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Inglorious Drunkards² (Tavern Brawls + Solo Duels)


MaveriK

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Inglorious Drunkards II was inspired by:

http://www.bolterandchainsword.com/index.p...howtopic=194681

http://www.bolterandchainsword.com/index.p...howtopic=206879

http://www.bolterandchainsword.com/index.php?showtopic=217688

:: The Turn Sequence ::

1) Movement. A player moves similar to a rook and bishop in chess; moving any number of squares along rank, file, or diagonal

2) Shooting. (OPTIONAL, may go directly into combat if user wishes) Players can throw weapons available in each square tile in the map, weapons that consist from bottles, chairs, tables and the occasional Blood Claw. Shooting causes the player to be stunned and pinned.

3) Close Combat. Each user has the option to tag-team, or fight other users occupying a single tile in close combat. Once a player fails his save, he continues fight on with the following negative modifiers (-1 attack, -1 initiative) until he fails his leadership test.

Each member is responsible for giving out their instructions to their pack leader (alpha). Players have a total of 24hrs (12hrs North American side, 12hrs European/Asian side) to submit their instructions to keep the brawl running smoothly. once everyone's locked in combat the pase of the brawl may increase. Passed out or inactive members during the brawl are given a specified time to react (24hrs). If we hear nothing from the user, his character is then stripped, shaven, de-fanged, dressed as a Dark Angel marine and thrown out of the tavern, and is therefore referred to as an oath breaker! It's just that simple.

:: The Rules ::

1) Indicate your character's location and actions to a designated bartender/servitor. Post your instructions, it helps keep track of everyone on the trend and keeps everyone entertained at the same time. Lastly... PRAY to the dice gods!

2) Only five users may occupy one tile. Each character has the Independent special rule.

3) Users have an option to join a pack of up to a limit of 5 members. Your pack may team up with several other packs. The more the better! start a gang just in case other Astartes chapters decide to crash our party. Just remember, at the end of the night there can only be one man standing. Even if your team manages to be the victor of the night, the pack needs an alpha. Therefore to run your pack, you have to fight for the title.

4) Close combat weapons are temporary and are destroyed or left behind as your character moves onto the next tile. You can throw weapons, which counts as your shooting.

5) Once a user fails his armour save, a leadership roll is made to see if the drunkard can still stand and fight with negative modifiers (-1 WS, -1 A, -1 I) the drunkard breaks off from combat and restarts at a safe location. Once a user fails his final armour save, the character is rendered unconscious and is therefore subject to being used as a weapon by anyone in the tile or can be used as an ablative wound. ie. imagine a drunken Blood Claw being used by a long fang as a weapon

6) )mjod, before each round all the brawlers that are not locked into combat need to state wether they wish to drink a stein of mjod. incase of no answer it will be assumed they didn't drink any for that round. Should a brawler drink the mjod before the start of the turn a single D6 is rolled to see what effect the mjod has on the brawler. the results of the roll are descriped underneath and will last for the following D6 turns to represent the longer effect of the mjod inside the wolf his blood. Any brawler can opt to drink mjod in another turn, even if the previous mjod is still in effect. the D6 diceroll for the result however gets rolled with a -1 modifier, the third mjod with a -2 modifier etc. this to represent the increasing chance of getting pissdrunk

-6- the mjod kicks into action and the brawler start to feel capable of doing anything, the rouse is so complete he's unaware of pain and will only feel the bruises the next morning.- for the following game turn the brawler gains the feel no pain rule

-5- slowly starting to get drunk the brawler becomes more and more aggresive, getting fustrated easier and even more easy to jump into combat.-for the following game turn the brawler gains the furious charge special rule.(this bonus stacks with the furious charge of stormclaws)

-4- in an attempt to gain the upper hand the brawler breaks his stein after downing the mjod so he can use it as an extra weapon.- for the following game turn the brawler gains +1A

-3-2- the mjod seems to have no effect on the brawler

-1- the mjod gains the upper hand of the brawler, and his visage begins to blur as the combat ensues.before the start of the round the brawler become -1 WS and -1BS.

