Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

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.

18 June 2023

OSR - Black Pudding #7

 I love the OSR!

The sheer creativity of so many contributors, and the depth of talent in producing ingenious content and eye catching art just tickles my fancy in a very satisfying manner. What's more, the producers are all independents as opposed to big publishing corporations.

I've been a tad naughty in recent months, stealing food from my bairns' mouths by spending money on various OSR Kickstarters. To be fair, I'm over indulgent on my bairns and so treating myself now and again is A-okay in my book.

Yesterday evening I returned home from a TTRPG day at my mate Ian's, and I was pleasantly surprised to see my purchase of Black Pudding #7 laying on the kitchen table waiting for me.

Just look at this gorgeous front cover...


The Black Pudding zines are the work of American artist, James V. West. I've only just recently discovered him and already I drool over his black and white comic art style. Black Pudding #7 is my first foray into his work and I'm really impressed.

The Zine is A5 portrait and consists of heavy card end covers enfolding 24 pages of superb black and white hand drawn content that are professionally folded, trimmed and stapled.

Pages 1 - 4 contain four new player classes. Each Class's art work, font and page layout are entirely unique and impart the flavour or ethos of that particular class. The information is descriptively punchy and yet economic. Everything you need to play the class to a high level is there on one page. There is no unnecessary bloat.

My favourite is Rat Bastard, and I definitely want to play it at some point, or introduce the class to my players. Check it out below...


The other three classes are Iggy, Flamer, and Eyeball. Yes, that's right folks - you can play a walking, talking, sentient eyeball (pending Game Master/Referee approval, of course). 😲

Pages 5 - 7 have Monstrous stats for creatures such as Rocky, Grave Crusader, Dracowisp, Tyrano-X, and Queen of the Dark Light.

Page 8 has what looks like a pencil and ink drawn map of the continent of Yria. The remainder of the zine is given over entirely to a Gazetteer of said map.


In an area roughly one ninth of the page J.V. West outlines the premise of his continent:-

"In the beginning, or some such time, Pan-Gea was everything. Formless, shifting, weird. Civilisations emerged, lived, died and rotted. Over time, the dream-time world faded into the background and left the 'real' world behind. Here is a brief sketch of one iteration of one moment of that world - Yria."

The following double page spread provides brief descriptions of locations marked on the map. I'll give you one example:

"26. Lightning Spires: Mountains of high, rocky peaks. No ice caps. Constant storms. War of giants. Home to dwarves (not dwarfs)."

I particularly like this. The descriptions are short and to the point, but descriptive. In five very short sentences, containing only eighteen words, J. V. West imparts a physical description of the region with an idea of who lives there and what occurs on any given day or night. It is a broad brush stroke that gives the Referee the greatest freedom in fleshing it out for their players and making it their own.

Pages 12 - 16 contain one page introductions to the five main cities. Each city page has five to seven D6 tables that provide flavour about occupants, sights and sounds, architecture, the weather and things seen or encountered. There are small columns of writing that impart history and information about culture and the city ruler(s).

Pages 17 - 24 provide information and detail on the mythos of Yria and its gods. Each god has half a page to itself with an illustration, and information about itself, its clerics, how folk worship it, and portents and physical descriptions.

Throughout the zine there are references to creatures or character classes that have been published in previous issues of Black Pudding, with handy signposts to the issue in which it can be found.

The Zine's internal end cover provides a handy table of common names for folk from each of the five cities.

I think that my favourite addition is the external face of the end cover. It has a very simple and cleanly hand drawn character sheet that can be scanned or photocopied for use. It has all the essential information you need for a character in the OSR.


This is a really nice feature and easily portable. It can be photocopied/scanned with ease and can be added to any journal, folder or arch file.

Overall I am really impressed with the creative imagination of the content, and the beautiful hand drawn artwork of the author, James V. West. I am very keen to get my hands on earlier issues, preferably in hard copy.

Overall I paid £13.00 for this kickstarter. For that paltry sum I received an amazing and beautifully produced zine with some zany classes and a whole new world and mythos to explore. I also received a double sided A6 hand drawn poster with a comic strip on the reverse side (not shown here), and an Adventure journal for recording whatever shenanigans my characters of choice get up to.


As James V. West puts it, the contents of Black Pudding is compatible with most clunky old adventure games or revised versions such as Labyrinth Lord or Old School Essentials.

You can discover more of James V. West's work at https://www.jvwest.art/, and his gaming blog is at http://doomslakers.blogspot.com/

Pdfs of Black Pudding can be purchased from DriveThruRPG


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