (sufficient for 20 
  arrows), potion of extra-healing
  Haakon: 11th level Jutland Barbarian; AC 6, Move 120', 
  hp 73, #AT 1 great axe -2+, Dmg 2d10+9; STR 18, INT 
  8, WIS 14, DEX 12, CON 16, CHA 16; Alignment 
  Neutral; Proficiencies: Berserkergang, Combat Reflexes, 
  Command, Climbing, Leadership, Military Strategy 2, 
  Weapon Focus (axes); Equipment: great axe +2, 
  chainmail armor +2, girdle of giant strength, 
  boots of traveling and springing, potion of 
  extra-healing
  Four Mercenary Colonels: 9th level Fighter; 
  AC 9, Move 90', hp 44, AT 1 sword 3+, Dmg 
  1d6+6; Alignment Neutral; Proficiencies: 
  Command, Combat Reflexes, Leadership, 
  Manual of Arms, Military Strategy 2, 
  Riding; Equipment: sword +1, plate armor 
  +1, shield +1, potion of healing
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  Advanced Scenario: Battle of Zidium 
  101
  Scenarios
  ORDER OF BATTLE – AURAN EMPIRE
  Side A:
  Auran Empire
  Army General:
  Exarch Audarius Tarkaun
  Divisions:
  1st Division
  2nd Division
  Division Commander:
  Exarch Audarius Tarkaun
  Prefect Valanna
  Division Units:
  Veteran Heavy Cavalry #1 (Tarkaun)
  Light Infantry #1 (Valanna)
  Veteran Heavy Cavalry #2 
  Light Infantry #2
  Medium Cavalry #1
  Light Infantry #3
  Medium Cavalry #2
  Light Infantry #4
  Light Cavalry #1 
  Composite Bowmen #1
  Light Cavalry #2
  Composite Bowmen #2
  Divisions:
  3rd Division
  4th Division
  Division Commander:
  Prefect Danir
  Prefect Mennic
  Division Units:
  Veteran Heavy Infantry #1 (Danir)
  Heavy Infantry #5 (Mennic)
  Veteran Heavy Infantry #2
  Heavy Infantry #6
  Heavy Infantry #3
  Heavy Infantry #7
  Heavy Infantry #4
  Heavy Infantry #8
  Composite Bowmen #3
  Composite Bowmen #4 
  Name 
  Rank
  Leadership 
  Ability
  ZOC
  Strategic 
  Ability
  Morale 
  Modifier
  Attached To
  Audarius Tarkaun 
  General
  8
  4
  +6
  +7
  Veteran Heavy Cavalry #1
  Valanna
  Commander
  7
  4
  +4
  +2
  Light Infantry #1
  Danir
  Commander
  6
  3
  +4
  +4
  Veteran Heavy Infantry #1
  Mennic
  Commander
  5
  3
  +6
  +0
  Heavy Infantry #5
  Palatines (various)
  Lieutenant
  5
  3
  +2
  +3
  Choice of any 8 units
  Name 
  Unit Move
  Unit Form
  Unit AC
  Unit Morale
  Unit Melee Attacks & 
  Attack Throws
  Unit Missile Attacks 
  & Attack Throws
  Audarius Tarkaun 
  3/6/9
  FM
  15
  +3
  2 sword -4+
  -
  Valanna
  6/12/18
  FLY
  12
  +2
  1 pair of swords -1+
  -
  Danir
  2/3/4
  FF
  9
  +1
  1 spear -2+
  1 spear -2
  Mennic
  6/12/18
  FLY
  6
  +0
  -
  -
  Palatines (various)
  2/3/4 or 
  3/6/9
  FF or FM
  9
  +0
  1 sword 3+
  -
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Melee Attacks & 
  Attack Throws
  Unit Missile Attacks 
  & Attack Throws
  Veteran Heavy Infantry 
  1/2/3
  FF
  6
  1
  32
  +1
  3 spear & shield 10+ or 
  3 sword & shield 10+
  3 spear 10+
  Heavy Infantry A
  1/2/3
  FF
  6
  1-1
  24
  0
  2 spear & shield 11+ or 
  2 sword & shield 11+
  2 spear 11+
  Light Infantry A
  2/4/6
  LF
  3
  1-1
  24
  -1
  2 swords 11+
  2 javelin 11+
  Longbowmen B 
  2/4/6
  LF
  3
  1-1
  24
  -1
  2 short sword & shield 11+
  2 composite bow 11+
  Light Cavalry A
  4/8/12
  LM
  3
  1-1
  24
  +1
  2 sword & shield 11+
  2 javelin 11+
  Medium Cavalry
  3/6/9
  FM
  4
  1-1
  24
  +1
  2 lance & shield 11+ 
  Charge: 3 hooves 8+
  -
  Veteran Heavy Cavalry
  3/6/9
  FM
  6
  1
  32
  +3
  3 lance & shield 10+ 
  Charge: 3 hooves 8+
  -
  
  102 
  Advanced Scenario: Battle of Zidium
  ORDER OF BATTLE – CELDOREAN THALASSOCRACY
  Side B:
  Celdorean Thalassocracy 
  Army General:
  Baal the Terrible
  Divisions:
  1st Division
  2nd Division
  Division Commander:
  Baal the Terrible
  Peyman
  Division Units:
  Veteran Celdorean Heavy Infantry #1 (Baal)
  Celdorean Heavy Infantry #5 (Peyman)
  Veteran Celdorean Heavy Infantry #2
  Celdorean Heavy Infantry #6
  Veteran Celdorean Heavy Infantry #3
  Celdorean Light Infantry #1
  Veteran Celdorean Heavy Infantry #4
  Celdorean Light Infantry #2
  Veteran Celdorean Composite Bowmen #1 
  Celdorean Slingers #1
  Veteran Celdorean Composite Bowmen #2
  Celdorean Slingers #2
  Divisions:
  3rd Division
  4th Division
  Division Commander:
  Jagatai
  Haakon
  Division Units:
  Veteran Skysos Horse Archers #1 (Jagatai)
  Jutlandic Heavy Infantry #1 (Haakon)
  Veteran Skysos Light Cavalry #1
  Jutlandic Heavy Infantry #2
  Veteran Celdorean Medium Cavalry #1
  Jutlandic Heavy Infantry #3
  Celdorean War Elephant #1
  Jutlandic Light Infantry #1
  Jutlandic Light Infantry #2
  Jutlandic Light Infantry #3
  Name 
  Rank
  Leadership 
  Ability
  ZOC
  Strategic 
  Ability
  Morale 
  Modifier
  Attached To
  Baal the Terrible 
  General
  8
  4
  +6
  +7
  Veteran Celdorean Heavy Infantry #1
  Peyman
  Commander
  6
  3
  +4
  +4
  Celdorean Heavy Infantry #5
  Jagatai
  Commander
  6
  3
  +3
  +4
  Skysos Horse Archers #1
  Haakon
  Commander
  7
  4
  +1
  +5
  Jutlandic Heavy Infantry #1
  Mercenary Colonels
  Lieutenant
  5
  3
  +2
  +3
  Choice of any 4 units
  Name 
  Unit Move
  Unit Form
  Unit AC
  Unit Morale
  Unit Melee Attacks & 
  Attack Throws
  Unit Missile Attacks 
  & Attack Throws
  Baal the Terrible
  2/3/4
  FF
  12
  +3
  2 two-handed sword -3+
  -
  Peyman
  6/12/18
  12
  +2
  1 warhammer -1+
  -
  Jagatai
  4/8/12
  LM
  10
  +1
  1 scimitar 0+
  1 composite bow -2+
  Haakon
  6/12/18
  6
  +0
  2 great axe -2+
  -
  Mercenary Colonels 
  (various)
  2/3/4 or 
  3/6/9
  FF or FM
  9
  +0
  1 sword 3+
  -
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Melee Attacks & 
  Attack Throws
  Unit Missile Attacks 
  & Attack Throws
  Jutlandic Light Infantry
  2/4/6
  LF
  3
  1-1
  24
  -1
  3 great axe 11+
  -
  Jutlandic Heavy Infantry
  2/3/4
  FF
  4
  1-1
  24
  0
  2 spear & shield 11+ or 
  2 sword 11+
  2 spear 11+
  Celdorean Light Infantry
  2/4/6
  LF
  3
  1-1
  24
  -1
  2 short sword & shield 11+
  2 javelin 11+
  Veteran Celdorean 
  Heavy Infantry 
  1/2/3
  FF
  6
  1
  32
  +1
  3 spear & shield 10+ or 
  3 sword & shield 10+
  3 spear 10+
  Celdorean Heavy 
  Infantry
  1/2/3
  FF
  6
  1-1
  24
  0
  2 spear & shield 11+ or 
  2 sword & shield 11+
  2 spear 11+
  Celdorean Slingers
  2/4/6
  LF
  3
  1-1
  24
  -1
  2 short sword & shield 11+
  2 sling 11+
  Veteran Celdorean Cmp. 
  Bowmen
  2/4/6
  LF
  3
  1
  32
  0
  3 short sword & shield 10+
  3 composite bow 10+
  Veteran Skysos Light 
  Cavalry
  4/8/12
  LM
  3
  1
  32
  +2
  3 sword & shield 10+
  2 javelin 10+
  Veteran Skysos Horse 
  Archers
  4/8/12
  LM
  3
  1
  32
  +2
  3 scimitar & shield 10+
  2 composite bow 10+
  Veteran Celdorean Med. 
  Cavalry
  3/6/9
  FM
  4
  1
  32
  +2
  3 lance & shield 10+ 
  Charge: 3 hooves 8+
  -
  Celdorean War 
  Elephants
  2/4/6
  FM
  7
  13+2
  16
  +2
  4 lance & tusk 8+ 
  Charge: 3 trample 3+ 
  2 composite bow 11+
  
  Chapter 10: Armies
  Courage and discipline are able to accomplish more  
  than a large number of warriors.
  – Maurice’s Strategikon
  
