OMG - Black Lagoon

Sump Thing

Juve
Dec 5, 2014
34
54
23
The Pump Station Takeover

Battlefield
Game will be played on a 4' x 6' table. The Pump Station and the village surrounding it are located at the center of a long table edge, about 18" x 24" in size.

Crews
The starting crew of each gang is chosen by Random Selection (D3+3) method. Rest of the gang members come on table using Reinforcements method

Home Turf Advantage
Each gang is counted as having Home Turf Advantage, not because its their home turf, but because the importance being the one who captures the Pump Station.

Tactics Cards
Each player may select one Gang Tactic card.

Deployment
The Savages (see below) will be deployed first and inside their village. Deployment zones are chosen at random. Players roll a dice, highest deploys first and he also has priority on the first turn, then the second highest and so on.

Objective
To takeover the Pump Station, a gang must have more active members inside the village, then there are Savages at the end of the battle.

Special Rule: The Savages
There are 1 Chieftain and D3 Hunters defending the Pump Station plus an additional 1 Hunter and 1 Brave for each gang taking part of the scenario.

Chieftain
M5 WS3 BS3 S3 T3 W3 I4 A2 Ld5 Cl5 Wil5 Int5
Equipment: Shotgun, Maul, Flak armor
Special ability: At the start of End Phase, all broken savages within 6" of Chieftain automatically rally.

Hunter
M5 WS4 BS4 S3 T3 I4 A1 Ld7 Cl7 Wil7 Int7
Equipment: Lasgun

Brave
M6 WS5 BS5 S3 T3 I3 A1 Ld8 Cl8 Wil8 Int8
Equipment: Stub gun, Fighting knife

For all intents and purposes Savages are treated as fighters and follow the normal rules. However, they cannot run out of ammo, bottle out, and if they are reduced to 0 wounds, they are automatically taken Out of Action.

Savages do not activate normally, but instead react to the actions of nearby gang-fighters as follows:
-a fighter makes a shooting action within 12" (18" for hunters)
-a fighter makes a fight action within 6"
-a Blast marker is placed (after scatter) within 6"
-a Savage is hit by ranged attack within 6"

After working out the action that triggered the Savage(s), roll D6 on the table below for each. Hunters get +1 to the roll and Braves -1.

1-2 Savage makes a charge action towards the nearest visible gang-fighter
3-4 Hunters and Braves take no action, but Chieftain moves towards the nearest broken savage, or takes no action if there are none
5-6 Savage makes a shooting action at the nearest visible gang-fighter

Ending the Battle
If only one gang has fighters left on the battlefield at the end of any round, the battle ends immediately.

Victory
If a gang has more active fighters inside the village then there are unbroken savages at the end of the battle, the gang wins and takes over the Pump Station.

Rewards

Experience
Each fighter gains 1 XP for taking part, and an additional 1 XP for each enemy fighter or Savage (2 XP for Chieftain) that they took out of action. Winning gang's leader gains an additional D3 XP.

Credits
For each Savage a gang took out of action, they will gain 10 credit bonus from the traders guild.

Reputation
Each gang gains 2 Reputation for showing up, plus the winner gains 2 additional Reputation.

Territory
Winners gains control of The Pump Station.
 
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Sump Thing

Juve
Dec 5, 2014
34
54
23
The Pump Station
The gang that controls The Pump Station gets to loot any treasures (and fight any monsters) uncovered beneath the black waves, as the Lagoon is pumped empty.

Territory Boon
This Territory grants the following Boon
Income: When collecting income from The Pump Station, the controlling player may choose to roll between 2D6x10 and 6D6x10. However, if a double is rolled, no income is generated and The Creature From The Black Lagoon has attacked a random fighter from the gang, who suffers a
Lasting Injury
Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation
Special: If the gang controlling The Pump Station loses a game, the victorious gang will take the control of this Territory. Also, in games where there are Attacker and Defender, the owner of the Pump Station is automatically the Defender.
 

Sump Thing

Juve
Dec 5, 2014
34
54
23
In the Creatures from the Black Lagoon scenario players have a change to recruit a special hired gun for this fight only.

