Fun Scenarios

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Fun Scenarios

Postby ninkybob » Thu Jan 31, 2008 3:42 pm

After a while on this forum, I've been hearing about a bunch of really fun scenarios that people are throwing together such as 'Zombie Survival' or 'Capture the Flag.' So I took the liberty to post this topic to take a moment to learn the rules that people use for these scenarios and compile them, and give everyone a chance to fight righteously over rules. Plus there is the fatc thta I am also a lazy b*stard who wants to steal everyone else's ideas...but I digree.

Ok, shoot with the Scenarios.
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Postby piltogg » Thu Jan 31, 2008 3:45 pm

hhhhmm I've already posted like 8 on this forum somewhere so have fun searching (I isn't typeing them all over again)
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Postby Gladius » Thu Jan 31, 2008 3:54 pm

You posted a few in my "microbattles" thread, piltogg.

The few I've used:

A group of renegades have holed up in ruins in the desert. The Imperial leaders sent a small group of troops to recapture the ruins.
It was a control-point map, where if the leaders stood on certain points for long enough they took control of the area and win. I was the Imperial troops, and I got slaughtered.

and another:

The Ghani fort is being attacked by a necromancer and his army of undead! They wish to kill the Ghani leader, as he is weak lying in bed. Defend the fort!

I was ghani, and had a reasonable win.

I can't remember the third...
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Postby ninkybob » Thu Jan 31, 2008 3:57 pm

How about actual 'rules' (I'm just being picky, thats all).
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Postby IVhorseman » Thu Jan 31, 2008 4:02 pm

well basically, every scenario boils down to either "kill the enemy" as an objective, "survival", or "capture the (object)".

flat out bloodbaths are simple, yet the most refined. the biggest thing you'll be playing around with here is the terrain and the battlefield geometry: fighting on top of moving platforms for example will create a completely different battle than on a field, which is entirely different from naval warfare.

survival games are fun, but a bit anti-brikwarsy. when your objective isn't to smash as many enemy troopers as possible, things can start to slow down. also, you start getting those cowardly tactics of hiding in a way too easily defended spot. i suggest something to force survivors to be constantly moving (whether it be giving them a curse that if they spend a turn standing still they die, changing the objective locations, or arming the enemy with flamethrowers is all up to you).

capturing objects is where lots of creativity can come in. you can always go with capture the flag or capture the briefcase here, with all of it's variants. random treasure hunt is a great variant as well (fill all your treasure chests with random objects and place the "you win" object in one of them. mix them up, and lay them across the field in odd and unusual locations), especially because you can fill the non-winning chests with other awesome/horrible things, such as traps, weapons, and kittens.

then of course, you can combine all the variants into gametypes (for example, one flag CTF where "neutral flag" is replaced with "massive bomb", and must be placed in the enemy base to kill/win.
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Postby Almighty Benny » Thu Jan 31, 2008 10:36 pm

OK here's one that I just came up with, so obviously it's never been play-tested.

A new species of cute, fuzzy animal (called Glomps) have been discovered and local BrikWarriors have found a way to breed them for profit. It's time to eliminate the competition, if you know what I mean. Each team sets up a fortified "Glomp ranch" on opposite ends of the battlefield, and proceeds to try and kill all of their opponents' Glomps. (Glomps can be represented by any special piece that you just happen to have a lot of, because trust me, you will want a lot of them).

Ranged weapons of any kind are not allowed in this game, with one exception: The Glomp Gun. Each ranch may have one giant cannon capable of reaching mid-battlefield. This cannon does 2d6 damage and has a 2 inch splash radius. The one drawback is that the only ammo it accepts are Glomps!

Now you could use your own Glomps for the cannon, but it would be much easier to just go out and capture the herds of neutral Glomps wandering the battlefield. Respawns are on so that eventually, one player will be able to storm the other's ranch and kill all of their Glomps to win.

The best part about Glomps though is that they explode doing 2d6 to everything within a 1 inch radius as soon as they suffer damage. Because of this, it may not be wise to herd all your Glomps together. It's totally up to the player as to how they design their ranch, but Glomps need a food supply, a water supply, and wide open space. You can surround them with 30-foot walls if you want, as long as that wall at least has a gate. Also, Glomps need to be small enough for a minifig to carry, I wouldn't use anything larger than a 3x2 brick to represent them.

