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Author: Alexander Macris Publisher: ISBN: 9780984983261 Category : Languages : en Pages : 104
Book Description
Tomorrow you will bring the battle to the foe. Tonight you walk among the troops you'll lead. The mercenaries are veterans and sleep while they can, but the peasants levied from your lands seek courage in tales of your previous victories. In the cover of darkness, you can listen rather than lead. Remember when you were like them? Back when you first entered the dungeon, you wielded a sword to fight for gold, glory, and the favor of the gods. Winning these earned you a throne. Now you wield an army, and fight for the right to rule the domains at war. Domains at War: Campaigns (D@W) is a supplement for Autarch's best-selling Adventure Conqueror King System (ACKS). Using the rules herein, your fantasy RPG characters can raise armies, campaign against enemy forces, and conquer domains. It includes a comprehensive campaign toolkit for use in ongoing games, fully compatible with ACKS's rules for mercenaries, strongholds, magic, and rulership. D@W: Campaigns also includes a streamlined system for resolving the outcome of pitched battles between army-sized forces, ideal for resolving battles between NPC commanders, where the adventurers are bystanders or front-line participants. Domains at War: Campaigns is compatible with any fantasy RPG system that uses twenty-sided dice and shares concepts like hit points and armor class. If your players are ready to rule, then your campaign is ready for the Domains at War: Campaigns rules.
Author: Alexander Macris Publisher: ISBN: 9780984983261 Category : Languages : en Pages : 104
Book Description
Tomorrow you will bring the battle to the foe. Tonight you walk among the troops you'll lead. The mercenaries are veterans and sleep while they can, but the peasants levied from your lands seek courage in tales of your previous victories. In the cover of darkness, you can listen rather than lead. Remember when you were like them? Back when you first entered the dungeon, you wielded a sword to fight for gold, glory, and the favor of the gods. Winning these earned you a throne. Now you wield an army, and fight for the right to rule the domains at war. Domains at War: Campaigns (D@W) is a supplement for Autarch's best-selling Adventure Conqueror King System (ACKS). Using the rules herein, your fantasy RPG characters can raise armies, campaign against enemy forces, and conquer domains. It includes a comprehensive campaign toolkit for use in ongoing games, fully compatible with ACKS's rules for mercenaries, strongholds, magic, and rulership. D@W: Campaigns also includes a streamlined system for resolving the outcome of pitched battles between army-sized forces, ideal for resolving battles between NPC commanders, where the adventurers are bystanders or front-line participants. Domains at War: Campaigns is compatible with any fantasy RPG system that uses twenty-sided dice and shares concepts like hit points and armor class. If your players are ready to rule, then your campaign is ready for the Domains at War: Campaigns rules.
Author: Alexander Macris Publisher: ISBN: 9780984983285 Category : Languages : en Pages : 242
Book Description
Adventurer Conqueror King System Domains at War 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 brings the full sweep of fantasy warfare to tabletop gaming and role-playing campaigns. The Domains at War Complete Set offers three interlocking systems to cover the full sweep of military struggles in a fantasy, ancient, or medieval world: A quick mass combat rule system for use in any role-playing game that uses concepts like hit points and armor class A comprehensive campaign toolkit for use in ongoing games, fully compatible with the Adventurer Conqueror King System's rules for mercenaries, strongholds, magic, and rulership A fast-playing tactical wargame derived from these systems, so that playing a battle generates outcomes like what you'd get if you fought it out on the one-on-one roleplaying scale This hardcover compendium includes everything from the Domains at War: Battles and Domains at War: Campaigns rulebooks. Domains at Waris designed for Autarch's best-selling Adventurer Conqueror King System, but is compatible with any fantasy RPG system that uses twenty-sided dice and shares concepts like hit points and armor class. If your tabletop gaming would benefit from the vivid drama and agonizing choices of warfare, Domains at War is designed for you.
Author: Publisher: ISBN: 9780984983278 Category : Languages : en Pages : 132
Book Description
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!