  104 
  The Hobgoblin Horde of Ysgre
  The development of Domains at War was made possible with 
  the generous support of our 554 Kickstarter backers, a full list 
  of whom can be found on p. 3. A half-dozen of these backers 
  supported the game at the “Caesar” and “Legate” level, which 
  entitled them to work with Autarch to develop a custom army 
  or custom units respectively. This section details the armies, 
  units, and heroes which were the result of this collaboration. 
  Because our backers are as fiendish as they were supportive, 
  the armies and units that follow make substantial use of exotic 
  creatures such as giant bats, triceratops, and hellhounds, as well 
  as rare unit types such as chariots and behemoth-mounted 
  artillery. One would not be wrong to think that many of the 
  more esoteric rules in Domains at War were written to meet 
  these backer requests! Before introducing these units into your 
  game, you might wish to re-read the rules for Exotic Creatures 
  on p. 32 of Domains at War: Campaigns, as well as the rules for 
  Heroes (p. 40), Special Abilities (p. 48), Artillery Units (p. 
  60), Mixed Units (p. 84), Behemoth Cavalry Units (p. 86), and 
  Chariot Units (p. 89) in this volume. 
  THE HOBGOBLIN HORDE OF YSGRE
  Since the fall of Zahar, beastmen have dwelled in the Wastes 
  beyond the Meniri Mountains, growing in strength and hatred 
  for mankind. From time to time, this hatred erupts into an 
  invasion of Aurëpos by a horde united under a formidable 
  warlord. One such is Ysgre, the Hate Mother, Warlord Queen 
  of Molg, a hobgoblin shaman of prodigious cunning and utter 
  ruthlessness. Clothed in black, blood red, rust, and ochre, her 
  horde brings death, disease, filth, and ruin to every realm it 
  crosses. (Caesar: Jeff Binder)
  ORDER OF BATTLE
  Army: The Hobgoblin Horde of Ysgre
  Army General
  Ysgre, the Hate Mother, Warlord Queen of Molg
  Scale
  Battalion scale (1 unit = 480 infantry, 240 cavalry, or 20 giants)
  1st Division
  Cost (troops)
  Commander
  Ysgre the Hate Mother
  Units
  1st Battalion of 4 Hellhound Companies (Ysgre, Chieftain)
  16,320gp
  1st Battalion of 4 Goblin Bat Riders (Chieftain)
  63,720gp
  1st Battalion of 4 Hobgoblin Horse Archer Companies (Chieftain)
  22,200gp
  1st Battalion of 4 War Mastodon Companies (Chieftain)
  22,120gp
  2nd Division
  Cost (troops)
  Commander
  Iritak
  Units
  1st Battalion of 4 Hobgoblin and White Ape Companies (Iritak, Chieftain)
  12,760gp
  1st Battalion of 4 Hobgoblin Heavy Infantry Companies (Chieftain)
  8,680gp
  2nd Battalion of 4 Hobgoblin Heavy Infantry Companies (Chieftain)
  8,680gp
  3rd Division
  Cost (troops)
  Commander
  Vulg
  Units
  1st Battalion of 4 Hobgoblin Longbowmen Companies (Vulg, Chieftain)
  13,000gp
  1st Battalion of 4 Hobgoblin Light Infantry Companies (Chieftain)
  7,240gp
  2nd Battalion of 4 Hobgoblin Light Infantry Companies (Chieftain)
  7,240gp
  Total Cost per Month:
  181,960gp
  COMMANDER CHARACTERISTICS
  Name 
  Rank
  Leadership 
  Ability
  ZOC
  Strategic 
  Ability
  Morale 
  Modifier
  Attached To
  Ysgre the Hate Mother
  General
  7
  4
  +3
  +6
  1st Battalion of 4 Hellhound Companies
  Iritak
  Commander
  6
  3
  +2
  +3
  1st Battalion of 4 Hobgoblin & White Apes
  Vulg
  Commander
  5
  3
  +2
  +0
  1st Battalion of 4 Hobgoblin Longbowmen
  Hobgoblin Chieftains
  Lieutenant
  4
  2
  -1
  +1
  Various
  HERO CHARACTERISTICS
  Name 
  Capable of 
  Independence?
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  Morale
  Unit Melee Attacks & 
  Attack Throws
  Unit Missile Attacks & 
  Attack Throws
  Ysgre the Hate Mother
  Yes
  2/4/6
  IM
  9
  +2
  2 spear -4+
  Hellhound breath 
  (Biletongue)
  Iritak
  No
  2/3/4
  IF
  7
  +2
  1 great axe 2+
  -
  Vulg
  No
  2/3/4
  IF
  9
  +2
  1 claw/bite 1+, paralyzes
  -
  Hobgoblin Chieftains
  No
  By unit
  By unit
  7
  +1
  -
  -
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  The Hobgoblin Horde of Ysgre 
  105
  Armies
  UNIT CHARACTERISTICS (BATTLES) – BATTALION SCALE
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Melee Attacks & 
  Attack Throws
  Unit Missile Attacks 
  & Attack Throws
  240 Goblin Bat Riders
  3/6/9
  FLY
  3
  2+3
  22
  +1
  2 spear 10+ 
  Charge: 2 bite 9+
  1 sling 10+
  20 War Mastodons
  2/4/6
  FM
  6
  22+2
  16
  +2 (U)
  4 tusks and spear 4+ 
  Charge: 5 trample 0+
  2 crossbow 9+
  240 Hobgoblin Horse Archers
  4/8/12
  LM
  3
  1+1
  20
  +1
  2 sword & shield 9+
  2 composite bow 9+
  240 Hellhounds
  2/4/6
  IM
  5
  3
  24
  +1
  2 bite 8+ 
  Hellhound breath
  -
  480 Hobgoblin Longbowmen
  2/3/4
  LF
  3
  1+1
  20
  0
  2 sword 9+
  2 composite bow 9+
  240 Hobgoblin Pike  
  & 60 White Apes
  2/3/4
  IF
  3
  2
  42
  0 (U)
  3 pole arm and claw 8+
  1 rock 7+
  480 Hobgoblin Light Infantry
  2/3/4
  FF
  3
  1+1
  20
  0
  2 spear and shield 9+ or 
  2 sword and shield 9+
  2 spear 9+
  480 Hobgoblin Heavy Infantry
  2/3/4
  FF
  3
  1+1
  20
  0
  3 pole arm 9+
  -
  UNIT CHARACTERISTICS (CAMPAIGNS) – COMPANY SCALE
  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
  60 Goblin Bat Riders
  72
  288
  12,000
  960
  90
  15,930
  22
  5 War Mastodons
  24
  96
  4,500
  240
  70
  5,530
  7.5
  60 Hobgoblin Horse Archers
  48
  192
  4,500
  240
  90
  5,550
  7.5
  60 Hellhounds
  24
  96
  3,600
  120
  50
  4,080
  5
  120 Hobgoblin Longbowmen
  18
  72
  2,880
  60
  130
  3,250
  4
  60 Hob. Pike & 60 White Apes
  18
  72
  2,520
  60
  430
  3,190
  3.5
  120 Hobgoblin Heavy Infantry
  18
  72
  1,800
  60
  130
  2,170
  2.5
  120 Hobgoblin Light Infantry
  18
  72
  1,440
  60
  130
  1,810
  2
  CUSTOM UNIT DESCRIPTIONS
  War Mastodons: Ysgre tramples the thrones of mankind 
  beneath her mammoth tread with this behemoth cavalry unit. 
  It is composed of 5 mighty mastodons trained as war mounts 
  (+2 ML). Each mastodon carries a war howdah holding 6 
  hobgoblins equipped with spear, crossbow, 20 bolts, and scale 
  armor. When charging, the unit deals 1 extra uhp of damage if it 
  hits with at least one of its tusk and spear attacks, and it gains +4 
  bonus to its trample attack throws if the 
  target unit is constituted of man-sized 
  or smaller creatures. A quartermaster 
  (50gp/month) and armorers (20gp/
  month) support the unit. 
  Goblin Bat Riders: Ysgre’s goblin 
  bat riders are the terror of the skies. 
  Each unit is composed of 60 goblins 
  mounted on giant bats. Each goblin 
  is armed with a spear, a sling, 20 sling 
  stones, a shield, and leather armor. The 
  giant bats have all been trained as a war 
  mounts (giving them +2 ML). The unit 
  is supported by a quartermaster (50gp/
  month) and armorers (40gp/month).
  Hellhounds: 
  Composed 
  of 
  60 
  hellhounds (3 HD each), this unit 
  will bring fire and death against any 
  who face it. During each melee attack 
  sequence, the unit has a 30% chance 
  of breathing fire in lieu of its normal 
  attacks. The unit’s breath weapon deals 3 uhp of damage to 
  the target unit (6 at battalion scale). If the target succeeds on 
  a saving throw versus Blast, the damage is reduced by half. 
  Damage from hellhound breath always triggers a shock roll. The 
  unit is supported by a quartermaster (50gp).
  Hobgoblin Pike and Albino Apes: This mixed unit (p. 
  84) consists of 60 hobgoblins and 
  60 guard-trained albino apes. The 
  hobgoblins are equipped with pole 
  arms and scale armor, while the albino 
  apes carry rocks. Supporting the unit 
  are a quartermaster (50gp/month), 
  armorers (80gp), and two creature 
  handlers (150gp/month each) to 
  manage the apes.
  HEROES
  Ysgre the Hate Mother: 12th level 
  Hobgoblin Warchanter*; AC 9, Move 
  90' / 120', HD 9+7, hp 64, #AT 1 spear 
  -4+, Dmg 1d6+14; STR 16, INT 9, 
  WIS 13, DEX 10, CON 12, CHA 16; 
  Alignment Chaotic; Abilities: Dark 
  Blessing (+2 saving throws), Fighter 
  bonus (+5 damage), Fearsome Size 
  (+4 damage, +1 morale modifier), 
  Mystic Aura (+2 reaction rolls), Mystic 
  Path (cast spells as 8th level Shaman), 
  I MP OR TAN T NOTE:
  The heroes of Ysgre’s horde are all monsters 
  of one sort or another. 
  Ysgre herself was built with a unique custom 
  class, which we called Hobgoblin Warchanter. 
  As a Hobgoblin Warchanter, she has the 
  special abilities noted in her description, the 
  most important of which is her ability to cast 
  spells as an 8th level shaman. 
  The other monstrous heroes in this section 
  were built as ACKS monsters with advanced 
  hit dice. We then used the rules for “Ability 
  Scores for Monsters” and “Proficiencies 
  for Monsters” from the upcoming ACKS 
  supplement Lairs and Encounters to assign 
  some improved scores and interesting 
  proficiencies to Iritak and Vul.
  
