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Zombicide: Green Horde» Forums » Variants

Subject: Z:GH Vampire Rules rss

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The Clansman
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Vampire Sorcerer

1 activation per turn
1 zone per move
2 damage to kill
Fly (ignores walls, think of it as him turning into a mist)

After moving the Vampire Sorcerer automatically makes a free ranged attack with a range of 0-2, rolling 2 dice, hitting on a 4+, dealing 1 damage (armour saves allowed) if there are any heroes in a zone within the attack's range.

Vampire Rules courtesy of Eddy Brennan:
aka "Eddy the Zombie Pandanado" on Kickstarter
www.facebook.com/eddy.filth
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The Clansman
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Z:GH Vampire Rules - Vampire Seductress
Vampire Seductress

1 Activation per turn
1 zone per move 2 damage to kill
Fly (ignores walls, think of it as her turning into a mist)
For a Hero to attack her with a melee weapon first roll a dice:
4+: the attacks carries out as normal
2-3: the hero is dazed by her gaze and must attack a different target
1: the hero must attack a friendly survivor in the same zone with that attack.
If there is no other friendly Hero the Hero deals 1 damage to themself (no armour saves allowed).

Vampire Rules courtesy of Eddy Brennan:
aka "Eddy the Zombie Pandanado" on Kickstarter
www.facebook.com/eddy.filth
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The Clansman
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Z:GH Vampire Rules - Vampire Huntsman
Vampire Huntsman

2 Activations per turn
Moves 2 zones per activation
3 Damage to kill
Attack - see below
Defence - see below
Target Priority - as Necromancer

The Vampire Huntsman has both a melee and shooting attack and will use either depending on his/her positioning.

If in melee range it will use its' melee attack, otherwise it will use its ranged attack if a Survivor is in range.

Melee attack - 3 dice, 4+ to hit, 1 damage (saves allowed).
Ranged attack - range 1-3, 1 dice, 3+ to hit, 2 damage.

The Huntsman is adept at hiding from his prey so any ranged, shooting or magic attacks aimed at him allow him a 5+ save (dragon fire kills him as normal).

Unlike other Necromancer types, the Vampire Huntsman will not try to escape, instead he will actively hunt the heroes, moving toward them and engage them. He will never willingly enter the same zone as a hero and instead try to remain at least 2 zones away if possible (if he activates for the first time in a turn in the same zone as one or more heroes he will make a melee attack with his first activation and then move away with his 2nd).

Vampire Rules courtesy of Eddy Brennan:
aka "Eddy the Zombie Pandanado" on Kickstarter
www.facebook.com/eddy.filth
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The Clansman
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Z:GH Vampire Rules - Vampire Knights
Vampire Knights are drawn from truly ancient noble families that once rules the kingdom using a combination of supernatural and physical might, their wealth and political power were also forces that overwhelmed most enemies. Though their power and influence has waned over the centuries they are still a force to be reckoned with and with the Black Plague scouring the land they have chosen this moment to reclaim what was once theirs.

3 Activations per turn. 1 zone per movement.
Targeting priority - same as Necromancer.
3 damage to kill
Attack - melee, range 0, 3 dice, 3+ to hit, 1 damage, armour saves allowed.
Defence - the Vampire Knight is armoured and has a 4+ armour roll.

Like the Vampire Huntsman the Vampire Knight will not try to escape and instead seek out Heroes to defeat in melee. If the Vampire Knight inflicts 1 or more wounds against a hero with its melee attack the player controlling that hero must roll a dice, on a 4+ everything is fine, on a 1_3 the hero is knocked to the ground by the sheer strength of the Vampire Knights' attack and must spend 1 action to get back to their feet before carrying out any further actions.

The Vampire Knight may also split his attack dice however he please amongst heroes sharing the same zone as him. Before attacking choose which dice are aimed at what Heroes and rolls them individually and any possible outcome for being knocked prone before moving on to the next.

Vampire Rules courtesy of Eddy Brennan:
aka "Eddy the Zombie Pandanado" on Kickstarter
www.facebook.com/eddy.filth
 
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The Clansman
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Z:GH Vampire Rules - Vampire Thrall
Not all servants of the forces of evil are the undead, many people still live, though a shell of what they once were, their free will torn away by the nefarious vampire kin that now walk openly across the lands. These Thralls are still living mortal, drawn from many races and exist only to fill out the will of their masters.

Targeting Priority - after Walkers, before Fatties.
2 Activations per turn
1 Zone per move
1 damage to kill
Attack - see below.

Vampire Thralls have both a ranged and a melee attack. In melee they roll inflict damage as Walkers, Ranged attacks have a range of 0-1, rolling 1 dice, hitting on 5+ and dealing 1 damage as they throw improvised projectiles at the heroes.

When activating Vampire Thralls, their first activation must be a move, their 2nd activation must be an attack (if heroes are in range, otherwise their 2nd activation is ignored).

Vampire Rules courtesy of Eddy Brennan:
aka "Eddy the Zombie Pandanado" on Kickstarter
www.facebook.com/eddy.filth
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