Author: Macris Publisher: Autarch LLC ISBN: 9780984983209 Category : Languages : en Pages : 274
Book Description
Your Journey from Adventurer to King Begins Now! Enter a world where empires totter on the brink of war, and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption, nubile maidens are sacrificed to chthonic cults and nobles live in decadent pleasure on the toil of slaves; where heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. This is a world where adventurers can become conquerors - and conquerors can become kings. Will you survive the perils of war and dark magic to claim a throne? Or will you meet your fate in a forgotten ruin beyond the ken of men? The Adventurer Conqueror King System (ACKS) is a new fantasy role-playing game that provides the framework for epic fantasy campaigns with a sweeping scope. With the Adventurer Conqueror King System you can: Play 12 different classes, including the fighter, mage, thief, cleric, assassin, bard, bladedancer, explorer, dwarven craftpriest, dwarven vaultguard, elven nightblade, and elven spellsword. Easily customize your character using a unique, optional proficiency system. Make your fighter a berserker or your mage a necromancer! Buy, sell, and trade common merchandise, precious silks and spices, and even monster parts and magic items in a balanced and integrated game economy. Construct strongholds, establish kingdoms, and carve out a realm for your character. Run a thieves' guild and send your minions to carouse, smuggle, steal, and commit other hijinks. Establish a wizard's sanctum and explore the forbidden arts. Crossbreed horrific monsters in an underground laboratory, enact powerful magical rituals, build golems, craft magic items, or even transform yourself and your followers into undead monsters. Build and run a living world for adventure on a grand scale. With game mechanics built to support emergent play, ACKS is the ultimate RPG for sandbox campaigns. Whether you want to crawl through dungeons, trade with merchant caravans, run a merchant emporium, conquer an empire, or even raise an undead legion, ACKS supports your playstyle with simple, fast-playing game mechanics."
Author: Carl Builder Publisher: ISBN: Category : History Languages : en Pages : 266
Book Description
Why was the Navy ready to clear the skies over the Persian Gulf, yet surprised by the mines laid under it? Why is it that the Army is always prepared for war in Europe, but was caught off guard in Korea and Vietname? And why is the Air Force indifferent to "Star Wars"? In The Masks of War Carl H. Builder asks what motives lie behind the puzzling and often contradictory behavior of America's militay forces. The answer, he finds, has little to do with what party controls the White House or who writes the budget. Far more powerful-and glacially resistant to change-are the entrenched institutions and distinct "personalities" of the three armed services themselves. The Masks of War explains why things sometimes go wrong for the American military. It also explains why things will always go wrong for the military reformers. Changes in the military's strategic thinking have come only in the wake of full-blown disaster-Pearl Harbor, for instance. Today's nuclear world can't afford such lessons.
Author: Richard A. Clarke Publisher: Penguin ISBN: 0525561986 Category : Political Science Languages : en Pages : 354
Book Description
An urgent warning from two bestselling security experts--and a gripping inside look at how governments, firms, and ordinary citizens can confront and contain the tyrants, hackers, and criminals bent on turning the digital realm into a war zone. "In the battle raging between offense and defense in cyberspace, Clarke and Knake have some important ideas about how we can avoid cyberwar for our country, prevent cybercrime against our companies, and in doing so, reduce resentment, division, and instability at home and abroad."--Bill Clinton There is much to fear in the dark corners of cyberspace: we have entered an age in which online threats carry real-world consequences. But we do not have to let autocrats and criminals run amok in the digital realm. We now know a great deal about how to make cyberspace far less dangerous--and about how to defend our security, economy, democracy, and privacy from cyber attack. Our guides to the fifth domain -- the Pentagon's term for cyberspace -- are two of America's top cybersecurity experts, seasoned practitioners who are as familiar with the White House Situation Room as they are with Fortune 500 boardrooms. Richard A. Clarke and Robert K. Knake offer a vivid, engrossing tour of the often unfamiliar terrain of cyberspace, introducing us to the scientists, executives, and public servants who have learned through hard experience how government agencies and private firms can fend off cyber threats. With a focus on solutions over scaremongering, and backed by decades of high-level experience in the White House and the private sector, The Fifth Domain delivers a riveting, agenda-setting insider look at what works in the struggle to avoid cyberwar.
Author: Chris McDowall Publisher: ISBN: 9781506196589 Category : Languages : en Pages : 48
Book Description
Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.