  106 
  The Watchful Legion of Artashumara
  Unholy Fanaticism (+1 morale modifier); Proficiencies: Beast 
  Friendship, Black Lore of Zahar, Command, Leadership, 
  Manual of Arms, Military Strategy 2, Riding, Siege Engineering; 
  Equipment: spear +2, chainmail armor +2, shield +1, gauntlets 
  of ogre power, ring of spell storing (call lightning, skinchange, 
  summon weather), ring of protection +1, potion of extra-
  healing, potion of fire resistance, mounted on Biletongue 
  (Greater Hellhound; AC 8, Move 120', HD 7*, hp 38, #AT 1 bite 
  3+ or breath, Dmg 1d6 or 7d6; Alignment Chaotic; Equipment: 
  chain barding, war saddle and tack)
  Iritak: Ogre Chieftain; AC 7, Move 90', HD 8+2, hp53, #AT 
  1 great axe 2+, Dmg 2d6+2; CON 15; Alignment: Chaotic; 
  Proficiencies: Command, Combat Reflexes, Leadership, 
  Military Strategy; Equipment: great axe +1, chainmail armor, 
  shield, potion of healing
  Vulg: Advanced Ghoul; AC 9, Move 90', HD 8, hp 41, #AT 2 
  claws/1 bite 1+, Dmg 1d3+3/1d3+3/1d3+3; DEX 16; Alignment: 
  Chaotic; Proficiencies: Combat Reflexes, Military Strategy 2, 
  Weapon Finesse; Equipment: chainmail armor, ring of fire 
  resistance
  Hobgoblin Chieftains: AC 7, Move 90', HD 5, hp 21, #AT 
  1 weapon 6+, Dmg by weapon +3, Alignment: Chaotic; 
  Equipment: spear, sword, plate armor, shield 
  THE WATCHFUL LEGION OF 
  ARTASHUMARA
  For a generation, the legion of the Nobiran wonderworker 
  Artashumara has served as a bulwark between civilization and 
  the Chthonic hordes that threaten it. From his mountain citadel 
  of Shemal-Ulitu, high in the peaks of the Meniri, Artashumara 
  stands sentinel over the Wastes to the south. When a warlord 
  of particular cunning arises, Artashumara sallies forth to 
  destroy the foe before it can unify the tribes into a grand horde. 
  Countless chieftains of the beastmen tribes have been destroyed 
  by the blue and bronze legion. It is against the hobgoblin 
  tyrant Ysgre that Artashumara now turns his watchful eye…  
  (Caesar: Cain Gillespie)
  ORDER OF BATTLE
  Army: The Watchful Legion
  Army General
  Artashumara the Watchful
  1st Division
  Cost (troops)
  Commander
  Artashumara the Watchful
  Units
  1st Company of Under-Wizards of Shemal-Ulitu (Artashumara, Lieutenant)
  48,450gp
  1st Battalion of 4 Cataphract Cavalry Companies (Lieutenant)
  22,200gp
  1st Battalion of 4 Camel Lancer Companies (Lieutenant)
  15,000gp
  1st Battalion of 4 Camel Archer Companies (Lieutenant)
  11,400gp
  2nd Division
  Cost (troops)
  Commander
  Azar el-Zardez
  Units
  1st Battalion of 4 Stormstalker Chariot Companies (Azar, Lieutenant)
  66,280gp
  1st Battalion of 4 Light Infantry (Lieutenant)
  4,360gp
  2nd Battalion of 4 Light Infantry (Lieutenant)
  4,360gp
  1st Battalion of 4 War Elephant Companies (Lieutenant)
  11,320gp
  3rd Division
  Cost (troops)
  Commander
  Hameed Hadassah
  Units
  1st Battalion of 4 Longbowmen B (Hameed Hadassah, Lieutenant)
  10,120gp
  2nd Battalion of 4 Longbowmen B (Lieutenant)
  10,120gp
  3rd Battalion of 4 Longbowmen B (Lieutenant)
  10,120gp
  Total Cost per Month:
  213,730gp
  COMMANDER CHARACTERISTICS
  Name 
  Rank
  Leadership 
  Ability
  ZOC
  Strategic 
  Ability
  Morale 
  Modifier
  Attached To
  Artashumara
  General
  5
  3
  +4
  +1
  1st Company of Under-Wizards
  Azar el-Zardez
  Commander
  7
  4
  +4
  +5
  1st Company of Stormstalker Chariots
  Hameed Hadassah
  Commander
  6
  3
  +1
  +2
  1st Battalion of 4 Longbowmen Companies
  Lieutenants (various)
  Lieutenant
  4
  2
  +1
  +3
  Various
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  The Watchful Legion of Artashumara 
  107
  Armies
  HERO CHARACTERISTICS
  Name 
  Capable of 
  Independence
  Unit 
  Move
  Unit 
  Form
  Unit  
  AC
  Unit 
  Morale
  Unit Melee Attacks 
  & Attack Throws
  Unit Missile Attacks  
  & Attack Throws
  Artashumara
  Yes
  6/12/18
  FLY
  5
  0
  -
  Spells or Wand
  Azar el-Zardez
  No
  2/3/4
  IM
  9 (10)
  +2
  1 scimitar 0+
  -
  Hameed Hadassah
  No
  2/3/4
  LF
  5
  +1
  1 pair of scimitars -1+
  1 composite bow 0+
  Lieutenants (various)
  No
  By unit
  By unit
  By unit +1
  +0
  1 sword 3+
  -
  UNIT CHARACTERISTICS (BATTLES – BATTALION SCALE)
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Melee Attacks & 
  Attack Throws
  Unit Missile Attacks & 
  Attack Throws
  60 Under-Wizards *
  6/12/18
  FLY
  2
  4+3
  19
  +2
  1 staff 10+ 
  Charge: 5 talon/bite 7+
  1 dart 10+
  80 Stormstalker Chariots
  2/3/4
  IM
  7
  15
  40
  +1
  2 scimitar 10+ 
  Charge: 10 claw/bite/tail 5+
  2 composite bow 10+ 
  Lightning breath
  240 Cataphract Cavalry
  3/6/9
  FM
  7
  1-1
  12
  +2
  2 lance & shield 11+ 
  Charge: 3 hooves 8+
  2 composite bow 11+
  20 War Elephants
  2/4/6
  FM
  7
  13+2
  8
  +2 (U)
  4 spear & tusk 8+ 
  Charge: 3 trample 3+ 
  2 composite bow 11+
  240 Camel Lancers
  2/5/7
  IM
  4
  1-1
  12
  +2
  2 lance & shield 11+
  2 composite bow 11+
  240 Camel Archers
  2/5/7
  IM
  3
  1-1
  12
  +1
  2 scimitar & shield 11+
  2 composite bow 11+
  480 Longbowmen B
  2/4/6
  LF
  2 / 3
  1-1
  12
  0
  2 scimitar & shield 11+
  2 composite bow 11+
  480 Light Infantry A
  2/4/6
  LF
  3
  1-1
  12
  -1
  2 short sword & shield 11+
  2 javelins 11+
  *The Under-Wizards are a company-sized unit. As such they deal 1 uhp of damage per successful attack, rather than 4.
  UNIT CHARACTERISTICS (CAMPAIGNS – COMPANY SCALE)
  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
  60 Under-Wizards
  192
  768
  47,400
  240
  90
  48,450
  67
  20 Stormstalker Chariots
  24
  96
  13,800
  670
  90
  16,570
  23
  60 Cataphract Cavalry
  36
  144
  4,500
  240
  90
  5,550
  7.5
  60 Camel Lancers
  30
  120
  2,700
  240
  90
  3,750
  4
  60 Camel Archers
  30
  120
  1,800
  240
  90
  2,850
  2.5
  5 War Elephants
  24
  96
  1,800
  240
  70
  2,830
  4
  120 Longbowmen B
  24
  96
  2,160
  60
  130
  2,530
  3
  120 Light Infantry A
  24
  96
  720
  60
  130
  1,090
  1
  CUSTOM UNIT DESCRIPTIONS
  Under-Wizards of Shemal-Ulitu: During his long watch, 
  Artashumara has taken many apprentices. Promising candidates 
  with suitable courage and fitness are trained for battle magic and 
  aerial combat. Those who complete the training are recruited 
  into the Under-Wizards of Shemal-Ulitu, a cavalry unit of 60 3rd 
  level mages on hippogriffs. As Flyers, the Under-Wizards can 
  withdraw and voluntarily retreat in combat. Only other Flyers, 
  and enemy units conducting a reaction attack against them, 
  can threaten the Under-Wizards. The Under-Wizards can fly 
  above impassable, obscuring, or rough terrain, being treated as 
  elevated while doing so. 
  When charging, the Under-Wizards deal one additional point 
  of damage if the unit hits with at least one of its talon/bite 
  attacks. Additionally, if any of the talon/bite attack throws is an 
  unmodified 20, then the unit has grabbed creatures from among 
  the target unit and flown off with them. This inflicts additional 
  damage equal to the target unit’s own HD, unless the target unit 
  makes a successful saving throw versus Paralysis. 
  Up to 15 of the mages in the unit can cast spells during the 
  unit’s attack sequence. In order for any of the unit’s mages to 
  cast spells, the unit must have remained stationary during its 
  movement sequence, and must not have taken damage prior 
  to its activation that combat round. Casting spells counts as an 
  action in lieu of attacking for the entire unit, even if only a few of 
  the mages cast spells. If multiple mages within the unit cast spells 
  all of them must cast the same spell. They may select different 
  targets for the effect, however, if possible to do so. The Under-
  Wizards typically cast burning hands, sleep, and phantasmal 
  force. In certain battles, some of the mages might be equipped 
  with scrolls of fireball.
  Stormstalker Chariots: The wonderworker Artashumara 
  crossbred blue dragons and dire wolves to create the 
  stormstalkers. Each the size of a large horse, the lightning-
  breathing creatures form Artashumara’s primary weapon in the 
  battle against chaos. 
  This chariot unit is composed of 20 medium chariots, each 
  drawn by 2 stormstalkers and carrying 3 veteran charioteers. 
  The driver is equipped with scimitar, shield, and lamellar armor, 
  while the other two charioteers are equipped with composite 
  bows, scimitars, and lamellar armor. The unit has the hitting 
  
  108 
  The Watchful Legion of Artashumara
  power of a longbow unit and more than twice the staying power 
  of veteran heavy infantry! 
  In lieu of its normal attack sequence, a unit of stormstalker 
  chariots may conduct a lightning breath attack sequence against 
  an opposing unit within 1 hex. The stormstalker chariot unit 
  receives 10 breath attacks during its attack sequence. Each 
  breath attack automatically hits and deals 6 uhp of damage to 
  the target unit (12 uhp at battalion scale). Damage is doubled 
  against cavalry units, behemoth cavalry units, and chariot units. 
  The target unit may make a saving throw versus Blast for each 
  attack; if successful, the damage from that attack is reduced 
  by half. A unit may not lose more than 1/8 its maximum uhp 
  (rounded up) from each attack. Damage from the stormstalker’s 
  breath attack sequence always triggers a shock roll.
  Stormstalker: AC 7, Move 150', HD 6, #AT 2 claws, 1 bite, 1 tail 
  lash or 1 breath weapon, Dmg 2d6/1d8/2d6 or 6d6, Save F6, ML 
  +1, AL L; Type Sentient Fantastic Creature, Size Large, Role War 
  Mount, Normal Load 30, Price 17,000gp, Monthly Wages 540gp; 
  Weekly Supplies 16gp, Total Cost 604gp/month, BR 0.750
  HEROES
  Artashumara the Watchful: 12th level Nobiran Wonderworker; 
  AC 5, Move 120' / 180', hp 30, #AT 1 dagger 5+ (4+ v. beastmen), 
  Dmg 1d4+2 (+3 v. beastmen); STR 11, INT 17, WIS 15, DEX 
  11, CON 11, CHA 11; Alignment Lawful; Proficiencies: Battle 
  Magic, Collegiate Wizard, Military Strategy 2, Leadership, 
  Theology, Transmogrification; Arcane Spells Known: 1st – 
  burning hands, detect magic, magic missile, read languages, 
  sleep, summon berserkers / 2nd – alter self, hallucinatory 
  pattern, invisibility, mirror image, stinking cloud, uncanny 
  gyration / 3rd – dispel magic, fireball, lightning bolt, protection 
  from normal missiles, skinchange / 4th – growth of plants, 
  polymorph self, polymorph other, scry, summon fantastic 
  creature / 5th – panic, protection from normal weapons, 
  scouring wind, teleport, transmute rock to mud, wall of 
  stone / 6th – control weather, detect ritual magic, lower water, 
  move earth; Equipment: dagger +2, +3 v. beastmen, bracers 
  of armor +5, wand of polymorph (13 charges), elven cloak 
  and boots, medallion of ESP (90'), ring of invisibility, ring of 
  fire resistance, ring of water walking, potion of clairaudience, 
  potions of ESP, potion of longevity, scroll (ESP, invisibility, 
  invisibility 10' radius, wall of stone), scroll (hallucinatory 
  terrain, massmorph), scroll (smite undead, restore life and 
  limb), and military kit, mounted on hippogriff with war saddle 
  and tack
  Azar el-Zardez: 9th level Paladin; AC 9 (10 v. evil), Move 90' / 
  90', hp 55, #AT 1 scimitar 0+, Dmg 1d6+9; STR 16, INT 9, WIS 
  14, DEX 10, CON 13, CHA 16; Alignment Lawful; Proficiencies: 
  Command, Leadership, Military Strategy 3, Riding; Equipment: 
  scimitar +3 (Lawful sentient, INT 9, EGO 1, Will 10, detect 
  evil, detect invisible, detect secret doors), lamellar armor +1, 
  shield +1, ring of protection +1, ring of regeneration, potion 
  of giant strength, potion of healing, potion of heroism, 
  potion of invulnerability, and military kit, riding medium 
  chariot drawn by 2 stormstalkers and carrying two charioteers 
  with composite bows, scimitars, and lamellar armor.
  Hameed Hadassah: 9th level Explorer; AC 5, Move 120' / 150', 
  hp 54, #AT composite bow 0+ or pair of scimitars -1+, Dmg 
  1d6+4 (bow) or 1d6+7 (scimitars); STR 13, INT 9, WIS 9, 
  DEX 17, CON 16, CHA 13; Alignment: Lawful; Proficiencies: 
  Alertness, Military Strategy, Leadership, Precise Shot, Riding, 
  Survival, Weapon Finesse; Equipment: shortsword +2, short 
  sword +1, composite bow +1, 20 arrows, leather armor +1, 
  potion of giant strength, and military kit 
  Lieutenants: 7th level Fighters; AC By unit +1, Move By unit, 
  hp 40, #AT 1 melee weapon 4+ or ranged weapon 5+, Dmg 
  By weapon +3; STR 13, INT 11, WIS 11, DEX 10, CON 10, 
  CHA 12; Proficiencies: Combat Reflexes, Leadership, Military 
  Strategy, Precise Shot, Riding; Equipment: By unit; weapons and 
  armor will be magical +1
  ADDITIONAL CUSTOM UNITS
  DOMAINS AT WAR: BATTLES CHARACTERISTICS
  Unit Type
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Melee Attacks & 
  Attack Throws
  Unit Missile Attacks 
  & Attack Throws
  1 Thrassian Dragon Turtle 
  1/2/3
  IM
  13
  75
  5
  +2
  7 bite/claw and spear 3+ 
  1 steaming breath attack
  2 medium catapults 8+ 
  5 reload tokens
  5 Barbarian Triceratops
  2/3/4
  IM
  7
  17
  6
  +1 (U)
  5 gore and spear 5+ 
  Charge: 3 trample 2+
  1 sling 10+
  60 Knights of the Wing. Sun
  2/4/6
  FM
  7
  1+2
  12
  +4
  3 lance 10+ 
  Charge: 4 hooves 7+
  -
  120 Tin Soldiers
  1/2/3
  FF
  7
  1
  8
  0
  4 pole arm 10+
  -
  DOMAINS AT WAR: CAMPAIGNS CHARACTERISTICS
  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
  1 Thrassian Dragon Turtle
  6
  24
  2,485
  960
  63
  6,388
  9.0
  5 Barbarian Triceratops
  18
  72
  480
  240
  70
  1,510
  2.0
  60 Knights of the W. Sun
  24
  96
  8,700
  240
  90
  9,750
  12.0
  120 Tin Soldiers
  12
  48
  2,880
  0
  160
  3,040
  4.0
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  The Watchful Legion of Artashumara 
  109
  Armies
  UNIT DESCRIPTIONS
  Thrassian Dragon Turtle: The paltry elephants of mankind’s 
  armies would seem insignificant next to this reptilian 
  dreadnaught from the ancient Thrassian Empire. A behemoth 
  cavalry unit, it is composed of a dragon turtle in plate barding 
  carrying a war howdah holding 20 lizardman heavy infantry. 
  Each lizardman is equipped with a spear, a shield, and leather 
  armor, but their primary purpose is to crew the four medium 
  catapults that are mounted on the dragon turtle’s back. A total 
  of 80 shots of 30lb ballistic ammunition is kept for the artillery. 
  If the catapults do not suffice, the dragon turtle may conduct 
  a steaming breath attack sequence against an opposing unit in 
  lieu of the unit’s normal attack. The dragon turtle’s steaming 
  breath affects one unit within 2 hexes of the unit, dealing 30 uhp 
  of damage. If the unit succeeds on a saving throw versus Blast, 
  the damage is reduced by half. Damage from the dragon turtle’s 
  breath attack is doubled against cavalry units. Damage from 
  the dragon turtle’s breath always triggers a shock roll (if there’s 
  anything left to shock). To protect this valuable military asset, 
  the dragon turtle has been permanently hasted and protected 
  from normal missiles. The dragon turtle unit costs 6,388gp per 
  month total. (Legate: Scott Boston)
  Barbarian Triceratops: Jutland traders often tell stories of 
  terrible juggernauts from prehistoric times that still wander 
  in the northlands beyond the Jutting Mountains. The truth 
  behind the legend is this behemoth cavalry unit composed of 5 
  triceratops. Each triceratops carries a bone war howdah holding 
  six 1st-level barbarians equipped with spears, shortbows, 20 
  arrows, and hide armor. When charging, the unit deals 1 extra 
  uhp of damage if it hits with at least one of its gore and spear 
  attacks, and it gains +4 bonus to its trample attack throws if the 
  target unit is constituted of man-sized or smaller creatures. If 
  they could be hired as mercenaries, a barbarian triceratops with 
  its six riders would cost 288gp per month in wages. The unit as 
  a whole costs 15,10gp per month total. (Legate: Casey Garske) 
  Knights of the Winged Sun: An order of militant clerics based 
  in the monastery atop holy Mt. Audarammas, the Knights of 
  the Winged Sun fight Chaos and defend holy places across the 
  Auran Empire. The elite units of the Knights of the Winged Sun 
  are their four armored cavalry companies, each composed of 60 
  2nd level clerics with fanatical morale. These clerics, mounted on 
  plate-barded heavy warhorses, have all taken Martial Training 
  proficiency and are each equipped with a lance, a sword, a 
  shield, and a suit of plate armor. When charging, a Knights unit 
  deals 1 extra uhp of damage if it hits with at least one of its lance 
  attacks. 
  Since it consists of 60 2nd level clerics, a Knight unit can turn 
  undead on the battlefield and cast spells. In order for any of 
  the unit’s clerics to cast spells, the unit must have remained 
  stationary during its movement sequence, and must not have 
  taken damage prior to its activation that combat round. Casting 
  spells counts as an action in lieu of attacking for the entire unit, 
  even if only a few of the clerics cast spells. If multiple clerics 
  within the unit cast spells all of them must cast the same spell. 
  They may select different targets for the effect, however, if 
  possible to do so. The Knights of the Winged Sun typically cast 
  cure light wounds. Every 20 clerics which cast will heal 1 uhp 
  of damage. All 60 clerics can cast in the same combat round, 
  healing the unit 3 uhp. Each individual Knight of the Winged 
  Sun costs 145gp per month in wages, and the unit as a whole 
  costs 9,750gp per month total. (Legate: Jon Zeigler)
  Tin Soldiers: Tin soldiers are living constructs designed for 
  war. Like automatons and golems, they have no need for sleep, 
  food, or water; but unlike those constructs, they possess the 
  intelligence, will, and drive of living creatures. Who constructed 
  the first tin soldiers, and to what purpose, remains unknown to 
  even the wisest loremasters of the Auran Empire. Some believe 
  they are not even from the world of Cybele at all, but instead 
  are the spearhead of an invasion from some advanced sphere 
  of existence. Whatever the case, they seemingly can forge more 
  of their own kind, creating fears that a tin army may one day 
  threaten the Empire. 
  A tin soldier unit is similar in most respects to a dwarven or 
  human heavy infantry unit. However, because of its constructed 
  nature, the unit’s troops are immune to poison, and gain a 
  +1 bonus to saving throw versus Spells. The unit also has no 
  supply cost, does not have to maintain lines of supply, and is 
  never considered out of supply. However, they require twice the 
  normal number of armorers to maintain their tin bodies. Each 
  individual tin soldier costs 24gp per month in wages, and the 
  unit as a whole costs 3,040gp total. (Legate: Charles Meyers)
  
