Showing posts with label Adventurer Conqueror King System II (ACKS II). Show all posts
Showing posts with label Adventurer Conqueror King System II (ACKS II). Show all posts

Tuesday, August 25, 2026

OSR Commentary - The Arduin Rpg character classes converted over to ACKS II rpg

Converting classic Dave Hargrave Arduin classes over to Adventurer Conqueror King System II (ACKS II) is an exercise in taking high-gonzo, wildly unbalanced B/X-era mechanics and structuring them within ACKS II's strict, mathematical Custom Class Creation System (Build Points / Value Categories).



Below is a direct breakdown of how to map Arduin's unique classes into ACKS II, including exact Build Point (BP) allocations to build them using ACKS II’s class creation framework.

Core Mapping Strategy

Arduin classes break conventional OSR balance by stacking special abilities, custom magic systems, or high combat stats. In ACKS II:

  • Use the Custom Class System (4 Build Points total distributed across HD, Fighting, Rogue, Arcane, and Divine).

  • Use ACKS II Class Proficiencies to simulate unique Arduin traits (e.g., Swashbuckling, Lethality, Eldritch Might).

  • Adjust XP thresholds to match power—if an Arduin class is inherently strong, it must scale at higher XP requirements (e.g., 2,500–3,000+ XP for Level 2).

Conversion Roster

1. Rune Weaver

  • Arduin Concept: A spellcaster who paints or engraves permanent or delayed magical runes onto gear, surfaces, or flesh rather than throwing instant spells.

  • ACKS II Build:

    • HD: 0 (d4)

    • Fighting: 0

    • Rogue: 1 (Skill investment for crafting/traps)

    • Arcane: 3 (Full Arcane caster)

  • Key Proficiencies: Artisan (Rune-carving), Inscribing, Magical Engineering.

  • Conversion Rule: Treat spellcasting as a Ward/Rune Repertoire. The Rune Weaver pre-casts spells onto physical objects during turn downtime using standard spell slots, which are triggered later by specific conditions (similar to Delay Spell or Glyph of Warding).

2. Saint

  • Arduin Concept: Pure holy men who do not wear armor or use heavy weapons, relying instead on divine grace, severe vows, and miraculous healing/protection.

  • ACKS II Build:

    • HD: 1 (d6)

    • Fighting: 0 (Unarmored, simple weapons)

    • Rogue: 0

    • Divine: 3 (Full Divine repertoire)

  • Key Proficiencies: Apostleship, Laying on Hands, Righteous Turning, Mysticism.

  • Conversion Rule: Gives up all armor and martial weapons (Fighting 0) to gain double the standard turning capability and access to a restricted divine spell list focused purely on protection, abjuration, and restoration.

3. Slaver

  • Arduin Concept: A ruthless martial/rogue hybrid specializing in non-lethal subduing, whips, nets, tracking humanoids, and psychological intimidation.

  • ACKS II Build:

    • HD: 1 (d6) or 2 (d8)

    • Fighting: 2 (Good base attack bonus, light/medium armor, martial weapons)

    • Rogue: 1 (Snare-setting, subduing, tracking)

    • Arcane/Divine: 0

  • Key Proficiencies: Brawling, Lash Mastery (allows trip/entangle mechanics with whips), Intimidation, Command.

  • Conversion Rule: Convert Arduin's "Subdual Points" into the standard ACKS II Subdual Damage system. Slavers ignore the usual attack penalties when dealing non-lethal damage with specific weapons (bullwhips, bolas, saps).

4. Courtesan

  • Arduin Concept: A social rogue using charisma, espionage, poisons, and hidden daggers to manipulate targets and run intelligence networks.

  • ACKS II Build:

    • HD: 0 (d4) or 1 (d6)

    • Fighting: 0 or 1

    • Rogue: 2 or 3 (Focus on social skills, disguise, stealth, and poison)

    • Arcane/Divine: 0

  • Key Proficiencies: Seductive Art, Bribery, Diplomacy, Poisoning, Disguise.

  • Conversion Rule: Uses the ACKS II Venturer/Hijinks framework. Instead of dungeon crawling income, Courtesans generate XP and revenue through social hijinks (Carousing, Spying, and Blackmail) with bonus modifiers.

