Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Zombie Pirates of the Vampire Coast
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Zombie Pirates of the Vampire Coast

Based on PDF Version 1.4, Last Modified: 2023 March 29 @ 09:23

Army Special Rules

This section describes all the different units used in a Zombie Pirate army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Zombie Pirate units, and these are detailed here.

All units with the Undead special rule have the Animated Construct, Fear, and Unstable special rules. However, they may make march moves if they are within 12" of the army's General.

Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules. In addition, models suffer -1 To Wound rolls against them, unless they are using Magical Attacks or Flaming Attacks.

Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules.

Any model with this special rule that uses a missile weapons that require a roll to hit will always hit on a roll of 5, regardless of any modifiers. However, any rolls of 1 will result in the gun misfiring – resolve the hit against the firing unit instead of the target (including when firing into close combat).

If your army contains any Undead units, you must include at least one character that is a Wizard that uses the Lore of Necromancy

Slain General

At the end of the phase in which the General is removed as a casualty, and at the start of every friendly turn thereafter, all friendly Undead units on the battlefield must take a Leadership test. If the test is failed, the unit immediately suffers a number of Wounds equal to the amount by which it failed the Leadership test, with no saves of any kind allowed. These Wounds are distributed as if from a shooting attack.

If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Characters on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this Leadership test while at least one of them remain.

Battle Standards

In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's General.

Characters and Units

Characters who are not Undead may join Undead units despite not being Unstable themselves. Mounted Characters ignore the Undead special rule of the mount. If an Undead unit would get destroyed as a result of Unstable, any remaining character(s) will need to take a Break test as normal the same phase, using the Leadership modifier that they lost the combat by.

Some magic spells and items can restore lost Wounds and even resurrect fallen warriors in an Undead (including Tomb Kings) unit. Wounds regained in this way follow a strict order.

First, the musician is resurrected, and then the standard bearer, displacing rank-and-file models as required. Then rank-and-file models with multiple Wounds (including command figures) are healed to their starting value. Resurrected command models displace rank and file models as required. Finally, any remaining Wounds resurrect rank-and-file models. In the case of multiple-Wound rank-and-file models, the first resurrected models must be fully healed before another can be resurrected.

Resurrected models are added to the front rank until it reaches at least a full rank – additional models can then be added to the front or rear rank. Raised models may never displace enemy units; if there is not enough room, any excess models are wasted. Similarly, if you do not have enough models of the appropriate type, place as many as you can – the rest are wasted.

A unit cannot be taken beyond its starting size unless specified, and no single model can ever exceed its starting Wounds value. Unless specifically stated otherwise, spells and magic items that restore lost Wounds cannot heal characters. If a character has joined a unit, only the unit will recover lost Wounds.

Lords

Vampire Fleet Admiral. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 pts

MWSBSSTWIALd
Vampire Fleet Admiral6755537410

Troop Type: Infantry (Character)

Magic: Vampire Fleet Admiral is a Level 2 Wizard who uses spells from the Lore of Shadow, the Lore of Death, the Lore of Necromancy or the Lore of the Deep.

Hand weapon.

  • May be upgraded to a Level 3 Wizard (35 pts)

    • May be upgraded to a Level 4 Wizard (35 pts)

  • May be armed with one of the following:

    • Additional hand weapon (6 pts)

    • Polearm (8 pts)

    • Pistol (6 pts)

    • Buckler (3 pts)

  • May wear one of the following:

    • Light armour (3 pts)

    • Medium armour (6 pts)

    • Heavy armour (9 pts)

  • May be mounted on a Rotting Promethean (45 pts)

  • May take Vampiric Powers and/or magic items up to a total of 100 pts

The Red Thirst, Vampiric

Heroes

Vampire Fleet Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts

MWSBSSTWIALd
Vampire Fleet Captain665542639

Troop Type: Infantry (Character)

Magic: Vampire Fleet Captain that is a Wizard uses spells from the Lore of Shadow, the Lore of Death, the Lore of Necromancy or the Lore of the Deep.