  Glossary
  In war, opportunity is fleeting, and cannot be put off at all.
  – Maurice’s Strategikon
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  The Watchful Legion of Artashumara 
  111
  Glossary
  action in lieu of attacking: an action, such as defending, 
  readying to attack, or casting a spell, which takes the place of a 
  unit’s attacks during its attack sequence.
  activate: to expend activation points on a unit in order to allow 
  it to move and attack.
  activation points (AP): activation points are used by 
  commanders to activate units of their divisions during their 
  command phase. A commander receives a number of activation 
  points each combat round equal to his leadership ability.
  active commander: the term for a commander during that 
  commander’s command phase. When a commander becomes 
  active, he receives a number of activation points (AP) equal to 
  his leadership ability. 
  active unit: a unit which has been activated. An active unit takes 
  a movement sequence and then an attack sequence. 
  advance: a movement into a newly-vacated hex by an attacker 
  which triggered a rout, retreat, or withdrawal.
  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.
  army: (a) in Domains at War: Campaigns, 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. (b) In Domains at War: Battles, all of the forces 
  controlled by one side during a battle. An army may be thought 
  of as a group of divisions under one general. An army typically 
  has three to eight divisions.
  artillery: a siege weapon designed to bombard and destroy 
  enemy ships and structures. 
  assault: a method of capturing a stronghold in which the 
  besieging army attacks the stronghold directly to capture it with 
  force of arms. 
  attach: (a) in the Basic Rules, each officer counter must be 
  placed on a unit counter. The officer is said to be “attached” to 
  that unit. During the battle, officers move with the unit they are 
  attached to. They do not move or attack independent of their 
  unit, and do not directly affect combat. (b) When using Heroes, 
  a hero may be placed on a unit counter. The hero is said to be 
  “attached” to that unit. During the battle, attached heroes move 
  with the unit they are attached to. They may attack with their 
  unit, receiving their own attack throw(s).
  attack sequence: a sequence of attacks conducted by an active 
  unit subsequent to its movement sequence.
  attack throw: the target value required to hit an AC of 0 on a 
  roll of 1d20.
  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 scale: a scale used for battles between 3,001 and 
  12,000 combatants. Each battalion-scale unit represents four 
  company-scale units. Each battalion-scale hex is 120' across. 
  Each battalion-scale combat round represents 2 standard 
  combat rounds (20 seconds).
  battering ram/screw: a siege engine designed to batter down 
  the walls and gates of strongholds. 
  battle: (a) a confrontation between two armies in the same 
  6-mile hex; (b) a game of Domains at War: Battles.
  battlemap: a paper or game-board surface divided into six-
  sided hexes which represents the region of the battlefield, upon 
  which battles are resolved.
  behemoth cavalry unit: a special type of cavalry unit in which 
  multiple smaller riders are seated on huge, gigantic, or colossal 
  mounts. A behemoth cavalry unit will always have either 
  Formed Mounted, Irregular Mounted, Loose Mounted, or Flyer 
  formation. 
  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.
  bonus attacks: attacks available to certain types of troops, such 
  as cavalry, whenever they charge.
  breach: an entry into a fortified structure created by reducing 
  it to ½ its starting shp. Breaches make it easier to assault a 
  structure.
  break point: 1/3 of an army’s starting number of units, rounded 
  up.
  brigade scale: a scale used for battles with 12,001 combatants 
  or more. Each brigade-scale unit represents 16 company-scale 
  units. Each battalion-scale hex is 240' across. Each battalion-
  scale combat round represents 4 standard combat rounds (40 
  seconds).
  campaign battle: battles fought in the context of an ongoing 
  role-playing game campaign.
  casualties: a loss of troops due to units being destroyed or dealt 
  damage.
  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.
  cauldron: a pot used by defending units during an assault to 
  pour boiling water, oil, or sand over walls or through murder 
  holes onto assault troops. 
  cavalry: troops that fight mounted on other creatures or from 
  vehicles. The combination of rider and mount or vehicle packs 
  more fighting power within a given area, and increases mobility, 
  but increases the risk from area of effect attacks. Cavalry will 
  always have either Formed Mounted, Irregular Mounted, Loose 
  Mounted, or Flyer formation.
  
