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Vampire Coast Undead: (All units with this special rule have the Undead, Aquatic and Black Powder Rats
special rules)
Undead:
All units with the Undead special rule are Unbreakable, Unstable and cause Fear. In addition, units with th
e Undead special rule cannot make march moves unless they are within 12” of the army General (or have
the Vampire special rule), in which case they can march as usual. Lastly, when a unit with the Undead sp
ecial rule is charged, it can only elect to hold.
Slain General:
If the General of a Vampire Counts army is destroyed, the magical animus binding his army together begi
ns to dissipate, and the ranks of his warriors begin to crumble. However, the complete disintegration of th
e Undead horde can be halted if another Wizard is present to sustain the flow of Dark Magic. At the end o
f 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 imme
diately suffers a number of Wounds equal to the amount by which it failed the Leadership test, with no sav
es 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 Wizards on the table who know
spells from the Lore of Vampires, no unit in the army needs to take this Leadership test - the Wizards’ po
wers are sufficient to sustain the Undead for now.
Aquatic:
Having risen from all manner of watery graves, all models in the army can move over marshes, rivers, lak
es, or any other water features without penalty and will benefit from soft cover while in such terrain.
All black powder weapons that require a roll to hit will always hit on a roll of 6 no matter the firers Ballistic
Skill and regardless of any modifiers. However, any rolls of 1 will result in the gun misfiring – resolve the h
it against the firing unit instead of the target.
• Sartosan Long Rifle: Range: 32”, Strength:4, Special Rules: Move or Fire, Armour Piercing, Sniper
• Vampire Coast Handgun: Range: 24”, Strength:4, Special Rules: Move or Fire, Armour Piercing
• Vampire Coast Pistol: Range: 12”, Strength:4, Special Rules: Quick to Fire, Armour Piercing
• Brace of Pistols: Range: 12”, Strength:4, Special Rules: Armour Piercing, Quick to Fire, Multiple Shots (
2), Extra Attack
• Vampire Coast Hand Cannon: Range: 12”, Strength:5, Special Rules: Armour Piercing, Move or Fire, Sl
ow to Fire
• Vampire Coast Bombs: Range: 12”, Strength:3, Special Rules: Black Powder Bombs*, Volley from the B
ack**
*On the roll of a 1 centre the small round template over the shooter. On a 2-5 the bomb explodes harmles
sly in mid-air. On the roll of a 6 centre the small round template over the head of the targeted unit. Any mo
del under the template suffers a strength 3 hit with the Armour Piercing special rule with the model under t
he hole suffering a strength 4 hit
**If Vampire Coast Bombers are themselves engaged in combat, models in base contact with the foe fight
with hand weapons, but unengaged models can lob bombs into their own units melee provided they are n
ot in base contact with an enemy model. All shots taken without a line of sight only ever hit on a natural 6
as per the black powder rule and may cause friendly casualties.
Dead Men Tell No Tales: The Sartosan Pirate Commodore may only join units of Sartosan Free Company
Militia, should any unit attached to a Sartosan Pirate Commodore fail a break or panic test then the Capt
ain immediately inflicts D6 casualties to the unit (with no saves of any kind allowed) and the test is immedi
ately passed.
Hornswoggle: When fighting in a challenge, a Sartosan Pirate Commodore may attempt to Hornswoggle
his opponent. The target model must pass an Initiative test, if the test is failed then the target has its Wea
pon Skill reduced to 1 until the start of the Vampire Coast player’s next combat phase.
Omen of Manann: A rotting, reanimated Albatross infused with power that acts as a conduit for the winds
of magic.
A model with an Omen of Manann generates an additional power dice on the roll of a 5+ instead of the us
ual 6+. Additionally, the Omen of Manann grants its bearer one more spell than their Wizard Level.
Gunnery Wight:
M:4 WS:4 BS:3 S:4 T:4 W:3 I:4 A:2 LD:8
Troop Type: Infantry (Character)
Special Rules: Vampire Coast Undead, Killing Blow (Melee attacks only)
Ballistics Calibration: Assuming that the Gunnery Wight does not fire its weapons any attached unit or Va
mpire Coast war machine within 3” may use its unmodified Ballistic Skill in place of its own.
