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Inglorious Drunkards² (Tavern Brawls + Solo Duels)


MaveriK

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Tried to send orders, but your inbox is full....

a problem i too almost faced when running the brawl. i prefered it for the people to just post their tactics here. sure it's not as sneaky but it makes it hell of a lot easier to determine who was first to claim the charge on guy X, or move to spot Y. hence why i posted mine just here

Tried to send orders, but your inbox is full....

 

Sorry about that. Even without the brawl, I get a whole lot of PM's. I'll go do my daily deletion.

 

EDIT: Alright, I've cleared it up a bit. I just want to put in that it's Idaho's fault it filled up. :(

whos Idaho?

 

Smacks Arez in the face How do you not know Captain Idaho of the Ultramarines?! He's practically the father of all honor guard. Whelps these days...

Agreed :D no matter how many times he says he's a Wolf Guard or Grey Slayer/Storm Claw or whatever he is, at one of these tavern brawls. Arez will always be a Greenhorn.

Spoiler: tankards are chucked.

gallery_24878_5332_20521.jpg

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 ::

http://i1086.photobucket.com/albums/j448/Dyingdutchman2/ScreenShot2011-11-03at74810PM.png

:: Tavern Brawl Character Special Rules ::

gallery_24878_5332_64204.jpg

(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

:: League Brawl Character Special Rules ::

gallery_24878_5332_45982.jpg

(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) Pack Leader. All marines in the Wolf Guard's pack, including the Wolf Guard, Hendrik ( :P ), may reroll failed to hit rolls.

4) Wolftooth Necklace. All attacks hit on a 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. Acts as an additional power fist attack.

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. The pack may ignore one failed armour save per Stormclaw.

SPACE WOLF CHAMPIONS

gallery_24878_5332_11488.jpg

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)

Night Two: Runningwolffenris (bloodclaw)

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

League Member: Arez

League Member: Zynk Kaladin

Night Three Brawlers:

Elithren, the Ummm.... : Grey Hunter A5 OUT COLD

Tsavong Lah, Extragalactic Alien: Grey Slayer A5

Wolf Lord Kieran, Talon of Fenris: Wolf Guard A5

Volsung of Blackmane: Blood Claw D5 Feel No Pain Mjod(4 turns)

Postal105, Who'd Better Not Go Postal: Grey Slayer H3 OUT COLD

Team Hendrik

Hendrik, Ye Olde Greybearded Pack Leader: Wolf Guard A2

Forte the Newly Greyed: Grey Hunter A2

Skadi the Shield-Maiden: Stormclaw A2

Arez Greenhorn the Lord Drunk: Wolf Guard A2 +1 Attack mjod(3 turns)(+1 Attack Solo Brawl)

Vantius the Valiant: Grey Hunter A2

Team Mav

Maverik, almighty Tavern Master: Wolf Guard C5 Furious Charge mjod(3 turns)

Zynk Kaladin, Embassy from the Night Angels: Wolf Guard C5 +1 Attack mjod(1 turn)

Jonas Stromclaw, Not Stormclaw, CMID :D : Stormclaw C5 Furious Charge mjod(5 turns)

BrotherCrazywolf the Not-Quite-Crazy: Stormclaw C5

Nrthstar, Arch-Rival of CMID(Grr...): Grey Hunter C5 Feel No Pain mjod(4 turns)

Mav’s pack opens up with a howl, throwing their now empty tankards and tables at Skadi, possibly trying to prove that they’re still better than Hendrik’s pack no matter how many times the two tie. Their accuracy doesn’t appear to reflect that goal, as the assorted implements either go wide or bounce off the Shield-Maiden’s armor. Kieran, Elithren, and the alien from outer space apparently seem to agree with Mav’s pack, and also chuck everything they’ve got at Mavgirl. Ouch. Nevertheless, the Warrior Woman is unphased, and laughs as the erstwhile drunkards throw the plates into a corner. Kieran’s mjod must really be affecting him. Hendrik’s pack, eager to minimize the incoming fire, return fire at Elithren, bringing him to the ground with a nice thump to the neck from a bowl. Volsung the Blood Claw, eager to prove himself, charges towards Postal, opening fire with a table leg. The leg strikes Postal, but the Grey Slayer is unphased by a mere table leg, and simply catches it in one hand. An entire tavern would be more appropriate to the situation. Laughing at the Blood Claw’s antics, Postal charges in after giving the table leg back to Volsung in the same manner it was given to him. The Blood Claw, watching carefully, simply reaches up and deals the reckless warrior a thwack to the chin, laying him out cold on the floor.

Quite eventful for a first round. Two knock outs, both of which rolled a ten for their leadership. I see great things for Volsung in the future. Mavgirl steadfastly refused to fall, even with the concentrated firepower of eight drunk Wolves. And now for round two! Instructions are due by saturday night, after I get back from gaming night at 8:30ish EST.

i dont remember asking to drink anything...

 

WLK

Perhaps your pack leader ordered it, thats what mine seems to have done. Not that I'm complaining, Furious Charge and all :angry:

 

My pack, what say you we put our close combat bonuses to work, eh?

whos Idaho?

 

Smacks Arez in the face How do you not know Captain Idaho of the Ultramarines?! He's practically the father of all honor guard. Whelps these days...

Well tat explains it.All Ultramarines are good for is target practice..even then they suck at that.

 

whos Idaho?

 

Smacks Arez in the face How do you not know Captain Idaho of the Ultramarines?! He's practically the father of all honor guard. Whelps these days...

Agreed :angry: no matter how many times he says he's a Wolf Guard or Grey Slayer/Storm Claw or whatever he is, at one of these tavern brawls. Arez will always be a Greenhorn.

Will not
i dont remember asking to drink anything...

 

WLK

Perhaps your pack leader ordered it, thats what mine seems to have done. Not that I'm complaining, Furious Charge and all :angry:

 

My pack, what say you we put our close combat bonuses to work, eh?

 

I'm going packless this time around.

 

WLK

Fekke-hofud! this means war!!!! team hendrik, it's time we bite back!

ARRROOOOOOOOO....agreed.

aye whelps! but it'll take some time before we get to charge them since they are occupying MY table!

MAV i challenge your pack to split up and face us two by two, instead of just hurling those empty tankards! now hit me with the mjod tavern master!i thirst for vengeance!

i dont remember asking to drink anything...

 

WLK

 

Shoot, Hrothgar the Overly Drunk must have mixed up instructions in his drunken stupor. Fortunately, the failure in the dice roll was in to wound, not to hit, so it doesn't affect anything and can simply be deleted. Although Hrothgar the Non-Imperfect is incapable of making mistakes, so it must instead be a malicious machine spirit.

Volsung sways a bit after decking his previous opponent, his first ever KO. A goofy, inebriated smile curls his fanged grin and the Blood Claw rejoices by snatching the closest tankard of mjod and quaffing it down before seeking out another lone packless wolf to attack. This time, he goes for a large one, like Kieran in his terminator armor, but not before throwing something suitably heavy at him, perhaps Postal unconscious body. B)
i dont remember asking to drink anything...

 

WLK

 

Shoot, Hrothgar the Overly Drunk must have mixed up instructions in his drunken stupor. Fortunately, the failure in the dice roll was in to wound, not to hit, so it doesn't affect anything and can simply be deleted. Although Hrothgar the Non-Imperfect is incapable of making mistakes, so it must instead be a malicious machine spirit.

 

Will the effects still be in play this next round, when are moves due, and where is the best place for you to recieve them?

 

WLK

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