  • May be upgraded to a Level 1 Wizard (35 pts)

    • May be upgraded to a Level 2 Wizard (35 pts)

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Polearm (6 pts)

    • Pistol (4 pts)

    • Buckler (2 pts)

  • May wear one of the following:

    • Light armour (2 pts)

    • Medium armour (4 pts)

    • Heavy armour (6 pts)

  • May be mounted on a Rotting Promethean (45 pts)

  • May take Vampiric Powers and/or magic items up to a total of 50 pts

The Red Thirst, Vampiric

Gunnery Wight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts

MWSBSSTWIALd
Gunnery Wight444442438

Troop Type: Infantry (Character)

Hand weapon.

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Polearm (6 pts)

    • Pistol (4 pts)

    • Buckler (2 pts)

  • May be armed with one of the following:

    • Handgun (4 pts)

    • Swivel Gun (15 pts)

    • Volley Gun (20 pts)

  • May wear light armour (2 pts)

  • May be mounted on a Rotting Promethean (45 pts)

  • May take magic items up to a total of 50 pts

  • One Gunnery Wight in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Undead

Core Units

Zombie Pirate Deckhands. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Zombie Deckhand421331112

Unit Size: 10+

Troop Type: Infantry

Hand weapon, buckler.

  • May upgrade one Zombie Deckhand to a musician (5 pts)

  • May upgrade one Zombie Deckhand to a standard bearer (5 pts)

  • The entire unit may replace their bucklers with one of the following:

    • Additional hand weapon (½ pt per model)

    • Polearms (1 pt per model)

Undead

Zombie Pirate Gunners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Zombie Gunner421331112

Unit Size: 10+

Troop Type: Infantry

Hand weapon, pistol.

  • May upgrade one Zombie Gunner to a musician (5 pts)

  • May upgrade one Zombie Gunner to a standard bearer (5 pts)

  • The entire unit may choose one of the following:

    • Brace of pistols (1 pt per model)

    • Replace pistols with blunderbusses (1 pt per model)

    • Replace pistols with grenades (free)

    • Replace pistols with handguns (1 pt per model)

Blunderbusses have the following profile and rules:

RangeStrengthSpecial Rules
12"3-

Blunderbusses do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.

Grenades have the following profile and rules:

RangeStrengthSpecial Rules
6"5-

Undead, Zombie Pirate

Bloated Corpse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 pts per model

MWSBSSTWIALd
Bloated Corpse421342112

You may take 1-2 Bloated Corpses as a single Core choice.

Unit Size: 1

Troop Type: Infantry

Expendable, Gaseous Demise, Poisoned Attacks, Undead

When a Bloated Corpse is slain, centre the small template on the model. Any model under the template must pass a Toughness test or suffer one Wound which Ignores Armour Saves.

Scurvy Dog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Scurvy Dog730331313
Bad Dog730331323

Unit Size: 5+

Troop Type: War Beast

  • May upgrade one Scurvy Dog to a Bad Dog (5 pts)

Undead

Razortooth Rats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts per base

MWSBSSTWIALd
Rat Swarm630118483

Unit Size: 2-10 bases

Troop Type: Swarm

Undead

Special Units

Deck Droppers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 pts per model

MWSBSSTWIALd
Deck Dropper421331112
Fell Bat130332323

Unit Size: 3+

Troop Type: Cavalry

Hand weapon, pistol.

  • The entire unit may choose one of the following:

    • Replace pistols with grenades (free)

    • Replace pistols with handguns (free)

Grenades have the following profile and rules:

RangeStrengthSpecial Rules
6"5-

Fly (9), Undead, Zombie Pirate

Deck Gunners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Deck Gunner421331112

Unit Size: 3-10

Troop Type: Infantry

Hand weapon, Swivel Gun.