Fire in the Hole!: Innate Bound Spell (Power Level 5): If successfully cast the Gunnery Wight and his attac
hed unit gain the Multiple Shots (2) rule. You may only cast this spell once per turn per army.
Syreen:
M:6 WS:3 BS:0 S:3 T:3 W:2 I:4 A:3 LD:8
Troop Type: Infantry (Character)
Special Rules: Ethereal, Vampire Coast Undead, Terror
Syreen’s Call. The Syreen’s Call is a shooting attack that hits automatically with a range of 8" and does n
ot require line of sight. The target unit must pass a Leadership test or suffer as if the Doom and Darkness
spell from the Lore of Death had been cast upon it. This effect behaves in exactly the same way as that s
pell, although the Syreen’s Call cannot be dispelled
Battle Crab:
M:6 WS:3 BS:0 S:5 T:5 W:3 I:1 A:3 LD:4
Troop Type: Monstrous Beast
Special Rules: Vampire Coast Undead
Chitinous Hide: A model with this special rule grants its rider +2 to their armour save for being mounted u
pon it.
Deathshriek Terrorgheist:
M:6 WS:3 BS:0 S:5 T:6 W:6 I:3 A:4 LD:4
Troop Type: Monster
Special Rules: Death Shriek, Fly, Large Target, Regeneration ( 6 + ), Terror, Vampire Coast Undead
Zombie Pirate Deckhand Mob:
M:4 WS:2 BS:0 S:3 T:3 W:1 I:1 A:1 LD:2
Troop Type: Infantry
Special Rules: Always Strike Last, The Newly Dead, Vampire Coast Undead
Depth Guard:
Depth Guard: M:6 WS:5 BS:4 S:5 T:4 W:1 I:5 A:2 LD:7
Reaver: M:6 WS:5 BS:4 S:5 T:4 W:1 I:5 A:3 LD:7
Troop Type: Infantry
Special Rules: Vampire Coast Undead, Vampiric
Martial Honour: Unless a combat includes a friendly character with an equal or higher Leadership, a Reav
er must always issue and accept challenges. If the unit has no Reaver, then a Depth Guard may be nomi
nated to answer a challenge, just like a unit champion (though as he is not actually a character, he may n
ot issue challenges).
Bloated Corpse:
M:5 WS:3 BS:0 S:4 T:5 W:2 I:1 A:2 LD:4
Troop Type: Infantry
Special Rules: Vampire Coast Undead, Poisoned Attacks,
Gaseous Demise. When a Bloated Corpse is slain, centre the small template on the model. Any models c
ompletely under the template are hit automatically – any models partially covered are hit on a 4+. Any mo
dels hit must pass a Toughness test (a roll of 6 always fails) or suffer 1 Wound with no armour save allow
ed.
Scurvy Dogs:
Scurvy Dog: M:9 WS:3 BS:0 S:3 T:3 W:1 I:3 A:1 LD:3
Bad Dog: M:9 WS:3 BS:0 S:3 T:3 W:1 I:3 A:2 LD:3
Troop Type: War Beasts
Special Rules: Vampire Coast Undead, Vanguard
Deck Gunners:
M:4 WS:2 BS:0 S:3 T:3 W:2 I:1 A:1 LD:2
Troop Type: Infantry
Special Rules: Vampire Coast Undead, Cavalry Base, Armour Save 6+
Equipment: Swivel Gun: Range: 36”, Strength:6, Special: Armour Piercing, Move or Fire, Slow to Fire
Deck Droppers:
M:1 WS:3 BS:0 S:3 T:3 W:2 I:3 A:3 LD:3
Troop Type: Monstrous Cavalry
Special Rules: Fly, Vampire Coast Undead
Animated Hulks:
M:6 WS:3 BS:0 S:5 T:4 W:3 I:2 A6 LD:2
Troop Type: Monstrous Infantry
Special Rules: Vampire Coast Undead, Detritus of the Deep
Rotting Prometheans:
M:6 WS:3 BS:0 S:5 T:5 W:3 I:1 A:3 LD:4
Troop Type: Monstrous Infantry
Special Rules: Vampire Coast Undead, Scaly Skin (6+), Detritus of the Deep
Slimy Skin: Enemies in base contact with one or more Rotting Prometheans deduct 1 from their rolls To H
it in close combat.
