Saturday, September 19, 2020

Return to Nerdicus -- Scenario 1

 Here we go!

This is the first scenario of my long-promised Return to Nerdicus Mage Knight Campaign.  The two central gimmicks are the titular fort itself (featured in the later scenarios) and tinkering with Domains.  The campaign itself is a 'classic' set of four successive scenarios; they start off tame enough, but the penultimate scenario sees domains go bonkers, and the final sees a clash among the old fort itself while the world itself goes out of control!

Two big things to keep in mind:  This campaign is very reliant on domains for its special rules.  If you don't have any domain cards, its ok to use proxies via Battle Planner or even ol' Google Images as long as the rules text is visible and readable.  The other part is that this campaign uses the 'Vintage' ruleset.  This is my homebrew version that is exactly the same as Mage Knight final ruleset (via the Consolidated Rules document and last FAQ) with two important distinctions:

1) Successor States:  Any and all 1.0 figures' factions and faction symbols count as their 2.0 counterparts for all purposes, including formations, item/relic/spell/domain requirements, etc.

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

Mage Spawn, Heroes, Draconum, Solonavi, Shyft, and Apocalypse Edgelords use the same symbols, so no real trouble there.

2)  Share the Goodies:  1.0 Uniques (including LEs and Heroes) may use items and relics, as long as they meet the requirements (The faction 'update' does qualify for any item/relic that has a faction requirement).

The idea behind these two rules is simple:  Bring out the pre-2.0 figures to play and let the awesome flow!

With that out of the way, on to the first scenario!

Return to Nerdicus Scenario 1 -- Dancing in the Dark

Still not sure what's going on.  Some nutcase of a wizard at the alehouse kept hassling the boss, going on about this fort where "magic has gone mad" and that "we are on the way to destruction" yadda yadda.  The boss laughed him off at first, but then somehow decided that it might be a good idea to take a look; maybe a decent stronghold with a fearsome reputation might help things come around for us.  But apparently that lunatic has been ranting at more than just us.   Somebody else is out here, looking, and our night patrol walked right into them...

Two opposing warlords have been put on the trail to find Fort Nerdicus, a lost stronghold where 'magic itself is going wild.'  A small group from both has stumbled across each other at night.

Rules:  Mage Knight Consolidated 'Vintage'
Army Size:  300 points, 3 actions per turn

Special Rules:  The Darkness domain is in play, and may not be canceled.  Players may use Faith and Location domains if desired.

Setting the Scene:  Place objectives and terrain as per the standard rules.

Victory:  Victory is determined as per the standard rules.

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