Swivel Guns have the following profile:

RangeStrengthSpecial Rules
36"6-

  • The entire unit may replace their swivel guns with volley guns (2 pts per model)

Volley Guns have the following profile and rules:

RangeStrengthSpecial Rules
18"4-

Undead, Zombie Pirate

Animated Hulk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts per model

MWSBSSTWIALd
Animated Hulk6304531*2

Unit Size: 3+

Troop Type: Monstrous Infantry

Random Attacks (D3+1), Undead

Rotting Prometheans. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Rotting Promethean630553132
Zombie Gunner-213--112

Unit Size: 3+

Troop Type: Monstrous Beast

  • The entire unit may be upgraded with Gunnery Mobs (5 pts per model)

A unit with this upgrade counts as Monstrous Cavalry. It includes two Zombie Gunner riders with the Zombie Pirate special rule. These are armed with handguns and may fire in a 360 degree angle like the crew of a Chariot.

Aquatic, Killing Blow (Promethean only), Natural Armour (4+), Undead

Carronade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Carronade----7----
Zombie Crew421331112

Unit Size: 1 Carronade & 3 Zombie Crew

Troop Type: War Machine (Cannon)

Hand weapon.

Undead

Mortar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Mortar----7----
Zombie Crew421331112

Unit Size: 1 Mortar & 3 Zombie Crew

Troop Type: War Machine (Stone Thrower)

Hand weapon.

Mortar Shells, Undead

Mortars have the following profile and rules:

RangeStrengthSpecial Rules
12-48"3(6)-

The Mortar uses the large template. In case a Misfire is rolled, consult the Black Powder Misfire Chart.

Rare Units

Depth Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 pts per model

MWSBSSTWIALd
Depth Guard663541528
Deck Guard663541538

Unit Size: 5+

Troop Type: Infantry

Two hand weapons, heavy armour.

  • May upgrade one Depth Guard to a Deck Guard (10 pts)

  • May upgrade one Depth Guard to a musician (10 pts)

  • May upgrade one Depth Guard to a standard bearer (10 pts)

    • May have a magic standard worth up to 75 pts

  • The entire unit may replace their hand weapons with polearms (2 pts per model)

Vampiric

Syreen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Syreen630332315

Unit Size: 1

Troop Type: Infantry

Ethereal, Fly (6), Syreen's Call, Terror, Undead

A Syreen’s Call is a special attack that can be used against a single enemy unit in the Shooting phase, even if the Syreen has marched, charged or is engaged in close combat. This attack has a range of 8" and needs line of sight to its target. If the Syreen is engaged in combat, her Syreen’s Call can only target an enemy unit in base contact.

To resolve a Syreen’s Call, the target unit must pass a Leadership test or suffer -3 to their Leadership until the start of the Syreen's next Shooting phase.

Rotting Leviathan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Rotting Leviathan630666152
Zombie Gunner-213--112

Unit Size: 1 Rotting Leviathan & 5 Zombie Gunners

Troop Type: Monster

Handgun.

Aquatic, Killing Blow (Promethean only), Natural Armour (2+), Unbearable Stench, Undead, Zombie Pirate

Enemy units in base contact with a model with this special rule suffer -1 to their Weapon Skill. This has no effect on Animated Constructs.

Bone Hydra. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts per model

MWSBSSTWIALd
Bone Hydra630666162

Unit Size: 1

Troop Type: Monster

Aquatic, Poison Breath, Undead

This model or unit with this rule has a Strength 3 Breath Weapon with the Poisoned Attacks special rule.

Necrofex Colossus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270 pts per model

MWSBSSTWIALd
Necrofex Colossus6306661*8

Unit Size: 1

Troop Type: Monster

Cannon Arm, Magical Attacks, Necrofex Colossus Special Attacks, Regeneration (4+), Undead, Vortex of Death

A Necrofex Colossus may make shooting attack like a Cannon, even if it has moved
(but not marched). If a Misfire is rolled, the Necrofex Colossus suffers D3 Wounds. Note that it cannot fire Grapeshot.

A creature of nightmarish power and massive stature, a Necrofex Colossus can make one of a number of attacks in close combat. When it is the Necrofex Colossus' turn to strike in close combat, roll a D6 and consult the table below to determine what kind of attack it will make:

D6

Result

1-2

Batter and Slash. The Necrofex flails and smashes at its enemies with its massive limbs.

