Aaron Sneary / |
I have been writing scenarios for Brikwars for some time now, and have begun to collect them into a Brikwars Scenario Addendum format. Some of these have been played, others have not. Some of them have additional comments made by masters of the game.
Space-Age Urban Warfare 12/2/02
4 players or teams
Tech Level 6
1000 cost points
Goal: Multiple goals, see player descriptions.
A long time ago in a galaxy far, far across The Pond, a overly zealous Jermian Space Scout named 8-Off took control of his Scout troop, the Knotsies. Under his rule, the Jermian Knotsies began to oppress and invade neighboring Franzosis. They maintained control of the Franzosian citizens through military occupation. Cities were fenced off and troops stationed throughout. The Knotsies even imprisoned civilians, just because 8-Off was a whiny brat.
Meantime, the rest of the quadrant were trying to decide how best to liberate poor Franzosis, and improve their own economies. The Rustians decided that they, not the Knotsies should rule both Franzosis and Jermia. They threw together a large invading army. The United Spacemen of
A-Mark-A, having a serious social hero complex, hired a bunch of trained soldiers to rescue the prisoners of war, return them to the USAs home system, and put them to work. The galaxys multi-system peace organization, The Unified Milky-way was determined to wage peace on this conflict. They too prepared a force, this one powerful yet non-lethal. So on a dreary, cloudsome day on Franzosis, four militant groups clashed: The Knotsies, the Rustians, the A-Mark-Ans, and the UM Peacekeepers.
Lay out several space crater and landing plates. Place Various buildings, facilities and 6-8 public Transporters (20Blok) and 1 Freight Transporter (100Blok) (See the old 2000 text rules on transporters.
Player 1- Rustians, invading nation: giant mech, several flyers, troops(?).
Points awarded for kills or for buildings demolished.
Player 2- UM Peace keepers (phasers on stun, NetCasters, EMF rifles, APCs, etc.)
Points awarded for subduing anyone showing violent tendencies
Player 3- A-Mark-An Rescue Squads: Mercenary Stats 1 each Rifle and Knife per troop; 1 each Mercenary Specialist, bazooka, plasma cutter, and jeep per squad; one helicopter for team, plus transporter account codes.
Points awarded for each POW rescued or building held for two roundds.
Player 4- The Knotsies, occupying Army: 3x troops, gun emplacements, hover tank(s), booby traps, Transporter codes.
Points awarded for each military vehicle destroyed, every trooper killed or third civilian killed.
Shared- Occupied nation and NPCs: POWs: the folks being rescued from a military prison Civilians in flying cars, walking the street, beaming from place to place
Teleporter (per 5 b) TL6 CP10 CMP-1 Pwr3 Size4dots teleports objects
*The account codes are provided by or stolen from the local Transit Authority. Civvies have their own private accounts. The occupying army has forced the Transit Authority to give them a free account. The other teams have to hack the computer for access. Or pay for each transport (1 CP)
The Botched Colony Project (based on the PC game Alpha Centari) 11/10/02
Goal: Multiple winning endgames see below.
You are the leader of one of several small factions that survived a failed interplanetary colony mission. You possess a colony pod, 7 troops, a medic, and one faction bonus. Scattered across the playfield are several other equipment pods from the ship.
There are six options for reaching ultimate victory:
Bloody Masacre- Be the sole remaining faction.
Monopoly- You must secure all surviving food rations.
Rescue- You must obtain the 3 main components of the ships subspace radio, send a distress signal and wait 1 turn for the rescue ship to arrive.
Escape- You must build a medium or larger vehicle and move all you own 40 away from your starting position.
Capitalist Despot- You must have sole possession of at least twice as many total CP as the next highest faction. You must announce your intention on your turn, account total CPs on paper, and prove success.
Equipment in pods should be determined before the game, and the pod locations chosen randomly (I recommend a scatter die and a d10) after players locations is decided.
Available equipment in pods:
Rover Total of 2
1 missle launcher with 2 Mk I missles
1 plasma torch (flame thrower)
6 Impact Rifles
10 Impact Pistols
7 Knives per faction
Tools 1 box of three tools per faction
Subspace Radio Parts 1 radar dish, 1 computer, and 1 tuning device (hinges). Each should be in a separate location.
