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The Howling. Rules discussion/brainstorming.


MaveriK

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Season Three: Inglorious Drunkards (Rules Update/Brainstorming)

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Inglorious Drunkards was inspired by:


http://www.bolterand...howtopic=194681
http://www.bolterand...howtopic=206879
http://www.bolterand...howtopic=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. Drunkards in each tile may choose to fight in close combat against those on the adjacent tile(s). 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 three 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 aggressive, 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 second last remaining drunkard becomes a league member. If one of the players is already a League member, then no League championship happens during that night of fighting. League members have access to upgrades of the following: Wolf Guard, Iron Priest, and Storm Claw.

8) The last man standing, wins the game and earns the title of Inglorious Brawler.

:: Pack Wide Rules ::

And They Shall Know No Fear
Acute Senses
Counter-attack

:: THE MAP ::

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:: Tavern Brawl Character Special Rules ::

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(users choose one of the following troop choices)

Blood Claw gallery_24878_5332_150.gif
1) Headstrong. As indicated at SW: Codex
2) Berserk Charge. As indicated at SW: Codex

Grey Hunter gallery_24878_5332_150.gif
1) Mark of the Wulfen, no rending
2) Wolf Standard. May re-roll only one failed armour save

Grey Slayer gallery_24878_5332_150.gif (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 gallery_24878_5332_150.gif (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 gallery_24878_5332_150.gif
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 ::

gallery_24878_5332_7722.jpg
(League Members ONLY. Inglorious Brawlers may upgrade their characters to the following)

Wolf Guard gallery_24878_5332_150.gif
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 gallery_24878_5332_150.gif
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 gallery_24878_5332_150.gif (use stats from EoT codex)
1) Furious Charge
2) Wolf Pelt. +1 attack during counter attack.
3) Healing Potions & Balms. Old tech, borrowed from the 13th company wolf priest. May ignore one failed armour save, may also help revive fallen team mate, per tile.

:: SPACE WOLF CHAMPIONS ::

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Season One - http://www.bolterandchainsword.com/topic/217688-inglorious-drunkards/


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)

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Season Two - http://www.bolterandchainsword.com/topic/235844-inglorious-drunkards%C2%B2-tavern-brawls-solo-duels/


Night One: maverik_girl (Grey Hunter/Shield Maiden)
Night Two: runningwolffenris (Blood Claw)
Night Three: MaveriK (Wolf Guard)

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: Zynk Kaladin
League Member: arez

:: 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.

----RULES DISCUSSION----

I want feedback on updating the current rules. In theory I would like to simplify the tavern brawls to make it run faster and smoothly.

Any ideas are welcome and can be discussed here. Sadly season two night four, of the tavern brawls ended up fading into memory due to poor tavern management. Unfortunately I was ill for months and could not help maintain the event. It was really sad to see events/topics such as these, that help promote our chapter, our forum and the Fang fade away.

I created these events to help entertain and bring the camaraderie amongst fellow Space Wolves and hobbyist alike. I really wanted to make Bolter and Chainsword, not to mention the Fang stand out from the others. Our community and our love for the game/hobby is what keeps us enjoying this great passion of science fiction and our imagination.

Special Scenario Rules Update/Reboot

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The Gauntlet of Fenris - http://www.bolterandchainsword.com/topic/248836-the-gauntlet-of-fenris/

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:: SPECIAL SCENARIO ::

The long summer on Fenris has been intense this year; the eye of the wolf showed no mercy. Algae covered the shores around the southern islands. Vegetation grew to surreal proportions, causing thousands of kraken-spawn to boil out of the seas of Fenris. Alarmed filled all the scanners from both on orbit and from the mighty fortress known as the Fang. The brotherhood of the Iron Isles sealed their vaults, preparing for the onslaught and attack.

++++ INCOMING TRANSMISSION +++

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"Our scanners from both the Fang and on orbit, are seeing massive migratory movements of kraken-spawn. All heading towards the southern islands. This event has not been seen by the Old Wolf and of the sky warriors since the Anvil, Arjac rose to distinction and becoming the champion he is today. Unfortunately eleven of the twelve great companies are out on crusades across the galaxy. Only a single great company, along with a skeleton crew of Inglorious Drunkards stand watch over the Wolf Kingdom and the mighty stronghold known as the Fang. For those brave enough to heed the call. Help stop the advance of those kraken-spawn by running the gauntlet." - Hunt Master, MaveriK

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:: DISCLAIMER ::

Users have to right to ignore this thread just as people have the right to participate. Please keep the roll-playing within this thread. We have to be more responsible with our words and actions, and try not to let the mindset cross over to other threads. This is the Fang, and we represent the Sons of Russ. Behave yourselves or see yourself cast out deep into the underfang.