The Necrofex Colossus fights using the Random Attacks (D6+1) special rule.

3-4

Impale. The Necrofex Colossus impales the foe with its misshapen claw and tries to strip their soul from their body.

Select one model in base contact; that model, and all models in the same file, must pass an Initiative test or suffer a Strength 7 Hit with the Multiple Wounds (D6) special rule.

5-6

Screams of the Damned.

Roll 2D6 and add the number of Wounds the Necrofex Colossus has left. For each point by which the result exceeds the target unit's Leadership, the target unit suffers 1 Wound with no armour saves allowed. Wounds suffered from it are distributed as from shooting.

Any Wizard attempting to cast spells from the Lore of Death or Lore of Necromancy within 12" of the Necrofex Colossus gains +1 to their Casting roll.

0-1 Queen Bess. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Queen Bess----10----
Zombie Crew421331112

Unit Size: 1 Queen Bess & 5 Zombie Crew

Troop Type: War Machine (Great Cannon)

Cumbersome, Hell-Hammer, Undead

Due to their size, models with this rule may not be moved after deployment, but may pivot on the spot as normal.

Queen Bess has the following profile and rules:

RangeStrengthSpecial Rules
12-72"10-

Place the small template where the cannon ball lands; then move the template the distance the cannon ball bounces. Any model under the hole suffers a Strength 10 Hit with the Multiple Wounds (D6+1) special rule. Other models touched by the template suffer a Strength 5 Hit.

If a Misfire is rolled, add -1 to the result on the Black Powder Misfire Chart.

Special Characters - Lords

Luthor Harkon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .285 pts

MWSBSSTWIALd
Luthor Harkon6855537510

Troop Type: Infantry (Special Character)

Hand weapon, brace of pistols, heavy armour.

Magic Items / Abilities: Slann Gold

The Slann Gold gives Luthor Harkon the Magic Resistance (3) special rule.

Magical Void, The Red Thirst, Split Personality, Vampiric

Luthor Harkon channels dispel dice like a Level 4 Wizard. In addition, he does so on a 5+ rather than a 6.

At the start of each of the Vampire player's turns and whenever Luthor suffers a Wound, roll a D6 to determine which personality is in control. Each effect lasts until a new result is generated from this table.

D6

Result

1-3

Brainlock. Luthor's personalities fight among themselves, leaving him dazed and confused.

Luthor follows the rules for Stupidity.

4

Mad. A completely unhinged character from the deepest depths of Luthor's mind has surfaced and gained control of his actions.

Luthor follows the rules for Frenzy.

5

Bad. Luthor's "core" personality comes to the fore. Though thoroughly evil, Luthor's primary personality is at least fairly rational.

Luthor may act normally.

6

Dangerous to Know. A steely, determined, and ruthless portion of Luthor's soul has clawed its way into the light of day. When Luthor is badly wounded and the strain is too much for the dominant personality, a stronger facet of himself takes over and continues the fight.

Luthor follows the rules for Hatred.

In addition, when Luthor is badly wounded and the strain is too much for the dominant personality, a stronger facet of himself takes over and continues the fight. Once Luthor has 1 Wound remaining on his profile, he gains the Regeneration (4+) special rule for the remainder of the turn.

Count Noctilus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .295 pts

MWSBSSTWIALd
Count Noctilus6755537410

If Count Noctilus is your Army General, Depth Guard counts as Special Units instead of Rare Units.

Troop Type: Infantry (Special Character)

Count Noctilus is a Level 3 Wizard who can choose spells from the Lore of Necromancy and Lore of Shadow in any combination. In addition, he knows the following spell: Wraith Storm

Wraith Storm is a direct damage spell. Place the large template anywhere within 18"; it will scatter D6". Any model touched by the template takes a Strength 3 hit.

Polearm, heavy armour.

