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FIGHTING PITCHED BATTLES WITH THE ADVEN THE ADVENTURE TURER R CONQU C ONQUEROR EROR KING SYS SYSTEM TEM
The Adventurer Conqueror King System: Domains at War - Battles
Table of Contents
Credits . . . . . . . Thank You . . . . . Caesar . . . . . . . IMPERATOR . . . . . MAGISTER MILITUM . . AUTARCH RETAILER . . LEGATE . . . . . . . TRIBUNE . . . . . . D@W RETAILER . . . CENTURION PHALANX . PRIMUS PILUS . . . . Backers cont. . . . .
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Introduction About the Game . . How to Use this Book Inspirations . . . . Terminology . . . .
2 2 2 2 2 2 2 2 2 2 2 4
6 . . . .
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Chapter 1: Basic Rules Core Concepts . . . . . . Units. . . . . . . . . . Officers . . . . . . . . . Set Up . . . . . . . . . Sequence of Play . . . . . Command Phase . . . . . Movement Sequence. . . . Attack Sequence . . . . . Actions in Lieu of Attacking . Morale Phase . . . . . . Ending Battles . . . . . .
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7 7 8 8
9 . . . . . . . . . . .
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Chapter 2: Terrain
10 11 14 16 17 18 18 20 24 25 26
28
Random Terrain Generation . . . . Terrain Types . . . . . . . . .
29 31
Chapter 3: Strategic Situations 34 Deployment by Strategic Situation .
Chapter 4: Heroes Qualifying as a Hero . . . . Hero Characteristics . . . . Heroes on the Battlemap . . Spells, Special Abilities, and Magic Items . . . . . .
35
39 . . . 40 . . . 40 . . . 40 . . .
Chapter 5: Assaults Fortified Structures . . . . . . Damaging and Destroying Fortified Structures . . . . . . . . . Assault Set Up . . . . . . . . Movement During Assaults . . . Combat During Assaults . . . . Siege Equipment . . . . . . . Artillery Units . . . . . . . .
42
52 .
53
. 54 . 55 . 55 . 56 . 57 . 60
Chapter 6: Scale
63
Scaling Up the Game . . . . . Units at Epic Scale . . . . . . Officers and Heroes at Epic Scale . Spells and Items at Epic Scale . . Assaults at Epic Scale . . . . . Officers and Heroes at Platoon Scale . . . . . . . Spells and Items at Platoon Scale . Assaults at Platoon Scale . . . .
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64 64 65 65 67
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70 70 73
Chapter 7: Rosters Demi-Human Units Human Units . . Beastman Units . Exotic Units . . .
75 . . . .
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Chapter 8: Conversion
76 77 78 79
80
Basics of Building Units . . . . . Building Standard units . . . . . Building Cavalry Units . . . . . . Building Mixed Units . . . . . . Building Behemoth Cavalry units . . Building Chariot Units . . . . . . Using ACKS Characters with Domains at War . . . . . . . Calculating Battle Ratings and Cost .
Chapter 9: Scenarios
81 81 82 84 86 89 91 92
96
Basic Scenario: Peril at the Fangs . . Advanced Scenario: Battle of Zidium
Chapter 10: Armies
97 99
103
The Hobgoblin Horde of Ysgre . . . 104 The Wat chful Legion of Artash umara 106
Glossary Order of Battle . . . . . . . Commander Characteristics . . Hero Characteristics . . . . . Domains at War: Battles Characteristics . . . . . . Domains at War: Campaigns Characteristics . . . . . . Stronghold Under Siege Record Siege Journal . . . . . . . Besieger’s Siege Record . . . Defender’s Siege Record . . .
110 . . 119 . . 120 . . 120 . . 121 . . . . .
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121 122 123 125 126
THANK YOU Domains at War was made possible by the supporters who backed the original Adventurer Conqueror King Kickstarter or pre-ordered ACKS from Autarch. We’re glad to thank you once again for your contributions, and hope you enjoy this bonus goal!
CAESAR Jeffrey Binder Cain Gillespie
IMPERATOR Fred Liner MAGISTER MILITUM Cain Gillespie AUTARCH RETAILER Te Tower Game Center Twenty Sided Store LEGATE Cain Gillespie Casey Garske Charles Myers Jon F. Zeigler Scott Boston
TRIBUNE Andrew Ronald Johnson Big Blair Bobloblah David Keyser Eric “Malo Monkey” Maloof Jarrod Maistros Jim Skach Jon Peterson Ktrey Parker Mark Pavlou Mark Solino Morgan Hazel Paul A. Nemeth Peter “PJDanger” Dean Peter McNamara Richard Forest Robert Gamble Scott Maynard Steven Dolges Utz Westermann
D@W RETAILER
Atomic Empire
CENTURION PHALANX Adam Meyers Matt Foster-Jack’s Dad Ronanddes William Macris PRIMUS PILUS Benjamin Armintor Daniel Stack Jason Azze Jason Smith Lempi Kurkinen M. Young Miguel Zapico Noah Marshall Phil Karecki Philipp Kepplinger Tshilaba Verite and Artus Nemati
The Adventurer Conqueror King System: Domains at War - Battles
CENTURION Aaron Leback
Joe Kushner
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The Adventurer Conqueror King System: Domains at War - Battles
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Introduction
Te 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. – T ���������
The Adventurer Conqueror King System: Domains at War - Battles
ABOUT THE GAME Domains at War (D@W ) is the mass combat supplement for the Adventurer Conqueror King System™ ( ACKS). Te rules of Domains at War are divided into two books: Campaigns and Battles. Te 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 off ering 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 Je ff Perren, was particularly in�uential 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. Tis 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 con �ict spanning empires.
