Monday, October 5, 2020

Return To Nerdicus -- Scenario 4

 Once more into the breech...

This is the fourth and final scenario for the Return to Nerdicus Mage Knight campaign.  I hope that somebody out there in the interwebz likes this stuff and tries it out.  If not, well, at least I can now say I've created a full four-scenario campaign like the old classic story tournaments.

This one is the biggie, a full-sized Conquest level game, with the Wild Magic rule I cooked up and the eponymous fort.  In the interest of fairness, the fort is probably best set up using the standard terrain rules, but if both players know what they're doing, a kickass last-stand using a tough defensive position is pretty cool.  Blast the Sabaton for maximum effect.

Return To Nerdicus:  Scenario 4 -- The Rise of the Chaos Wizards

So.  We're here.  The other guys are here too; that fornicating nutcase of a wizard has been playing all of us for fools, so we linked up.  Hopefully there's still enough between the bunch of us to get to this damned fort and out of this mess.  The good news is that the place is in front of us, and we've got a good crack at taking it.  The bad news is that loony is already in it, and he brought buddies.  He's up above the gate, yelling about hamsters and how the "Winged Hussars" arrived.  Let's see if that dung-muncher can fight any better than he can taunt...

Rules:  Mage Knight, Conquest, Vintage

Army Size: 2500 points.  This value can be raised if both players desire.

Special Rules:  Wild Magic!  Each players makes a deck of domain cards including at least seven (7) Weather domain cards, at least three (3) Catastrophe domain cards, and (3) Faith domain cards (excluding the Lords of Apocalypse domain card).  At the beginning of the first player's command phase, both players draw one domain card and place them in play.  If a domain is cancelled, place the card back into the owner's deck, shuffle, draw a new domain card and place in play.  After both players have had two complete turns, cancel both domains, and replace them per the previous procedure at the beginning of the net command phase.  Repeat these steps each time both players have had two complete turns until the end of the game.

Setting the Scene:  Both players can contribute appropriate terrain, or use Castle Pieces if available.  If Castle pieces are used, they can be attacked, breached, and destroyed as per the Castle rules, but they cannot attack.  They are not considered a part of either players army for the purposes of the scenario; both players can attack or defend them as they desire.  In either case, both players create Fort Nerdicus by placing terrain and/or Castle pieces within 18 inches of the center of the battlefield and at least 12 inches away from either player's starting area.  When placing objectives, at least three must be placed within the Fort:  one in the center of the battlefield and one placed anywhere within the fort and at least  12 inches away from any other objective by each player.  These objectives can be placed on non-blocking terrain.  These objectives can be placed two inches away from terrain, provided that these objectives are within the Fort.

Victory:  Per the Mage Knight Conquest rules; objectives within the Fort count as two (2) objectives for scoring purposes.

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