  • May be mounted on a Necrofex Colossus (275 pts)

The Red Thirst, Vampiric

Special Characters - Heroes

Cylostra Direfin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Cylostra Direfin630443317

Troop Type: Infantry (Special Character)

Magic: Cylostra Direfin is a Level 2 Wizard who uses spells from the Lore of the Deep.

Hand weapon.

Magic Items / Abilities: The Bordeleaux Flabellum

If Cylostra rolls a Miscast, she may re-roll the result on the Miscast Table.

Song of Enthrallment, Ethereal, Fly (6), Terror, Undead

Cylosta Direfin has the Syreen's Call special rule, except it targets all enemy units within 12" (unless she is in close combat).

Vangheist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Vangheist650442337
Damned Crew630331114

Troop Type: Infantry (Special Character)

Two hand weapons.

Damned Crew, Ethereal, Undead

Vangheist must include a unit of 10-30 Damned Crew which cost 12 points per model and counts as a Special Unit. He must join this unit and may never choose to leave it during the battle. The Damned Crew are equipped with two hand weapons and have the Ethereal and Undead special rules.

Skretch Half-Dead. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts

MWSBSSTWIALd
Skretch Half-Dead544442535
Verminous Crew521331212

Troop Type: Infantry (Special Character)

Hand weapons, pistol.

Undead, Verminous Crew

Skretch must include a unit of 20+ Verminous Crew which cost 5 points per model and counts as a Core Unit. He must join this unit and may never choose to leave it during the battle. The Verminous Crew are equipped with two hand weapons and have the Undead special rule.

Vampiric Powers

Note: Vampiric Powers for a Zombie Pirates of the Vampire Coast army ignore Bloodline restrictions.

Vampires originate from the ancient land of Lahmia, where the first of them actually reigned as kings and queens. Here they followed a corrupted form of the death cult of Khemri. When Lahmia was overthrown and destroyed and its necropolis was ransacked, only seven of the blood drinking nobility escaped. They fled to different parts of the known world and hid among mortal society.

Of these seven original Vampires, five are known to the men of the Old World. All the Vampires recorded in history are their descendants and so have inherited common family traits. The oldest Vampires have the purest blood and the most direct line of descent. Their powers are greater and therefore their influence and standing among the Vampire kind is also greater.

In this section you will find powers that can be bought for your Vampires. You cannot buy multiples of the same power for a single Vampire, but different Vampires in the same army can have the same powers if you wish.

Blood Dragon or Strigoi only. For each enemy model slain by the model in close combat, it can immediately make an additional Attack, to a maximum of +5 Attacks. These additional Attacks do not benefit from Red Fury.

Necrarch or Strigoi only. The model gains the Regeneration (4+) special rule.

Von Carstein, Necrarch, Blood Dragon, Strigoi only. Enemy units in base contact with the model must take a Leadership test at the start of each round of close combat. If failed, the unit will only Hit on 6's this round.

Von Carstein, Necrarch, Strigoi or Lahmia on foot only. The model gains the Fly (10) special rule.

Von Carstein, Necrarch or Strigoi only. The model gains the Terror special rule.

Von Carstein or Lahmia only. At the beginning of the Close Combat phase, select one model in base contact with the Vampire. The victim must pass a Leadership test or be unable to attack in that Close Combat phase and all attacks directed against the victim will hit automatically.

Von Carstein or Necrarch only. Units of Undead within 6" of one or more models with this power suffer one less Wound than they normally would due to the Unstable special rule or following the death of the army's General. Note that this is not cumulative with the Battle Standard.

Von Carstein or Blood Dragon only. At the start of a challenge, the enemy character selected to take on the Vampire must take a Leadership test before any blows are struck. If failed, the enemy model will fight with Weapon Skill 1 for the remainder of the turn.

Booty of the Vampire Coast

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Zombie Pirates of the Vampire Coast. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

The Dirty Serpent gives the wielder +1 Strength and the Armour Piercing (3) special rule.

Additional hand weapon. The Kraken Fang gives the wielder the Ice Attacks special rule.

