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Inglorious Drunkards² (Tavern Brawls + Solo Duels)


MaveriK

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Are we going for record brawl? Between the time that Hendrick has to take off, there should be absolutely no excuse for everyone not to have their instructions already locked in the thread or to Hendrick via PM.

it's taking a while indeed before i can even start with a next round because the orders kept in coming quite late, but i think i'll manage to start round 3 tonight, maybe even round 4 if everyone is locked in combat, i'll have to check

 

running this is a lot of work though! i can't believe how mav managed to keep the brawl going so well!

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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

night II:

forte the unwielding - bloodclaw STUNNED A1

The lone Wolf -wolf scout OUT COLD H3

Chef wulfen - grey hunter STUNNEDE5

Loki laughingdeath - bloodclaw OUT COLDB1

wysten - wolf scout STUNNED E5

vantius - bloodclaw SITTING THIS ONE OUT AT THE SIDE

runningwolffenris(want an alias?) – bloodclaw A1

ramses – stormclaw A1

-Team Firenze

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

Volsung – bloodclaw E5

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

-Team Nrth

Nrthstar the bearded one - grey hunter (packleader) G3

Arez a.k.a. Greenhorn - grey slayer G3

Zynk (Felix)- tactical marine G3

postal - grey slayer G3

-Team Hrothgar

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

Kieran, the talon of Fenris – stormclaw I5

Brother crazywolf - stormclaw OUT COLD I5

Elithern - grey slayer REVIVED I5

TURN III

Mjod rolls:

Felix:4,4(becomes 2,2) lasts 6 turns

Nrth:2, lasts 6 turns

In the left corner the brawl ensues as forte hits ramses once(3,6) and wounds him once. Ramses his armour resists the blow however.Runner quickly helps the old stormclaw by hitting Forte twice (6,5) and wounds the whelp once(5,1). Forte tried to block the hit but his defence was insuficiant. The whelp receives the fist square in the face and is now fighting on STUNNED!!!(1). Taking advantage of this ramses hits the stunned whelp another time, wounding him again! The whelp makes his save however and the three of them prepare for another turn.

In the middle chef and wyrsten combine their forces once again against the iron priest Firenze. Striking first wyrsten lands two solid blows on the stunned Firenze (4,6), wounding the priest once the wolf scout forces Firenze to rely on his armour to resist the force. Wyrsten aim was true though, as his fist finds mark right underneath his breastplate. The iron priest his armour failed him once more (1) and the iron priests comes crashing down OUT COLD unto the floor (rolled a 10 on his ld-test). Enraged by wyrsten actions the rest of his team react by focusing themselves on the wolf scout. Volsung hits the scout with both swings of his fists. The first once gets deflected on wyrstens armour but the second hits wyrsten square in the neck. With the sound of cracking bones (rolled a 1 on the armour save) the wolf scout jumps back to receive a hit from jarn into his right side. The armour takes most of the impact though. Wyrsten is now officialy STUNNED! Before both warriors have time to take pride in their doing chef is upon them, driven by the wulfen(with as much as 5 attacks!). Chef is truly a beast for every swing he takes finds mark on both of the bloodclaws! Jarn makes his save(3) and so does volsung (6 and 3).

The four combatants prepare for the next round.

Further up north of them nrth’s team hurl another table worth of ale mugs towards team hrothgar. Two of these hit elithern and crazywolf. Crazywolf fails his armour save and comes crashing down while Elithern makes his save. Luckely Kieran quickly helps the stormclaw up again with his healing potions and balms. As usual hrothgar’s team replies by hurling everything that isn’t fixed at nrth’s team.2 stones find mark and one wounds the mighty arez. The greenhorn’s armour’s about as thick as his skull as the whelp makes his save! Distracted by team nrth hrothgar doesn’t notice the lone wolf jumping up on them! Landing all his blows the scout forces 2 wounds on the already stunned crazywolf. Crazywolf fails both armour saves (1,1) and comes crashing down on the floor OUT COLD!!!!! Completely cought off guard only hrothgar is able to reply to the attack. Hitting the scout 3 times the iron priests rams his cog toothed face into the scout(wounds 2 times). The lone wolf comes crashing down, failing both his armour saves (1,2), making his first ld-test(5), but failing the second (9). The lone wolf is OUT COLD!!!

Now that’s what I’m talking about! Two people stunned and three brought down OUT COLD!

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