Colony Ship Remains 1 engine, several wheelsets, 2 sets of controls, one Transporter (eliminate if you dont have the rules from 2000), assorted junk
Robots 1d2+1 (coin)
Food Rations 1d6+3 (use barrels, chests, or color-coded bricks)
Note: As each pod is opened, roll 1d6. A 1 means that the pod is infested with Fleeb-Norks. They attack whoever opened the pod.
Mobility: Your faction already has a small vehicle and a mechanic.
Secretive: One of your troops is a ninja.
Militant: All of your troops have a Gyro pistol and a +1 skill when firing a weapon.
Athletic: All of your troops have Power of 2.
Security: Your base has +1d10 armor and a mounted Impact Rifle.
Technology: Besides your troops, you have two Robots(Synthetics).
Faith: Each of your troops has one holy stupendous feat.
Mad Max 8/01
Goal: Take control of a gas tanker truck and return it to your side of the table.
Description: One player has the gas tanker, eight support vehicles, and as many troopers as will fit on those vehicles. All other players have six vehicles and as many troopers as will fit on those vehicles. The gas in the tanker is both very valuable and extreamly explosive, players should avoid firing on the tanker. Optional rule: At the beginning of each turn, all players must roll 1d20 for each vehicle. On a 1, the vehicle runs out of gas and is immobile. Gas cans have a 1:10 can to trooper ratio, plus standard CP.
Right to Bear Arms
2 players or teams
Goal: Last Man Standing
Description: One player is a backwoods organized militia. They have x (x being a chosen variable based on your minifig collection) troopers with an unrestricted number of weapons, one well armored and armed base with no computers. The second player is the Government. They have 3x troopers but are restricted to one rifle or pistol per trooper. Vehicles are restricted to one missle or gas grenade launcher. They have enough vehicles to carry their troops.
Optional rule: Third player plays Media who try to interview all the Heros and several troops. The Government cannot intentionally fire on a Media Civvi or Vehicle. The Militia can attack, hold hostage, or bribe the Media in any way they see fit.
The Beltway (The slang for Wash. DCs looping bypass)
The more the merrier
Goal: Take out your road rage on PBBs
Description: Build as many CIVILIAN ground vehicles with drivers as possible. Divide the vehicles evenly between the players. Each player secretly chooses a driver to be an Abnormal Person and hides a pistol in the vehicle for added chaos. Mark off a large loop (with lanes if you plan on obeying them. All vehicles move at approximately full speed around the loop each turn. Be sure to cut people off, ram the slow pokes, and force drivers off the road.
Needless to say the road would have to be surrounded with all kinds of hazards to crash into and knock into the road - telephone poles, exploding gas pumps, schoolyards full of children (children running onto the highway convert to a slick traction-destroying liquid upon contact with vehicles), bottomless ravines, chemical vats, etc. The real fun of this scenario would be to have as many different types of vehicles as possible in play. High-end sports cars like Ferraris would be the most maneuverable and the least durable, Humvees would have high armor and traction, tractor-trailers could be filled with gravel or nails or chickens or jet fuel. Steamrollers, bulldozers, and farm combines could hold up traffic. A biker gang would be a quick cheap way to add numerical superiority. - Mike Rayhawk
High School Spirit Week
Description: There are no designed-to-be-weapons weapons in the game. Each player plays a characterized click from high school hell.
Hoods +1 skill, access to shop tools, have one motorcycle
Geeks +2 skill(non combat), access to chemicals from lab, library (heavy books)
Jocks +1 strength (Power), access to sports equipment
Band Kids more minifigs than others, 5 are Beligerant Drummers
Faculty +2 skill, +1 strength, stun or grapple ONLY
Occurs in a large arena w/ gates and walls. A supercomputer or demon allow 10 troops in to find color coded keys to let armies in. There are many (32) small buildings w/ lift-off roofs have things hidden inside: -weapons
-scared proffesors who follow
-lots of armed battle droids
Troops can move around on roofs
Central Lookout tower
Escape from Misty Isle
by Claudia Coles, Magnus Laguno, Aaron Sneary, and Jeff Stemble
TechLevel: 2 or 3
Description: The few remaining soldiers of several independant exploration groups have realized that they only have one way off this mist covered island. A single surviving airship has crashed in the middle of the island, in a dense forest. Its captain has been taken hostage by a group of island goblins and is held at one far corner of the island at the top of a tower. At the opposite corner, the powerful Crystal of Levitation is being made into crude jewelry by the islands Hill Giants. A commander must obtain ALL three items to fly his team off the island.