Magic Armour

Medium armour. The Armour of the Depths gives the wearer the Regeneration (5+) special rule, and enemies attempting to strike them suffer -1 To Hit in close combat.

Buckler. The Sea Dragon Buckler gives the wearer a 5+ armour save against missile attacks and the Ward Save (6+) special rule.

Talismans

The Ex-Parrot gives the model the Magic Resistance (1) and Ward Save (6+) special rules against magical attacks.

Arcane Items

Bound Spell, Power Level 4. The Ebony Skulls contains the Raise Dead spell from the Lore of Necromancy.

Enchanted Items

The Blackeye Pearl gives the model the Sniper special rule. In addition, the bearer may pick one enemy unit within Line of Sight at the start of each of your turns. Your opponent must reveal all Magic Items, Hidden models and the like that unit might have.

One use only. The Firewater may be used at the start of any Shooting or Close Combat phase. The model gains a Strength 3 Breath Weapon with the Flaming Attacks special rule for the remainder of the phase.

Black Buckthorn's Treasure Map adds +1 to the dice rolled when determining which side to deploy on.

Magic Standards

The unit carrying the Skull and Crossbows gains the Terror and Vanguard special rules.

The Lore of Necromancy

When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound following the rules for Invocation of Nehek.

Invocation of Nehek is an augment spell with a range of 12" that targets Undead. The target unit immediately regain a number of Wounds as follows: Infantry gain D6 plus the caster's Wizard level in Wounds (roll for each unit); other troop types targeted gain 1 plus the caster's Wizard level in Wounds. However, Characters, Shrines, Chariots, Monsters or models with the Ethereal special rule can never regain more than D3 Wounds per successful casting. Wounds gained are distributed as described in Resurrecting Fallen Warriors. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 9+.

Vanhel's Danse Macabre is an augment spell that targets an unengaged Undead unit within 24". The target unit can immediately make a normal move (but not march or reform) as if it were the Remaining Moves sub-phase (including any Characters in the unit). The Wizard can choose to have this spell target all unengaged Undead units within 12". If they do so, the casting value is increased to 10+. No unit can be moved by Vanhel's Danse Macabre more than once per turn.

Hellish Vigour is an augment spell that targets a friendly Undead unit within 24". The unit gains the Always Strikes First special rule and may re-roll failed To Hit rolls in Close Combat until the start of the caster's next Magic phase. The Wizard can choose to have this spell target all friendly Undead units within 12". If they do so, the casting value is increased to 16+.

Gaze of Nagash is a magic missile with a range of 24" that causes 2D6 Strength 4 hits. The Wizard can choose to extend the range to 48". If they do so, the casting value is increased to 12+.

Raise Dead is a special type of spell with a range of 18" that brings a brand new unit of Zombie Pirate Deckhands into play. Choose a point on the battlefield - that point need not lie in the caster's line of sight or forward arc. Next, roll 2D6+3. This is how many models comprise the new unit. The caster can choose to summon 2D6+3 Zombie Pirate Gunners instead. If they do so, the casting value is increased to 15+.

When placing this unit, it must be wholly within the spell's range and at least 1" away from all units, buildings and impassable terrain. It can be placed facing any direction, and in any legal formation, as long as the unit's front rank contains at least five models. This unit does not have any upgrades or command models. Units summoned by this spell cannot be dispelled, and do not award victory points under any circumstances. Finally, if a summoned unit cannot be placed because there is not enough room, the unit does not enter play at all, though the spell's lore attribute may still apply.

Remains in play. Curse of Years is a hex spell with a range of 18". When cast, roll a D6 for every model in the target unit -on a score of 6 the model suffers a Wound which Ignores Armour Saves. At the end of the next Magic phase, roll again for each model in the unit, they will suffer a Wound on a 5+, and so on, to a maximum of 2+.

