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Inglorious Drunkards² (Tavern Brawls + Solo Duels)


MaveriK

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Spoiler: Yet even many more so great and large numbers of tankards are chucked than previously.

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.

-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/ScreenShot2011-12-02at81355PM.png

:: 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

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:: 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) Pack Leader. All marines in the Wolf Guard's pack, including the Wolf Guard, Hendrik ( :( ), 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

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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)

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 STUNNED

Wolf Lord Kieran, Talon of Fenris: Wolf Guard A5 +1 Attack Mjod(1 turns)

Volsung of Blackmane: Blood Claw A4 STUNNED

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

Team Hendrik

Hendrik, Ye Olde Greybearded Pack Leader: Wolf Guard A4 OUT COLD

Forte the Newly Greyed: Grey Hunter A4 OUT COLD

Skadi the Shield-Maiden: Stormclaw A5 OUT COLD

Arez Greenhorn the Lord Drunk: Wolf Guard A4 OUT COLD

Vantius the Valiant: Grey Hunter A4 OUT COLD

Team Mav

Maverik, almighty Tavern Master: Wolf Guard A4 +1 Attack Mjod(1 turns)

Zynk Kaladin, Embassy from the Night Angels: Wolf Guard A4 Feel No Pain Mjod(3 turns) +1 Initiative Solo Brawl Used Wolf Amulet OUT COLD

Jonas Stromclaw, Not Stormclaw, CMID :P : Stormclaw A5 Furious Charge mjod(2 turns) OUT COLD

Nrthstar, Arch-Rival of CMID(Grr...): Grey Hunter A5 +1 Attack mjod(5 turns) OUT COLD

BrotherCrazywolf the Not-Quite-Crazy: Stormclaw A5 Feel No Pain Mjod(4 Turns) STUNNED

Quick note: If you asked for mjod but don't have a mjod item beside your name, it means you rolled a 2 or a 3.

As the horde of brawlers shrinks, they begin to reassess their situation. Kieran, eager to take down what he perceives to be the greatest threat, targets Nrth with his mighty fists. With his keen intellect, the Talon of Fenris unleashes a series of jabs, which are absorbed or blocked for the most part. One gets through however, and the already wounded brawler is brought crashing down amidst the remains of the furniture by Kieran's mighty fists. Tsavong, still stubbornly focussed on his target, strikes at Crazywolf, who is powerless to block the blows. They strike through his defences like a furious whirlwind, bypassing the armor, overwhelming the toughness of the injured foe, and take him down. The mjod running through his system causes him to recover, though, and he drags himself up yet again, bloody and broken-nosed, but ready to face his opponent. Noticing that Nrth has been taken down, he decides to exact his revenge on Tsavong, and hits the extragalactic alien straight in the chin, stunning him and leaving him nearly defenseless for the next series of blows. Meanwhile, the duel of champions continues, with Zynk's speed now counteracted by the effects of the previous blows. The two venerable warriors continue to lash out at each other, but are too evenly matched and too powerful to have any effect. The same cannot be said for Volsung, however, and the disorientated Blood Claw jabs out in Zynk's general direction. The proud warrior simply laughs it off as a bit of a tickle, but is cut off in mid-sentence as Volsung gets in one last swing, bringing Kaladin to the ground with a crash that resonates throughout the Fang.

Volsung, stop doing so well! You're getting into a bad habit here.

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All attacks on Crazywolf! Can't let a man with FNP run around for another four turns. ;)

 

I am the Crazywolf! I don't seem to stay down, do I ? I shall return the favor and put all of my attacks on Tsavong Lah... maybe he will do what Nrth couldt and put me down, and then again maybe not. Let the dice decide. Nearly the longest I hve lasted in all of the brawls I have been in.

 

No mjod for me right now.

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Zynk Kaladin, chapter master of the most royal Night Angels, even in the face of most certain unconsciousness still manages to fall, with the utmost civility, to the ground bleeding gracefully. There was only one word he uttered before falling into a most saint-like slumber:

 

HURK!

 

The angel sleeps now, for his role to play is finally concluded... "just as planned"

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