Description: This is basically a vehicle-based race to the finish (or your doom). A narrow canyon full of obsticles should be set up with Willie at one end and ALL the players at the other. This may mean in higher tech levels that vehicles and troops will actually start within range of one another. There should be as many little rovers, trucks, APCs, scooters, and bicycles as possible. The following letter is the personal statement of one of the possible factions:
Intergalactic Express When it absolutely, positively, kill anyone who slows you down, shoot your way through customs has to be there overnight.
Dear Faction Leaders
It has been brought to our attention by concerned citizens that the delivery route for our extremely important shipment has been leaked to your operatives. Our shipment of unique doorknob samples for Mr. Willie Loman must be made by the end of the workday. We ask that you do not interfere with our delivery employees.
Despite this polite request, we certainly expect our efficiency to be challenged by yourself or your agents. Please be aware that I have decided to oversee the delivery of our doorknobs personally. In fact, I will be managing a selected group of highly trained Package Protection Patrolmen (also known as PEEPs). Me and my PEEPs will be in full preparedness and have all authority to use extensive force to ensure our package arrives safely and on time.
Also, I have been asked by Mr. Lomans attorneys to inform you that Mr. Loman is in no way connected to a certain stage play, Death of a Salesman, and they expect him to survive the entire ordeal. Failure on any of your parts to respect that wish will result in endless nagging and junk mail subscriptions.
TechLevel: 4 (mostly, see below)
Farmer Joe Dirtyworthy is a TL-4 paranoid/schizophrenic belligerent citizen of Carnage County. His prize 4H sheep has been stolen in the night, he believes by space aliens. His delusions give him three stupendous feats per turn. His sole drive is to rescue his sheep. He commands a gang of angrily dehydrated migrant farm hands. They will obey his orders and attack anyone who might have a cold beverage handy.
In truth, the sheep was stolen by three TL-4 genetic research assistants (read: idiots) who work for Dr. Eugene Splicenfurter. Dr. Splicenfurter is employed by MEGACorp., and evil organization bent on cloning all high quality goods (like sheep and PBBs) into their own cheap imitations. Dr. Splicenfurter is a scientific genius, and has three Scientific Feats per turn (player must justify the scientific possibility, and should include sufficient techno-babble to entertain the other players). He commands a team of scientists armed with portable research gear and are heading for their newly rented facility across town. They are always on the lookout for more advanced technology and new lifeforms to clone. (read: want to capture the aliens)
Ruby Stonewear is a TL-4 jewelry thief and importer that parked her get-away vans (full of diamonds) in front of a local Qwik-E-Mart for slurpees. Farmer Dirtworthys farm hands stole both vans to pursue the stolen sheep and Ruby has every womans desire to regain the diamonds. Rubys experience with security systems and evading the law gives her Ninja-like Spider Gymnastics and Stealth. (Player may choose either Ranged Weapon ability or One Stupendous Feat per turn.) Ruby commands a squad of safe-crackers, thugs, and neer-do-wells who disguise their appearance with alien masks.
Albert Ian LYer is a TL-7 legal representative of the United Federation for Order, a non-profit organization for the respectful treatment of aliens. Al Ian, as his friends call him, is delivering a cease-and-desist letter to Ruby and her gang for portraying aliens in a negative manner. Being from another planet Al Ian does not suffer from the negative effects of gravity (Spider Gymnastics), has Supernatural Mental Influence (*see Rule Book Addendum- Super Powers), and one Stupendous Feat per turn. Al Ian LYer commands a clutch of alien legal assistants, the kind you find down at the docks at midnight.
Experimental Weapon Ideas
Fast Growing Kudzu (Southern Ivy)Seeds Spreads 2 each turn Covers and entangles anything it touches, stopping doors, vehicles, and troopers. Does 1d6 damage to buildings and vehicles per 4 of Kudzu Each 2 of Kudzu has 1d4 AV
This is probably the best new weapon concept Ive heard in a long time, but there would have to be some limit to the kudzus growth or it would reach the point that no amount of firepower would be able to stop it. I would say, each seed pod grows to a maximum radius of 8. When any section of the plants radius exceeds 4, it has a 1 in 6 chance every turn of dropping a new seed pod at some point along its perimeter (kudzu players choice). A player who could reach the center of the kudzu growth can attack the root and kill the whole plant. A dead kudzu does not continue to grow or damage structures but may still drop new seed pods if any remaining section is large enough. - Mike Rayhawk
The following weapon is directly quoted from Wayne McCaul at this lugnet post.