Sludge Hunter
There are handful of savage tribes on the shores of the Black Lagoon that actually hunt its creatures for living. They tell a tale of the mother of all monsters, a fat spider like creature with a tentacles around its mouth and a small island on its back. Kill it and there will be no New monsters to bother the gangs. If a gang promises the head of THE CREATURE!! (see below) to the tribals, one of their hunter will show where its nest is and help the gang to lure it out.

M4 WS4+ BS4+ S3 T3 W1 I4+ A1 Ld7+ Cl6+ Wil6+ Int7+
Weapons: Lasgun or Autogun, and Combat Knife or Axe or Maul (as per model, models supplied by yours truly)
Wargear: Grapnel launcher

Special Rules
Local Guide: As long as the Sludge Hunter is not Seriously injured, his gang automatically has Priority in each Round and may choose deployment zone first before the battle. If multiple gangs have a Sludge Hunter, roll the order of Priority and deployment first among them.
Man vs. Nature: Sludge Hunter will not attack other gangs that have also hired a Sludge Hunter, they are here only to hunt creatures of the Black Lagoon. Also, if the gang attacks other Sludge Hunters, theirs will immediately leave the battle.
Sludge Born: Ignores all sludge penalties.
Hiring Fee: If the gang kills THE CREATURE!! they'll promise to give its head to the tribals. The gang may also break its word, keep the head and gain more credits but no bonus reputation.
 
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Sump Thing

Juve
Dec 5, 2014
34
54
23
Creatures from the Black Lagoon

Battlefield
The scenario will be played on a 6' x 4' table, using Sector Mechanicus rules.

Crews
Players use Custom Selection (take the whole gang) to choose their crews.

Deployment
There are four 12" x 18" deployment zones at the center of each table edge.

Tactic Cards
Each player may choose one Gang Tactic card from their deck.

Hold the ground
When making a Bottle test, roll 2D6 and discard the highest. Fighters also add 1 to the result of any Rally tests.

Objective
To kill THE CREATURE!!

Special Rules

Sludge
The ground level of the battlefield is covered in thick black sludge. Because of this, the ground level is considered to be Difficult Terrain. Also, raising up from pinned/prone is considered Duple Action instead of basic, when the model is in the sludge. Lastly, should a model get Seriously Injured while in the sludge, it must roll 2 injury dice during the recover and take the worst result.

The Creatures
When a model starts an action, while on the sludge, there's a change that a creature (or THE CREATURE!!) will appear. Roll a D6 and consult the table below.

1 What was that?!
The model may not do any actions this turn, but gains 360 degree vision for the rest of the battle.

2-4 Nothing happens

5 Get me out of here!
If the model is Seriously Injured, it suffers a Flesh Wound and becomes Prone and Pinned
If the model is Prone/Pinned, it immediately stands up as a free action.
If the model is standing and unengaged, it immediately makes a free Move action directly away from the nearest enemy model.
If the model is engaged, it immediately makes a free Retreat action

6-9 a creature appears D6 inches away from the model.

10+ THE CREATURE!! appears D6 inches away from the model.

Modifiers: +1 for each a creature on the battlefield. +1 for each a creature Repelled during the battle.

a creature
M3 WS4+ BS6+ S4 T4 W2 I3+ A2 Ld10+ Cl4+ Wil6+ Int12+
a creature has a 5+ armor save and cannot be pinned. If its wounds drop to zero, don't roll an injury dice, a creature is removed from the battlefield and considered Repelled. a creature has Evade skill from Cunning.

a creature has the following weapons:
Bite: Strength 4, Damage 1, save modiffier -1, melee
Sticky Appendix: Strength 2, Damage 1, Reach D6", Drag, Versitail, melee

a creature will make a Fight action at the start of the End phase or Charge action towards nearest enemy if not engaged. a creature will not take movement penalties from the sludge, but considers all other terrain impassable

THE CREATURE!!
M6 WS5+ BS6+ S7 T6 W8 I4+ A4 Ld9+ Cl2+ Wil6+ Int12+
THE CREATURE has a 4+ save, but only 6+ against close combat attacks due of its soft underbelly. It cannot be Pinned and it treats Serious Injury results as Flesh Wounds. It has Fearsome skill from Ferocity.