Author: John F Antal Publisher: Casemate ISBN: 1636243363 Category : History Languages : en Pages : 256
Book Description
"...a useful addition to the literature of the changing character of war. Its scoping and focus, and its application of the identified disruptors to current challenges offer immediate insights for today’s commanders and defence policymakers." — The Wavell Room The nature of war is constant change. We live in an era of exponential technological acceleration which is transforming how wars are waged. Today, the battlespace is transparent; multi-domain sensors can see anything, and long-range precision fire can target everything that is observed. Autonomous weapons can be unleashed into the battlespace and attack any target from above, hitting the weakest point of tanks and armored vehicles. The velocity of war is hyper-fast. Battle shock is the operational, informational, and organizational paralysis induced by the rapid convergence of key disrupters in the battlespace. It occurs when the tempo of operations is so fast, and the means so overwhelming, that the enemy cannot think, decide, or act in time. Hit with too many attacks in multiple domains, all occurring simultaneously, the enemy is paralyzed. In short, the keys to decisive victory in war is to generate battle shock. Imagine a peer fight against Communist China, a new war in Europe against a resurgent Russia, or a conflict against Iran in the Middle East. How can our forces survive an enemy-first strike in these circumstances? Can we adapt to the ever-accelerating tempo of war? Will our forces be able to mask from enemy sensors? How will leaders execute command and control in a degraded communications environment? Will our command posts survive? Will our commanders see and understand what is happening in order to plan, decide, and act in real time? This book addresses these tough questions and more.
Author: Lt. General David Barno Publisher: Oxford University Press ISBN: 0190672072 Category : History Languages : en Pages : 441
Book Description
A critical look into how and why the U.S. military needs to become more adaptable. Every military must prepare for future wars despite not really knowing the shape such wars will ultimately take. As former U.S. Secretary of Defense Robert Gates once noted: "We have a perfect record in predicting the next war. We have never once gotten it right." In the face of such great uncertainty, militaries must be able to adapt rapidly in order to win. Adaptation under Fire identifies the characteristics that make militaries more adaptable, illustrated through historical examples and the recent wars in Iraq and Afghanistan. Authors David Barno and Nora Bensahel argue that militaries facing unknown future conflicts must nevertheless make choices about the type of doctrine that their units will use, the weapons and equipment they will purchase, and the kind of leaders they will select and develop to guide the force to victory. Yet after a war begins, many of these choices will prove flawed in the unpredictable crucible of the battlefield. For a U.S. military facing diverse global threats, its ability to adapt quickly and effectively to those unforeseen circumstances may spell the difference between victory and defeat. Barno and Bensahel start by providing a framework for understanding adaptation and include historical cases of success and failure. Next, they examine U.S. military adaptation during the nation's recent wars, and explain why certain forms of adaptation have proven problematic. In the final section, Barno and Bensahel conclude that the U.S. military must become much more adaptable in order to address the fast-changing security challenges of the future, and they offer recommendations on how to do so before it is too late.
Author: Erik Gartzke Publisher: Oxford University Press ISBN: 019090867X Category : Political Science Languages : en Pages : 384
Book Description
The complexity of the twenty-first century threat landscape contrasts markedly with the bilateral nuclear bargaining context envisioned by classical deterrence theory. Nuclear and conventional arsenals continue to develop alongside anti-satellite programs, autonomous robotics or drones, cyber operations, biotechnology, and other innovations barely imagined in the early nuclear age. The concept of cross-domain deterrence (CDD) emerged near the end of the George W. Bush administration as policymakers and commanders confronted emerging threats to vital military systems in space and cyberspace. The Pentagon now recognizes five operational environments or so-called domains (land, sea, air, space, and cyberspace), and CDD poses serious problems in practice. In Cross-Domain Deterrence, Erik Gartzke and Jon R. Lindsay assess the theoretical relevance of CDD for the field of International Relations. As a general concept, CDD posits that how actors choose to deter affects the quality of the deterrence they achieve. Contributors to this volume include senior and junior scholars and national security practitioners. Their chapters probe the analytical utility of CDD by examining how differences across, and combinations of, different military and non-military instruments can affect choices and outcomes in coercive policy in historical and contemporary cases.