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==Vampire Gang Rules== ===Gang Composition=== A Vampire Brood must follow these rules when it is founded and when new fighters are added to the gang: *There must be one Leader (Vampire Pureblood) chosen when the gang is first founded. *The total number of Vampire Thinbloods in the gang must always be equal to, or higher than, the total number of other fighters (Vampire Pureblood and Vampire Halfbloods) in the gang, not counting Hangers-On or Ghouls. *The gang may include 2 Ghouls per Pureblood and 1 Ghoul per Halfblood in the gang. *A fighter can be equipped with a maximum of three weapons. Weapons marked with an asterisk (*) take up the space of two weapons. *Any fighter may take Wargear. *Weapon accessories marked with a dagger (†) may not be combined together on the same weapon. If one such accessory is purchased for a weapon, another may not be added. During a campaign, all gangs continue to follow the mentioned rules as new fighters are added to the gang. Additionally, the following rules apply: *A gang founded for a campagin can contain no more than two Vampire Halfbloods. Additional Vampire Halfbloods may be added to the gang during the course of the campaign. *During the course of a campaign, any fresh recruits added to the gang may be equipped with items currently held in the gang's Stash, rather than purchasing new equipment. During the course of the campaign, gangs may gain new equipment, either by purchasing it from the Trading Post or as a result of Territory Boons. These items are added to the gang's Stash and may be distributed among fighters during any post-battle sequence: *A fighter cannot be given a new weapon of a type not allowed by their entry within their gang list. *Vampire Thinbloods cannot be given a new weapon if it would take them above the limit of three weapons carried. *A Vampire Pureblood or Vampire Halfblood can be given more than three weapons as they can have multiple Fighter Cards, each representing a different "set" of equipment, as described on page 59 of Gang War Four. *A fighter may discard any Wargear carried when given new Wargear. Discarded Wargear is placed in the gang's Stash. ===Vampire Broods in Campaigns=== In a Dominion Campaign, Vampire Brood gangs are treated just like any other. They begin the campaign with a Settlement Territory which they cannot lose, representing their base of operations. They can take control of unoccupied Territories during the Occupation phase and they can seize control of Territories from other gangs during the Takeover phase. Settlement Territories do not generate Juves; instead, if one of the D6 rolls is a 6, they generate a single free Vampire Thinblood. If both of the D6 roll a 6, this becomes a two free Vampire Thinbloods. Despite their secret agenda, a Vampire Brood gang is seen as just another gang by most of the locals. They claim Territory Boons just like any other gang, but are treated as a Delaque gang for the purposes of Enhanced Boons. ====Gaining Experience==== Vampire Brood fighters gain Experience in the same way as fighters in a normal House gang. The Pureblood and any Halfbloods can have their XP spent on Advancements in the same way as a Leader or Champion. Thinbloods advance in the same way as Gangers, and can become Specialists if a 2 or 12 is rolled for their Advancement. Ghouls cannot gain Experience or Advancements in any way. ====Captured Fighters==== If any member of a Vampire Brood gang is captured, the normal rules are followed. However, due to their alien nature, they are worth more when sold to the Guilders; the gang that is selling them receives their full value in credits, instead of half their value. ====Post-Battle Actions==== Each Vampire Pureblood and Vampire Halfblood in the gang can make one post-battle action in the same way as a Leader or Champion, respectively. Vampire Broods cannot make the Medical Escort action, the docs being unable to work upon their unliving alien physiology, but instead Vampire Broods may make a Feeding action to consume Captives to heal (see Feeding). They can still make the Sell to the Guilders action if they so choose. ====Hangers-On, Hired Guns, and Dramatis Personae==== Vampire Brood gangs may hire Dramatis Personae and Hive Scum in the same way as other gangs. Additionally, Vampire Brood gangs may hire Hangers-on, but they use the following table: {| class=wikitable ! Reputation || Maximum Hangers-On |- | Less than 5 || 1 |- | 5 to 9 || 2 |- | 10 to 14 || 3 |- | 15 to 19 || 4 |- | 20 to 24 || 5 |- | Each additional 5 || +1 |} ====Loss of a Leader==== If a gang’s Pureblood is killed or is retired, a new Pureblood must be nominated from among the gang’s Halfbloods. If the gang has no Halfbloods, the new Leader must be a Thinblood, Specialist or otherwise. In either case, an eligible fighter with the best Leadership must be selected as the new Leader. If more than one eligible fighter is drawn for best Leadership, use Advancements as a tie -breaker; if there is still a tie, the controlling player can decide. When a fighter is promoted in this way, their Type is changed to Pureblood, and from now on they count as a Pureblood for determining which equipment and skill sets they can access. Their characteristics do not change. ====Feeding==== Vampires crave the blood of the living to sustain their unliving bodies. The consumption of blood, and blood-rich tissues such as hearts, livers, and cranial matter is digested into the xeno-blood Ichor that flows through necrotic flesh. Their inhuman metabolism is able to process this Ichor into "necrosynthesis", an impossible contradiction that even the cleverest of docs fail to understand, which can reshape their forms and heal wounds. The Vampire Pureblood and Vampire Halfbloods can make the following post-battle action (see page 56 of Gang War Four) but the Brood benefits from the effect. This action can only be made once per post-battle sequence. Firstly, a Captive is required. If the gang is holding a Captive that, if held by another gang would be eligible to be sold to the Guilders (see page 56 of Gang War Four) the Captive may be sacrificed for the Feeding. Alternatively, if no Captive is available, the Brood can select a Hanger-On to consume. Once the sacrifice is selected they are devoured by some members of the Brood like sludge-piranha upon raw meat. Roll 2d6 and apply the following modifiers: *+1 if the sacrifice has a Strength of 4 or more. *+1 if the sacrifice has a Toughness of 4 or more. *-1 if the sacrifice has any Lasting Wounds. *-1 if the sacrifice has any Flesh Wounds. The result is the number of Vampire Brood fighters in the gang that can benefit from Feeding upon the victim. Each fighter Feeds upon the victim can select 1 of the following options: *Roll on the Medical Escort chart as if the fighter was taken to a Doc but with no Credit cost. *Remove a Lasting Injury from the fighter. *Immediately exit recovery; the fighter is available for the next battle. *Gain +1 Wound for the next battle.
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