THE CREATURE!! has following weapons
Bite: Strength 7, Damage 2, save modifier -3, melee
Slime Breath: Strength 1, Template, Concussion

At the start of the End phase, THE CREATURE!! will make a Fight action, or Charge action towards nearest enemy if not engaged, or if not within charge distance, a Move action and Shoot action with Slime Breath at the nearest enemy. THE CREATURE!! will not take movement penalties from the sludge, but considers all other terrain difficult. When THE CREATURE appears all a creatures will flee and no more of them will appear during the rest of the battle.

Ending the battle
The battle ends when either THE CREATURE!! is killed or there are no gangs left on the board.

Rewards

Credits
The gang that slew THE CREATURE!! can claim the bounty and add 2D6x10 credits to its Stash. Or 3D6x10 credits if they didn't hire a Sludge Hunter, or decided not to give the head of THE CREATURE to the tribals.

Experience
Each fighter that took part in the battle gains 1 Experience. Fighters gain an additional 1 Experience if they Repelled a creature. The fighter that deals the killing blow to THE CREATURE!! gains D6 Experience.

Reputation
Each gang that took part gains 1 Reputation. The gang that killed THE CREATURE earns additional D6 Reputation, or no additional Reputation if they hired a Sludge Hunter and didn't give the head of THE CREATURE!! to the tribals.

Territory
If THE CREATURE!! is killed, each gang in the campaign may add Collapsed Dome to their territories, as the way to the riches of the Black Lagoon is now open to everyone. Also, The Pump Station loses its importance, the Lagoon has been dried enough. The Station is from now on considered as Old Ruins.
 
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Sump Thing

Juve
Dec 5, 2014
34
54
23
Nice to hear. Feel free to use it. We are playing it in our campaign on 12th of April. I'll write a short summary here how it went and if I'd change anything.
 
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Sump Thing

Juve
Dec 5, 2014
34
54
23
So, we had four ten men gangs plus some hired guns, over 40 models in total. One gang deployed all its members in the sludge, and every time one of them started an action, we throwed a dice to see if a creature would appear. And come they did, so fast that THE CREATURE appeared before the end of the first round, right next the same gang. THE CREATURE!! killed one, but on the second round the gang, that had lured it up, dealt enough damage to take away all its 8 wounds and a skull came from the injury dice. No other gang had a change to do anything, since THE CREATURE!! was too far from them.

Yes, game ended before the end of the second round, bit too fast, for every ones liking. What we would change is to limit the amount of a creatures appearing each round. Maybe max one at the first round, two at the second and so on. This way it would take at least three rounds, before THE CREATURE!! could appear. Also, to prevent one gang cornering THE CREATURE!! far away from others, it should appear 2D6" away from the center of the table, instead of a ganger..

And here's some pics of the fight: https://yaktribe.games/community/media/albums/monsters-of-the-balck-lagoon.2438/
 

Sump Thing

Juve
Dec 5, 2014
34
54
23
Lagoon Town (modified version of Downtown Dust-Up, rulebook page 164)

Battlefield
This scenario will be played on 6' x 4' table, using Sector Mechanicus rules.

Crews
Bring your whole gang.

Tactic Cards
Each player may select one Gang Tactics card.

Deployment
As in Downtown Dust-Up, but there will be 2d6 + 12 Hive Dwellers (models supplied by yours truly)

Objective
To crush your enemies, without getting too many Hive Dwellers caught in the crossfire. Each gang scores points for each opposing fighter it takes Out of Action, and negative points for each Hive Dweller they hurt as follows
+1 Ganger, Juve, Specialist
+2 Champion, Brute
+3 Leader
-1 Hive Dweller
-0,25 Hive Dweller becomes Broken
Also, the gang that is last on the battlefield gets +2 points, and the second last +1 point

Special Rules: Hive Dwellers
As in Downtown Dust-Up

Ending the Battle
Game ends when there's only one gang left in the battlefield.

Victory
The gang with most points wins. In case everyone got a negative score, the gang with least points wins.

Rewards
Congratulations, you just won OMG - Black Lagoon campaign. Store credits will be added to your account.