7) The last three drunkards remaining, become league members. If one of those players is already a League member, then it defaults to the next non-league member. League championship upgrades teams or characters to the following: Wolf Guard, Iron Priest, and Storm Claw.

8) The last man standing, wins the game and earns the title of Inglorious Brawler.

:: Pack Wide Rules ::

And They Shall Know No Fear

Acute Senses

Counter-attack

:: THE MAP ::

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:: Tavern Brawl Character Special Rules ::

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(users choose one of the following troop choices)

gallery_24878_5332_150.gif Blood Claw

1) Headstrong. As indicated at SW: Codex

2) Berserk Charge. As indicated at SW: Codex

gallery_24878_5332_150.gif Grey Hunter

1) Mark of the Wulfen, no rending

2) Wolf Standard. May re-roll only one failed armour save

gallery_24878_5332_150.gif Grey Slayer (use stats from EoT codex)

1) Wolf Pelt. +1 attack during counter attack.

2) Wolf Tooth Necklace. Close combat attacks hit on 3+

gallery_24878_5332_150.gif Wolf Scout (Wolf Scouts are solitude warriors that are touched by Lokyar. Wolf Scouts may only join a team if there are two other Wolf Scouts attached in a team. Wolf Scouts working together and numbering three or more in a team, gains 3+ armour save for the remainder of the entire brawl.)

1) Brawlers who wish to strike at a Wolf Scout (shooting or close combat) must first roll Ld to see if he can attack the Wolf Scout

2) Disarm and Stun. During any combat, a Wolf Scout may attempt to disengage. The Wolf Scout rolls a D6: On a result of 4+, the Wolf Scout may redeploy anywhere on the battlefield after the combat round is resolved.

gallery_24878_5332_150.gif Long Fang

1) Double Tap. Long Fangs gain the ability to shoot two attacks per tile

2) Fire Control. Allows other Long Fangs who are sharing a tile, gains an added shooting attack to their Double Tap special rule.

ex. 3 Long Fangs sharing a tile, have a total of 9 shooting attacks

gallery_24878_5332_150.gif Tactical marine

1) Combat Tactics, Tactical Marines get rerolls on any leadership rolls they are required to take,picking the last result.

2) Of Sound Mind and Sound Body, Tactical Marines may reroll their MJOD roll, choosing the highest result

:: League Brawl Character Special Rules ::

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(League Members ONLY. Inglorious Brawlers may upgrade their characters to the following)

gallery_24878_5332_150.gif Wolf Guard

1) TDA. 2+ armour save

2) Runic Charm. May re-roll one failed armour save.

3) Wolf Tooth Necklace. Close combat attacks hit on 3+

gallery_24878_5332_150.gif Iron Priest

1) Runic Armour. 2+ armour save

2) Bionics. May choose to forfeit all attacks to make a single double strength attack on opponent.

3) Servo-Arm. Gains an additional attack, but may wish to forfeit this attack for a single double strength attack on opponent.

gallery_24878_5332_150.gif Storm Claw (use stats from EoT codex)

1) Furious Charge

2) Wolf Pelt. +1 attack during counter attack.

3) Healing Potions & Balms. Old tech, borrowed from the 13th company wolf priest. May ignore one failed armour save, may also help revive fallen team mate, per tile.

SPACE WOLF CHAMPIONS

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SEASON ONE

Night One: Sturm Moonwolf (Long Fang)

Night Two: Growler67 (Wolf Scout Korvis)

Night Three: TiguriusX (Grey Hunter)

Night Four: MaveriK (Grey Hunter)

Night Five: Orphus (Blood Claw)

SEASON TWO

Night One: maverik_girl (Grey Hunter/Shield Maiden)

LEAGUE MEMBERS

League Member: Nacho Wolf

League Member: Firenze

League Member: Decoy

League Member: Mikal Wolfheart

League Member: Starkhan Fellblade

League Member: Wolf Lord Metuhs

League Member: The LoneWolf

League Member: Chapter Master Ignis Domus

League Member: hendrik

League Member: BrotherCrazywolf

League Member: Jonas Stromclaw

League Member: Wolf Lord Kieran

League Member: Brother Ramses

brawlers for night II:

forte the unwielding - bloodclaw

The lone Wolf -wolf scout

Chef wulfen - grey hunter

Loki laughingdeath - bloodclaw

wysten - wolf scout

postal - grey slayer

vantius - bloodclaw

runningwolffenris(want an alias?) - bloodclaw

ramses - stormclaw

-Team Firenze

Firenze, the mountain of iron - iron priest (leader)

Volsung - bloodclaw

DarkCrusader a.k.a. Jarn the young - bloodclaw

-Team Nrth?

