How Random Babbling Becomes Corporate Policy (t3knomanser) wrote,
How Random Babbling Becomes Corporate Policy
t3knomanser

Even though no one who reads this is an avid Mage Knight player, here's the first draft for some of my additonal rules.


Additional Terrain Types for Mage Knight: Rebellion and associated games.

Multiply Elevated: This is a modification for elevated terrain that allows for varying levels of elevated terrain. When the terrain is designed, all players must agree at which level each portion of the field is at, the playing surface being level 0. This is best represented by stacking objects, one object being level 1, a second object upon that being level 2, and so on. No more than 4 levels of terrain can be stacked in this manner, and there must be room to place a figure on each level of terrain.
To move a figure from one level of terrain to another the figure must start the turn in base contact with the terrain. Give the figure a move action and place them on the next level above them. A figure cannot be raised more than one level in a turn.

Living Forest: The living forest is a special variety of the forest terrain type, as described in the Mage Knight handbook. This forest acts as hindering terrain, but at the beginning of your turn you must roll 1d6 for every figure you have inside the forest. For each one rolled, place a token in base contact with that figure. Treat this token as an opposing figure that has captured that figure. The token has a 0 in all slots, except for defense, where it has a value of 10 and invulnerability. It takes only one click to kill this token.

Volcano: This is a special variety of the elevated terrain type. This terrain type consists of two parts, the shield and the caldera. The shield is treated as elevated terrain, and the cone is treated as impassable terrain that does not block lines of fire. At the start of your turn roll 1d6 for each figure that you have on the shield. On a roll of one, damage that figure one click.

Whirlwind: This special variety of terrain requires an additional piece of equipment, namely a spinner, or some similar device that can be used to randomly choose a direction. Mark this terrain type as a circular area. When a figure without flying enters this area, spin the spinner, and move the figure 10 inches in that direction. When a figure with flying enters this area, move it an additional 5 inches in the direction of your choice.

Void: This is a special variety of blocking terrain. This type of terrain is passable only by figures that have flying. When a creature with flying ends its turn inside this terrain, it is said to be hovering. Should a figure lose flying while in the Void, that figure is considered to have been killed, and the points go to the last person to damage it. Void does not effect lines of fire.

Mist: This is an unnatural mist that rises up from a mystical source that keeps it where it is perpetually. It does not affect movement, but hinders all lines of fire.

Graveyard: The tortured souls that inhabit these mystical graveyards are restless, and will attack any that cross this block of terrain. The hands of the dead literally rise up and hold those that cross the field. At the start of your turn, roll 1d6 for each figure within the boundaries of the Graveyard. For each 1 rolled, place a token in base contact with the figure. Treat this token as an opposing figure that has captured your figure. The token has a 0 in all slots, except for defense, where it has a value of 12 and invulnerability. It takes only one click to kill this token.

Running Water: This terrain type is a variant of the shallow water terrain type. It hinders movement but does not affect ranged actions. When you create this terrain type, mark a direction in which this water is said to "flow". At the start of your turn, move any figure inside this terrain type 3 inches in the direction of the "flow". This does not count as an action, and does not place a token on the figure.

Conveyor Belt: This obeys the same rules as running water.

Sloped Terrain: This terrain type must connect two portions of elevated terrain. Any other type of terrain can be placed on the slope. A figure may enter and exit this terrain type without having to stop, but any figure that begins its turn in sloped terrain treats it as hindering.

Ice: This terrain type changes the way figures can move. When a figure is to be moved, it must first spin to the desired facing, then move up to half its move value. It cannot change facing at the end of its movement. The nimble special ability cannot be used on this terrain type. Optional Ice rule: When a figure has been given a move action, roll 1d6. on a roll of one, they are said to have slipped. Do not move the figure, and give it a move token. It may be turned to a new facing.

Battlefield Conditions

Lighting: Lighting is a battlefield wide terrain condition. It has four levels, "Brightly Lit (0)", "Dusk (1)", "Twilight (2)", and "Dark (3)". Anything but the Brightly Lit level is considered a battlefield wide hindrance to ranged actions. Instead of increasing the defense against ranged actions by one, increase it by the numerical value of the Lighting condition. Unless otherwise declared at the start of the game, consider the battlefield to be Brightly Lit.

Rain: Rain is a battlefield wide terrain condition. If rain is declared, it is assumed to be a hard, driving rain. Hinder all ranged combat actions, and reduce all movements by one, regardless of the movement special abilities.

Wind: Wind is a battlefield wide terrain condition. It has three levels, "Calm", "Stormy" and "Gale". Calm is considered to be the default condition, with no effect on game play. If the weather is declared to be Stormy any use of the Flight special ability is considered to be hindered. If the weather is declared to be a Gale, the Flight special ability cannot be used.


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