Rotting Leviathan:
Rotting Leviathan: M:6 WS:3 BS:0 S:6 T:7 W:6 I:1 A:4 LD:4
Zombie Crew: M:4 WS:2 BS:0 S:3 T:3 W:1 I:1 A:1 LD:2
Troop Type: Monster
Special Rules: Vampire Coast Undead, Scaly Skin (5+), Detritus of the Deep, Slimy Skin, Terror, Large T
arget
Decking Crew: Unless the Rotting Leviathan is taken as a mount by a character it sports a scaffolding that
is ridden by four Zombie Pirate Deckhands. Like a chariot this crew have their own profile but are treated
as a single model. The Crew may shoot as if they had remained still even if the Leviathan has marched. If
the Rotting Leviathan is taken as a mount for a character shooting attacks against the model will hit the L
eviathan on a roll of 1-4 and the Character on 5+.
Upgrades:
Crushing Crab Claws: The Leviathan may half its number of attacks to gain the Multiple Wounds (D3) spe
cial rule for the remainder of the turn
Serpentine Coils: Instead of attacking, the Rotting Leviathan may perform a Sweep attack: every single m
odel in the front rank of the target unit suffers a strength 5 hit on the roll of a 4+
Necrofex Colossus:
M:6 WS:3 BS:2 S:6 T:6 W:6 I:2 A:* LD:8
Troop Type: Monster
Special Rules: Vampire Coast Undead, Detritus of the Deep, Terror, Special Attacks, Vortex of Death, Ma
gical Attacks, Large Target
Vortex of Death: A Necrofex Colossus is an abomination against the natural order of the world and a load
stone of the dark forces which sustain it and renew the countless cadavers that make up its body with thei
r unholy power. This provides the following:
• Deathly Regeneration: Provides the Colossus with Regeneration (4+)
• Power Amplification: Any Wizard attempting to cast spells from either the Lore of Vampires or the Lore o
f the Deep within 12” of a Necrofex Colossus adds +1 to their casting roll
• Power Disruption: Any Wizard attempting to cast spells from the Lore of Light or the Lore of Life within 1
2” of the Necrofex Colossus subtracts -1 to their casting roll
Special Attacks: Instead of attacking normally, select one of the following methods of attack each turn for t
he Necrofex Colossus:
• Hack and Slash: The Necrofex Colossus makes D6+1 attacks against a single unit in base contact
• Impale: Select a single model in base contact, the model suffers a single attack with the Heroic Killing Bl
ow special rule
• Screams of the Damned: Roll a D6+2 and add it to the Necrofex Colossus’ Leadership to the result. It’s
opponent then rolls a D6 and adds the highest Leadership value in the target unit to the result. If the Necr
ofex Colossus’ score is higher the target unit suffers an equal number of wounds to how much its score w
as beaten by. Armour saves may not be taken against wounds caused by this attack. Unbreakable units a
nd units that are Immune to Psychology are immune to this attack.
Upgrades:
- Scythes and Barbs: The dice rolled for a Necrofex Colossus’ Hack and Slash and Thunderstomp attacks
may be rerolled
- Swivel Cannon: The Necrofex Colossus is armed with a massive tri-barrelled Swivel Cannon. The profile
is as follows: Range: 36”, Strength:7, Special: Multiple Wounds (D3)
Queen Bess:
Queen Bess: M:- WS:- BS:- S:- T:7 W:5 I:- A:- LD:-
Zombie Crew: M:4 WS:2 BS:0 S:3 T:3 W:1 I:1 A:1 LD:2
Troop Type: War Machine (Unique)
Special Rules: Vampire Coast Undead
Firing Bess: Queen Bess is an enormous cannon; in battle it fires exactly like a Stone Thrower with the pr
ofile shown below and using the large round template. Additionally, should Queen Bess misfire, all rolls o
n the Black Powder misfire chart are conducted at -1
Range: 12-72”, Strength:5(10), Special: Multiple Wounds (D6), Armour Piercing, Quake, Slow Reload
Quake: All models in a unit suffering casualties from Queen Bess in the previous turn must pass a test ex
actly as if they were moving through Dangerous Terrain if they wish to move (including charging, reformin
g, characters leaving the unit etc). War Machines are treated as Chariots in this respect.