  112 
  The Watchful Legion of Artashumara
  cavalry unit: a unit in which man-sized riders, are seated on 
  large-sized mounts. (In contrast, man-sized riders seated on 
  huge, gigantic, or colossal creatures form behemoth cavalry units; 
  while man-sized troops fighting from vehicles form chariots). A 
  cavalry unit will always have either Formed Mounted, Irregular 
  Mounted, Loose Mounted, or Flyer formation. 
  character: an individual within the game-world.
  charge (attack): any melee attack made by an attacker that 
  charged during its movement sequence. Charging grants a +2 
  bonus to attack throws. Formed Foot and any Mounted units 
  equipped with spears, polearms, or lances deal one extra point 
  of damage during charges if they hit with at least one attack with 
  these weapons. Mounted units also receive bonus attacks when 
  they charge, based on the mount’s attack characteristics. A unit 
  that makes a charge attack always becomes disordered if it was 
  not already.
  charge (movement): to move a number of hexes up to a unit’s 
  charging movement rate. Each hex of movement must be 
  into one of the unit’s front hexes. The unit cannot change its 
  facing before, during, or while charging. A unit which charges 
  immediately becomes disordered. During its attack sequence, 
  a charging unit can attack with melee weapons. However, a 
  charging unit does not have to attack; a unit can charge simply 
  to move across the battlemap quickly if desired.
  chariot unit: a special type of cavalry unit in which two to four 
  man-sized charioteers are seated on chariots each pulled by 
  two to four large steeds. A chariot unit will always have either 
  Formed Mounted, Irregular Mounted, Loose Mounted, or Flyer 
  formation. 
  cleave factor: a factor added to a creature’s number of attacks 
  to take into account the possibility for additional attacks when 
  opponents are incapacitated. 
  combat round: a segment of a battle lasting 10 seconds. Each 
  round begins with an initiative phase, includes several command 
  phases, then ends with a morale phase.
  command phase: the phase of the combat round during which 
  a commander receives activation points and spends them to 
  move and attack with his units. 
  commander: an officer in charge of a division. A division can 
  be thought of as a group of units under one commander. The 
  maximum number of units in a division that can move and fight 
  is determined by its commander’s leadership ability.
  company scale: the standard scale of Domains at War, used 
  for battles of 601 to 3,000 combatants. A company-scale unit 
  represents 120 infantry, 60 cavalry, or an equivalent number 
  of larger creatures. Each company-scale hex is 60' across. Each 
  company-scale combat round is 10 seconds long. 
  condition: a circumstance that modifies the characteristics or 
  available actions of a unit. Conditions are marked with tokens.
  condition token: a 1" x 1" marker used to indicate a unit has a 
  particular condition.
  constituent creature: one of the individual creatures within 
  a unit. In a standard unit, the constituent creatures are all 
  identical. In a mixed unit, there may be a variety of different 
  constituent creatures.
  damaged: a condition indicating a unit has taken damage in 
  combat. A unit is destroyed and removed from a battle when it 
  has taken damage equal to its unit hit points.
  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.
  defend: an action in lieu of attacking which grants the unit the 
  shielded condition.
  delay: when a commander takes his command phase at a lower 
  initiative score than he rolled. A commander may delay his 
  command phase until the negative value of his initiative score, 
  but must take his command phase then.
  depleted: a condition indicating a unit has depleted its store of 
  ammunition. Each depleted token reduces the unit’s number of 
  attacks per attack sequence when using that weapon by one.
  deployment: the initial placement of an army’s units on the 
  battlemap. In most strategic situations, each side deploys its 
  units simultaneously and in secret.
  deployment restriction: the rules that units must obey when 
  being set up in the deployment zone. Some strategic situations 
  impose additional deployment restrictions.
  deployment zone: the area on the battlemap in which an army 
  may be deployed during set up.
  detach: an attached hero may detach from his unit at the start of 
  any initiative phase, prior to initiative being rolled. Remove the 
  hero’s counter from the unit’s counter and place it in the unit’s 
  hex to indicate the hero has detached. The newly independent 
  hero may roll for initiative and activate himself that round. An 
  officer who would not qualify to be hero except for his status as 
  a commander or lieutenant may not detach from his unit. 
  disengagement: A disengagement enables a unit that starts its 
  movement sequence threatened to move away from the unit 
  which is threatening it. A disengagement triggers one free 
  melee attack sequence from each threatening enemy unit which 
  is not disordered. However, a disengaging Loose Foot, Loose 
  Mounted, or Flyer unit does not trigger attacks by threatening 
  units that have a slower marching movement rate than it. If an 
  attack sequence is triggered by disengagement, the attacker 
  applies a special +2 bonus to hit the disengaging unit. If multiple 
  attack sequences are triggered, the disengaging unit chooses 
  the order in which the threatening units’ attack sequences are 
  resolved. 
  disordered: a condition indicating a unit has had its formation 
  disrupted by rapid movement, casualties, etc. A unit becomes 
  disordered if it charges, withdraws, or takes damage. Disordered 
  units suffer a -2 penalty to their Unit AC, shock rolls, and 
  morale rolls, and cost 1 additional activation point to activate. 
  A disordered unit is marked by placing a disordered token on 
  it. The disordered token is removed the next time the unit is 
  activated.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  The Watchful Legion of Artashumara 
  113
  Glossary
  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. A division typically consists of 
  three to eight units.
  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.
  epic fortified structure: a structure, used in an epic scale battle, 
  abstracted from a standard scale structure’s physical layout. 
  epic scale: a means of handling large battles. At epic scale, each 
  unit represents a larger body of troops, each hex represents a 
  larger area of ground, and each round represents a lengthier 
  period of time. There are two epic scales available, each named 
  for the relative size of the units: battalion scale and brigade scale. 
  exterior fortified structure: an exterior fortified structure is a 
  structure in a hex adjacent to one or more hexes that do not 
  contain other fortified structures of the stronghold.
  facing: the hex vertex towards which a unit’s counter is oriented. 
  A unit’s facing impacts its ability to move and fight on the 
  battlemap.
  flank hexes: the two hexes to the left and right of a unit’s current 
  hex.
  flanking attack: (a) a melee attack wherein the attacker is 
  threatening the target, while the target is not threatening the 
  attacker. (b) A missile attack wherein an imaginary line drawn 
  from the center of the attacker’s hex to the center of the target’s 
  hex would enter the target’s hex through the target’s flank or rear 
  hexes. A flanking attacker gains a +2 bonus to attack throws 
  against the flanked target.
  flee: a possible result of a shock roll or morale roll. A fleeing 
  unit changes its facing towards its own battlemap edge and 
  immediately retreats a number of hexes equal to its hustling 
  movement rate in that direction. If a fleeing unit cannot 
  complete its retreat, it is considered routed and removed from 
  play.
  flyer (FLY): aerial monsters or cavalry. Flyers generally fly 
  wingtip-to-wingtip in order to maximize striking power, with 
  as few as 5 and as many as 60 in a unit depending on size. Some 
  flyers carry riders equipped with lances or bows and serve as 
  highly mobile cataphracts. Other flyers rely on beak and talon. 
  A Flyer unit can only be threatened by an enemy Flyer or by 
  an enemy unit conducting a reaction attack against the Flyer. 
  Flyers can march or hustle through friendly units, and be 
  marched or hustled through by friendly units. A disengaging 
  Flyer does not trigger attacks by threatening units that have a 
  slower marching movement rate than it. Flyers equipped with 
  spears, polearms, or lances deal one extra point during charges 
  if they hit with at least one attack. Flyers might also receive 
  bonus attacks when they charge. When a Flyer unit is hit, it 
  may be eligible to reduce damage dealt by one or more points 
  by withdrawing one or more hexes, up to a maximum of its 
  marching movement. Flyers may retreat through any friendly 
  units, and friendly units may retreat through them. They may 
  retreat one additional hex if doing so is the only way to retreat 
  without ending their movement in the same hex as another 
  unit. A Flyer which conducts a missile attack after remaining 
  stationary may make a voluntary retreat of up to its marching 
  move at the conclusion of its attack sequence. As an action in 
  lieu of attacking, Flyers may ready to attack. Flyers may choose 
  to fly above rough, impassable, or obscuring terrain if desired, 
  and are treated as elevated when doing so. Flyers may move and 
  attack as if elevated one or more levels above the surrounding 
  hex if desired.
  foot unit: a unit with a unit formation of either FF (Formed 
  Foot), IF (Irregular Foot), or LF (Loose Foot). Foot units are 
  always infantry, but infantry are not always Foot units. For 
  example, a company of 60 hellhounds without riders would 
  technically be infantry, but it would be a Mounted unit, not a 
  Foot unit, because of its Irregular Mounted formation.
  formed foot (FF): highly-disciplined soldiers fighting shoulder-
  to-shoulder in close order, with a frontage of one soldier every 
  3'. Formed Foot are sturdy defenders, usually heavily armed 
  and armored. They are used to take or hold ground in close 
  combat. During deployment, Formed Foot may form a phalanx 
  with another similarly-equipped FF unit. FF units equipped 
  with spears, polearms, or lances deal one extra point during 
  charges if they hit with at least one attack. As actions in lieu of 
  attacking, FF may defend or ready to attack. A reaction attack by 
  spear- or pole arm-equipped FF units deals one extra point of 
  damage when the attacker is charging if the reacting unit does 
  not charge. FF adjacent to at least two friendly units gain +2 to 
  morale rolls.
  formed mounted (FM): highly-disciplined cavalry mounted 
  on medium or heavy warhorses fighting in close order (knee 
  to knee). A frontage of one horse per 4' is typical. Formed 
  Mounted are generally shock troops equipped with lances, but 
  some (cataphracts) may carry and use composite bows, which 
  they use to disorder their foes before finishing them off with a 
  charge. FM units equipped with spears, polearms, or lances deal 
  one extra point during charges if they hit with at least one attack. 
  FM units might also receive bonus attacks when they charge, 
  based on the mount’s attack characteristics. As actions in lieu of 
  attacking, FM may ready to attack. FM adjacent to at least two 
  friendly units gain +2 to morale rolls. FM units may not charge 
  into, through, or from rough terrain.
  fortified structure: a keep, gatehouse, tower, length of wall or 
  other building. A set of one or more fortified structures securing 
  a domain is called a stronghold.
  general: an officer in charge of an army. An army can be thought 
  of as a group of divisions under one general. The maximum 
  number of divisions in an army is limited by its general’s 
  leadership ability. 
  ground story: the story of a fortified structure situated at the 
  same elevation as the surrounding ground. A breached ground 
  story can be entered by assaulting units without need for hoists, 
  siege ladders, or siege towers. 
  hero: an officer that can move and/or fight independently 
  of a unit. In company-scale battles, a hero must be one of the 
  following: a general, commander or lieutenant; a PC or NPC 
  
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  The Watchful Legion of Artashumara
  of at least 7th level; a monster of at least 9 HD and functioning 
  outside of a unit; or a spellcaster capable of third level arcane 
  spells or fifth level divine spells. 
  hero officer characteristics: a hero’s officer characteristics come 
  into play if he serves as a general, commander, or lieutenant. A 
  hero’s officer characteristics include leadership ability, zone of 
  control, strategic ability, and morale modifier. 
  hero personal characteristics: a hero’s personal characteristics 
  are used when the hero attacks or is attacked by another hero. A 
  hero’s personal characteristics include movement rate, AC, HD, 
  hp, attack throw, number of attacks, damage, saving throws, 
  initiative modifier, and special abilities. 
  hero unit characteristics: a hero’s unit characteristics are used 
  when the character attacks or is attacked by a unit. A heroic 
  character’s unit characteristics include unit movement rate, unit 
  formation, unit armor class, unit hit dice, unit attacks, and unit 
  morale. Note that heroes do not have uhp – as explained below, 
  attacks against heroes always deal personal hp of damage.
  hero, attached: a hero that moves and fight with a unit. An 
  attached hero’s counter is placed on the counter of the unit he 
  is attached to.
  hero, independent: a hero that moves and fight virtually as a 
  unit himself. An independent hero’s counter is placed in the hex 
  he occupies, facing one of that hex’s six vertices.
  hex: a six-sided segment of the battlemap representing an area 
  of ground 60' across that regulates the movement and combat 
  of units.
  hoist: a siege engine used by assaulting troops to ascend to the 
  top of a wall.
  hustle: to move a number of hexes up to a unit’s hustling 
  movement rate. A hustling unit can change its facing in any 
  direction prior to moving, but each hex of movement thereafter 
  must be into one of its front hexes. The unit can change its 
  facing while hustling, but each 60-degree facing change counts 
  as one hex of movement. A hustling unit cannot take an attack 
  sequence.
  infantry: any troop which fights on foot, without a mount or 
  vehicle. Infantry will usually have either Formed Foot, Irregular 
  Foot, or Loose Foot formation. However, quadrupedal troops 
  such as dire wolves or centaurs will have a Mounted formation, 
  while winged troops such as harpies will have a Flyer formation, 
  even though they are technically “infantry”. 
  initiative roll: a roll made by each commander during the 
  initiative phase of every combat round.
  initiative score: a number that determines the order in which 
  a commander’s command phase will occur during a combat 
  round. A commander’s initiative score is calculated by rolling 
  1d6 and adding the commander’s strategic ability score.
  irregular foot (IM): poorly-trained and undisciplined bands of 
  warriors. They are incapable of any advanced tactics and must 
  rely on individual ferocity or sheer mass. Irregular Foot units 
  may not disengage or ready to attack, due to lack of discipline. 
  IF units must attack if able. If the target of an IF unit’s attack 
  recoils, flees, or routs, the Irregular Foot unit must advance if 
  possible.
  irregular mounted (IM): poorly-trained and undisciplined 
  cavalry, packs of wild beasts, and riders of particularly aggressive, 
  unpredictable, or vicious mounts. Irregular Mounted units 
  may not disengage or ready to attack, due to lack of discipline. 
  Irregular Foot units must attack if able. IM units equipped with 
  spears, polearms, or lances deal one extra point during charges 
  if they hit with at least one attack. IM units might also receive 
  bonus attacks when they charge, based on the mount’s attack 
  characteristics. If the target of an Irregular Mounted unit’s attack 
  recoils, flees, or routs, the IM unit must advance if possible. IM 
  units may not charge into, through, or from rough terrain.
  judge: a participant in a game of ACKS who controls NPCs.
  labor unit: a unit formed during deployment by merging two 
  identical units into one. Labor units count as two units of crew 
  for purposes of moving siege towers.
  leader: a character who controls a domain or realm.
  leadership ability: a character’s capability to give orders and 
  have them obeyed. Leadership ability determines the number 
  of activation points (AP) that a commander receives. It also 
  determines the number of divisions a general may have in his 
  army. Leadership ability ranges from 1 to 8.
  leading from the rear: taking up a position at the rear of a unit 
  in order to reduce an attached hero’s visibility distance to 0 
  hexes. A hero leading from the rear cannot attack or act in lieu 
  of attacking. An attached hero cannot lead from the rear if he 
  is of a larger size than that of the constituent troops of his unit.
  lieutenant: an officer in charge of an individual unit. Lieutenants 
  increase their unit’s morale, make the unit easier to control, and 
  can replace division commanders lost in battle.
  line of sight: an attacker has line of sight if it can trace an 
  imaginary line from the center of its hex to the center of the 
  target’s hex without crossing a hex containing an obstacle.
  loose foot (LF): well-trained soldiers fighting in open order, with 
  a frontage of one soldier every 5' to 6'. Their extended formation 
  allows them to easily pass through or around obstacles or 
  friendly units, and to withdraw in the face of enemy missiles 
  or heavy troops. LF units can march or hustle through friendly 
  units, and be marched or hustled through by friendly units. 
  A disengaging LF unit does not trigger attacks by threatening 
  units that have a slower marching movement rate than it. When 
  a LF unit is hit, it may be eligible to reduce damage dealt by 
  one or more points by withdrawing one or more hexes, up to a 
  maximum of its marching movement. LF may retreat through 
  any friendly units, and friendly units may retreat through them. 
  LF may retreat one additional hex if doing so is the only way 
  to retreat without ending their movement in the same hex as 
  another unit. As an action in lieu of attacking, LF may ready to 
  attack.
  loose mounted (LM): well-trained cavalry mounted on light 
  warhorses fighting in an extended order. A frontage of one 
  horse per 6' to 8' is typical. Generally equipped with bows, 
  javelins, or other missile weapons, Loose Mounted units use 
  their speed and mobility to harass and disorder enemy forces. 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  The Watchful Legion of Artashumara 
  115
  Glossary
  LM units can march or hustle through friendly units, and be 
  marched or hustled through by friendly units. A disengaging 
  LM unit does not trigger attacks by threatening units that have 
  a slower marching movement rate than it. LM units equipped 
  with spears, polearms, or lances deal one extra point during 
  charges if they hit with at least one attack. When a LM unit is 
  hit, it may be eligible to reduce damage dealt by one or more 
  points by withdrawing one or more hexes, up to a maximum of 
  its marching movement. LM may retreat through any friendly 
  units, and friendly units may retreat through them. They may 
  retreat one additional hex if doing so is the only way to retreat 
  without ending their movement in the same hex as another 
  unit. A LM unit which conducts a missile attack after remaining 
  stationary may make a voluntary retreat of up to its marching 
  move at the conclusion of its attack sequence. As an action in 
  lieu of attacking, LM units may ready to attack. LM units may 
  not charge into, through, or from rough terrain.
  loss of an officer: in the Basic Rules, the removal of an officer 
  from play due to the destruction or rout of the unit to which he 
  was attached. The officer is assumed to be killed if the unit was 
  destroyed, and captured if the unit was routed. 
  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.
  march: to move a number of hexes up to a unit’s marching 
  movement rate. A marching unit can move in any direction 
  regardless of facing, and can change its facing at no cost before, 
  during, and/or while marching. During its attack sequence, a 
  marching unit can attack with melee weapons, attack with most 
  missile weapons, defend, or ready to attack.
  meeting engagement: a strategic situation in which the 
  vanguard divisions of one army fights the vanguard divisions 
  of the other army.
  method of attack: the weapon, fighting style, or attack routine 
  used by a unit.
  military campaign: the strategic maneuver of armies to defend 
  domains or conquer new domains.
  mixed unit: a unit made up of a variable number of different 
  types of creatures. Mixed units may be of any size, and may 
  include constituent creatures of different size (e.g. giants and 
  goblins), HD (bugbears and orcs), armament (pike and bow), 
  or other variances. 
  monstrous unit: a unit consisting of huge, gigantic, and/or 
  colossal creatures. Monstrous units are capable of attacking 
  fortified structures.
  mounted unit: a unit with a unit formation of FM (Formed 
  Mounted), IM (Irregular Mounted), or LM (Loose Mounted). 
  Mounted unit are usually, but not always, cavalry. For example, 
  a company of 60 hellhounds would be a mounted unit because 
  of its IM formation, but since the hellhounds do not have riders 
  they are not cavalry. 
  movable gallery: a wheeled carriage with a heavy timber frame 
  used to provide cover for troops operating against a wall.
  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.
  morale modifier: a character’s ability to inspire loyalty and 
  courage. A general’s morale modifier modifies the shock rolls 
  of every unit in his army. A commander or lieutenant’s morale 
  modifier modifies the shock rolls and morale rolls of the unit he 
  is attached to. Morale modifier ranges from -3 to +7. 
  morale phase: the phase of the combat round during which the 
  morale of each army is assessed.
  morale roll: a roll, modified by unit morale, required when the 
  army loses its general or 33% or more of its starting units.
  movement sequence: a sequence of movement conducted by 
  an active unit prior to its attack sequence. During its movement 
  sequence, a unit may stand fast, march, hustle, or charge. 
  number of attacks: how many attacks a unit may make during 
  its attack sequence.
  obstacle: a friendly unit, enemy unit, or type of terrain that 
  blocks line of sight.
  officer: an important character taking part in a battle. Officers are 
  represented with officer counters and rated with various officer 
  characteristics. Officers include lieutenants, commanders, 
  generals, and/or heroes.
  officer characteristics: a set of characteristics which rate an 
  officer’s effectiveness on the battlefield, including leadership 
  ability, zone of control, strategic ability, and morale modifier.
  officer counter: a 1" x 1" counter used to represent an officer on 
  the battlemap.
  personal domain: a domain within a realm under the personal 
  control of the realm’s leader.
  phalanx unit: a unit formed during deployment by merging 
  two similarly-equipped Formed Foot units from a particular 
  division into one.
  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 scale: a scale used for battles with 120 to 600 combatants. 
  Each platoon-scale unit represents ¼ of a company-scale unit. 
  Each company-scale hex is 30' across. Each company-scale 
  combat round represents a standard combat round (10 seconds).
  player: a participant in a game of ACKS who is not the Judge.
  player character: a character played by a player.
  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. 
  rally: a possible result of a morale roll. If the unit is disordered, 
  the disordered token is removed. If the unit is not disordered, 
  it recovers one lost uhp and, if unthreatened, may advance one 
  hex towards an enemy unit.
  
