Arez Posted September 29, 2011 Share Posted September 29, 2011 Thanks Maverik for posting that up.Hope it helps whoever asked Welcome back Maverik. Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2888230 Share on other sites More sharing options...
Zynk Kaladin Posted September 29, 2011 Share Posted September 29, 2011 Chapter Master Kaladin looks at the shadow Mav sauntered out of ever so casually Oh, tavernmaster-prime, didn't see you there. I must be getting weary, these wolves display the tactical brilliance of a classroom full of 4-year-olds. Emperor preserve me, I'd hazard to say a standard issue imperial shovel could think circles around this lot of infants. ;) Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2888245 Share on other sites More sharing options...
MaveriK Posted September 29, 2011 Author Share Posted September 29, 2011 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. Coming under fire without knowing where the shots are coming from in the tavern can be extremely shocking, making the targeted drunkards fighting in the tavern or solo duels, throw themselves flat on the floor. If a drunkard suffers any unsaved wounds from a shooting attack, he or she takes a Ld test to see if the ranged attack was severe enough to sustain a stunned result. From there, he or she must then take take a pinning test. This is a normal Leadership test. (So that's two Ld test in total. I've decided on this because I wanted EVERYONE to have a chance to get into close combat, and I didn't want people to get taken out of the tavern so quickly if they failed their armour saves during the shooting phase. Those who are already stunned, are far more vulnerable during shooting phase as they are already stunned. Stunned results DO NOT stack!) So pretty much I envisioned it to be like a real-life scenario bar fight. Someone is constantly throwing bottles at you, and if you get hit... there is a chance it can cause damage. From there you can't do much but take-cover until the shooting stops. It's as simple as that! at least, I'd like to think so. If a drunkard is pinned, they are unable to aid fellow drunkards, as he or she is stuck in their location until he or she is able to move once again, using the movement rules. Just remember. EVERYTHING thrown at you at the tavern has range! drunkards who are pinned cannot move into close combat, but can be charged at by an opponent. Counter-attack still applies! As long as test are passed, a drunkard may be called upon to take multiple pinning test, slowing their advance to get into close combat with an opponent in the tavern brawl. Remember, this is a tavern brawl with tactics in mind. Slowing down League members with shooting is a smart way to capitalize on strategy, so use it wisely! Please take note, that you CANNOT target opponents/drunkards who are already locked in combat. You can assemble and build a uber team, but I'd like to think that I've set-up the tavern so that for those few, who knows how to utilize the map, the rules and the movements... they can pretty much keep things balanced. Wolves are cunning, it's not about who's a league member, or has the largest group of allies. In the end, it all comes down to strategy, and luck. May the dice gods favor the bold! 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. 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) 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. 7) 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 :: :: Tavern Brawl Character Special Rules :: (users choose one of the following troop choices) Blood Claw 1) Headstrong. As indicated at SW: Codex 2) Berserk Charge. As indicated at SW: Codex Grey Hunter 1) Mark of the Wulfen, no rending 2) Wolf Standard. May re-roll only one failed armour save 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+ 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. 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 :: League Brawl Character Special Rules :: (League Members ONLY. Inglorious Brawlers may upgrade their characters to the following) 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+ 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. 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 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 :: 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 bonus when the actual tavern brawl begins. The alpha can choose one of the following bonuses: extra close combat attack, or an initiative boost. 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. After the fighting, both players reset to their original state. The solo duels help kick off the actual brawl because their fighting. Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2888247 Share on other sites More sharing options...
DarkCrusader Posted September 29, 2011 Share Posted September 29, 2011 Im not out cold!i'm just sleeping!...for a long time :P Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2888333 Share on other sites More sharing options...
Grimtooth Posted September 29, 2011 Share Posted September 29, 2011 I wasn't paying attention, If a Storm Claw ignores a failed armor save to himself with HP&B, does he still have the ability to revive a packmate? Is it two abilities not affected by one or the other is what I am asking or if used to ignore a wound is it then not able to be used to revive until the next turn? Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2888359 Share on other sites More sharing options...