5. Star-Powered / Techno-Mage (or Medicine Man / Psychic)

  • Arduin Concept: High-tech/sci-fi integrated classes using alien energy weapons, force fields, or psionic mental blasts.

  • ACKS II Build:

    • HD: 1 (d6)

    • Fighting: 1

    • Rogue: 1

    • Arcane: 1 (Reflavored as Tech/Psionics)

  • Key Proficiencies: Knowledge (Ancient Tech), Scavenging, Precognition or Mind Arts.

  • Conversion Rule: Rather than inventing a custom psionic system, use ACKS II Custom Arcane Spell Rules. Re-skin traditional spell slots as mental powers or tech charges:

    • Magic Missile $\rightarrow$ Mind Bolt or Laser Pistol blast.

    • Shield $\rightarrow$ Personal Deflector Screen.

    • ESP $\rightarrow$ Telepathic Probe.

Class Construction Quick-Reference Table

To build these directly in ACKS II, use the 4 Build Point distribution below:

Arduin ClassHDFightingRogueArcaneDivineBase XP to Level 2
Rune Weaver0 (d4)01302,500 XP
Saint1 (d6)00032,250 XP
Slaver2 (d8)21002,000 XP
Courtesan1 (d6)03001,750 XP
Techno-Mage / Psychic1 (d6)11102,125 XP

Handling "Arduin Gonzo" in ACKS II

  1. Critical Hits: Arduin is infamous for wild critical strike tables. Use the optional ACKS II Mortal Wounds & Critical Hit Tables to preserve this flavor without breaking system mechanics.

  2. Stat Scaling: Arduin classes often demand extreme ability scores. Treat these as Prime Requisites in ACKS II, requiring a score of 13+ or 16+ for the +5% / +10% XP bonus.

In Adventurer Conqueror King System II (ACKS II), converting exotic non-human races uses the Demi-Human Class Creation System. Every race-as-class is constructed using 4 Build Points (BP) distributed across standard categories (HD, Fighting, Rogue, Arcane, Divine), modified by a Race Category Penalty depending on how powerful their innate monster abilities are.

Dave Hargrave’s Phraints (insectoid hyper-leaping warriors) and Saurigs (savage reptilian brawlers) are both heavy martial races. Here is how to construct them directly within ACKS II mechanics.

Mechanics of ACKS II Race Creation

To convert high-gonzo Arduin races without breaking the ACKS II economy:

  1. Assign Base Categories (4 BP Max): Distribute points into HD, Fighting, Rogue, Arcane, or Divine.

  2. Apply Racial Traits: Convert innate traits (exoskeletons, leap attacks, natural bite/claw attacks) into Class Abilities or mandatory Class Proficiencies.

  3. Calculate XP Threshold: Race-as-class XP requirements increase exponentially based on combat strength and innate traits to keep human classes competitive.

1. The Phraint (Arduin Insectoid Warrior)

Arduin Lore: 7-foot tall, chitinous, emotionless insectoids capable of legendary 30-foot leaps into battle while wielding two-handed weapons.

ACKS II Class Construction:

  • Hit Dice: 2 Points $\rightarrow$ d8 Hit Die per level (Cap at 9d8, +2 HP/level after 9th).

  • Fighting: 2 Points $\rightarrow$ Fighter Attack Progression (+1 attack throw per level), unrestricted weapons, up to shield/medium armor.

  • Rogue: 0 Points.

  • Arcane/Divine: 0 Points.

  • Racial Category Penalty: +1 Build Point Equivalent (Innate Chitin Armor + Supernormal Leap).

Phraint Class Abilities:

  • Chitinous Exoskeleton: +2 bonus to natural Armor Class. (Cannot wear heavy plate due to carapace structure, but chitin stacks with leather/chain).

  • Great Leap (Signature Ability): Can jump up to 30 feet horizontally or 15 feet vertically as part of a movement action. If leaping into a melee charge, gain +2 to damage on a two-handed weapon attack, but suffer -2 to AC for the turn.

  • Insectoid Mind: +2 bonus to Saving Throws against Charm, Illusion, and Emotion-based magic.

