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==Vampiric Equipment== As parasites leeching upon the masses of Mankind, the technology utilized by the Vampires and their minions is often of similar to Imperial designs or simply stolen technology. However, as part of their monstrous legacy, the Vampires have access to unique technologies all their own, exotic remnants from their long-lost Realm of Night: alien devices and blasphemous weaponry developed by inhuman beings bent on conquest of the stars. ===Weapons=== {| class=wikitable ! Basic Weapons|| Credits |- | Autogun || 15 Credits |- | Crossbow || 10 Credits |- | Howl Rifle || 15 Credits |- | Lasgun || 15 Credits |- | Needle Rifle || 40 Credits |- | Saw-off Shotgun || 10 Credits |} {| class=wikitable ! Close Combat Weapons|| Credits |- | Blunt Weapon || 10 Credits |- | Fighting Knife || 10 Credits |- | Knife || 5 Credits |- | Power Knife || 25 Credits |- | Power Maul || 50 Credits |- | Power Sword || 50 Credits |- | Shockbaton || 25 Credits |- | Stiletto Knife || 25 Credits |- | Stiletto Sword || 30 Credits |- | Sword|| 25 Credits |} {| class=wikitable ! Pistols || Credits |- | Autopistol || 10 Credits |- | Hand Bow || 5 Credits |- | Laspistol || 10 Credits |- | Needle Pistol || 15 Credits |- | Shriek Pistol || 10 Credits |} {| class=wikitable ! Special Weapons || Credits |- | Sniper Rifle (Needler) || 60 Credits |- | Sniper Rifle (Stub) || 60 Credits |- | Web Gun || 125 Credits |} {| class=wikitable ! Heavy Weapons || Credits |- | Heavy Stubber || 135 Credits |} ===Wargear=== {| class=wikitable ! Grenades || Credits |- | Choke Gas Grenades || 40 Credits |- | Frag Grenades || 30 Credits |- | Necrosis Grenades || 80 Credits |- | Smoke Bombs || 15 Credits |} {| class=wikitable ! Armour || Credits |- | Flak Armour || 10 Credits |- | Mesh Armour || 15 Credits |} {| class=wikitable ! Personal Equipment || Credits |- | Chemmesh Caul || 30 Credits |- | Infra-sight || 40 Credits |- | Ichor Goblet || 10 Credits |- | Mono-sight || 35 Credits |- | Photo-goggles || 35 Credits |} {| class=wikitable ! Exotic Beasts || Credits |- | Vampiric Familiar || 35 Credits |- | Xeropterans || 80 Credits |} ===Vampire Brood Equipment=== ====Sonic Weapons==== Despite being less universal than other common weaponry Vampire Broods often prefer to arm themselves with [[Sonic Weaponry|sonic weapons]]. Such weapons often render victims unconscious or paralyzed yet still alive, perfect for harvesting warm blood from fallen foes. This dirge of sounds is the reason many enemies of the Vampire speak of the wailing moans and howling screams of the dead as they fight their unliving enemy. {| class=wikitable ! || Short Rng || Long Rng || Short Acc || Long Acc || Str || AP || Dmg || Ammo || Traits |- | '''Shriek Pistol''' || 8" || 12" || +1 || -- || 3 || -- || 1 || 3+ || Pistol, Knockout, Noisy |} {| class=wikitable ! || Short Rng || Long Rng || Short Acc || Long Acc || Str || AP || Dmg || Ammo || Traits |- | '''Howl Rifle''' || 18" || 24" || +1 || -- || 3 || -- || 1 || 2+ || Knockout, Noisy |} ====Chemmesh Caul==== A fibre-weave undersuit of unknown chemical composition. If a fighter with a Chemmesh Caul is hit by a weapon with the Radiation or Toxin traits, their Toughness is increased by 3 for the purposes of rolls to determine whether they are affected. They also gain a +1 to Critical Injury dice rolls. ====Necrosis Grenades==== {| class=wikitable ! || Short Rng || Long Rng || Short Acc || Long Acc || Str || AP || Dmg || Ammo || Traits |- | '''Necrosis Grenades''' || -- || SX3 || -- || -- || 0 || -- || 0 || 4+ || Blast(3"), Gas, Necrosis |} *'''Necrosis''': The gas within is aerosolized with samples of blood and other unidentified xeno-toxins. Targets within Blast radius that have the "Vampirism" Special Rule can be (healing? TBD) ====Ichor Goblet==== A small cylinder containing a sample from a Blood-Pit: a viscous mixture of blood, Ichor, and necrotic chemicals. When an Active or Pinned fighter with the "Vampirism" Special Rule and Ichor