MaveriK Posted September 29, 2011 Author Share Posted September 29, 2011 I wasn't paying attention, If a Storm Claw ignores a failed armor save to himself with HP&B, does he still have the ability to revive a packmate? Is it two abilities not affected by one or the other is what I am asking or if used to ignore a wound is it then not able to be used to revive until the next turn? Gahhhh! so much for not coming back for a few months, while trying focus on personal stuff outside of the board. Alright to answer your questions before I go disappear again and hopefully for good this time. Inglorious Brawler FAQ/Errata Once a Storm Claw ignores a failed armor save for himself using HP&B, it's used up during that round. Therefore the special ability/rule cannot be used to help aid and revive other drunkards. I did this because it would be unfair and unbalanced if the special rule was abused. (When I set up the rules I pictured it like how it might in a real-life scenario. So common sense and logic come into play. I also try to keep it balanced and fair for everyone while trying to keep uncomplicated. During season one, everyone pretty much just got into close combat. Completely ignoring the shooting. I'm glad people have been using the rules and asking these questions. The Inglorious Drunkards is still a growing and working progress. Just remember, this is intended to be FUN for everyone) Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2888377 Share on other sites More sharing options...
Grimtooth Posted September 29, 2011 Share Posted September 29, 2011 Nice! Enjoy the time off. Hipefully the wifey is doing well in Africa. Btw, Morticon from the BA forum is from South Africa and knows a few others spread around there as well. Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2888384 Share on other sites More sharing options...
Grimtooth Posted September 29, 2011 Share Posted September 29, 2011 Just a thought for next time for Storm Claws and HB&P, Reviving a packmate needs to be decided at the beginning of a turn. That way the decision to forfeit ignoring a failed save is made before assault. This would be common sense as Mav says, because the Storm Claw needs to make a choice based on tavern battle conditions whether or not to revive a packmate or save the vicodin for themsleves to deal with an impending assault. Btw, for some reason when I think about Storm Claw healing in a tavern brawl, I am reminded of the Meet the Medic video for Team Fortress 2. Hahahahahahahahahahah! Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2888388 Share on other sites More sharing options...
hendrik Posted September 29, 2011 Share Posted September 29, 2011 thanks for clearing it up mate! i really had no idea what to do with it so hence i made ramses ask you! as for round 6, that should be online tonight bepending on how i can get on with my papers :) Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2888423 Share on other sites More sharing options...
Nrthstar Posted September 29, 2011 Share Posted September 29, 2011 Hopefully i have time between work and the gym to get new directions up. Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2889020 Share on other sites More sharing options...
DarkCrusader Posted September 30, 2011 Share Posted September 30, 2011 Nice! Enjoy the time off. Hipefully the wifey is doing well in Africa. Btw, Morticon from the BA forum is from South Africa and knows a few others spread around there as well. just need to go look at the S.A thread,you'll find all of us there :P (even though there aren't that much) Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2889281 Share on other sites More sharing options...
Nrthstar Posted September 30, 2011 Share Posted September 30, 2011 Me and the boys will charge the remaining member of team hrothgar. El i believe it is. Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2889297 Share on other sites More sharing options...
Chapter Master Ignis Domus Posted September 30, 2011 Share Posted September 30, 2011 He's in combat with Wysten, so you won't be able to fit everyone in. Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890052 Share on other sites More sharing options...
Nrthstar Posted September 30, 2011 Share Posted September 30, 2011 Arez and postal will stay out of combat then, Felix and i are going in, maybe get some use out of Felix's mjod. Leaves at least you two to watch each other's back. Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890121 Share on other sites More sharing options...
hendrik Posted October 1, 2011 Share Posted October 1, 2011 i'll try to get everything sorted out tonight after i work some more on my papers. Round 6 is promissing to be an exciting round though with a lot of tactical action happening! i'm hoping after tonight we will be able to start guessing who will make the top 3 because with all that close combat, and my dice rolls someone has to go down! :D Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890346 Share on other sites More sharing options...