  116 
  The Watchful Legion of Artashumara
  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.
  reacting unit: a unit which is conducting a reaction attack 
  sequence.
  reaction attack sequence: an attack sequence that may ocur 
  when a ready unit is the target of an attack, or is adjacent to 
  the target of an attack. A reaction attack sequence interrupts the 
  attack sequence of the attacker who triggered the reaction.
  ready: a condition indicating a unit may make a reaction attack 
  on enemy units that target it or its adjacent allies. A ready unit 
  is marked by placing a ready token on it. The ready token is 
  removed if the unit moves, attacks, or becomes disordered. 
  ready to attack: an action in lieu of attacking which grants the 
  unit the ready condition.
  realm: a collection of domains under 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. 
  rear hexes: the two hexes to the rear of a unit’s current hex.
  recoil: a possible result of a shock roll. A recoiling unit retreats 
  one hex directly away from the attacker without changing 
  facing. If a recoiling unit cannot complete its retreat, it flees.
  reduction: a method of capturing a stronghold in which the 
  besieging army deploys bombardment and siege-mines to 
  destroy the stronghold. 
  reinforcements: units from distant divisions that slowly arrive 
  onto the battlemap during meeting engagements, skirmishes, 
  rear guard actions, and rear guard envelopments.
  reload token: a token which tracks the amount of time required 
  to reload artillery after it fires. An artillery unit with one or more 
  reload tokens cannot fire. One reload token is removed at the 
  conclusion of each movement sequence in which an artillery 
  unit remains stationary.
  retreat: a movement of one or more hexes by a unit which has 
  suffered a “flee” or “recoil” result on a shock roll or morale roll. 
  rout: a possible result of a shock roll or morale roll. A routed 
  unit is immediately removed from play.
  sequence of play: the order in which the phases occur during a 
  combat round.
  shielded: a condition indicating a unit has adopted a defensive 
  formation such a shield wall, testudo, or hedgehog. Shielded 
  units are marked by placing a shielded token on the unit. While 
  the shielded token is present, its Unit AC is increased by +2 
  versus melee and thrown attacks and +4 versus bow, crossbow, 
  and sling attacks. It receives a +2 bonus on morale rolls. The 
  shielded token is removed if the unit attacks, moves, or becomes 
  disordered.
  shock roll: a roll, modified by unit morale, required when a unit 
  loses 50% or more of its uhp.
  side: a contesting faction, made up of one or more players, 
  participating in a battle.
  siege equipment: equipment designed to assault or defend 
  strongholds, including battering rams, cauldrons, hoists, 
  movable galleries and mantlets, ram catchers, screws, siege 
  hooks, siege ladders, and siege towers.
  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.
  siege ladder: a ladder used by assaulting troops to scale a 
  stronghold’s walls or ramparts, an act known as escalade.
  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. 
  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.
  size factor: a factor simulating the need for smaller creatures 
  have to form up in greater mass and depth to have the same 
  impact on the battlefield. Man-sized creatures have a size factor 
  of 60, large creatures 40, huge creatures 30, gigantic creatures 20, 
  and colossal creatures 10.
  skirmish: a strategic situation in which the vanguard divisions 
  of an offensive army fight the rear guard divisions of an evading 
  army.
  stand fast: to remain stationary during the movement sequence. 
  During its subsequent attack sequence, a stationary unit can 
  attack with melee weapons, attack with missile weapons, defend, 
  or ready to attack.
  stand firm: a possible result of a shock roll or morale roll. A unit 
  standing firm remains steady. There is no game effect.
  standalone scenario: battles fought outside of the context of an 
  ongoing role-playing game campaign.
  standard unit: a unit which consists exclusively of creatures of 
  the same race, class, level, Hit Dice, and equipment.
  story: the number of levels or floors in the fortified structure. 
  Multi-story structures can be thought of as a series of one-story 
  structures “stacked” on top of each other. Each story has its own 
  unit capacity and its own structural hit points. Units in each 
  story of the structure are considered adjacent to units in the 
  story above and below them. Units may move between stories at 
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
  The Watchful Legion of Artashumara 
  117
  Glossary
  a rate of one story per hex of movement. In general, there is one 
  story per 10' - 15' of height.
  strategic ability: a character’s military puissance and 
  effectiveness. Strategic ability modifies an officer’s initiative roll 
  each combat round. (Strategic ability also plays a significant role 
  in certain mechanics in Domains at War: Campaigns). Strategic 
  ability ranges from -3 to +6.
  strategic situation: the circumstances under which two 
  opposing armies meet for battle. There are eight strategic 
  situations: pitched battle, meeting engagement, rear guard 
  action, skirmish, ambush, envelopment, deep envelopment, and 
  rear guard envelopment.
  stronghold: a fortified structure securing a domain.
  structural hit points (shp): a structure’s ability to remain intact 
  despite damage. A structure reduced to ½ its starting shp has 
  been breached. A structure reduced to 0 shp is destroyed. When 
  a structure is destroyed, collapsing stone and timber deal 8 
  hits to any occupying units and 8d6 damage to any occupying 
  heroes. A saving throw versus Blast will reduce damage to half. 
  Structures with multiple stories have a separate shp per story. 
  Each story must be breached or destroyed separately.
  swoop: certain creatures can swoop on enemy units with 
  particular methods of attack. In order to swoop, the attacker 
  must charge during its movement sequence and use its swoop 
  attack(s) in the subsequent attack sequence. The swooping 
  unit deals one additional point of damage if it hits with at 
  least one of its swoop attacks. Additionally, if any of the swoop 
  attack throws is an unmodified 20, then the swooping unit has 
  grabbed creatures from among the target unit and flown off 
  with them. This inflicts additional damage equal to the target 
  unit’s own Hit Dice, unless the target unit makes a successful 
  saving throw versus Paralysis. A swooping unit can only fly off 
  with creatures from the target unit if they are of a smaller size 
  than the swooping creatures.
  tactical modifier: a factor used in calculating a creature’s battle 
  rating, representing how effective the creature is at using its 
  special abilities.
  target: the enemy unit against which an attack sequence is 
  directed. In order to be an eligible target for an attack, a unit 
  must meet certain requirements.
  terrain characteristic: a trait that a terrain piece may possess, 
  such as elevated, impassable, obscuring, and/or rough. Terrain 
  may have multiple characteristics, in which case the effects 
  stack. 
  terrain piece: a geographical feature such as a hill, stream, grove 
  of forest, or patch of mud, placed on the battlemap. There are 
  three sizes of terrain pieces: small (one hex), medium (three 
  hexes), and large (seven hexes). Each terrain piece is of a 
  particular terrain type with certain terrain characteristics.
  terrain type: the nature of a terrain piece, such as broken 
  ground, forest, or mud. Each terrain type has certain terrain 
  characteristics.
  terrain type, broken ground: broken ground is rough terrain. 
  Loose Foot units in broken ground gain a +2 bonus to AC.
  terrain type, cliff/mountain: cliff/mountains are elevated 
  terrain. Cliff/mountains are impassable except at designated 
  passes up them. 
  terrain type, ford: fords are hexes of mud terrain placed to 
  allow movement across wide streams. 
  terrain type, pass: passes are one-hex wide pieces of elevated 
  terrain that provide access to cliffs/mountains. 
  terrain type, forest/jungle: forest/jungles are rough and 
  obscuring terrain. 
  terrain type, hill: hills are elevated terrain.
  terrain type, impenetrable forest: impenetrable forests are 
  impassable and obscuring terrain.
  terrain type, mud: mud is rough terrain. Units in mud suffer a 
  -1 AC penalty against missile fire. War Machinery treats mud as 
  impassable.
  terrain type, pond/lake: ponds/lakes are impassable. 
  terrain type, stream: streams are lines of varying length and 
  width. Units adjacent to a stream receive a +2 bonus to AC 
  against melee attacks. Units crossing a stream suffer a -2 penalty 
  to their AC until they reach the other bank.
  terrain type, swamp: swamps are rough and obscuring terrain. 
  War Machinery treats swamp as impassable.
  terrain type, trench: trenches are lines of varying length and 
  width. Units adjacent to a stream receive a +2 bonus to AC 
  against melee attacks. Units crossing a stream suffer a -2 penalty 
  to their AC until they reach the other bank. Units that enter 
  a wide trench may move along its length, treating it as rough 
  terrain. Units moving along a trench are below the line of sight 
  of attacks which are not on elevated terrain. War Machinery 
  cannot cross, enter, or move along trenches.
  terrain, elevated: terrain such as cliffs/mountains and hills. 
  Elevated terrain blocks line of sight in some cases, but in other 
  cases it allows units to see over obstacles. Units on elevated 
  terrain receive +1 to attack throws against units on unelevated 
  elevation. Units on a lower elevation can only conduct missile 
  attacks on targets on elevated terrain using volleying overhead, 
  even if line of sight can be drawn. Flyers may move and attack 
  as if elevated one or more levels above the surrounding hex if 
  desired.
  terrain, impassable: impassable terrain includes cliffs, 
  impenetrable forests, and bodies of water. When terrain is 
  impassable, it may not be moved into or through by any unit 
  without special capabilities. Flyers may fly over impassable 
  terrain if desired, and are treated as elevated when doing so.
  terrain, obscuring: obscuring terrain includes forests, jungles, 
  and swamps. Line of sight may be traced to and from the edge 
  of an obscuring hex, but may not be traced through a complete 
  hex of obscuring terrain. Units in obscuring terrain receive a 
  +2 bonus to AC against missiles and may not be targeted by 
  volleying overhead. Flyers may choose to fly above obscuring 
  terrain if desired, and are treated as elevated when doing so.
  terrain, rough: rough terrain includes broken ground, forests, 
  jungles, mud, and swamp. When terrain is rough, it means that 
  
