Oathmark: Bane of Kings
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About this ebook
Along with the rules for the passing of years, this book also presents the option to train your units to fight in special formations, such as phalanxes, shield walls, and skirmish lines. These will allow players to use their existing armies to try out new strategies and tactics to swing their battle in their favour. This book also includes several new military expeditions, including numerous scenarios, to once again challenge a player's generalship.
Joseph A. McCullough
Joseph A. McCullough's first brush with writing for games was as co-author of The Grey Mountains supplement for the Middle-Earth Role-Playing Game, and he has remained passionate about Fantasy gaming since, going on to become an award-winning game designer. He is the creator of the “Frostgrave Family” of skirmish wargames (the Fantasy titles Frostgrave, Ghost Archipelago, Rangers of Shadow Deep, and the Sci-Fi evolution, Stargrave) and of the Oathmark Fantasy battle game and The Silver Bayonet, a game of Napoleonic Gothic Horror. The latest information on his game design and other writing can be found at: josephamccullough.com.
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Book preview
Oathmark - Joseph A. McCullough
INTRODUCTION
SPECIAL FORMATIONS
Special Formation Terrain List
Shield Wall
Chariot Unit
Javelin Storm
Phalanx
Square
Skirmish
NEW UNITS
ANIMATE STONE
Living Statue
Colossus
Animate Idol
CHARIOTS
Elf Chariot
Dwarf Chariot
Human Chariot
Orc Chariot
Goblin Chariot
KINGDOM EVENTS
ROLLING FOR KINGDOM EVENTS
Kingdom Events Table
POLITICAL EVENTS
Political Event Table
Political Events List
INTERNAL EVENTS
Internal Event Table
Internal Event List
EXTERNAL EVENTS
External Event Table
External Event List
NATURAL EVENTS
Natural Event Table
Natural Event List
MAGICAL EVENTS
Magical Event Table
Magical Event List
MISCELLANEOUS EVENTS
Miscellaneous Event Table
Miscellaneous Event List
MILITARY EXPEDITIONS
MILITARY EXPEDITION ONE: THE HIGH SEAT
Scenario One: The Road of Kings
Scenario Two: The Great Sentinels
Scenario Three: Battle for the High Seat
MILITARY EXPEDITION TWO: PALACE OF THE ICE QUEEN
Scenario One: Etched in Ice
Scenario Two: The Frozen River
Scenario Three: The Ice Palace
WINTER EVENT TABLES
APPENDIX
NEW UNIQUE TERRITORIES
The High Seat (Unique Territory)
Prison of the Ice Queen (Unique Territory)
NEW GENERAL SPELLS
Dragon Bane (CN7)
Earthbound (CN6)
Inspiration (CN5)
Sphere of Protection (CN8)
Tanglefeet (CN7)
NEW SPECIAL ABILITIES
Limited Manoeuvres
Limited Movement
Living Oathmark
Spellcaster Control
Undead
Uncaring
Unthinking
Time is the bane of all kings.
Ancient proverb of the Marches
Welcome to Bane of Kings, the third supplement for Oathmark: Battles of the Lost Age. When I first set out to create Oathmark, nearly three years ago now, one of my main goals was to bring a strong sense of narrative to the game. Traditionally, miniature games featuring large armies of figures focus on one-off battles, or – at most – short campaigns of interconnected battles. I wanted to create a system where every battle a player fought added another chapter to their story. I did this by having players focus on their kingdoms, as opposed to their specific armies. Thus, the list of battles became a history of the kingdom. While I believe this system works well, and can lead to long, fun, and narratively driven campaigns, I felt like something was missing.
Oathmark is a wargame, thus it is right and proper for its main focus to be a kingdom’s military history; however, even the most militant of kingdoms have other aspects to their history. They are still subject to the whims of nature – such as natural disasters, droughts, and plagues. They often have complex politics that can lead to uprisings, assassinations, or coups. They must also frequently deal with issues that originate outside the kingdom, such as migrations, trading caravans, or wandering wizards. Throughout a mystical land like the Marches, even strange magics can leave their mark on a kingdom’s history. In short, the passage of time often brings many strange, unusual, and unexpected events that can affect a kingdom, for good or ill.
Time, then, became my theme for this supplement. The largest chapter focuses on Kingdom Events, which are those events that happen within a kingdom between battles. These may include any of the above-mentioned occurrences, plus numerous others. While the primary goal of the Kingdom Event rules is to help players build the narrative of their kingdom, each of the numerous possible events also has a direct effect on the kingdom’s next battle – and, occasionally, on the next several battles. Perhaps the event means the kingdom can hire extra troops, or morale is low, or some special magical item became available. Such advantages and disadvantages may seem small, but they might provide just enough to give a canny general an opportunity to exploit. More importantly, whether the event has any real effect on a battle or not, it gives the players another interesting aspect they can add to the chronicles of their kingdoms.
For players looking for more crunch
, this book also contains two new types of figures to add to an army. The first are grouped together under the heading of Animate Stone, and include living statues, colossi, and animate idols. These creatures are essentially stone constructs imbued with a semblance of life through rare magic. These sentinels have often stood guard for centuries, quietly watching as time wrought its changes on their kingdoms; but even these seemingly immortal creatures are eventually subject to the passing years. The second are new Chariots, which are available to all races. When the undead returned to the Marches, they reintroduced this military technology, and many kingdoms were quick to note its capabilities and possibilities and added them to their own military arsenals.
Though the Marches belong to a Lost Age, we must not think of that age as static or frozen in time. The people of the Marches were innovators, especially militarily. As the years passed, some kingdoms developed new fighting formations that gave them an edge on the battlefield. Thus, I have included a chapter on Special Formations to give players the chance to take some of the units they already have and use them in a new way. For instance, if you usually have spearmen in your army, you can now use those spearmen in a Phalanx formation or give them the ability to form a Square formation. If you typically use your infantry to shield your archers, you can now use the Skirmish formation to reverse that and have small groups of archers shield your infantry. The goal of these rules is to give players new ways to play and new strategies to try without having to buy or paint new units!
Of course, innovation is not limited to battlefield tactics – many of the wizards of the Marches also spent their years in deep magical research, often discovering new enchantments or incantations that could aid their kingdom’s armies. Thus, I have also included some new spells for players to try.
This book also includes a couple new military expeditions, because – despite all the discussion of time passing, innovation, and building narrative – Oathmark is still a game that involves pushing miniatures around on the table, and each new scenario is an opportunity to dust off the army and test their mettle in a new and interesting situation. Along with the scenarios, I created new Strange and Catastrophic Events; however, instead of giving them themes specific to the new military expeditions, I instead gave them a winter theme.