hendrik Posted October 1, 2011 Share Posted October 1, 2011 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 :: :: Tavern Brawl Character Special Rules :: (users choose one of the following troop choices) Blood Claw 1) Headstrong. As indicated at SW: Codex 2) Berserk Charge. As indicated at SW: Codex Grey Hunter 1) Mark of the Wulfen, no rending 2) Wolf Standard. May re-roll only one failed armour save 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+ 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. 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 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 :: (League Members ONLY. Inglorious Brawlers may upgrade their characters to the following) 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+ 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. 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 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 OUT COLD A1 The lone Wolf -wolf scout OUT COLD H3 Chef wulfen - grey hunter STUNNEDE5 Loki laughingdeath - bloodclaw OUT COLDB1 wysten - wolf scout STUNNED A1 vantius - bloodclaw SITTING THIS ONE OUT AT THE SIDE runningwolffenris(want an alias?) – bloodclaw STUNNED I1 ramses – stormclaw I1 -Team Firenze Firenze, the mountain of iron - iron priest (leader) OUT COLD E5 Volsung – bloodclaw OUT COLD E5 DarkCrusader a.k.a. Jarn the young – bloodclaw OUT COLD E5 -Team Nrth Nrthstar the bearded one - grey hunter (packleader) STUNNED I5 Arez a.k.a. Greenhorn - grey slayer I5 Zynk (Felix)- tactical marine I5 postal - grey slayer I5 -Team Hrothgar CMID, Hrothgar the undecided - IRON PRIEST (leader) I1 Kieran, the talon of Fenris – stormclaw I1 Brother crazywolf - stormclaw REVIVED I1 Elithern - grey slayer STUNNED I5 TURN VI Turn 6 Mjod-rolls: Chef: 6, stays until turn 12! Arez: 2, becomes 1, arez is now WS2 BS2!, lasts until turn 12! Wyrsten; 2, lasts until turn 6 As ramses and Runner move over to the eastern corner in the mead hall they hurl various items at crazywolf and Kieran. Luckily for the stormclaws neither of their shots found mark and so Hrothgar, Kieran and crazywolf pummel into the two warriors. Reacting quickly both warriors make their counter-attack move and charge head forward into team hrothgar! Ramses knocks crazywolf right into the face and forces the stroclaw to take a save. Meanwhile both crazywolf and Kieran force ramses down to the ground. Crazywolf makes his save,but ramses isn’t that lucky! His armour protects him from the blow of crazywolf but from his side Kieran pummeled his fist right into ramses. The stormclaw shrugs of the blow with his healing potions and balms however! Now Hrothgar strikes at ramses, wounding the already beaten up stormclaw twice! Ramses makes both his saves however as he stands up proudly and grabs hrothgar so runner can attack the stormclaws unhindered. The whelp scores 3 wounds on the stormclaws but they all make their armour save! Unable to intercept hrothgar team nrth spots elithern left alone and charges the grey slayer (who fails his counter attack move!) Finally able to charge someone the wulfen is upon nrth!(motw roll 6) as he leads his team forward to the lonely grey slayer. Team nrth hits elithern like a hammer with nrth landing 2 wounds, arez 1 , zynk 1 and postal 1. Focusing most of his attention into avoiding or blocking the incoming attacks elithern is only able to land a single wound on nrth. Nrth rols his armour save and fails it(1) but he keeps on standing though (ld test 8), elithern made all his saves but one (2) but also keeps on standing (6). Both elithern and nrth are now STUNNED! Meanwhile wyrsten sits in his corner enjoying his mjod until he can find a foe he can charge Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890591 Share on other sites More sharing options...
hendrik Posted October 1, 2011 Share Posted October 1, 2011 with the map becoming too small to hodl everyone's name on a tile(since the teams got split up a bit i won't be updating the map rightaway. with everyone but chef and wyrsten locked in combat i'm hoping to recieve their instructions as soon as possible so i can carry on with round 7. since they can charge neither tile i'm already starting round 7 now! Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890593 Share on other sites More sharing options...
Forté Posted October 1, 2011 Share Posted October 1, 2011 sits bolt upright suddenly "DRINK MMfcdaaaaaa.........." falls over passed out again...with a thud Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890596 Share on other sites More sharing options...