Remains in play. Wind of Death is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Wind of Death will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model passed over by the template takes a Strength 3 hit which Ignores Armour Saves. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves a number of inches equal to the roll of the D6, in the direction indicated by the scatter dice. If a Hit! is rolled, use the small arrow on the Hit! symbol. In either event, in subsequent turns, the Wind of Death will move a number of inches determined by rolling an artillery dice, in a random direction determined by rolling a scatter dice. If a misfire is rolled in subsequent turns, the Wind of Death dissipates and is removed. The caster may choose to infuse the Wind of Death with more power so that it uses the large round template and its Strength is increased to 4 instead. If they do so, the casting value is 25+.

The Lore of the Deep

Whenever a spell from the Lore of the Deep is cast on an enemy unit, that unit also suffers D6 Strength 1 Hits which Ignores Armour Saves in addition to the effects of the spell.

Tidecall is a direct damage spell. The caster makes a Strength 2 Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. Until the start of the caster's next Magic Phase, any unit Hit will suffer -D6" to any Move they make as well as being Disrupted.

Denizens of the Deep is a magic missile with a range of 24" that causes 2D6 Strength 3 Hits. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 9+.

Eye of the Storm is an augment spell that is cast on the Wizard and any unit they are with. Until the start of the caster's next Magic Phase, any missile fire directed from or against the Wizard or their unit suffer -1 To Hit. Any missile attacks that do not roll to Hit must first roll a 4+ on a D6 to be able to target the unit. Any unit in base contact with the Wizard or their unit suffer D6 Strength 5 Hits at the start of each Magic Phase.

Watery Grave is a hex spell with a range of 18". The target unit counts as moving through dangerous terrain until the start of the caster's next Magic phase. For every 4" the unit moves while the spell is in effect, the chance of them failing the test increases by +1. The Wizard can choose to extend the range of this spell to 36". If he does so, the casting value is increased to 12+.

Remains in play. Fog of the Damned is a hex spell with a range of 24". All models in the target unit suffer -1 to their Weapon Skill and Leadership. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 12+.

Stromfels' Jaws is a direct damage spell. Place the small template anywhere within 18"; it will scatter D6". Any model touched by the template takes a Strength 5 hit with the Multiple Wounds (D3) special rule. The Wizard can choose to increase the power of this spell to use the large template instead. If they do so, the template scatters 2D6" and the casting value is increased to 17+.

Remains in play. Kraken's Pull is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Kraken's Pull will move. To determine how many inches the template moves, roll 3D6. Any model touched by the template must pass a Strength test suffers 1 Wound with no Armour Saves allowed. Any surviving models will have their Movement value lowered by half until the start of the caster's next Magic Phase.

In subsequent turns, Kraken's Pull travels in a random direction and moves a number of inches equal to 2D6. If a double is rolled in subsequent turns, Kraken's Pull is removed. The Wizard can choose to increase the power of this spell to use the large round template instead. If they do so, the casting value is 25+.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Animated Hulk

Monstrous Infantry

40x40

Bloated Corpse

Infantry

20x20

Bone Hydra

Monster

50x100

Carronade

War Machine

75

Count Noctilus

Infantry

20x20

Cylostra Direfin

Infantry

20x20

Damned Crew

Infantry

20x20

Deck Dropper

Cavalry

40x40

Deck Gunner

Infantry

20x20

Depth Guard

Infantry

20x20

Gunnery Wight

Infantry

20x20

Luthor Harkon

Infantry

20x20

Mortar

War Machine

75

Necrofex Colossus

Monster

50x50 or 100x150

Queen Bess

War Machine

100

Rat Swarm

Swarm

40x40

Rotting Leviathan

Monster

50x50 or 100x150

Rotting Promethean

Monstrous Beast

50x50

Scurvy Dog

Warbeast

25x50

Skretch Half-Dead

Infantry

20x20

Syreen

Infantry

20x20

Vampire Fleet Admiral

Infantry

20x20

Vampire Fleet Captain

Infantry

20x20

Vangheist

Infantry

20x20

Verminous Crew

Infantry

20x20

Zombie Deckhand

Infantry

20x20

Zombie Gunner

Infantry

20x20