Rules for Vamypyre Covens by Mike Brooks were first introduced in Gang War 3. This article seeks to update those rules to conform with the Community Edition ruleset.
The perils of the Underhive are many, ranging
RUNNING A COVEN from natural hazards like acid rain and hivequakes to the more deadly fauna like OUTLANDERS: Vampyre Covens are Ripperjacks A careless traveller will also encounter outlander gangs and as such all of the danger in the form of Ratskins on the warpath, Outlaw Rules from the Outlanders escaped Pit Slaves, sinister Wyrd Gatherings and, rulebook apply with the exceptions noted of course, the everyday dangers of rival gangs below. As Outlanders, Vampyre Covens having a falling out and settling it with guns. do not have a Guild Price and may never However, there are few other encounters that are pay off their Outlaw status. more terrifying and sinister than the bloodsucking Vampyres of the night. Considered by many to be STARTING TERRITORY: Vampyre Covens start with one piece of territory nothing more than ancient fables from distant generated on the Outlaw Territory Table. Terra with which to frighten children, Vampyres, This forms their base camp and they may the creatures of legend are all too real. move their camp to another piece of Only a very select few are aware of these territory if they capture it, but they cannot Creatures that are thought to he in league with hold more than a single piece of territory Chaos and the threat that they pose to mankind at one time. If the Coven loses its current cannot be underestimated. They gather around base camp generate another on the Outlaw them others of their kind, as well as weak-minded Territory Table. mortals that they have bent to their will and are the perfect infiltrators of human society. INCOME: Vampyre Covens collect Vanipyres are, more or less, immortal and income as normal from their territory. capable of regenerating horrific injuries, even to the UPKEEP: Thralls require 5 credits each, extent of coming back from the dead. Various but Vampyres need none, due to their methods of dealing with them have been suggested food supply being all around them and over the centuries by the handful of people that plentiful. have true understanding of them. Anything goes from praying to the Emperor to decapitation. STARVATION: Vampyres are never Experience shows that methods along the lines of affected by starvation, as they have a the latter are usually more effective than the former, readily available food supply all around except of course for the Redemption, in which case them! Their Thralls, however, are they are more than likely to do both. Once a susceptible. and will suffer the effects Vampyre has been neutralised in this way (it is normally. virtually impossible to kill them forever), then all FOOD SUPPLY: There must always be of the human thralls who were bound to it's will at least twice as many Thralls as there are regain their minds once more. Vampyres. If the number of Thralls drops below this then no more Vampyres may be converted until there are enough Thralls. Should the number of Thralls be lower than the number of Vampyres then some Vampyres will have to leave until the balance is redressed (the player may choose which ones leave). These may not return when an adequate food supply is restored!
Article updated May 2019 by Slev
BOUNTY: Vampyres are considered to LEADERSHIP. Leadership of the Coven be a particularly dangerous form of Wyrd, goes to the Vampyre with the highest Ld at so they are worth a bounty equal to their the time. If there is only one Vampyre left, total cost, just like any other Outlaw. they are automatically the leader, Thralls also have bounty on thieir heads, irrespective of Leadership values. Thralls even though it's not their fault! They're still may never lead the Coven! The current worth cash though and that's all that Leader gains the advantages of being a counts. Leader as explained in the NCE Rule Book. CAPTURE: Gang fighters captured by CONVERT: If the Vampyre Coven has Vampyre Covens are in serious trouble. captured a fighter, and any rescue attempt Unless rescued, they are almost certain to or exchanges have failed, then they will be part-drained of blood and bound to the drain the victim. each player rolls 2D6 and Coven's will, either as a near-mindless adds each model's Leadership. The Thrall or as a new Vampyre. Vampyre draining Vampyre is always the leader of Covens will never ransom prisoners that the Coven. If the victim ties or rolls higher, they have captured, but will exchange them, they are found to be too strong-willed, and and will launch desperate, savage rescue just die. Heavies and Leaders are never missions for members of their Coven that drained, but can be sold into slavery. have fallen into enemy hands. NEW THRALLS: If the Vampyre player TRADING: Heavily disguised Vampyres converts a Juve, they join the Coven as a and their Thralls often drift into the new Thrall, having fallen to the Vampyre's Outlaw camps willing to exchange goods mind control. They keep their for weapons and equipment. Vampyre characteristics and weapons, simply Covens roll on the Outlaw Trading Chart. changing their type to Thrall. If the Thrall They may buy, weaponry and other did not originate with a standard House equipment as normal. gang, determine one at random for Advancement purposes. LIMITED RECRUITMENT: Vampyre Covens may never buy new gang members NEW VAMPYRES: If the Vampyre after they have started a campaign. player converts a Ganger, they become a Vampyre. New Vampyres add 130 Credits HIRED GUNS: Finding anyone who is to their value, and now follow the willing to agree to work for them narrows down, somewhat, the prospect of Vampyre special rules. They keep their existing Characteristics and Skills however. employees for a Vampyre Coven. Only Pit Slaves (who have too much metal and too DESTROYING THE COVEN: If it many implants to make a tasty meal) and should come to pass that all of the Wyrds (who knows what's going on in Vampyres are killed then the will Coven their blood) will work for Vampyre Covens. disband as the hold over the Thralls is broken. Thralls will then return to the SCENARIOS: Vampyre Covens roll on gangs from which they were taken carrying the standard Scenario table in the NCE whatever weaponry and equipment they rule book. presently have. RECRUITMENT VAMPYRE ADVANCES A Vampyre Coven is recruited just like any 2D6 Result other gang. You have 1000 Guilder creds 2 New Skill (any Table) to spend recruiting and arming your gang. 3-4 New Skill You must have at last twice as many 5 Characteristic Increase Thralls as Vampyres. 