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Inglorious Drunkards² (Tavern Brawls + Solo Duels)


MaveriK

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Spoiler: Yet even many more so great, mighty, 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 ::

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 ( :jaw: ), 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 OUT COLD

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 :woot: : 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.

Other note: Nrth was gone, so I rolled a die to see who Kieran would attack.

Even more confident after taking down Zynk, Volsung squares off against Mav. The cunning Wolf Guard, still possessed of his mental faculties, backs off, then slams back into combat, driving Volsung into the wall. The Blood Claws armor barely saves him, however, at the cost of its function. The Iron Priests will be angry... Still going on with the headstrong spirit of a Blood Claw, he strikes back at Mav, dealing an almost equally powerful blow that also threatens to break through Mav's armor. Meanwhile, the last three brawlers of the horde continue their combat. Kieran, the least injured of the trio, manages to line up his attacks first, and charges Crazywolf, the seemingly indomitable Stormclaw. Though he is nearly incapable of defending himself by now, his legendary toughness holds up, and his armor and mjod combine to keep him going. Tsavong and crazy, both equally inebriated, jump at each other. Tsavong leads from the right, hitting at a weak point in the armor, but cannot penetrate. Meanwhile, Crazy takes the opportunity to size up his opponent, and lashes out with a whirlwind of blows, taking down the fearless Tsavong.

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Only three drunkards left! we will have a winner tonight. Any moment now... I'm rather excited to see who wins tonight brawl.

 

Can I still join? If so I'd like to join as a blood claw they kinda represent how I feel. Like ripping someone's throat out and then drinking some moad

there are rules and sign up dates, I suggest reading them before anything. Plus we don't even know you! people who participate in the brawls are usually frequent posters. I'd suggest opening up a thread introducing yourself to everybody.

 

--EDIT--

correction, four drunkards left! I'm seeing two of Kieran right now *passes out* no more mjod for me for awhile...

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sheesh what about me? chop liver!? I do have dreams of becoming a inglorious brawler for a second time!

 

i'm waiting for my dice luck to infect my rolls in this game! i am shocked to have lasted this long.

 

and C.M.I.D., arre you recieving my pm's with instructions? at this point its kinda moot, but just wondering.

 

everything on crazywolf. let's hope i can make him feel some pain!

 

WLK

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Spoiler: Yet even many more so great, mighty, 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 ::

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 ( :D ), 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 OUT COLD

Wolf Lord Kieran, Talon of Fenris: Wolf Guard A5 STUNNED Used Wolf Amulet

Volsung of Blackmane: Blood Claw A4 OUT COLD

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

Zynk Kaladin, Embassy from the Night Angels: Wolf Guard A4 OUT COLD

Jonas Stromclaw, Not Stormclaw, CMID ;) : Stormclaw A5 OUT COLD

Nrthstar, Arch-Rival of CMID(Grr...): Grey Hunter A5 OUT COLD

BrotherCrazywolf the Not-Quite-Crazy: Stormclaw A5 Feel No Pain Mjod(3 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.

The final four brawlers square off in twos, creating a series of solo duels. Mav faces the rapidly rising Volsung, determined to put an end to his climb before his head gets too big for the Fang. He continues to relentlessly smash the Claw against the wall, an unstoppable bulwark of force breaking Volsung's armor, which now seems incredibly weak in comparison to the massive Terminator. Eventually, the repeated pounding becomes too strong, and the Blood Claw falls to the ground senseless. Meanwhile, Kieran and Crazywolf continue their duel, the two veteran warriors seemingly incapable of gaining an edge, at least until the Stormclaw swings in with a direct hit on Kieran, stunning the Talon, but not bringing the mighty Fenrisian to the ground. Soon, there will only be two...

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@-Volsung-, well fought young wolf! but it was time I put you back in your place. You have fire and spirit, but you lack the patience of a grey beard. Have an ale on me, you have great potential little brother! one day your saga will be great.

 

@WLK, I've kept my word fellow grey beard as did you against the mighty hendrik and his pack. In return I shall aid you against Crazy!

 

@CMID, same instructions as before only against Crazy! no mjod... I'm still in my pure state.

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@-Volsung-, well fought young wolf! but it was time I put you back in your place. You have fire and spirit, but you lack the patience of a grey beard. Have an ale on me, you have great potential little brother! one day your saga will be great.

 

@WLK, I've kept my word fellow grey beard as did you against the mighty hendrik and his pack. In return I shall aid you against Crazy!

 

@CMID, same instructions as before only against Crazy! no mjod... I'm still in my pure state.

 

Hrrrmmmm... you honor me, elder brother! I shall drink to your name should you be victorious!

 

Now... to get this damn armor fixed... Methinks the waste disposal systems... might be leaking... ;)

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