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Oathmark Expanded Campaign Rules-3
Oathmark Expanded Campaign Rules-3
Each player will have army markers to move on map. These can be made to the maximum of
15k points with a max of 3000-point per army. (Excluding territory bonus) each player can
also have up to 5 dummy army tokens,
Each player must number each marker and attach an army list to it
Each player also has 2 scouting parties.
When a scouting party is adjacent to a territory with an army marker, they can attempt to scouting
roll: Roll 1 d10
1-2 no useful info gathered
3-6 army discloses 50% of troop composition or if fake army.
7-9 army discloses 75% troop composition or if fake army
10 100% disclosure or if fake.
When a scouting party is adjacent to a territory with an enemy scouting party in it can 'shake then
down'
roll D10 1-2 your scouting party retreats 2 territories and misses next turn.
3-7 nothing happens
8-9 enemy scouting party retreats 2 territories and misses next turn
10 enemy scouts wiped out and removed from the game.
Scouts can move and scout an adjacent territory as one turn. If an army moves into the territory with
enemy scout
Map Rules
Armies can only move one territory per turn (Unless a road has been built)
All armies must start in a city when recruited
Armies can move via sea 1 port per turn.
If the army moves by sea more than 2 ports roll on the below table
D10
1: Storms have hit you hard as you travel when you land your army loses 25% of its points total.
2-3: Bad weather has delayed you add one turn of delay before you can arrive at your destination
4-9: Fairweather all the way you arrive in good order
10: Fair winds have pushed your ships faster than expected. If you have more than 2 ports in your
journey you may move to the next port for a free move
Each Army must trace an unbroken (Controlled areas) line to a city they control. If they
cannot then they must move towards a territory that can trace an unbroken line or / attack a
territory to get back into supply. If an army cannot do that in 1 turn its next battle it will have
a -1 to morale/ activation checks. Any move after this one the army is still not connected it
will reduce the points by 25% each turn of the original army size (EG 2500 point army will
lose 625 points per turn & 1000 point army 250 points per Turn) once it arrives at 500 points
the army will scatter and no longer be available to the player. If the army is in a territory
with a port the army counts as tracing unbroken line of control if they control another port a
maximum of 3 ports away
Each territory will be counted as controlled by the last 1000 point or greater army that
passed through it
Levy Troops
Each undefended terrain piece can raise a local levy up to the value of 1,000 pts
A M F S D CD H Pts
6 6 1 0 8 1 1 10
The levy race being dictated by the terrain type. So, for example plains would produce
human levy and if the terrain is unaligned then the race of your capital. However, the pts
cost is all the same, so I guess any troop type that is available.
The maximum levy points that can be raised is 1,000 points
If you wish you can swap 20% of levy to archers, so Shoot 1 in place of Fight 1
You cannot attach a leader or champion to a levy unit, but can still benefit from Command
Levy are attached to the territory and cannot move
For defended terrain (Regular army points) you can still raise some levy based on the
following:
The defending player can never use levy pts which when combined with regular points
exceed the attacking players total army points. So, for example if the attacker is fielding a
2,000-point army and the defender has a 2,000-point army it may not add levy pts.
Roll Percentage
1-2 25%
3-5 50%
6-8 75%
9-10 100%
Battle Scenarios table
3-4 Oathmarks
Character promotion
If you have a captain that is involved in 5 winning battles you can promote him to a
general. (Points cost stay the same as a captain) However, you can only have as
many generals as your terrain type allows.
Terrain Cap
Despite how many territories you may have in your Kingdom the maximum number
you may use to build army’s is capped at 16 territories and with a maximum of only
two of the same terrain types. You can if you wish hold open territory slots
Terrain exchange
If you wish, you can choose to use resource points to swap an existing territory and
troop type for a new one. This needs to be limited to only one change per turn and
can only be from a territory you actually have within your kingdom. The transition
takes one full turn and neither the old or new troop type can be used until this has
been completed.
Troop exchange
Each turn you may swap out and exchange up to 25% of your army’s points value for
new troop types. This can only be pulled from your 16 fixed territory’s
Victory points
If you win a battle, for every 500pts of troops you fight rounded up you receive 1
victory point. So, for example if you fight and win a battle and your opponent has a
3,000-point army you will receive 6 VP`s
To give the game some balance and reflect that even by losing you gain some
experience, the losing side will also get some VP`s based on 50% of the winner. In
the above case 3 VP`s. Once you reach 15 VP`s you can exchange them for extra
troop points equal to 100 troop points for every 1 VP. The new army must start in
your capital.
Neutral City’s and Kingdom’s
Each Neutral city can produce all troop types from the race list associated with the
city.
The Neutral kingdom can also field any troop types generated from the other 6
kingdom terrain tiles plus one extra troop type chosen by the defending player.
(Excluding Dragons)
Each Neutral Kingdom starts with one 3000-point army in its capital and 1d3 armies
each of 3000 pts plus between 3 and 5 dummy armies. Up to a combined maximum
of 7.
Once attacked the opposing player takes control of the Kingdom and will randomly
roll for the positioning of the Dummy and real army’s counters.
After the first round of combat the Neutral player Acts as the opponent and can
move units freely within the neutral kingdom boundary’s
Neutral Kingdoms can never invade or move out of its own territory.
Neutral kingdoms do not generate o receive resource points.
If a Neutral city is captured then it will revert back to only producing unit types
linked to the city.
Resources
Resources are generated each round and can be pooled and or allocated to either
manpower or infrastructure. Manpower covers the recruit of new armies, or
replacing battlefield casualties and Infrastructure includes upgrading your resource
tiles or building roads etc
Captured terrain tile after one full turn of occupation (One off bonus) 250pts
Each terrain tile there after 100pts
If a terrain tile contains a River or Lake +15pts
If a terrain tile is a costal tile (Excluding ports) +15pts
If a terrain tile contains a level 1 port +50pts
If a terrain tile contains a level 2 port * +75pts
If a terrain tile contains a level 3 port * +100pts
If a terrain tile contains a forest, woods, logging camp, glade or grotto +30pts
If a terrain tile contains Hills or Dells +25pts
If a terrain tile contains Grasslands +30pts
If a terrain tile contains plains or moors +25pts
If a terrain tile contains Mountains, caverns or caves +15pts
If a terrain tile contains a level 1 forge or smithy +50pts
If a terrain tile contains a level 2 forge or smithy * +75pts
If a terrain tile contains a level 3 forge or smithy * +100pts
If a terrain tile contains an Iron Mine +50pts
If a terrain tile contains a Silver Mine +150 pts
If a terrain tile contains a Gold Mine +200pts
If a terrain tile contains a road * +15pts
If a terrain tile contains a level 1 Farm * +50pts
If a terrain tile contains a level 2 Farm * +75pts
If a terrain tile contains a level 3 Farm * +100pts
If a terrain tile contains a Level 1 Timber mill or Lumber yard +50pts
If a terrain tile contains a Level 2 Timber mill or Lumber yard * +75pts
If a terrain tile contains a Level 3 Timber mill or Lumber yard * +100pts
If a terrain tile contains Towers or a Monastery +30pts
Only available as an upgrade *
Resource upgrades