A successful hit with this weapon shifts the trooper into the future by X turns. As X is unknown, the player who fired the weapon should roll a 1d8 each turn. Place a marker of somekind where the trooper used to stand. On a 6 the trooper rematerilzes on the spot he left. On a 7 the trooper returns, but its shifted 1d4 inches, in a random direction (use a 1d4 for North, South, East, West). If the location is also a wall, tank, tank, etc. the trooper is instantly turned into a meaty paste. If the location is another trooper, both units are spooged. A roll of 8 means the trooper has been visiting an alternate universe and has convinced several troopers from that universe to return with him. 1d6 new troopers appear with the trooper and theyre dedicated to his cause. Complete with weapons identical to the trooper that was time shifted. UR: 3
Possible Balancing Factors:
The balance is sort of built in. You cant control the troopers movement through time; or his return location exactly. So its just as big a chance to use on your own troops as the enemy (although a trooper removed from battle, even for a turn, is one less weapon on the battlefield for that duration). AND/OR it takes a round to recharge AND/OR on a 1 the user becomes the target with the same results. AND/OR the weapon has a heavy powerpack to carry or cart around, seriously hampering movement. This weapon should not work against anything bigger than a trooper on a mount or in a battlesuit. Although, it might work on things like boulders, trees and other small objects. A rock rematerialzing inside a tank could probably do some serious damage. A siege weapons could be built for warping tanks and flyers to the future, but it should have a big power requirement. AND/OR maybe a catastrophic failure resets the enemy troops to their original strength.
The following weapons are directly quoted from Mike Rayhawk at this lugnet post.
1. the ION GUN.
This gun shoots a steady stream of ionized particles into a stationary object, building up a potentially lethal static electric charge over time. (This does not work on moving objects.) In real life the target object has to be insulated from the ground in order to build up a significant charge but this can be overlooked for game purposes. For every full turn a scientist spends charging a target object, the object gains 1 level of electrical charge. The object retains that charge as long as no moving objects come near it, within a radius equal to as many inches as are in its level of electrical charge. Its up to the players to decide whether this process is completely invisible or whether enemy units have a chance to notice a St. Elmos Fire halo around the object.
If a moving object (hopefully a spaceman) wanders within the electrical radius of the charged object, theres a massive arc of electricity and both objects take 1d6 damage for each level of electrical charge. Rockets flying through the radius get zapped and explode. If a bullet flies through the radius or strikes the charged object, lightning travels back up the low-pressure trail of the bullet and strikes the unit that fired it! (Its true, we found this out the hard way.)
Cost and stats are left as an exercise for the player.
2. the BROWN SOUND GENERATOR.
----- The sphincter is a tightly stretched sheet of tissue, almost drum-like in its reactivity to sound. Clever aucoustical engineers have discovered that the resonant frequency of the average human sphincter rests between 16-18 hz, a tone far too low for normal hearing. Powerful tones emitted along these frequencies cause the bowels of human targets to erupt violently. Brown sound generators have been the subject of military experiments for decades but it was only recently that French riot police put them to practical use by using parabolic directional speakers; previously, the sound could not be aimed.
Game effects of brown-sound damage are uncertain but it is sure that victims will be heavily demoralized.
Cost and stats left as an exercise for the player.
3. the GREEN THING SPAWNER.
----- My last idea for a weapon has no real-life counterpart, but I always wanted to make a Horrible Green Thing launcher. Something as simple as a Bazooka and a pile of Horrible Green Thing Grenades would do the trick.
Cost and stats left as an exercise for the player.
Many mainstays of sci-fi labs would be fun to play with, such as the Trash Obliterator Chute, the Artificial Gravity Room (put numbers on the floor, walls, and ceiling, and roll 1d6 at the beginning of each turn to see which way the gravity is pointing), exposed chemistry equipment (blowing up chemistry equipment creates mysterious chemical clouds that have unknown effects on units that get caught in them, as any comic-book fan can tell you), cleaning robots, teleporters, duplicating chambers, kennels for dangerous experimental creatures, assembly-line machinery, weldinng tools, etc. Even the possibilities of combining a sprinkler system with exposed electrical wiring can be taken advantage of.
Female scientists should not forget their ability to stun and bewitch male opponents by taking off their glasses and letting down their hair.
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