  • Emotionless (-2 Penalty): Suffer a -2 penalty on all Reaction Rolls with non-insectoid humanoids.

  • Mandatory Class Proficiencies: Acrobatics, Weapon Focus (Two-Handed Sword).

  • Prime Requisite: STR 13+, DEX 13+.

  • Base XP to Level 2: 2,450 XP (Higher than a standard Human Fighter due to movement/AC traits).

2. The Saurig (Arduin Lizard-Man)

Arduin Lore: Muscular, predatory lizard-kin with natural bite/claw attacks, thick scaly hides, and amphibious capabilities.

ACKS II Class Construction:

  • Hit Dice: 3 Points $\rightarrow$ d10 Hit Die per level (Brutal durability; Cap at 9d10, +3 HP/level after 9th).

  • Fighting: 1 Point $\rightarrow$ Half-Fighter Progression (+1 attack throw every 2 levels).

  • Rogue: 0 Points.

  • Arcane/Divine: 0 Points.

  • Racial Category Penalty: +1 Build Point Equivalent (Natural Weapons + Aquatic + Thick Hide).

Saurig Class Abilities:

  • Reptilian Natural Weapons: When fighting unarmored or in light armor, a Saurig can make a multi-attack routine of Claw/Claw/Bite (1d4 / 1d4 / 1d6) instead of using a weapon.

  • Scaly Hide: Base AC is treated as Leather Armor (AC 2 / AC 12 in ACKS II) even when completely unarmored.

  • Amphibious: Can hold breath underwater for up to 30 minutes and swims at full base movement speed (120' / turn).

  • Cold-Blooded (Weakness): Suffer a -2 penalty to saving throws against Cold spells/effects, and take +1 damage per die from cold-based attacks.

  • Mandatory Class Proficiencies: Brawling, Swimming.

  • Prime Requisite: STR 13+, CON 13+.

  • Base XP to Level 2: 2,200 XP.

Quick Comparison Matrix

ClassHDFightingNatural ACKey MechanicsXP to Lvl 2
Phraintd8Full Fighter+2 Bonus30' Leap Charge, Emotionless Mind2,450 XP
Saurigd10Half FighterBase AC 2 (12)Claw/Claw/Bite routine, Swim Speed2,200 XP

Converting Arduin "Gonzo" Racial Features to ACKS II Systems

  1. Natural Weapon Scaling: Standard ACKS II limits natural attacks. If a Saurig levels up, their claws don't scale automatically—they must take the Martial Arts or Combat Superiority proficiencies to improve damage or attack throws.

  2. Armor Restrictions: Non-humanoid body types (like a Phraint's thorax or a Saurig's tail) increase armor cost by 150% for custom fitting, balancing out their natural AC bonuses.

Sunday, August 23, 2026

OSR Module Commentary Adapting Gary Gygax’s classic 1980 TSR module S3: Expedition to the Barrier Peaks to Adventurer Conqueror King System II (ACKS II)

 Adapting Gary Gygax’s classic 1980 TSR module S1: Expedition to the Barrier Peaks to Adventurer Conqueror King System II (ACKS II) transforms a gonzo sci-fi/fantasy dungeon crawl into a high-stakes Expedition with domain-level, military, and tech-securing implications.



In ACKS II, the crashed starship is not just a loot run—it is a repository of Ancient Tech capable of disrupting regional domain power dynamics, introducing new martial proficiencies, and altering the Mortal & Monster economy.

Key Mechanics & Conversions

1. Tech Identification & Safety

In ACKS II, high-tech devices act as specialized magic items requiring Proficiency Tests or Wondrous Item Manipulation. Characters without the Ancient Lore or Engineering proficiency risk catastrophic misfires.

Device TypeACKS II Functional AnalogueIdentification ThresholdFailure / Misfire Result
Laser PistolWand of Fireballs (Single Target)INT / Ancient Lore check (11+)Cell Vent: User takes $2\text{d}6$ fire damage; cell drained.
Blaster RifleWand of Lightning BoltsINT / Ancient Lore check (13+)Explosion: Explosive rupture dealing $4\text{d}6$ damage in 10' radius.
NeedlerPoisoned Repeating CrossbowINT / Ancient Lore check (9+)Jam/Self-Dose: User must save vs. Poison or collapse.
Power ArmorGolem-Armor / ApparatusINT / Engineering check (15+)Lockdown: Armor locks up; occupant trapped inside until powered down.
  • Power Cells: Treat as charges. Standard chemical batteries hold 10–20 charges; nuclear/antimatter packs hold 100+.

  • Security Cards: Act as "passkeys" for domain control. Possessing color-coded security badges provides bonus modifiers to bypass ship defenses and computer terminals.

Creature Profiles

Vegepygmy (Worker / Soldier)

Vegepygmies (Russet Mold origin) do not use traditional morale checks against normal humanoids, but suffer penalties when targeted by fire or cold.

  • Armor Class: 3 (13)

  • Hit Dice: $1\text{d}8$ (Worker) / $2\text{d}8+2$ (Chief/Guard)

  • Attacks: Claws ($1\text{d}4$) or Spear ($1\text{d}6$)

  • Save: F1

  • Morale: +1

  • Special: Immature Russet Mold infection on claw critical hits; immune to electrical/piercing damage (takes half damage).

Worker Robot

Heavy-duty maintenance construct. In ACKS II, construct immunities apply (immune to sleep, charm, hold, poison).

  • Armor Class: 7 (17)

  • Hit Dice: $8\text{d}8$

  • Attacks: 2 Vices/Clamps ($2\text{d}6$ each)

  • Move: 90' (30')

  • Save: F8

  • Morale: Directives (12)

  • Special: Grab & Crush (if both clamps hit, target is pinned and takes automatic $2\text{d}8$ crushing damage per round).

Police / Security Robot

Tactical law-enforcement construct designed to suppress ship uprisings.

  • Armor Class: 9 (19)

  • Hit Dice: $12\text{d}8$

  • Attacks: 2 Laser Cannons ($3\text{d}6$ fire) or Stun Ray (Save vs. Paralysis or incapacitated $1\text{d}4$ hours)

  • Move: 120' (40')

  • Save: F12

  • Morale: Unflinching (12)

  • Special: Integrated Force Field (absorbs first 30 points of damage before depleting).

Campaign Integration & Domain Impact

Integrating the starship into an ACKS II campaign shifts the game from low-level dungeon crawling to high-level faction warfare:

  • Expedition Mechanics: Approaching the crashed ship in the Barrier Peaks requires managing Supply Tracks, cold weather survival, and high-altitude wilderness travel using ACKS II Campaign & Expedition rules.

  • Domain Disruption: Securing functional blasters or power armor elevates a Ruler's domain power score significantly. Surrounding realms (and rival Syndicate/Guild factions) will dispatch spies and mercenary armies to seize the wreck once rumors spread.

  • Scavenging & Crafting: High-level Mages and Tinkers can salvage scrap metal, circuitry, and energy cells to construct unique automaton units or construct-hybrid war engines for mass combat.

This d100 High-Tech Salvage and Treasure Table is tailored for ACKS II domain mechanics, inventory management, and market integration.

In ACKS II, salvaged tech items are categorized into Functional Artefacts (ready to use or weaponize), Consumables / Power Sources (energy storage and medical supplies), and Scrap & Raw Materials (convertible to gold piece value or used by high-level Mages/Tinkers to build constructs and war machines).