Slow Reload: The shells of Queen Bess are huge, temperamental and cumbersome, making the weapon
slow and dangerous to reload. After Queen Bess fires roll a D6, on a 3+ the model operates as normal, ho
wever if a 1-2 is rolled then the model may not fire in its next turn as the crew struggle to load the next sh
ell. After a turn has elapsed Queen Bess may fire again as normal.
Magical Void. The catastrophic results of Luthor’s great experiment severed him from the Winds of Magic.
As such, and unlike other Vampires, he has no magical abilities, beyond the power to control his Undead
hordes. He does not generate Power Dice. However, Luthor’s unusual condition means that he emanates
a peculiar anti-magic field. As a result, he has Magic Resistance (3) and generates four Dispel Dice
Split Personality. Luthor’s many personalities continually bicker and rage within the walls of his psyche, a
nd his actions are guided by whichever of the many voices is currently dominant. If no single personality p
revails, Harkon remains almost motionless as the battle in his mind rages. These periods of apparent cal
m can end in lucid moments or, more often, result in his more extreme characteristics coming to the fore.
At the start of each of the Vampire Coast player’s turns and whenever Luthor suffers a Wound, roll a D6 t
o determine which personality is in control.
D6 Result:
1-2 Brainlock. Luthor’s personalities fight among themselves, leaving him dazed and confused. He must p
ass a Leadership test or suffer from the rules for Stupidity (even though he would normally be Immune to
Psychology) until a new result is generated from this table.
3 Mad. A completely unhinged character from the deepest depths of Luthor’s mind has surfaced and gain
ed control of his actions. He suffers from the rules for Frenzy (even though he would normally be Immune
to Psychology) until a new result is generated from this table.
4-5 Bad. Luthor’s “core” personality comes to the fore. Though thoroughly evil, Luthor’s primary personalit
y is at least fairly rational. He may act normally until a new result is generated from this table.
6 Dangerous to Know. A steely, determined, and ruthless portion of Luthor’s soul has clawed its way into t
he light of day. He follows the rules for Hatred (even though he would normally be Immune to Psychology)
until a new result is generated from this table.
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. Thus, when he loses his last Wound, Luthor is able to ignore t
he wound on a 4+. If Luthor successfully ignores the wound immediately roll on the personality table reroll
ing if the result is the same as his current personality.
Magic Items:
Slann Gold: A precious Lizardmen trinket stolen from the Temple-City of Huatl
All Lizardmen fighting Luthor have Hatred (Luthor Harkon). As the device continually attempts to re-establ
ish its connection to the winds of magic it inadvertently heals its bearer. As a result, Luthor Harkon has th
e Regeneration special rule
Harkon’s Hand Cannon: Range 18”, Strength 5, Multiple Shots (3), Armour Piercing
Master of the Galleons Graveyard: Count Noctilus’ power is now one with the great vortex of the Galleon’
s Graveyard. The raw power of the vortex has granted him prestigious necromantic abilities.
Count Noctilus is Loremaster of the Lore of the Deep
Lord of the Dreadfleet: As the master of the vast Dreadfleet, Count Noctilus has access to legions of exoti
c constructs and creatures.
An army containing Count Noctilus waives the 30% core requirement and 25% Special units cap of All Ha
nds on Deck! (an army containing Count Noctilus may contain Special units totalling 50% of its total points
cost)
Magic Items:
Captain Roth’s Moondial: An eldritch moondial imbued with unusual powers that allow its owner to pull of
seemingly-impossible feats of negotiating the ocean currents. The dial was stolen from around the neck of
Noctilus’ arch enemy Captain Jaego Roth
Captain Roth’s Moondial grants Noctilus a +2 to cast spells from the Lore of the Deep, additionally Noctilu
s always adds +D3 wounds to his total when determining how many wounds worth of models are resurrec
ted by his spells.