1-2 +1 Initiative 3-4 +1 Leadership Vampyre EQUIPMENT 5-6 +1 Movement Vampyres Only Cost 6 Characteristic Increase Sword 15 1-4 +1 WS 5-6 +1 BS Close Combat Weapons 7 Characteristic Increase Knife (N.B. 1 Knife is free) 5 Chain or Flail 10 1-3 +1 Strength 4-6 +1 Attacks Pistol Weapons 8 Characteristic Increase Autopistol 15 1-4 +1 WS Laspistol 15 Stub Gun 10 5-6 +1 BS 9 Characteristic Increase 1-3 +1 Wound STARTING EXPERIENCE 4-6 +1 Toughness The table below shows how much 10-11 New Skill experience the different types of fighters 12 New Skill (any Table) have to begin with. You should record ADVANCEMENT each fighters Experience Points on your gang roster. Exp Thrall Title Vampyre Title Type Starting Experience Points Points 0-5 Thrall Ghoul Thrall 0 6-10 Thrall Ghoul Vampyre 60 + 1D6 11-20 Thrall Ghoul 21-30 Thrall Ghoul 31-40 Thrall Ghoul Thralls roll advances on the standard 41-50 Thrall Ghoul Advancement chart in the NCE Rule Book 5160 Thrall Ghoul and gain Skills as would their originating 61-80 Senior Thrall Vampyre House. 81-100 Senior Thrall Vampyre Vampyres roll on the Vampyre 101.120 Senior Thrall Vampyre Advancement chart. 121-146 Senior Thrall Vampyre 141-160 Senior Thrall Vampyre 161-180 Senior Thrall Vampyre MAXIMUM CHARACTERISTICS 181-200 Senior Thrall Vampyre M WS BS S T W I A Ld 201-240 Acolyte Vampyre Lord Vampyre 6 7 5 5 5 3 7 3 10 241-280 Acolyte Vampyre Lord Thrall 4 6 6 4 4 3 6 3 9 281-320 Acolyte Vampyre Lord 321-360 Acolyte Vampyre Lord 361-400 Acolyte Vampyre Lord 401+ Master Vampyre Acolyte Master
VAMPYRE SKILL LIST
Agility Combat Ferocity Muscle Shooting Stealth Techno Lure of Death: If a Juve or ganger is taken 1+ VAMPYRES out of action with a Lifeforce Darin, then at Cost to Recruit: 180 Credits the end of the game each player rolls 2D6 These are the deadly bloodsucking humanoids who art: and adds each model's Leadership. If the at the heart of the Coven. Where they originate from Vampyre player wins then the fighter joins can only be speculated at, but they most likely to be the Coven (Juves as a Thrall, Gangers as another semi-stable mutation of the human gene pool, Vampyres). although far more deadly than a Scavvy or even a Scaly. Vulnerable: Vampyres are automatically M WS BS S T W I A Ld wounded on a 4+ by flamer weapons, and if 5 4 2 4 4 1 4 1 8 their last Wound is claimed by a Scaly Spear Lords of Death: Vampyres count as normal Gun then they are automatically killed on a Gangers for all rules purposes. 4+. Equipment: Vampyres may be armed with "Surveillance is a bitch...": Vampyres are weapons from the Vampyre equipment list. invisible to all machinery, so sights, except Vampyres may never wear armour of any for Red dot sights, lose their bonuses. Any sort. fighter who only has Bionic eye implants (no healthy eyes) cannot see a Vampyre at all. Ancestral Horror: Vampyres cause Fear. They cannot shoot at it, and if attacked in Unnaturally Resilient: When rolling for hand-to-hand fight with a WS of 0. Serious Injuries the Vampyre player may Aristocratic: Vampyres will never work make two rolls and pick which result applies. Territories, that’s what Thralls are for! Regenerate: Roll 1D6 for each Serious Injury a Vampyre has after each game regardless of whether the Vampyre fought or 2+ THRALLS not. On a 6, remove the effect from your Cost to Recruit: 25 Credits roster. A Thrall is a young fighter who's will has been Hard to Kill: If a Vampyre has been killed it conquered by a Vampyre. In time they may grow to may also attempt to regenerate, and if the become fearsome warriors, but they will always remain Vampyre succeeds, is not dead after all! This loyal to the Coven unless all the Vampyres in it die. may not be attempted if the Vampyre was M WS BS S T W I A Ld killed by a flamer weapon, Wyrd Power, or 4 2 2 3 3 1 2 1 6 killed by a Scaly spear gun. Servants: Thralls count as normal Gangers Unliving: Vampyres are immune to needle for all relevant purposes. weapons and all forms of gas weapons. Equipment: Thralls may be Armed with Lifeforce Drain: If a Vampyre is in hand-to- weapons from the Vampyre equipment List. hand combat with an opponent and wins by Herd Mentality: A Thrall that is within 6" two hits or more, then they may attempt to of a Vampyre may test on the Vampyres Ld drain the lifeforce from the opponent. Each for all tests provided the Vampyre is not player rolls 1D6 and adds the model's broken, down or out. Initiative. If the Vampyre rolls higher then the opponent loses a Wound and the Home Gang: Thralls D6 Former Vampyre model temporarily gains a Wound where all brought up in House (this may take a Vampyre's Wounds higher one house or another 1 Cowdor than its starting value, but any benefits are and this affects their 2 Delaque lost at the end of the game). If the scores are outlook in life. Roll on 3 Esher this chart for each Thrall 4 Goliath drawn or the victim's score is higher then the you recruit to determine 5 Orlock drain attack has no effect. If a model loses its their starting house. 6 Van Saar last Wound to Lifeforce Drain, it is automatically Out of Action, but will not suffer a Serious Injury at the end of the game.