Tuesday, February 26, 2013

Help Found Igra Miniatures Studio!


An fellow wargamer in Israel, Nadav Igra, who is also an aspiring sculptor (you can see an example of his excellent work above) is trying to found his own miniature-producing studio. For this he needs money; so he started an Indiegogo crowdfunding campaign.

Support him here!

Terrain Workshop at NEXUS

The local gaming club in Rishon LeZion (about 20 minutes by bus from where I live) called NEXUS has organized a small wargaming terrain workshop for several kids who are newcomers to wargaming. Soon we will teach them Malifaux, WH40K and maybe FUBAR or USE ME. This was in Purim (the Jewish "Halloween" equivalent) so some people did dress up.

So here is how it looked like:








Wednesday, February 20, 2013

Barbarian Conqueror King: Basic Math

Let's do some basic math for Barbarian Conqueror King.

Population density is realtively low, at 50 people per square mile (5,000 families per 24-mile hex), similar to Roman levels and far lower than Greek or Medival French levels. While some areas are richer than others, I'll use this average for the sake of simplicity.
All realms are city-states and thus considered "advanced" and urban, though in fact they are not very much technically advanced. They also have a centralized settlement pattern. This means that I always go down one row in Urban Population and down one row in Largest Settlement.
Harat has 8 hexes and a total population of 40,000 families. While it is a "Duchy" in ACKS terms it is ruled by Hardun, the Gladiator-King (who also happens to be a lizardman, more on that later). It has an urban population of 8,000 families, 4,000 of them in Harat itself, which is a proper City and a Class-III market. It is also moderately rich, with an average land revenue of 6gp.
Yimara has 9 hexes and a total population of 45,000 families. While it is a "Duchy" in ACKS terms it is ruled by the corrupt King Balrazar. It has an urban population of 9,000 families, 5,000 of them in Yimara itself, which is a Large City and a Class-II market. It is also a rich realm with highly fertile farmland, with an average land revenue of 8gp.
Khishrom has 9 hexes and a total population of 45,000 families. While it is a "Duchy" in ACKS terms it is ruled by the even-handed King Adyan. It has an urban population of 9,000 families, 4,000 of them in Khishrom itself, which is a City and a Class-III market. It is also relatively rich, with an average land revenue of 7gp, mostly from mining.
Irem has 10 hexes and a total population of 50,000 families. While it is a "Duchy" in ACKS terms it is ruled by the Merchant-Prince Argum. It has an urban population of 10,000 families, 4,500 of them in Irem itself, which is a City and a Class-III market. It is also realtively poor, mostly desert and grazing land, with an average land revenue of 4gp.
Zarnas has 9 hexes and a total population of 45,000 families. While it is a "Duchy" in ACKS terms it is ruled by the Eternal Pharaoh Pilsar IV from his seclusion in the Great Pyramid. It has an urban population of 9,500 families, 4,000 of them in half-dead Zarnas itself, which is a City and a Class-III market. It is also quite rich with an average land revenue of 8gp.
The City of the Crescent Sun has 11 hexes and a total population of 55,000 families. While it is a "Duchy" in ACKS terms it is ruled by the Lizard-Queen Xelana. It has an urban population of 11,000 families, 5,500 of them in The City of the Crescent Sun itself, which is a Large City and a Class-II market. It is also avarage economically, with an average land revenue of 6gp.
The (Chaotic) City of the Sunken Moon has 7 hexes and a total population of 35,000 families. While it is a "Duchy" in ACKS terms it is ruled by the mad Lizard-Sorceress Manatxu. It has an urban population of 7,000 families, 3,500 of them in The City of the Sunken Moon itself, which is a proper City and a Class-III market. It is also moderately rich, with an average land revenue of 7gp.
Cibola has 18 hexes, divided into three districts ("Duchies"), and a total population of 90,000 families. While it is a "Principality" in ACKS terms it is ruled by the High Priestess of Ixchala, Nalana. It has an urban population of 18,000 families, 9,000 of them in Cibola itself, which is a Large City and a Class-II market. It is also fabolously rich, with an average land revenue of 9gp.

Tuesday, February 19, 2013

Barbarian Conqueror King: Updated Campaign Map

I've made some changes to the Campaign Map to make it more geographically plausible and interesting, as well as make all city-states (other than the fabled Cibola) Duchies rather than Principalities in size.


Barbarian Conqueror King: Campaign Map

Here is the Campaign Map for Barbarian Conqueror King.


Sunday, February 17, 2013

Barbarian Conqueror King: Lizardman Hunter


Prime Requisite: DEX
Requirements: STR 9, DEX 9, CON 9
Hit Dice: 1d6
Maximum Level: 11

2400 XP

In the savage lizard-tribes of Mala, the most basic social function is that of the Hunter - an aguile stalker of prey who also, in times of dire need, doubles as a warrior in protection of his or her tribe. Some of the more civilized Lizardmen of Punt also follow this pursuit - either as hunters for pleasure and profit or as rouges who lives in the cracks of Cibola's rich, but corrupt, society. Unarmoured, stealthy and utterly deadly when attacking from ambush, the Lizardman Hunter is a light-footed warrior well-suited to the adventuring life.

