Friday, May 10, 2019

On the House

Hello again!


After getting all the cobwebs off, it's time to start rambling along about my favorite miniatures game, Mage Knight.  Tonight, I'm going to go ahead and lay out some of the 'crunch' groundwork for a campaign my group and I are cooking.  This isn't going to be very deep; just some of the house rules that we've been running under and some of the basic concepts for scenario rules.


Confirmed House Rules:  These are house rules that we've been playing under and decided to let stick around.  They deviate from the official rule set, but sticks enough to the spirit of things and doesn't break the game in any meaningful way.


Successor States:  Each "1.0" faction is paired up with its "2.0" counterpart and count as the same faction for any and all gameplay purposes.  The pairs are noted as 1.0/2.0.

Atlantis Guild/Atlantean Empire
Black Powder Rebels/Black Powder Revolutionaries
Elemental League/Elemental Freeholds
Knights Immortal/Elven Lords
Necropolis Sect/Dark Crusaders
Orc Raiders/Orc Khans


Mage Spawn, Heroes, Draconum, Shyft, Solonavi, and Edgefest did not change names or symbols and don't need any revision for the purposes of the this rule.


Share the Loot:  1.0 uniques (including Heroes and LE figures) are allowed to use items and relics, so long as they meet the requirements.  The combined factions rule applies here, so if you want to stick a relic that requires the wielder to be part the Atlantean Empire faction on an Atlantis Guild figure you can.  All other requirements still apply.  No spellbook for that Magus, sorry.


Old Evil is the Best Evil:  Our group runs the 1.0 version of Necromancy.  Allowing it to be the more reliable version hasn't really skewed our games, and allowing the shambling waves of medieval dead to do their thing is a bit more fun.


Uniquely Terrifying:  The Terrify special ability does not affect any unique figures, including 1.0 and LE figures, as well as Titans and MDFs.  Put very simply, Terrify not scaring a 20-point 1st level scrub but paralyzing a 201-point Draconum--or a 500-point tank--is ridiculous, especially since there were no Heroes in the 2.0 release.  This revision allows Terrify to do its job--scaring the crap out of the rank-and-file--without being overpowered.


Proposed House Rules:  The following rules are still the experimental stage, I'm working out the details and awaiting group approval.


Adventuring Detachments:  In a Conquest game, a player may use an adventuring company card for up to 25% of his army.  This 'detachment' must be recorded and agreed upon before the start of the game.  All other rules for adventuring companies still apply; the cost of the card is applied to that 25% of the build total, cohorts, etc.  Mulitple detachments may be taken for every 500 points after the first 1000 points of the game's build total, up to a total of 3 (1000 point total may have 1, 1500 may have 2, 2000 and more may have 3), with each detachment's build total being no more than 25% of the army's build total.  The idea is to try some of the ideas behind adventuring companies to come out and play in the big games, but not to the point of totally wrecking the game.


Home Game Advantage:  The first crunchy bit of the campaign in the works.  If a battle occurs in a particular player's 'home base,' then that player may choose a location domain card and a weather, catastrophe, or faith domain card for this battle.  The invading player can choose any domain card as normal, except location domain cards and domain cards that would cancel either domain card the defender player is using.   The idea is that this battle is going on at the defending player's greatest (and probably last) stronghold, and so gets an extra bit of help in their time of greatest need.


And there you have it.  Comments and feedback are welcome.  Please keep in mind that these are intended for 'friendly' games and not meant for cutthroat munchkinry or other foolishness.