Captain Drekla:
M:6 WS:6 BS:6 S:5 T:4 W:2 I:6 A:4 LD:8
Troop Type: Infantry (Special Character, Vampire)
Magic: Drekla is a Lv 1 Wizard who uses spells from the Lore of the Deep and the Lore of Vampires
Vampiric Powers: Red Fury
Special Rules: Vampire Coast Undead, The Hunger, Vampiric
The Right Hand of Harkon: If Captain Drekla is included in the same force as Luthor Harkon and is in the
same unit as Harkon, whenever Luthor Harkon suffers a wound (before saves are rolled), on a 2+ the wou
nd is intercepted and is reallocated to Captain Drekla. No more than one wound can be allocated per pha
se and never in a challenge.
Magic Items:
The Left Hook of Drekla: The Left Hook of Drekla counts as an additional hand weapon. In addition, attac
ks made with the Left hook of Drekla have the Killing Blow special rule.
Vampiric Powers:
Oceanborn: 30 Points
The Vampire is one with the currents of the dead seas, given the Blood Kiss while submerged beneath th
e ocean swell.
The Vampire always resurrects D6+1 wounds worth of infantry models and D3 wounds worth of monstrou
s infantry from the Dragged from the Deep lore attribute
Spine-Skinned: 25 Points
The Vampire’s time submerged in the briny depths has led to its skin sprouting bizarre urchin-like spines
upon which it may impale its foes
The Vampire causes D3 impact hits when charging
Deadeye’d: 30 Points
The Vampires supernatural powers have manifested in the form of deadly accuracy. Able to fire a musket
ball through a keyhole from one-hundred feet the Vampire is a foe to be feared. The character carries a S
artosan Long Rifle and may fire the weapon twice per turn (assuming they did not move) to represent thei
r preternatural swiftness. Additionally, the character suffers no penalty for shooting at targets in cover
Shell-Skinned: 20 Points
The Vampire has spent centuries amongst the putrid, rotten hulks of the deep and has developed harden
ed, chitinous skin as tough as steel.
The Vampire has the Scaly Skin (5+) special rule
Magic Weapons:
Magic Armour:
Enchanted Items:
Moonshine:
A bizarre concoction, Moonshine fortifies even the desiccated constitutions of the undead
One Use: Declare its use at the start of the Vampire Coast player turn, the bearer gains Regeneration (4+
) special rule until the start of their next turn. However, he must pass an immediate Toughness test or suff
er a single Wound with no saves of any kind allowed.
Talismans:
Ex-Parrot: 30 Points
This sad and dishevelled but ever loyal bird sits on its master’s shoulder, warning him of incoming missile
attacks
The bearer gains a 4+ ward save against ranged attacks
Magic Banners:
Lords:
Heroes:
Syreen: 80 Points
M:6 WS:3 BS:0 S:3 T:3 W:2 I:4 A:3 LD:8
Equipment: Hand Weapon
Special Rules: Ethereal, Vampire Coast Undead, Terror, Syreen’s Call
Core:
Special:
Rare:
Rotting Leviathan: 320 Points
Rotting Leviathan: M:6 WS:3 BS:0 S:6 T:7 W:6 I:1 A:4 LD:4
Zombie Crew: M:4 WS:2 BS:0 S:3 T:3 W:1 I:1 A:1 LD:2
Equipment: Handguns (Zombie Crew)
Special Rules: Vampire Coast Undead, Scaly Skin (5+), Detritus of the Deep, Slimy Skin, Terror, Large T
arget
Unit Size: 1 Rotting Leviathan and 4 Zombie Crew
Options:
The Rotting Leviathan may take one of the following:
• May take Crushing Crab Claws: +15 Points
• Serpentine Coils: +20 Points
Queen Bess: 210 Points (Note: Queen Bess is a unique war machine and therefore only one may be inclu
ded in any Vampire Coast army)
Queen Bess: M:- WS:- BS:- S:- T:7 W:5 I:- A:- LD:-
Zombie Crew: M:4 WS:2 BS:0 S:3 T:3 W:1 I:1 A:1 LD:2
Equipment: Hand Weapon (Crew)
Special Rules: Vampire Coast Undead, (Queen Bess only): Multiple Wounds (D6), Armour Piercing, Quak
e, Slow Reload
Unit Size: 1 Queen Bess, 5 Zombie Crew