In ACKS-PC terms, a Lizardman Hunter is Lizardman 2, Hit Die 1, Fighting 1 (2 due to the Lizardman bonus), Thievery 2, Divine 0, and Arcane 0 (I'll detail the custom powers later). He can go up to level 11. He needs 2,400 XP to rise to Level 2.

Lizardman Hunters are excellent combatants, though lightly armoured ones. At first level, Lizardman Hunter hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws and saving throws by two points every three levels of experience. Lizardman Hunters also increase their base damage roll from missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th and 9th.

Agile and sneaky combatants as they are, they may not wear any armour at all, but do enjoy a natural armour of AC 3 due to their Thick, Scaly Hides. They may use swords, daggers, spears, polearms and all missile weapons, may fight in any style and may cleave.

Like all Lizardmen, Hunters may use their Fangs and Claws in combat. In lieu of attacking with a normal weapon, the character can initiate an attack routine consisting of two claw attacks and one bite attack. The claws deal 1d3-1 damage each, while the bite deals 1d8 damage. Both the claw and bite damage will be modified by the character’s STR adjustment and damage bonus. When the character reaches 5th level, these natural weapons become capable of harming creatures only harmed by magical weapons. Lizardmen cannot use their fangs and claws while wielding weapons or using shields.

Also, as all Lizardmen, Hunters are excellent swimmers with a swimming movement rate of 120' per turn, and can hold their breath for 1 turn (10 minutes) without harm. When attacking with surprise, their Predatory Nature allows them to get a +4 bonus on attack throws and deals double damage on the attack. Their Natural Camouflage allows them to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. In dungeons, if the character is motionless and quiet in cover, they can escape detection with a proficiency throw of 14+ on 1d20, or use their Move Silently and Hide in Shadows rolls, whichever is better.

Lizardmen are used to live amongst their own people in hot, humid Punt and Mala. In human society, however, they are Alien. They suffer a -2 penalty to the reactions, loyalty, and morale of humans they interact with. Conversely, they get a +2 bonus to the reactions, loyalty, and morale of fellow Lizardmen.

Lizardmen Hunters may Move Silently, Climb Walls, Hide in Shadows, Hear Noise and Backstab like a Thief, as shown in the table below. The bonus for their Hunter's Senses is already factored in the throws given in the table.

Lizardmen Hunters enjoy keen Hunter's Senses, giving them a +4 bonus on any proficiency throws to hear noises and detect secret doors (already factored into their Hear Noise throw). With a proficiency throw of 18+ they can notice secret doors with just casual observation. They also gain a +2 bonus to avoid surprise. In the wild, as skilled trackers, they Avoid Getting Lost - Parties guided by the character gain significant advantages on wilderness adventures. Any time the Hunter’s party is in country familiar to him, they get a +4 bonus on proficiency throws to avoid getting lost. Lizardman Hunters are also Naturally Stealthy, giving their opponents a -1 penalty to surprise rolls when encountering the character. Finally, as skilled hunters, they have the Sniping proficiency, allowing them to inflict Backstab damage to an unaware target up to Short range.


ACKS: The Dark Project - The Mechanist


Prime Requisites: WIS and INT
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

The Mechanists are a radical heretic sect growing inside the Order of the Hammer. When Hammerites value craftmanship and honest work, Mechanists seek to make the world anew with clockwork and steam inventions. The Order of the Hammer, of course, views this as a wicked heresy and does its best to root it out; many a Mechanist was burned on a stake for the crime of violating Hammerite scripture with bold new interpretations and revolutionary inventions.

True Mechanists are clerics, in essence; they do worship the Builder, cast Divine spells and wield gear-headed maces to crush his enemies. However, they progress more slowly in spellcasting and cannot turn undead. However, their most important and intriguing ability is the creation of mechanical automatons, from the clockwork Metal Watchers to the marvellous Builder's Children who can lift great weights, replace the Mechanist in menial tasks and fight on his behalf.

In ACKS-PC terms they have Hit Dice 1, Fighting 1a and Cleric 2. However, they do trade in some of their abilities in return for sepcial abilities, not least of which is the creation of Automatons.

Mechanists fight just like Hammerite Clerics and hit an unarmoured foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience (the same progression as clerics). They may only fight weilding a weapon and a shield (or one weapon and an empty second hand) but cannot use two-handed weapons or dual-wield. Mechanists may wear Chain Mail armour or lighter and may use maces, flails, hammers, bows and crossbows. They may use any magic item useable by Clerics.

Mechanists cannot turn undead. They may cast Divine Spells and perform Magical Research as a Cleric of their level, as shown in the Adventurer Conqueror King System core book, pp.21-22.

The most precious and valued secret of the Mechanist is his ability to Design, Build, and Repair Automatons. Automatons are machines similar to magical constructs, but using clockwork, steam engines, gears, and valves in place of dweomercraft. This is done according to the Dwarven Machinist rules in the  Adventurer Conqueror King System's Player's Companion, pp.18-20.

Upon attaining 9th level (Mechanist Patriarch), a Mechanist may establish or build a fortified Factory-Church. So long as the Mechanist is currently in favor with the Builder, he may buy or build his factory-church at half the normal price due to divine intervention and mechanical innovation. Once a factory-church is established, the Mechanist’s reputation will spread and he will attract 5d6x10 0th level soldiers armed with various weapons, plus another 1d6 Mechanists of 1st-3rd level to serve the order. They are completely loyal (morale +4). While in the cleric’s service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc.