13 March 2025

KillChain - A Mass Combat System for the OSR

 For quite some time now, I have been searching for an easy to use mass combat system for my Old School Essentials (OSE) campaign, Riven Realm. My players, whilst hovering around the 4th - 5th level bracket, have advanced beyond mere monster bashing, and have struck it out as political power players within the local region.

The catalyst for this change in play style is their attempts to thwart the growing hegemony of the shadowy faction known as, the Gilded Eye. Furthermore, the king was assassinated and the southern neighbours, the Sais, blamed for it (the planted evidence was clumsy, but it served its purpose). This led to cross border warfare in both directions and heightened tensions, not to mention a domestic scrabble for power between the leading families.

I found that vanilla OSE is comfortably capable of simulating combat between thirty to forty individuals, but once you get into the realm of hundreds, or even thousands of combatants, there are no mechanics for it. I had a read of the mass combat rules in B/X, and also in Third Kingdom Games' Into the Wild and I utilised them for some combats, but I found them exceptionally crunchy and time consuming. I dabbled with GW's old game Mighty Empires, and whilst I found the rules very playable, they did not translate well into OSE or any form of early D&D games. I muddled through and handpicked the rules I liked, and we had some really interesting wins and defeats that hinged on a single roll of a d20 with modifiers, but I found it all finickity, inconsistent, and it lacked player agency.

   On a slight tangent, I've recently been working on producing domain management mechanics for my players, so they can effectively run and develop feudal, mercantile, faith-based, and arcane domains. I've chosen the excellent domain management system from TSR's Birthright setting for AD&D 2e. Birthright was released in 1995 and I played it at the time with my friends and loved it. I still have all the old box sets and domain packs that were released before TSR shelved the setting entirely in 1999. One aspect of Birthright was its mass combat system involving the use of unit cards, a battle map and a cross-reference chart to compare morale markers and attack vs defence margins. It was a decent system, but it was only really usable in face to face games.

My game is run virtually, and so I need something that is easy to understand and use, that meshes well with OSE and Birthright's domain mechanics, and can be played out on a virtual table top in a matter of minutes rather than hours.

I had been percolating ideas about using a simple d6 to-hit mechanic, with a successful hit translating to a wound on a unit. Whilst thinking about this, and how it could easily transfer into OSE I stumbled upon KillChain by Castle Grief. Castle Grief is a small game designer owned and operated by the New Jersey, USA based artist, Matt Killinger.

I found this about ten days ago and it perfectly fits my needs.



KillChain is based on early Chainmail rules, and other offshoots. I'll use the author's own words to describe KillChain's primary objective,

"...to A) further streamline the rules to avoid wargame levels of crunch and B) to avoid the need for miniatures and other wargaming setup and be able to determine the outcome of battles in a satisfying way and using graph paper only."

How does this rules-lite system meet my criteria?

1) To-hit rolls use a d6
2) Armour is described as light, medium and heavy, just like in OSE, and occupies the upper range of a d6 roll to hit - light 4+, medium 5+, heavy 6+
3) The system is abstract enough that it can be applied to units of any size
4) Unit hit points can directly relate to monster Hit Dice
5) The turn sequence mirrors the normal combat sequence in OSE
6) Movement rates are simplistic and easy to scale to OSE
7) Morale relates directly to OSE
8) Terrain modifiers, weapon qualities and optional rules are easy to apply without excessive crunch

I haven't entirely utilised the rules as written. I've adjusted them slightly for my own purposes and to gel nicely with both the domain management rules for military units, and with OSE monster stats. For example, I've tied hit points for units to their experience ratings:

Green - 2 Hp
Regular - 3 Hp
Veteran - 4 Hp
Mounted - +1 Hp

Some units may take a number of hits in a turn, such as ranged attacks and melee attacks. Unarmoured levies are vulnerable, as they have only 2 Hp and are hit on a 3+, whilst heavily armoured and mounted knights are kings of the battlefield with 6+ armour and 5 Hp.

In my setting of Riven Realm, military units number 200 individuals, as they also did in Birthright. The costs of raising and maintaining them closely align to the mercenaries costs in OSE. I've created simple stat blocks for units that can almost be lifted directly from their OSE stats. The following example is for a unit of Crossbowmen:

The Save numbers come from the Fighter progression chart in OSE. Ranges and Movement are counted in 10 yard squares. The saves come into their own when battle magic is used, or the unit faces area affect weapons or large monsters.

I'm quite pleased with the system of mechanics I now have. I'm working on making VTT tokens for each unit type so that players can move troop units on a gridded VTT map in the same manner they would their character tokens.

Overall, if your looking for a simple to use mass combat system for your OSR game, one that doesn't involve crunch and lots of calculations, then look no further than KillChain. All the art is hand drawn by Matt Killinger. I also heartily recommend his Kal-Arath game setting, of which an expansion is currently live on Kickstarter; there are 19 hours to go at time of publishing this. Think of Conan the Destroyer sword & sorcery style of setting. The artwork is excellent, as is the lore.

04 March 2025

Playing OSE with my bairns.

 I played some Old School Essentials with my bairns this afternoon. Took them dungeoneering on a published adventure for a party of levels 1 - 2.

Calum was playing a Lvl 4 Magic User,  Bizzard the Lizard Wizard (Yes, really) - **HP** 9; **AC** 10; **Spells** Charm Person, Sleep, Invisibility, and Web; **Weapons** Dagger.

Katie was playing a Lvl 3 Elf (Dolmenwood style), Koldrah - **HP** 12; **AC** 15; **Elf Runes** Gust of Wind, Rune of Vanishing, and Sway the Mortal Mind; **Faerie Glamours** Conjure Treats, and Through the Keyhole; **Weapons** Shortbow.

**PART 1** The intrepid duo entered the sewers under the town of Prigwort. Their task was to investigate the mysterious disappearances of the local folks' cabbages and turnips, a magic egg, and one missing sewer man. Folk had reported seeing strange furtive individuals with glowing eyes and spiky combs on their heads.

They came to a collapsed sewer wall and discovered a hidden chamber. Inside they saw a trail of freshly spilled blood and obvious marks of something heavy being dragged through the stoor. This led into a second smaller chamber where two Troglodytes were chewing on desiccated rat.

<<Enter combat>>

The Troglodytes won initiative. These creatures are nasty. They have three attacks, 2 x claw and 1 x bite for a total of 3d4 damage. They also exude a noxious odour that causes opponents to save vs poison or fall into a vomiting spasm and suffer -2 penalty to hits.

Bizzard and Koldrah both failed their saves and emptied their breakfast onto the stone floor. The Trogs attacked. Koldrah's chainmail warded off 2 out of 3 attacks, sustaining only 1 damage. Bizzard, in his loose fitting wizard robes, wasn't so lucky. He received three vicious attacks and I rolled 4, 4, and 3 on 3d4.

Bizzard was dead! Oh FUDGE! :scream: 

Before Calum could see the result I announced that Bizzard was down to 1 hp. DM fiat also teleported one Healing potion into each of their packs.

They managed the rest on their own. No more daddy fudges of the dice. Winning the next initiative Bizzard cast Invisibility and withdrew in order to call for help. Koldrah, remained in combat for a further three turns until she also withdrew and put a sliding gate between her and her pursuers.

**INTERMISSION** The local town guard were tongue lashed until they provided two constables to aid the heroic duo as retainers. Enter Trevor and Michael (the bairns chose their names, not I), Lvl 1 fighters each with chainmail, shield and swords. The healing potions were consumed. I gave them the opportunity to purchase further potions, but with Koldrah being poor, and Bizzard being a rich skinflint, they declined.

**PART 2** The fortified group re-entered the sewers and crept up upon the Troglodytes. They could hear them laughing and boasting about how they put to flight the wizard in his bathrobe. I rolled to see whether the Trogs were surprised that the party had returned, and they were.

Koldrah and Trevor stuck an arrow and a crossbow bolt into one of them, killing it immediately.

<<Enter Combat>>

The remaining Trog won initiative. It launched itself at Trevor but its attacks failed to penetrate the Constable's stout chainmail.

Bizzard then waded in with a truncheon and clubbed it in the knackers for 4 damage. Koldrah and Michael failed to hit with their melee attacks, but Trevor got a critical hit and took the Trog's head clean off. As blood and trog oil sprayed everywhere I got them all to roll save vs poison. Only Trevor passed. Bizzard, Koldrah, and Michael emptied their lunches onto the floor.

**End of Session**

RED ALERT! - Black Pudding sighted!

He's only gone and done it. James V. West has published Black Pudding, the game setting and rules. Fantastic. You already know that I am...