D100 High-Tech Salvage & Treasure Table

d100Item / Salvage FoundACKS II CategoryValue / YieldOperational & Domain Effects
01–05Damaged Wiring & Copper BundlesScrap Material50 gpCan be melted down or used in construct manufacturing.
06–10Spent Power Cells (Chemical)Scrap / Component100 gpRechargeable by a Lightning Bolt spell ($1\text{d}4$ charges restored per spell level).
11–15Shattered Glasteel FragmentsRaw Material200 gpMaterial component for crafting Shield or Wall of Force magic items.
16–20Color-Coded Security Card (Green)Access Key300 gp+2 to identification/override checks on Deck 1–2 airlocks and maintenance stations.
21–25Emergency Medical Spray (2 Canisters)Consumable400 gpActs as Cure Light Wounds ($1\text{d}6+1$ hp) when applied to skin/flesh; cures bleeding.
26–30Circuitry & Processing ModulesSpecialist Scrap500 gpEssential component for building ACKS II Automatons; reduces build cost by 10%.
31–35Laser Pistol (Empty)Artefact (Weapon)750 gpRequires Chemical Power Cell. Deals $2\text{d}6$ fire damage; ignores normal armor AC.
36–40Anti-Gravity Belt (Discharged)Artefact (Apparatus)1,000 gpAllows Fly spell effect for 1 hour per power charge. Requires INT check to operate.
41–45Color-Coded Security Card (Yellow)Access Key1,200 gpBypasses Deck 3–4 security doors; grants command access over Worker Robots.
46–50High-Density Chemical Batteries (x4)Power Source1,500 gpFull charges (20 charges each). Compatible with all handheld sci-fi sidearms.
51–55Radiation Counter & Bio-ScannerArtefact (Tool)1,800 gpDetects poison, disease, and radiation within 60' radius automatically.
56–60Needler Pistol w/ Paralytic RoundsArtefact (Weapon)2,200 gp$1\text{d}4$ damage; target must Save vs. Poison or be paralyzed for $2\text{d}4$ turns.
61–65Alien Alloy Plate Hull SegmentStructural Material2,500 gpEquivalent to 1 unit of Rare Metal for domain construction; grants +2 AC to siege engines.
66–70Micro-Fusion Cell (Intact)Power Source3,500 gpPowers heavy weaponry or ship sub-systems; holds 100 charges. Highly explosive on critical hit.
71–75Color-Coded Security Card (Red/Gold)Access Key4,000 gpMaster access to Security Decks and Command Bridge; can override Police Robots (INT check 11+).
76–80Blaster Rifle (Loaded)Artefact (Weapon)5,000 gpDeals $3\text{d}6+2$ electricity/fire damage in a line; treats target AC as 0 (ignoring armor).
81–85Stun Cannon UnitVehicle/Mounted Tech6,500 gpCan be mounted to an ACKS II War Wagon or Galley; fires 30' cone (Save vs. Paralysis).
86–90Regeneration Nanite CapsuleConsumable8,000 gpActs as Heal or Regeneration spell; can restore lost limbs or cure incurable diseases instantly.
91–95Intact Scout/Police Robot CoreAutomaton Core10,000 gpCan be installed into a realm's stronghold defenses or used to animate a custom Golem.
96–99Suit of Powered Armor (Damaged)Artefact (Armor)15,000 gpGrants AC 10 (20), Strength 18(+3), and environment seal; requires nuclear pack to run.
100Intact Starship AI Terminal ModuleMajor Domain Relic25,000+ gpActs as an Oracle/Library; grants ruler +4 to Domain Research and Machine Lore checks.

Salvage Rules & Market Integration

  1. Liquidating Tech Scrap: High-tech scrap cannot be sold in standard villages or towns. Finding a buyer requires a Market Class I or II City with specialized Mages, Alchemists, or Dwarven Craftsmen interested in ancient lore.

  2. Failure & Misfire Risks: When testing an unidentified item (d100 roll result 31+), rolling a nat 1 on the INT/Proficiency check triggers an immediate misfire or explosion dealing energy damage proportional to the item's gp value ($1\text{d}6$ per 1,000 gp value).

To seamlessly blend sci-fi salvage into ACKS II (Adventurer Conqueror King System II), you need custom proficiencies and rigorous sub-rules. These mechanics bridge the gap between fantasy adventurers and ancient alien tech while preserving ACKS II's balance regarding domain economics, mortal limits, and item creation.

Custom Proficiencies

Ancient Tech Lore

  • Class Allocation: Mage, Specialist, Nightblade, Dwarven Craftpriest

  • Type: General / Knowledge

  • Effect: You possess esoteric knowledge of the fallen starship's systems, terminology, and symbology.

    • You gain a +2 bonus on all checks to identify, comprehend, or safely operate sci-fi devices.

    • You can decipher technical manuals, color-coded security schematics, and terminal logs.

Cyber-Engineering

  • Class Allocation: Specialist, Dwarven Vaultguard, Craftpriest

  • Type: Class / Practical

  • Prerequisite: Engineering

  • Effect: You understand the mechanical, electrical, and structural principles of high-tech constructs and energy devices.