  118 
  The Watchful Legion of Artashumara
  each hex moved through the terrain counts as two hexes of 
  movement. (Units may always march a minimum of one hex 
  in rough terrain, however). Mounted units may not charge into, 
  through, or from rough terrain. Flyers may choose to fly above 
  rough if desired, and are treated as elevated when doing so.
  threaten: to be in a threatening position towards an enemy unit.
  threatened: a unit occupying one of the front hexes of an enemy 
  unit is said to be threatened by the enemy unit. The front hexes 
  of an enemy unit are said to be threatened hexes. 
  threatening: a unit positioned such that an enemy unit occupies 
  one of its front hexes is said to be threatening the enemy unit. A 
  unit is said to be threatening its front hexes.
  top story: the uppermost story of a fortified structure. The top 
  story is the most vulnerable story of a structure, as assaulting 
  units may enter it by means of flight, siege ladders, hoists, or 
  siege towers, even if the top story is not breached.
  trample: certain units can trod enemy underfoot with particular 
  methods of attack. In order to trample, the unit must charge 
  during its movement sequence or be recoiling or fleeing due 
  to unpredictable morale, and use its trample attack(s) in the 
  subsequent attack sequence. A trampling unit gains a +4 bonus 
  to its attack throws if the target unit is constituted of man-sized 
  or smaller creatures.
  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 but counterweight trebuchets are 
  more precise. Trebuchets have the same benefits and drawbacks 
  as catapults when targeting creatures and structures.
  unit: a company-sized formation of troops. A unit may have 
  up to 120 infantry, 60 large (cavalry or ogre-sized) creatures, 20 
  huge (giant-sized) creatures, 5 gigantic creatures, or 1 colossal 
  creature. Each unit is represented by a unit counter.
  unit armor class (unit AC): a measure of how hard a unit is to 
  damage. Unit AC ranges from 0 to 10 or more. Most light units 
  will have an AC of 0-3, while heavier troops will have a Unit AC 
  of 4-7.
  unit attack: an indicator of how often and accurately a unit may 
  attack with a particular method. Unit attack is presented in the 
  format [number of attacks] [method of attack] [attack throw], 
  e.g. 2 spear and shield 11+.
  unit capacity: the number of company-sized units that can 
  defend a fortified structure. Since most fortified structures 
  consist of multiple stories, unit capacity is per story. 
  unit counter: a 2" x 1 1/8" counter used to represent a unit on the 
  battlemap.
  unit formation: a classification of the sort of tactics and 
  maneuvers a unit is capable of. The unit formations are Formed 
  Foot, Formed Mounted, Irregular Foot, Irregular Mounted, 
  Loose Foot, Loose Mounted, Flyer, and War Machinery.
  unit hit dice (unit HD): a measure of a unit’s fighting power. 
  Most units have around 1 Unit HD.
  unit hit points (uhp): a measure of a unit’s resilience in the face 
  of combat. Most units have 4-8 uhp.
  unit morale: how likely a unit is to retreat when it takes 
  casualties. It ranges from -6 to +4, with most units having 
  morale scores of -1 to +1.
  unit movement rate: how many hexes a unit can move 
  per round. Each unit has three separate movement rates: 
  marching, hustling, and charging, presented in the format  
  [marching]/[hustling]/[charging].
  unit type: a general designator of the unit’s size, training, and 
  equipment.
  unpredictable creature: a creature which may go berserk and 
  attack friend and foe alike when heavily damaged. Unpredictable 
  creatures are indicated with a [u] after their morale score.
  vanguard: 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.
  visibility distance: the maximum number of hexes at which 
  a hero or other officer may be an eligible target of an attack, 
  spell, or special ability by a unit or hero targeting him. Visibility 
  distance is determined by the size of the targeted hero.
  volleying overhead: a unit conducting missile attacks without 
  line of sight. Volleying overhead imposes a penalty of -4 on the 
  unit’s attack throw.
  voluntary retreat: a movement of one or more hexes directly 
  away from a target by a Loose Mounted or Flyer unit which has 
  conducted a missile attack after remaining stationary.
  war machinery (WM): all types of crewed pieces of artillery 
  and siege equipment, including battery rams, galleries, hoists, 
  mantlets, screws, siege ladders, and siege towers. As actions 
  in lieu of attacking, War Machinery units may ready to attack. 
  WM units treat mud and swamp terrain as impassable. WM 
  units may not cross, enter, or move along trenches.
  waver: a possible result of a morale roll. The unit immediately 
  becomes disordered, if not already. If already disordered, it 
  retreats one hex towards its own battlemap edge. If the unit 
  cannot complete its retreat, it flees.
  withdrawal: a movement of one or more hexes directly away 
  from a successful attacker by a Hero, or Loose Foot, Loose 
  Mounted, or Flyer unit, up to a maximum of its marching 
  movement. Each hex withdrawn reduces damage dealt to the 
  withdrawing hero or unit by one point.
  zone of control (ZOC): the radius, in hexes, within which a 
  commander may activate units in his division without penalty. 
  ZOC is always equal to one-half the commander’s leadership 
  ability, rounded up. ZOC is measured by counting the number 
  of hexes from the commander’s hex to the unit in question 
  (excluding the commander’s hex, but including the hex of the 
  unit to be ordered).
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
   
  119
  ORDER OF BATTLE
  Army
  Leadership 
  Ability
  Zone of 
  Control
  Strategic 
  Ability
  Morale 
  Modifier
  BR
  General
  Division
  Commander
  Unit 1
  Unit 2
  Unit 3
  Unit 4
  Unit 5
  Unit 6
  Unit 7
  Unit 8
  Division
  Commander
  Unit 1
  Unit 2
  Unit 3
  Unit 4
  Unit 5
  Unit 6
  Unit 7
  Unit 8
  Division
  Commander
  Unit 1
  Unit 2
  Unit 3
  Unit 4
  Unit 5
  Unit 6
  Unit 7
  Unit 8
  Division
  Commander
  Unit 1
  Unit 2
  Unit 3
  Unit 4
  Unit 5
  Unit 6
  Unit 7
  Unit 8
  Division
  Commander
  Unit 1
  Unit 2
  Unit 3
  Unit 4
  Unit 5
  Unit 6
  Unit 7
  Unit 8
  
  120
  COMMANDER CHARACTERISTICS
  Name 
  Rank
  Leadership 
  Ability
  ZOC
  Strategic 
  Ability
  Morale 
  Modifier
  Attached To
  HERO CHARACTERISTICS
  Name 
  Unit Move
  Unit Form
  Unit AC
  Unit Morale
  Unit Melee 
  Attacks & 
  Attack Throws
  Unit Missile 
  Attacks & 
  Attack Throws
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
   
  121
  DOMAINS AT WAR: BATTLES CHARACTERISTICS
  Unit Type
  Source
  Unit 
  Move
  Unit 
  Form
  Unit 
  AC
  Unit 
  HD
  Unit 
  HP
  Unit 
  Morale
  Unit Melee 
  Attacks & 
  Attack Throws
  Unit Missile 
  Attacks & 
  Attack Throws
  DOMAINS AT WAR: CAMPAIGNS CHARACTERISTICS
  Unit Type
  Source
  Daily Move 
  (Miles)
  Weekly 
  Move 
  (Miles)
  Monthly 
  Wage  
  (GP/Month)
  Supply Cost 
  (GP/Week)
  Specialist 
  Cost  
  (GP/Month)
  Total Cost 
  (GP/Month)
  BR
  
  122
  STRONGHOLD UNDER SIEGE RECORD
  Besieged Stronghold
  GP Cost
  Unit Capacity
  Max SHP
  No. of  
  Defending Units
  Starting 
  Supplies (GP)
  Besieged Stronghold’s Fortified Structures
  Fortified Structure
  Size
  Unit 
  Capacity
  Story
  AC
  SHP
  Breaches
  Blockade Calculator
  Stronghold’s 
  Unit Capacity
  x 2 = Base No. of Blockading 
  Units Required
  x
  % of Stronghold’s 
  Perimeter on Land
  -
  Length of Completed 
  Circumvallations / 250'
  = Total No. of Blockading 
  Units Required
  x 2 =
  x
  -
  =
  The base number of blockading units required must be at least 20, even if the stronghold has a unit capacity of 10 or less.
  Stronghold’s 
  Unit Capacity
  x 1/2 =
  Base No. of 
  Blockading Ships
  x
  % of Stronghold’s 
  Perimeter on Water
  -
  No. of  
  Defending Ships
  = Total No. of Blockading 
  Ships Required
  x 1/2  =
  x
  -
  =
  The base number of blockading ships must be at least 5, even if the stronghold has a unit capacity of 10 or less.
  Stronghold 
  Perimeter Facing
  Total No. of Blockading  
  Units or Ships Available
  -
  Total No. of Blockading  
  Units or Ships Required
  =
  Result of Blockade
  Land
  -
  =
  Water
  -
  =
  If the result of blockade for both land and water is ≥ 0, the stronghold is blockaded.  
  If required number of blocking units is reduced to 0 by circumvallations, stronghold is both blockaded and encircled (-4 to Smuggle).
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
   
  123
  SIEGE JOURNAL
  Date
  Siege Events
  Current SHP
  No. of Breaches
  Supplies 
  Remaining
  Supply Cost 
  (GP/Week)
  