Goblet is activated, they may choose to delete Ichor Goblet from their fighter card immediately and take the following action: *'''Drink Ichor Goblet (Double)''': The fighter may immediately discard a Flesh Wound from their fighter card and if they are Pinned they may make a free Stand Up action. They also gain +1 to Strength and Toughness for the next activation. ====Vampiric Familiar==== Semi-sentient vermin gestated from an blood-cyst grown from a Vampire’s own flesh, they resemble lamprey-like bats the size of a small dog. They are slavishly loyal to their undead master and share a psychic bond with their creator. {| class=wikitable ! || M || WS || BS || S || T || W || I || A || Ld || Cl || Wil || Int |- | '''Vampiric Familiar''' || 5 || 4+ || -- || 2 || 2 || 1 || 2+ || 1 || 7+ || 7+ || 6+ || 7+ |} A Vampiric Familiar carries no weapons and will always make unarmed attacks. '''Special Rule - Omen of Fortune''': Whilst the Familiar is within 3" of its owner, that fighter may avoid one successful hit per turn by making a successful Willpower check. Make the check immediately after a successful roll to hit has been made against the fighter. If the check is failed, the attack hits as normal. If the check is passed, the attack counts as having missed and the dice roll is discarded. Templates and Blast markers are placed as normal for the purposes of determining hits against other models, but the Familiar’s owner is assumed to have somehow dodged clear. '''Special Rule - Precognition''': The gift of foresight possessed by the Familiar enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Familiar a 3+ save roll, which cannot be modified by Armour Piercing. Additionally, a Familiar may avoid being caught by a Blast marker or Flame template. If a Familiar is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Familiar is hit by the attack. On a 1-3, the Familiar is able to dodge clear of the area of the attack. Leave the model where it is and assume that it has scuttled around to avoid the attack and returned to where it was. '''Special Rule - Flying''': The Familiar has the ability to fly around and ascend levels. The Familiar can move in a radius in any direction, including vertically onto a platform, completely unaffected by difficult terrain. '''Skill Access''': A Vampiric Familiar has access to the following skill sets: {| class="wikitable" style="text-align: center;" ! !! Agility !! Brawn !! Combat !! Cunning !! Ferocity !! Leadership !! Shooting !! Savant |- | '''Vampiric Familiar''' || Secondary || || || Primary || || || || |} ====Xeropterans==== Brood lairs will often have at least one Blood-Pit from which they can spawn all manner of unliving horrors: gholams and chimerics mixed with the alien genetics of the Vampire. Perhaps one of the most common and easily created are the Xeropterans, creatures that appear to be mutated dire bats. Although mere beasts they instinctively obey the Brood that gave them unlife, crawling about their catacombs looking for bloody scraps or intruders to feed upon. When summoned to battle by their masters they fly overhead, using their superior senses to detect foes and descend upon them in a blood-mad fury. {| class=wikitable ! || M || WS || BS || S || T || W || I || A || Ld || Cl || Wil || Int |- | '''Xeropterans''' || 7 || 4+ || -- || 3 || 3 || 1 || 3+ || 1 || -- || -- || -- || -- |} Xeropterans carry no weapons and will always make unarmed attacks. '''Special Rule - Beast''': xxx '''Special Rule - Preysense''': Xeropterans counts as having a Bio-scanner. '''Special Rule - Flying''': Xeropterans have the ability to fly around and ascend levels. Xeropterans can move in a radius in any direction, including vertically onto a platform, completely unaffected by difficult terrain. {| class="wikitable" style="text-align: center;" ! !! Agility !! Brawn !! Combat !! Cunning !! Ferocity !! Leadership !! Shooting !! Savant |- | '''Xeropterans''' || Secondary || || || Primary || || || || |}
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