    • Allows you to perform Salvage, Repair, and Retrofit operations on sci-fi technology (see sub-rules below).

    • You can construct or repair Automatons and Robots at half the standard time if sufficient high-tech scrap is provided.

Sub-Rules: Scavenging, Repairing & Retrofitting

[Salvage Phase] ──(Engineering Check)──> [Raw Components & Power Cells]
                                                  │
                  ┌───────────────────────────────┴───────────────────────────────┐
                  ▼                                                               ▼
          [Repair Operations]                                           [Retrofit & Integration]
   (Restores broken/depleted tech)                                (Adapts tech for fantasy domain)

1. Scavenging & Harvesting Tech Scrap

When characters encounter disabled robots, destroyed security consoles, or ruined ship compartments, characters with Cyber-Engineering or Engineering can spend 1 turn (10 minutes) searching and harvesting scrap.

  • Base Yield: Roll $1\text{d}6 \times 100\text{ gp}$ worth of High-Tech Scrap per HD of the destroyed robot or per deck level of the room.

  • Proficiency Test: Make an INT-based Engineering / Cyber-Engineering check (Target: 11+).

    • Success: Full yield harvested.

    • Critical Success (Nat 20): Doubled yield, or uncover $1\text{d}4$ intact chemical power cells.

    • Failure: Standard yield, but 50% is ruined into common scrap (copper/iron value only).

    • Misfire (Nat 1): Triggers a residual power discharge dealing $1\text{d}6$ electrical or fire damage per HD of the wreckage.

2. Repairing Sci-Fi Technology

Devices recovered from the Barrier Peaks are often depleted, jammed, or damaged. Repairing an item requires a workshop setting (or a field kit with appropriate tools), high-tech scrap components, and time.

$$\text{Repair Time (Days)} = \frac{\text{Item Base Value (gp)}}{500}$$
  • Cost: Repairing an item requires spending High-Tech Scrap equal to 25% of the item's total base value.

  • Check: At the end of the repair period, make a Cyber-Engineering check based on complexity:

Device ComplexityExample DevicesProficiency Check Target
LowScanners, Chemical Batteries, Needler Pistols9+
MediumLaser Pistols, Stun Cannons, Force Fields11+
HighBlaster Rifles, Power Armor, Worker Robots14+
Artifact / Ship CorePolice Robots, AI Terminals, Main Generators18+
  • Misfire Result: If the check fails by 5 or more, the components spent are consumed, and the device permanently breaks (rendered unsalvageable).

3. Retrofitting & Domain Integration

The true power of sci-fi tech in ACKS II lies in adapting it for fantasy troops, strongholds, and warfare. Retrofitting allows characters to mount high-tech weapons on siege towers, wire power cells into domain strongholds, or armor troops with alien alloys.

  • Mounting Tech to War Engines / Vessels:

    • Converting a sci-fi heavy weapon (like a Stun Cannon or Laser Emplacement) into a fixed siege mount requires 1 week and 1,000 gp in fitting/bracing materials.

    • Requirement: Must be supervised by an engineer with Cyber-Engineering.

  • Arcane Power Cross-Integration:

    • High-level Mages can substitute high-tech power sources for expensive magical components when crafting magic items or animating constructs.

    • Conversion Rate: 1 Micro-Fusion Cell (or 10 fully charged Chemical Cells) counts as 2,500 gp toward the magic item creation cost, provided the item involves lightning, fire, force, or construct animation.

  • Troop Equipment Retrofitting:

    • Sci-fi armor or weaponry can be issued to elite units in ACKS II Mass Combat. Adapting a suit of Power Armor or alien alloy plating to fit human or dwarven elite champions requires 2 weeks and a successful Cyber-Engineering check (11+). Failure destroys the armor's power interface, reducing it to non-powered plate armor (+8 AC).

In S1: Expedition to the Barrier Peaks, the crashed warden starship functions as a mega-dungeon ecology divided into three main active factions: Automated Ship Constructs (Robots), the Fungal Mutation Collective (Vegepygmies), and Unbound Alien Fauna (Escaped Biological Specimens).

For ACKS II, these factions govern wandering monster tables, morale modifiers, and domain-level espionage/clearing operations across the ship's six main decks.