HOW TO USE THIS BOOK Domains at War: Battles includes all the rules you need to �ght 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 �ght standalone scenarios, based on historical battles, �ctional con�icts, or simply interesting engagements that pit one force against another. Second, it can be used to �ght 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 roleplaying 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 eff ects 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 rules for lords, wizards, dragons, and other powerful characters on the battle�eld. 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
n o i t c u d o r t n I
many of the advanced rules using the second included scenario, the Battle of Zidium (again in Chapter 9). Te �nal
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 ACK ACKSS characters and monsters for campaign battles. Chapter 9, Scenarios, presents the basic and advanced scenarios mentioned above. Finally, Chapter 10, Armies, off ers ers unique armies and custom units for your reference and use.
INSPIRATIONS In addition to Gygax and Perren’s Chainmail , many tabletop Battles. 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, Antiquitatis, Richard Berg and Mark Herman’s Great Battles,, Richard Borg’s Battle Lore, Battles Lore, and Arty Conliff e’s Arm e’s Armati ati.. Gamers familiar with these works will doubtless note certain mechanical similarities with Domains at War: Battles. Battles. Te Battles is biggest diff erence erence between these games and Battles is in the role of commanders and heroes on the battle�eld. While Domains at War: Battles could Battles could be enjoyed as a stand-alone wargame, it has been designed speci�cally 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 �ow of battle.
TERMINOLOGY in Advent enture urerr Te terms below are used in Adv
Conqueror Conque ror Kin Kingg Syst System em,, Domains at War: Campaigns, Campaigns, and Domains at War: Battles. Battles. When a group of people sit down to play, the participants are called players, and a nd 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 forti�ed 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. Te 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. Te Adv Advent enture urerr Conqueror King System provides 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. Tese rules are covered in Domains at War: Campaigns. Campaigns. Domains at War: Campaigns Campaigns uses hex maps to chart the movement of armies at the strategic level. Terefore the territory and terrain of any realms and domains should mapped on hex paper. Te 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 diff erent erent PCs against each other are also possible. Te
at the back of the book summarizes many more Glossary at de�ned 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 de �ned 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. ��� � ����� ���’ � S���������� – M
chapter introduces the basic rules of Domains at War: Battles.. It includes only what’s Battles what’s necessary necessa ry to �ght a straightforward battle between two forces on open plains or �elds without heroes (p. 40) or terrain (p. 29). Tis
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, 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 �gures per base in each scale. Tese 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. Tis is a perfectly sized army for warmongering 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.
Each officer is represented on the battle�eld with an officer counter. An assortment of 1" x 1" o fficer counters is included with the Complete Domains at War Set , but you can substitute fantasy miniatures or other playing pieces as desired. O fficers are rated with various officer characteristics (p. 14), the most important of which is leadership ability (p. (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. Te 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. Te maximum number of units in a division that can move and �ght 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, 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, army, each one will be assigned to a diff erent erent unit. In the basic rules, officers do not personally move, �ght, or use magic. Chapter 4, Heroes, off ers ers advanced rules for handling heroic officers.
BATTLEMAPS AND HEXES
IMPORTANT NOTE:
Te
If you are using miniatures instead of unit counters (p. (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
OFFICERS
units and officers of the opposing armies move and �ght on a battlemap representing the region of the battle�eld. Te battlemap is a paper or game-board surface divided into six-sided hexes. Each hex represents an area of ground measuring 60' across. Te 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.
hexes, but Domains at War looks and plays An officer is an important character better if the physical size of the hexes and taking part in the battle. In a campaign the counters correlate with each other. game, officers are usually PCs and major NPCs and monsters. In a battle When �ghting battles with lots of units, fought outside of an RPG campaign (a we recommend using multiple standalone scenario), the scenario itself will specify the o fficers battlemaps. Tis will ensure that the armies have su fficient involved.
Frontage
25mm Basing
25mm Figures Per Base
15mm Basing
15mm Figures per Base
Infantry Cavalry/Ogres Giants/Monsters
75mm x 50mm 75mm x 50mm 80mm x 40mm
3 figures wide x 2 figures deep 3 figures wide x 1 figures deep 2 figures wide x 1 figure deep
40mm x 30mm 40mm x 30mm 40mm x 40mm
3 - 4 figures wide x 2 figures deep 3 - 4 figures wide x 1 figure deep 1 figure