Nrthstar the bearded one - grey hunter (packleader)

Arez a.k.a. Greenhorn - grey slayer

Zynk (Felix)- tactical marine

postal - grey slayer

-Team Hrothgar

CMID, Hrothgar the undecided - IRON PRIEST (leader)

Kieran, the talon of Fenris - stormclaw

Brother crazywolf - stormclaw

Elithern - grey slayer

EVERY BRAWLER MARKED IN RED NEEDS TO SEND ME AS WHAT THEY'LL BE FIGHTING, IF I DON'T RECIEVE IT BEFORE EVERYONE ELSE GAVE ME HIS LOCATION I'M LETTING THEM SLEEP THIS ONE OUT.

everyone else can start sending their deployment

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:: Solo Duels ::

Members of the Fang are welcomed to call out other members in order to settle unspoken grudges or help end a debate/argument from withing the threads here at B&C, via by challenging each other here at the Fang. The winner of the solo match is deemed the alpha between the two combatants and gains a tally he cn keep, be it a lock of hair, a tooth or maybe even a piece of his opponents ear. Solo duels are also a good way to help decide, who leads each team for the actual brawl. Established chain of command will follow to the challenger of the solo duel should the alpha of the pack is knocked out during the tavern brawl. Please note that the solo match is separate from the brawl and only serves for duels out of honour/disagreement. After the fighting, both players reset to their original state. The solo duels help kick off the actual brawl because their fighting.

solo duel: forte VS greenhorn

Standing up from his table every man in the fang can see the fierce looks into fortes eyes. Obviously that last keg of mjod was one too much because the whelp was as drunk as a wolf can be ,clearly unable to feel a thing(rolled a 6! On the mjod). seeing arez sitting peacefully at a table opposite him the whelp wastes no time and leeps towards the other whelp. Greenhorn spotted the piss-drunk thread soon enough though and with the reactions that only a wolf can posses he smashes his stein to create a make shift dagger. Things would be turning ugly pretty fast…(rolled a 4 on the mjod)

As forte comes crashing down on top of arez the whelp finds himself unable to make a counterattack, finding his foot trapped into an empty keg.(rolled a 11 on your counterattack). Landing both a total of 2 hits on each other this round will be turning out to become just a test of strength. Forte wounds with both his attacks(rolled two 6’s!) while arez fails to wound with both of his attacks

Making his saves the round continous as both whelps keep on fighting. As the whelps continue to land blows on eachother forte finds himself getting sober again(rolled a 4) while arez saw his stein of ale break in two, making it unusable for the rest of this fight (2). Forte wounds once and arez twice, but both whelps seem to posses puppy strength as neither of their hits manage to wound eachother.

Now the mjod really starts to kick in with forte and he finds himself stumbling to the floor.(rolled a 1)greenhorn on the other hand saw himself boosted by the ale(I rolled a 5) and furiously attacks the now pissdrunk whelp.in his drunken state forte manages to miss all of his attacks while arez strikes once. Failing to wound.

The fighting ensues as both whelps become sober again. both landing 2 blows on eachother and wounding once the whelps finally need to make a save! Both whelps fail their save however(forte 2, arez 1). Both whelps take their leadershiptest and…

BOTH COME CRUSHING DOWN TO THE FLOOR (forte 7, arez 2).

