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:
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 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.
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
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.
- Sir Lancelot