Anyway, the aspects of BrikWars that this battle type is emphasizing are:
Base design: You need to come up with a ranch that keeps your Glomps safe both from the enemy and from each other, without sealing them each in their own private reinforced titanium cages.
Resource Management: Using your Glomps as weapons gives you a huge advantage on the battlefield, but the more you use the easier it becomes for your opponent to win in the long run!
Seige Techniques: Like it or not (hopefully, as a BrikWarrior, you do) you're eventually going to have to mount a full scale invasion of the enemy ranch if you want to wipe his sorry ass Glomp-ranching business off the map.
Explosions: Because when you get right down to it, that's what BrikWars is all about!
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Postby Gladius » Fri Feb 01, 2008 7:29 am

What do you mean by 'actual rules?'
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Postby Sir Lancelot » Fri Feb 01, 2008 12:30 pm

In answer to your question, I point you to the Lugnet news site for BrikWars supplements. http://www.lugnet.com/~1164/

However, I also wish to post some of the better ones here:

Dirtworthy’s Revenge

4 players
TechLevel: 4 (mostly, see below)
Description:
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 PBB’s) 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 Dirtworthy’s farm hands stole both vans to pursue the stolen sheep and Ruby has every woman’s desire to regain the diamonds. Ruby’s 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 ne’er-do-wells who disguise their appearance with alien masks.

Albert Ian L’Yer 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 L’Yer commands a clutch of alien ‘legal assistants’, the kind you find down at the docks at midnight.

----------------------------
Space-Age Urban Warfare 12/2/02

4 players or teams
Tech Level 6
1000 cost points
Goal: Multiple goals, see player descriptions.
Description:

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 USA’s home system, and put them to work. The galaxy’s 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

Transporters:
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)

----------------------------
These two are definitely the funnest sounding of the lot.

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Postby Almighty Benny » Fri Feb 01, 2008 1:44 pm

That first one is my favorite scenario ever.
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Postby IVhorseman » Fri Feb 01, 2008 5:39 pm

actually there's a really cool road warrior themed one in there that sounds super fun.
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Postby Commander Evil » Sat Feb 02, 2008 11:11 pm

I like the random freeway battle.


Another good idea, would be to construct 2 "trains" and set them next to each other, and have an ongoing broadside

you can hold vehicles in reserve, and 1D6 turns later, they can start coming in from the back of the train (although not on it, they're just speeding up to assist)

The goal is to board the enemy train, and either kill everyone, or stop the train.

Any minifigs that fall over the edge are considered lost (although you may find it prudent to make a stupendous feat roll to try and grab ahold before being left behind, or if they SURVIVE the fall, they can make a return with a reserve vehicle or something.)
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Postby Silent-sigfig » Thu Apr 03, 2008 7:05 pm

I'm gonnna play the "glomps" one soon.
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Postby Bonn-o-Tron » Thu Apr 03, 2008 7:43 pm

Commander Evil wrote:I like the random freeway battle.


Another good idea, would be to construct 2 "trains" and set them next to each other, and have an ongoing broadside

you can hold vehicles in reserve, and 1D6 turns later, they can start coming in from the back of the train (although not on it, they're just speeding up to assist)

The goal is to board the enemy train, and either kill everyone, or stop the train.

Any minifigs that fall over the edge are considered lost (although you may find it prudent to make a stupendous feat roll to try and grab ahold before being left behind, or if they SURVIVE the fall, they can make a return with a reserve vehicle or something.)

Great Hammer of Thor, this idea kicks ass!
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Postby Silent-sigfig » Fri Apr 04, 2008 4:32 pm

Indeed it does.
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Postby *CRAZYHORSE* » Fri Apr 04, 2008 4:33 pm

I have a idea to spice up the standard (team) deathmatch games. Instead of each army having there supplies and vehicles just give every soldier from every team a standard gun and place weapons, vehicles, guns nests, artillery, cavalry, nades, minefields, jetpacks, planes helicopters, tanks, snipers, ghillie suits, melee weapons and of course a "end it all" button.
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