No tally is awarded for this fight

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so i noticed a few things while rolling out this duel,

first arez and forte make hits that feel like tickling.

second, the rolling for mjod everyturn makes it hard to write a consistant story so i'm changing the mjod rules a bit. instead of rolling for mjod every turn the brawlers can only drink mjod when not in combat. the mjod effect however will stay in effect longer, D6 turns to be precise. so this could either mean you've got the feel no pain rule for like 6 turns if you're lucky, or you've getting a mayor headache for a couple of turns. the negative modifiers also didn't seem hard enought(nothing really changed actually so i'm also adding -1I to the mjod.

a user can use mjod while the other mjod is still in effect, this to represent him being a true drinker. the D6 gets rolled with a -1 for the second mjod, -2 for the third, etc etc. this to represent one getting pissdrunk easier when the amount of mjod increase.

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Double knock out! No chance to do my follow up :'( No surprise that a boosted up Greenhorn couldn't finish off a pissdrunk Bloodclaw and stay standing!

 

Won't the D6 turns on the MJOD mean for more to keep track off turn to turn?

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As arez slowly pulls himself together to stand up right in time to see a mug being thrown at his face. Missing him by mere inches arez quickly gabs a drinking horn laying nearby to use as a weapon to face off his opponent(arez rolled a 4 on mjod, lasting 3 turns). Much to his own concern the elegantly adorned horn belonged to chapter master zynk paladin, the never fighting, himself! Enfuriated by this act of dishonor felix, one of zynk his bodyguards gets enraged as both the mjod and the insult are going to his head!(rolled a 5, lasting 2 turns). With a charge as furious as a non-space wolf can be the tactical marine throws himself on top of arez, grabbing him by the collar (arez failed his counterattack leadershipttest) and landing…not a single blow!(2-3-2).arez quickly takes advantage of this by headbutting felix twice, wounding felix once. Apperently those night hunters have heads as solid as rock because felix makes his save.striking first again felix manages to poke arez right into the eye, however his attack gets misplaced and lands right on arez his nose, doing no damage at all to the greenhorn besides enfrustrating him even more.(1)

Reacting to the attack greenhorn kicks felix right into the codpiece, managing to make the astartes scream like a little girl. Felix barely makes his save(3) and the fighting continues. As the effect of the mjod starts to wear of on felix the astartes finds himself getting slower then he was, striking simultaneously with greenhorn. Both astartes manage to hit eachother once (both rolled a 5) but both fail to wound eachother(both rolled 1 LMAO). To make the trouble even bigger arez has now lost the drinking horn amidst all the fighting….

Both combatants strike again, hitting eachother one(once more both rolled a 5!!!) and still no damage gats done (arez 2, felix 1). Will the pups really keep on fighting like this the remainder of the brawl?

Anyway, the fighting continous, both hit once but fail to wound(both rolled 1).Finaly arez manages to break free and sees felix waist both his attack on thin air. Feeling confident as ever the whelp strikes felix once and the tavern turns silent, would this be the final blow?

 

OFFCOURSE NOT! as yet another 1 is rolled!

So the combat endures, felix misses all his hits (1 1) as arez ducks and slams both his fist into felix his liver, one of them hitting felix hard(6) but not hard enough as felix makes his save.

A repeat follows with both combatants managing a wound on eachother but both making their save. In the following turn both managed 1 hit but both failed to wound. Finally, both combatants manage to land 2 blows on eachother, both wounding once. Felix prays to the emperor as his armour saves him from the kick in the groin arez just landed (6), greenhorn however wasn’t that lucky, felix his blow breaking his nose (1). The whelp doesn’t go down however, making his leadershiptest. With felix lunging 2 attacks at the now stunned whelp the fight could be over soon.

Atleast it could be had felix been a proper astartes, as he didn’t even manage to hit the whelp. As arez strikes back however his blow hits felix hard (6), but failing to wound once more.

Quickly pulling himself together felix reacts to arez and hits the whelp twice, wounding him once. Arez once more gets saved by his armour and strikes back at felix, missing him wide and clear. Felix once more hits once and manages to wound the whelp. Arez shrugs of the wound however and shrieks out in agony. To fight this long was an insult, not only to himself but also to every other wolf out there. Renewed by his anger the greenhorn wounds felix forcing him to take a save. Which offcourse the tactical marine makes. Felix hits once, failing to wound. Arez strikes,hits and wounds. Felix makes his save. LMAO, this is already the 14th round!