:: TURN SEQUENCE ::

1) Movement
2) Shooting (optional)
3) Close Combat

:: PACK WIDE RULES ::

And They Shall Know No Fear
Acute Senses
Counter-attack

gallery_24878_5332_8898.jpg


:: SIDE QUEST RULES ::

1) Indicate your character's location and actions to a designated Hunt Master/Fleshmaker. 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 three users (including beast) 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!

4) Users are allowed to move two tiles in any direction, and assault on their third.

5) Once a user fails his armour save, a leadership roll is made to see if he can still stand and fight with negative modifiers (-1 WS, -1 A, -1 I) the player breaks off from combat and restarts one tile back in any direction from their current location. Once a user fails his final armour save, the character is rendered unconscious either waiting for his pack mates to bring him back to the tavern or the Fleshmaker to bring him back to the Fang.

:: TROOP CHOICES ::

This is no ordinary hunt. The Anvil of Fenris request that those who wish to run the gauntlet suit up in this special scenario and fight with their favored wargear.

Inglorious Drunkard

- Blood Claw (base point +15pts of your choice)
- Grey Hunter (base point +15pts of your choice)

League Member + Inglorious Brawler

- Wolf Guard (base point + 25pts of your wargear choice)
- Long Fang (base point + 25pts of your wargear choice)

* flame templates take up two tiles
* packs of two or up to five members, have the option of adding up their total points, to purchase expensive wargear. ie Assault Cannon.

gallery_24878_5332_8898.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 (Blood Claw)
Night Three: MaveriK (Wolf Guard)

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: Zynk Kaladin
League Member: arez

:: THE MAP ::

gallery_24878_5332_112753.jpg
The hunt master rolls 2d6; pick the highest roll and that number will indicate the number of kraken-spawn placed on the map.

Kraken-spawn is one of Fenris mightiest sea-dwellers on Fenris. Each great year when the sun makes the land melt, and the oceans are once more full of activity the kraken releases his children. Scale spawned monstrosities, these monsters are known to attack many a fortified position by the hundreds.

Kraken-spawn
Small Kraken 6 0 6 4 3 6 4 10 4+

----RULES DISCUSSION----

I want feedback on updating the current rules. In theory I would like to simplify the side quest/gaunlet to make it run faster and smoothly. Any ideas are welcome and can be discussed here. Unfortunately I was ill for several months and could not help maintain the special scenario event. But now that I am feeling better and I can dedicate some time into running or help run these events, I figured why not reboot the special scenario?

I created these events to help entertain and bring the camaraderie amongst fellow Space Wolves and hobbyist alike. I really wanted to make Bolter and Chainsword, not to mention the Fang stand out from the others. Our community and our love for the game/hobby is what keeps us enjoying this great passion of science fiction and our imagination.

Dear gods....please start this up again. The only thing that seems less apparent to me is do we really choose our own gear and status? It seems to me that the mods or the person running the game should choose who is a grey hunter, blood claw, etc; but then I guess that could bring on negative feelings from someone who feels they were placed low amongst the ranks. I love it, definitely want to try it, please please please start this back up again.

Perhaps add some disadvantage for those not gifted with Russes' genes? Something to show the inexperience of bar fights? I do imagine the space wolves having more experience with these things smile.png

Yes but we've had non space wolf users participate before. It wasn't much of an issue.

Was a small idea, nothing more smile.png

No such thing as small ideas. I appreciate your input. When I had started the tavern brawls... I originally wanted to include different chapters with their own unique rules and stats. But that is the larger scheme of things.

Dear gods....please start this up again. The only thing that seems less apparent to me is do we really choose our own gear and status? It seems to me that the mods or the person running the game should choose who is a grey hunter, blood claw, etc; but then I guess that could bring on negative feelings from someone who feels they were placed low amongst the ranks. I love it, definitely want to try it, please please please start this back up again.

I hope so too! if we have enough interested users I might have too. I was only concern and I've held back in doing so only because it has been very quiet in the Fang. The Winter's Advance was my way to see who here was still active....

I know we have at least a few people I see on here pretty regularly....and that's the kicker about events like this though. It's these kind of things that GET the people to start coming day to day. Also I think with the re-emergence recently of some old faces it might be a good indicator of how easy it would be to get a lot of old people back if you were to bring something like this back from the dead. Just a thought.

Perhaps add some disadvantage for those not gifted with Russes' genes? Something to show the inexperience of bar fights? I do imagine the space wolves having more experience with these things smile.png

Yes but we've had non space wolf users participate before. It wasn't much of an issue because they got curb stomped nicely.

Ramses edit included.

I wouldn't mind knocking some skulls together again.

Well I'm glad to see many people interested and involved. But I really wanted to go over and look things through with the rules and hopefully have it run faster and easier. Anyway, the kraken swarm will come first before a tavern brawl. I'll start the special scenario on Friday. So I guess make a pack and prepare to dine in hell.

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