Hail and Greetings once again!
Life decided that it felt like happening even more than usual lately, but even so, the Dork Side simply will not be denied. I managed to hammer together a nice little one-shot Mage Knight Scenario. It's still in the experimental stage, but workable enough that I would like some feedback.
A Shot on the Dark
Luer's Raiders had managed to settle down for the night after setting up their usual motely (but very serviceable) fieldworks. In the dead of night, a shot from a black powder weapon rings out--enemies in the night! It is up to Commander Luer and his pack of battle-hardened yahoos to hold out until dawn or death claims the field.
Ruleset: Mage Knight 2.0 modified (no objective tokens), 300 pts.
Special Rules: Darkness as per the Domain card (All figures with a range greater than 6 are reduced to 6, no figure may use the double time proficiency). You may have the card for reference but does not count as a Domain card for any purpose and cannot be modified or canceled.
The terrain pool must include at least two blocking or hindering non-aquatic terrain pieces to represent fieldworks (constructed terrain is recommended if available). These pieces are placed within the Defender's starting area (both players taking turns as normal) and represent the fortified encampments.
The Attacker gets 4 actions per turn and the Defender gets 2 actions per turn. After the Attackers third turn, roll a die. If the result is below the turn number (1 or 2 for turn 3, 1-3 for turn 4 and so on, automatically on turn 7) then both the Attack and the Defender have 3 actions per turn as per the standard rules. The number of actions can be affected by special abilities and other effects (like Command) This represents the Attacker managing to get the drop on the Defenders early on.
Victory: The Attacker wins if either the Defender's army is wiped out or at least 50% of the Attacker's army is in the Defenders starting area. The Defender wins if the Attacker's army is wiped out or 25% or less of the Attacker's army is in the Defender's starting area. If neither player's victory condition is met (like the Attacker having more than 25% but less than 50% of their army in the Defender's starting area) than use victory points as per the standard rules.