Felix hits once, and wounds arez,the whelp makes his save(6) and strikes back, failing to wound felix. Felix hits arez once, failing to wound. Arez pulls himself together and kicks felix square into his teeth, wounding him gavely (6 6!) felix fails his armour save but just like greenhorn keeps on fighting. This combat is now looking ridiculous with greenhorn having a broken nose and felix missing his front teeth!. Both combatants lunge at eachother simultaneously but only arez manages to take a hold on felix.kicking him once more the whelp wounds felix and forces him to rely on his save. Which he fails! Felix comes crashing down to the floor, knocked out by the final blow.

As greenhorn stands over felix he jerks out a tooth from felix mouth.raising it above his head the tavern explodes in cheering as the whelp starts showing of his thropie, a night angel tooth belonging to felix!

 

What a fight! It took arez 16 rounds to take down felix but by doing so our little whelp has earned himself his first thropie, one of felix his front-teeth!

 

 

If now everybody could post his starting position i could get to work on the brawl itself.

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Wow, that was much longer than our last fight, lol.

 

Zynk looks up to see what all the ruckass is about. He notices his youthful honorguard lying on the ground, his front tooth in Arez's hand. Zynk claps for the champion, slightly annoyed Felix was unable to beat the smelly ugly wolf.

 

Well met. Once again my angels find trouble in besting the wolves in a 1 on 1 fight. We're still smarter than you, though... barring Felix.

 

Zynk finishes writing his documents, and decides to read a rather large tome.

 

Kalidor, would you wake Felix up. He still has a job to do.

 

Flipping pages at a fast rate, sapphire eyes scanning back and forth[//i]

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:: THE MAP ::

gallery_24878_5332_84867.jpg

night II:

forte the unwielding - bloodclaw A5

The lone Wolf -wolf scout I1

Chef wulfen - grey hunter I1

Loki laughingdeath - bloodclaw B1

wysten - wolf scout H1

vantius - bloodclaw

runningwolffenris(want an alias?) – bloodclaw B2

ramses – stormclaw A1

-Team Firenze

Firenze, the mountain of iron - iron priest (leader) E5

Volsung – bloodclaw E5

DarkCrusader a.k.a. Jarn the young – bloodclaw E5

-Team Nrth

Nrthstar the bearded one - grey hunter (packleader) D5

Arez a.k.a. Greenhorn - grey slayer D5

Zynk (Felix)- tactical marine D5

postal - grey slayer D5

-Team Hrothgar

CMID, Hrothgar the undecided - IRON PRIEST (leader) I5

Kieran, the talon of Fenris – stormclaw I5

Brother crazywolf - stormclaw I5

Elithern - grey slayer I5

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:: THE MAP ::

gallery_21014_6472_87078.jpg

night II:

forte the unwielding - bloodclaw A5

The lone Wolf -wolf scout I1

Chef wulfen - grey hunter I1

Loki laughingdeath - bloodclaw B1

wysten - wolf scout H1

vantius - bloodclaw

runningwolffenris(want an alias?) – bloodclaw B2

ramses – stormclaw A1

-Team Firenze

Firenze, the mountain of iron - iron priest (leader) E5

Volsung – bloodclaw E5

DarkCrusader a.k.a. Jarn the young – bloodclaw E5

-Team Nrth

Nrthstar the bearded one - grey hunter (packleader) D5

Arez a.k.a. Greenhorn - grey slayer D5

Zynk (Felix)- tactical marine D5

postal - grey slayer D5

-Team Hrothgar

CMID, Hrothgar the undecided - IRON PRIEST (leader) I5

Kieran, the talon of Fenris – stormclaw I5

Brother crazywolf - stormclaw I5

Elithern - grey slayer I5

I tried to make the map in paint but i just can't get the colours as bright and as sharp as mav could with photoshop. for round I i'll try to use picasa but if that doesn't give a better result this is unfortunatly the best i can do...

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