  124
  Unit Advantage Calculator
  Besieging Army Number
  Modifier
  Effective Units
  Defending Army
  Number
  Modifier
  Effective Units
  Company-sized Units
  x 1
  Company-sized Units
  x 1 =
  Ballista, Light 
  / 3
  Ballista, Light 
  / 3 =
  Ballista, Medium
  / 2
  Ballista, Medium
  / 2 =
  Ballista, Heavy
  x 1
  Ballista, Heavy
  x 1 =
  Battering Rams / Screws
  / 6
  Battering Rams / Screws
  x 0 =
  Catapult, Light
  x 1
  Catapult, Light
  x 1 =
  Catapult, Medium
  x 2
  Catapult, Medium
  x 2 =
  Catapult, Heavy
  x 3
  Catapult, Heavy
  x 3 =
  Hoists
  /10
  Hoists
  x 0 =
  Siege Tower, Standard
  x 1
  Siege Tower, Standard
  x 1 =
  Siege Tower, Large
  x 2
  Siege Tower, Large
  x 2 =
  Siege Tower, Huge
  x 8
  Siege Tower, Huge
  x 8 =
  Trebuchet, Light
  x 8
  Trebuchet, Light
  x 8 =
  Trebuchet, Medium
  x 10
  Trebuchet, Medium
  x 10 =
  Trebuchet, Heavy
  x 12
  Trebuchet, Heavy
  x 12 =
  Besieging Army’s Total Units =
  Defending Army’s Total Units =
  Unit Advantage = Besieging Army’s Total Units – Defending Army’s Total Units
  Duration of Siege Calculator
  Stronghold’s 
  Structural HP
  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+
  1-3,000
  45
  23
  9
  6
  3
  2
  1
  1
  0
  0
  0
  0
  0
  0
  4-6,000
  90
  45
  18
  12
  6
  4
  2
  2
  1
  1
  0
  0
  0
  0
  7-9,000 135
  68
  27
  18
  9
  5
  4
  3
  1
  1
  1
  1
  0
  0
  10-12,000 180
  90
  36
  24
  12
  7
  5
  4
  2
  1
  1
  1
  1
  1
  13-15,000 225 113
  45
  30
  15
  9
  6
  5
  2
  2
  1
  1
  1
  1
  16-20,000
  -
  150
  60
  40
  20
  12
  8
  6
  3
  2
  2
  1
  1
  1
  21-30,000
  -
  225
  90
  60
  30
  18
  12
  9
  5
  3
  2
  2
  2
  1
  31-50,000
  -
  -
  150
  100
  50
  30
  20
  15
  8
  5
  4
  3
  3
  2
  51-75,000
  -
  -
  225
  150
  75
  45
  30
  23
  11
  8
  6
  5
  4
  3
  76-100,000
  -
  -
  -
  200
  100
  60
  40
  30
  15
  10
  8
  6
  5
  4
  101-125,000
  -
  -
  -
  250
  125
  75
  50
  38
  19
  13
  9
  8
  6
  5
  126-150,000
  -
  -
  -
  -
  200
  120
  80
  60
  30
  20
  15
  12
  10
  9
  151-200,000
  -
  -
  -
  -
  250
  150
  100
  75
  38
  25
  19
  15
  13
  11
  201-250,000
  -
  -
  -
  -
  -
  180
  120
  90
  45
  30
  23
  18
  15
  13
  251-300,000
  -
  -
  -
  -
  -
  210
  140
  105
  53
  35
  26
  21
  18
  15
  301-350,000+
  -
  -
  -
  -
  -
  240
  160
  120
  60
  40
  30
  24
  20
  17
  Stronghold Site
  Duration Modifier
  Mountain (Sogdian Rock, the Acropolis)
  x5
  Island (Tyre, Mont. St. Michel)
  x4
  Peninsula (Constantinople)
  x3
  Riverbank (Rhine river castles)
  x2
  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. If the strong hold is situated on a mountain, island, 
  peninsula, or riverbank multiply the number of days by the duration 
  modifier. 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.
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
   
  125
  BESIEGER’S SIEGE RECORD
  Besieger’s Artillery
  No. of 
  Pieces
  Daily Damage 
  / Piece
  Total Daily 
  Damage
  Daily Ammo 
  Cost / Piece
  Total Daily 
  Ammo Cost
  Maximum 
  Range
  Artillery Duel 
  (Need 6s)
  Light Ballista
  0
  -
  200'
  1d6
  Medium Ballista
  1,800 or 0
  18gp
  200'
  1d6
  Heavy Ballista
  1,800 or 60
  90gp
  300'
  1d6
  Light Catapult
  1,800 or 60
  90gp
  300'
  1d6
  Medium Catapult
  2,400 or 80
  90gp
  400'
  1d6
  Heavy Catapult
  3,600 or 120
  90gp
  400'
  1d6
  Light Trebuchet
  9,000 or 300
  225gp
  500'
  2d6
  Medium Trebuchet
  12,000 or 400
  225gp
  500'
  2d6
  Heavy Trebuchet
  15,000 or 500
  225gp
  500'
  2d6
  Totals
  -
  -
  -
  -
  Besieger’s 
  Work Force Number
  Construction 
  Rate / Month
  Construction 
  Rate / Day
  Wages /Month
  Total 
  Construction 
  Rate / Month
  Total 
  Construction 
  Rate / Day
  Total  
  Wages /Month
  Unskilled Laborers
  3gp
  1sp
  3gp
  Skilled Laborers
  6gp
  2sp
  6gp
  Apprentices
  10gp/15gp
  33cp/5sp
  10gp
  Journeymen
  20gp/30g
  66cp/1gp
  20gp
  Masters
  40gp/30g
  133cp/1gp
  75gp
  Craftsmen Teams
  150gp
  5gp
  150gp
  Siege Engineers
  20gp
  66cp
  50gp
  Engineers
  40gp
  1gp, 33cp
  250gp
  Monstrous Worker 
  (                )
  Other 
  (                )
  Other 
  (                )
  Totals
  -
  -
  -
  Besieger’s 
  Construction 
  Projects
  Construct.
  Cost
  Materials 
  Cost
  Labor 
  Cost
  Construct. 
  Supervisor
  Workers 
  Assigned
  Construct.
  Rate / Day
  Time 
  Required
  Time 
  Remaining
  Notes
  Scavenge Ammo
  -
  1:10 gp to ammo
  Siege Mining
  1,000gp
  -
  1,000gp
  Engineer
  Max 100 workers
  
  126
  DEFENDER’S SIEGE RECORD
  Defender’s Artillery No. of Pieces
  Daily  
  Damage / Piece
  Total Daily 
  Damage
  Daily Ammo 
  Cost / Piece
  Total Daily 
  Ammo Cost
  Maximum 
  Range
  Artillery Duel 
  (Need 6s)
  Light Ballista
  0
  -
  200'
  1d6
  Medium Ballista
  1,800 or 0
  18gp
  200'
  1d6
  Heavy Ballista
  1,800 or 60
  90gp
  300'
  1d6
  Light Catapult
  1,800 or 60
  90gp
  300'
  1d6
  Medium Catapult
  2,400 or 80
  90gp
  400'
  1d6
  Heavy Catapult
  3,600 or 120
  90gp
  400'
  1d6
  Light Trebuchet
  9,000 or 300
  225gp
  500'
  2d6
  Medium Trebuchet
  12,000 or 400
  225gp
  500'
  2d6
  Heavy Trebuchet
  15,000 or 500
  225gp
  500'
  2d6
  Totals
  -
  -
  -
  -
  Defender’s Work Force
  Number
  Construction 
  Rate / Month
  Construction  
  Rate / Day
  Wages /Month
  Total 
  Construction  
  Rate / Month
  Total 
  Construction 
  Rate/ Day
  Total  
  Wages /Month
  Unskilled Laborers
  3gp
  1sp
  3gp
  Skilled Laborers
  6gp
  2sp
  6gp
  Apprentices
  10gp/15gp
  33cp/5sp
  10gp
  Journeymen
  20gp/30g
  66cp/1gp
  20gp
  Masters
  40gp/30g
  133cp/1gp
  75gp
  Craftsmen Teams
  150gp
  5gp
  150gp
  Siege Engineers
  20gp
  66cp
  50gp
  Engineers
  40gp
  1gp, 33cp
  250gp
  Monstrous Worker 
  (                   )
  Other 
  (                   )
  Other 
  (                   )
  Totals
  -
  -
  -
  Defender’s 
  Construction 
  Projects
  Construct.
  Cost
  Materials 
  Cost
  Labor 
  Cost
  Construct.
  Supervisor
  Workers 
  Assigned
  Construct.
  Rate / Day
  Time 
  Required
  Time 
  Remaining
  Notes
  Scavenge Ammo
  1:10 gp to ammo
  Countermining
  1,000gp
  -
  1,000gp
  Engineer
  Max 100 workers
  Repair Wood
  5shp/1gp 
  Repair Stone
  1shp/1gp
  
  The Adventurer Conqueror King System: Domains at War - Battles
   
   
  127
  DESIGNATION OF PRODUCT IDENTITY
  The following is designated as product identity: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artworks, logos, 
  symbols, graphic designs, and trade dress.
  Autarch™, Adventurer Conqueror King™, Adventurer Conqueror King 
  System™, ACKS™, Domains at War™, Domains at War: Battles™, and 
  Domains at War: Campaigns™ are trademarks of Autarch™. Auran 
  Empire™ is a trademark of Alexander Macris. The Auran Empire™ 
  brand and all proper names, dialogue, plots, storylines, locations, and 
  characters relating thereto are copyright 2011, Alexander Macris and 
  used by Autarch™ under license. 
  DESIGNATION OF OPEN GAME CONTENT
  All text and tables, with the exception of material specifically excluded 
  in the declaration of product identity, are open game content. 
  OPEN GAME LICENSE Version 1.0a
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  is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights 
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  2. The License: This License applies to any Open Game Content that 
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  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
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  12 Inability to Comply: If it is impossible for You to comply with any of 
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  13 Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
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  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  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 
  original material by E. Gary Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker, based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Adventurer Conqueror King Copyright 2011, Autarch; Authors 
  Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning. 
  
  128
  Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris 
  Gonnerman.
  Castles & Crusades: Players Handbook Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters Product Support Copyright 2005, Troll 
  Lord Games.
  Labyrinth Lord™ Copyright 2007-2009, Daniel Proctor; Author Daniel 
  Proctor.
  Labyrinth Lord™ Advanced Edition Companion Copyright 2010, 
  Daniel Proctor; Author Daniel Proctor.
  END OF LICENSE
  ADVENTURER CONQUEROR KING PRODUCT IDENTITY 
  LICENSE Version 1.0
  Subject to the terms of the Open Game License, above, you may 
  create derivative works based upon the Adventurer Conqueror King 
  System (this document). However, the Open Game License protects 
  the Product Identity (explained and detailed above) such that you must 
  have permission from the copyright holder before you may use any of 
  the listed Product Identity.
  You may use certain items of the listed Product Identity under the 
  following conditions:
  1. You must comply fully with the Open Game License, version 1.0a, 
  as described above; and 
  2. The work may not be obscene in nature; in general, any work 
  containing subject matter that would qualify for an NC-17 movie 
  rating in the United States, or an R rating due to explicit sexual content, 
  is considered obscene for purposes of this license.
  If you comply with the above conditions, you may do either or both 
  of the following:
  1. Include the text “Designed for use with the Adventurer Conqueror 
  King System” 
  2. Use the “ACKS Compatible” logo, provided on the Adventurer 
  Conqueror King System website: http://www.adventurerconquerorking.
  com/logo.html
  The logo may be resized as needed, but must not be distorted and may 
  not be altered other than to resize it. 
  3. Use the product identity elements “Autarch”, “Adventurer 
  Conqueror King”, “Adventurer Conqueror King System”, and “ACKS” 
  for the purposes of identifying the source of open content which is 
  re-used from this document and discussing the relationship of the 
  derivative work to this original, subject to the following terms: 
  a. Any work making use of these elements must designate these 
  elements as product identity in accordance with section 1(e) of the 
  Open Game License version 1.0a;
  b. Any work making use of these elements must bear a notice declaring 
  the fact that Autarch, Adventurer Conqueror King, Adventurer 
  Conqueror King System, and ACKS are trademarks of Autarch LLC.
  If you wish to use other Product Identity from this work, you must 
  request and receive explicit permission from the copyright holder.
  In any of the above cases where the Adventurer Conqueror King
  Product Identity is used in your work, you must also include the 
  Adventurer Conqueror King website address “autarch.co” in that 
  work. You may place the website address adjacent to the logo and/
  or name, or you may include it on your title page, or place it in some 
  other location where any reasonably observant person would expect 
  to find it.
   END OF LICENSE
  
  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: Battles™ (D@W) is a supplement for Autarch’s best-selling Adventure Conqueror 
  King System™ (ACKS). Using the rules herein, you can run massive battles between opposing 
  armies using playing pieces on the tabletop. Designed specifically for battles where RPG characters 
  are in command, D@W: Battles makes the deeds and decisions of those characters the focus of its 
  gameplay, and works hard to integrate their actions into the flow of battle. Built from the same 
  mathematics that power ACKS, it generates outcomes like what you’d get if you fought it out on the 
  one-on-one roleplaying scale. 
  Domains at War: Battles is compatible with any fantasy RPG system that uses twenty-sided dice 
  and shares concepts like hit points and armor class. With Domains at War: Battles, we invite RPG 
  gamers to bring the epic scope of pitched battle to their tabletops!
  www.autarch.co
  TM
  TM
  AUT1105
  Printed in the U.S.A.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Autarch/Autarch - Domains at War Battles.pdf