hendrik Posted October 1, 2011 Share Posted October 1, 2011 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 :: :: Tavern Brawl Character Special Rules :: (users choose one of the following troop choices) Blood Claw 1) Headstrong. As indicated at SW: Codex 2) Berserk Charge. As indicated at SW: Codex Grey Hunter 1) Mark of the Wulfen, no rending 2) Wolf Standard. May re-roll only one failed armour save 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+ 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. 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 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 :: (League Members ONLY. Inglorious Brawlers may upgrade their characters to the following) 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+ 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. 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 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 OUT COLD A1 The lone Wolf -wolf scout OUT COLD H3 Chef wulfen - grey hunter STUNNEDE5 Loki laughingdeath - bloodclaw OUT COLDB1 wysten - wolf scout STUNNED A1 vantius - bloodclaw SITTING THIS ONE OUT AT THE SIDE runningwolffenris(want an alias?) – bloodclaw STUNNED I1 ramses – stormclaw OUT COLDI1 -Team Firenze Firenze, the mountain of iron - iron priest (leader) OUT COLD E5 Volsung – bloodclaw OUT COLD E5 DarkCrusader a.k.a. Jarn the young – bloodclaw OUT COLD E5 -Team Nrth Nrthstar the bearded one - grey hunter (packleader) OUT COLD I5 Arez a.k.a. Greenhorn - grey slayer PISSDRUNK, WS2,BS2 a new record in the fang i believe! I5 Zynk (Felix)- tactical marine I5 postal - grey slayer I5 -Team Hrothgar CMID, Hrothgar the undecided - IRON PRIEST (leader) I1 Kieran, the talon of Fenris – stormclaw OUT COLD I1 Brother crazywolf - stormclaw OUT COLD I1 Elithern - grey slayer OUT COLD I5 TURN VII Duking it out ramses delivers 1 wound to crazywolf and Kieran each, hoping to take away their healing balms so runner can take them down for good. Meanwhile hrothgar scores 2 wounds on ramses, as does Kieran and crazywolf wounds ramses once. Ramses rolls his 5 saves and fails 3. As he takes his 3 leadership tests he makes 2(6,7) but fails one (10). Looking up right before he crashes into the floor he sees the two stormclaws barely standing, both needing their healing potions and balms to keep them up. As his vision slowly turns black ramses looks up one final time to see runner land both his blows on the two stormclaws.(4,5) Runner’s mark is true for bot his hits catch the stormclaws unguarded, wounding both of them! Kieran fails his save(2) and so does crazywolf(also 2)! Kieran tries to keep on standing but the blow was one too much as runner pushes him over(ld-test 12), right on top of crazywolf who already lay on the floor, bleeding through his nose (ld-test 11). As runner knocked both stormclaws crazywolf and Kieran OUT COLD the pup lets out a deep and mighty howl! Ramses, Kieran and crazywolf are now OUT COLD Meanwhile a bit more south team nrth is giving elithern all they can! Still with the wulfen upon him (motw roll 6 again!) nrth tries to grab elithern as the rest of his teams try to land blows on him. Even before elithern can take a swing 5 fists find mark on his nose(2 from zynk, 1 from arez and 1 from postal. Bleeding heavely the grey slayer makes all his saves though!(3,3,4,6) Now nrth crashes into elithern, fists flying as the grey hunter scores 3 wounds on elithern, while elithern kicks him right into the groin(1 wound). Both combatants roll their saves (nrth 2, elithern 2,2,3) but come down into the floor OUT COLD (ld-test nrth: 11, ld-test elithern; 7, 10) Nrth and elithern are now OUT COLD! Combatants left are: Chef wulfen - grey hunter STUNNED wysten - wolf scout STUNNED runningwolffenris(want an alias?) – bloodclaw STUNNED Arez a.k.a. Greenhorn - grey slayer Zynk (Felix)- tactical marine postal - grey slayer CMID, Hrothgar the undecided - IRON PRIEST (leader) only 7 of you left! with 6 of you able to become a league member! Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890609 Share on other sites More sharing options...
hendrik Posted October 1, 2011 Share Posted October 1, 2011 this is it! the clash before all clashes! with everyone in positions from which they can charge everyone there are a lot of posibilities. who will team up with who? with everyone having atleast hurled a bottle or a stein at the other one nobody can be certain anymore who to trust! brawlers send me your instructions as soon as possible for a full moon is coming! Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890613 Share on other sites More sharing options...
Zynk Kaladin Posted October 1, 2011 Share Posted October 1, 2011 LOL Arez, having problems there brother-wolf?! If he gets league brawler by being piss drunk I must say that's quite an achievement. Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890618 Share on other sites More sharing options...
Grimtooth Posted October 1, 2011 Share Posted October 1, 2011 Well that was EPIC! Good job Runner on capitalizing on their wounds! Get with Chef and Wystem and get to hunting!!! Grabbing some mjod for Crazy and Kieran to sit down and enjoy the show! Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890631 Share on other sites More sharing options...
Arez Posted October 1, 2011 Share Posted October 1, 2011 Ok no more MJOD for me this game. Who leads us now that nrth is down? Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890638 Share on other sites More sharing options...
Nrthstar Posted October 1, 2011 Share Posted October 1, 2011 Bah, the groin, the onlu weakness of mk 5 haha. I'd say you lot pick your target and charge, win this one for the gipper. Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890657 Share on other sites More sharing options...
MaveriK Posted October 2, 2011 Author Share Posted October 2, 2011 interesting turn of events <_< Link to comment https://bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/page/39/#findComment-2890876 Share on other sites More sharing options...
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