Ship Deck Faction Matrix

Deck LevelPrimary FactionSecondary FactionWildcards / Apex PredatorsDominant Faction Goal
Deck 1: Lounge & GardensVegepygmies (Russet Mold Hive)Worker Robots (Sub-routines active)Froghemoth, Horrid PlantsExpand fungal spread; harvest organic debris and intruders for spore-incubation.
Deck 2: Officers & CrewSecurity Robots (Automated Isolation)Vegepygmy ForagersMind Flayer (Isolated Scout)Contain organic bio-hazards; eliminate unbadged biological entities on sight.
Deck 3: Cargo & MaintenanceMaintenance / Worker ConstructsEscaped Alien FaunaIntellect Devourers, AurumvoraxRepair hull breaches and reactor conduits; scavenge materials for ship restoration.
Deck 4: Security & PrisonsHeavy Combat RobotsAndroids / Rogue ConstructsDisplacer Beasts, Strangle WeedsEnforce strict quarantine lockdowns; exterminate unauthorized lifeforms in brig areas.
Deck 5: Science & ResearchAlien Fauna (Apex Predators)Rogue Lab ConstructsMutated Doppelgangers, Ray CatsHunt for territory, food, and breeding grounds across broken bio-domes.
Deck 6: Command & EngineeringMainframe Core AI / Defense GridElite Security DroidsCyborg Security Chief (Undead/Construct)Preserve ship power systems; repel all external domain incursions and faction expansion.

Inter-Faction Relationship Table

          [ROBOTS / CONSTRUCTS]
             /               \
            /                 \
     Hostile /                 \ Hostile
  (Quarantine)               (Containment)
          /                     \
         v                       v
[VEGEPYGMIES / MOLD] <───────> [ALIEN FAUNA]
                    Predatory
                   (Territorial)

1. Robots vs. Vegepygmies

  • Status: Active Extermination / Containment

  • Dynamic: Security and Worker Robots view Vegepygmies and Russet Mold as an invasive biological contamination hazard.

  • ACKS II Rule: When Robots encounter Vegepygmies, Robots never check Morale. Vegepygmies will retreat unless led by a Chieftain or if defending a Mold Patch, as fungal spores cannot infect metal construct hulls.

2. Vegepygmies vs. Alien Fauna

  • Status: Territorial Skirmishing / Predatory

  • Dynamic: Large alien fauna (such as the Froghemoth, Aurumvorax, and Displacer Beasts) treat Vegepygmies as primary food sources. Vegepygmies use ambush traps, poison needles, and sheer numbers to defend their spore garden territories.

  • ACKS II Rule: In encounters involving both factions, roll a Reaction Check at -2 for the fauna. On a hostiles result, the fauna attacks the largest biological group (usually the Vegepygmies) before noticing the adventuring party.

3. Robots vs. Alien Fauna

  • Status: Suppression & Neutralization

  • Dynamic: Security Robots operate on ancient programming designed to keep specimens locked in Deck 5 bio-domes. Escaped creatures actively crush or destroy smaller Worker Robots that stray into their territory.

  • ACKS II Rule: Maintenance Robots ignore non-threatening fauna unless attacked. Security Robots prioritize target threat levels based on size: Large/Huge specimens (HD 8+) are targeted with lethal force; smaller specimens with non-lethal stun fire.

Adventurer Interaction & Faction Exploitation

In ACKS II, a party can leverage these diplomatic and ecological tensions to conquer or clear ship decks:

  1. Security Badge Manipulation: Possessing a Yellow or Red Security Card changes a Robot's reaction from Hostile to Neutral/Obedient. Adventurers can lead Security Robots directly into Vegepygmy gardens to let the constructs clear the room for free.

  2. Biowarfare & Spore Traps: Smart parties can lure aggressive Alien Fauna into active Russet Mold patches, relying on the mold to kill or weaken the beast—though this risks creating fungal-zombie variants of dangerous monsters.

  3. Power Grid Sabotage: Cutting power to specific deck sectors disables the Robot defense grid, allowing the Vegepygmy hive to overrun the section—converting an area of hard-hitting ranged laser threats into a swarm of low-AC melee enemies.