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Vampire Coast:

Army Special Rules:

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.

The Generals of Undeath:


Every Vampire Counts army is animated and driven onwards by the sorcery of its General. Your army’s G
eneral must be a Wizard. If he is able to choose a spell lore, he must use the Lore of the Vampires (see p
age 60).

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.

Vampire Coast Battle Standards:


The ensorcelled battle standards of the Vampire Coast magnify the invisible forces that give the Undead s
trength. In addition to the normal rules for the army battle standard, units of Undead within 12” of their batt
le standard suffer one less Wound than they normally would due to the Unstable special rule or following t
he death of the army’s General.

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.

Black Powder Rats:


The pirates of the Vampire Coast carry a large assortment of black powder weapons, ranging from pistols
to Great Cannon – not a normal sight in the retinues of more traditionally minded (and less clinically insa
ne) Vampire Counts. Though Zombies are not normally known for their ability to shoot straight (or at all),
Harkon long ago wove an enchantment that allows them to do just that. However, even the misused magi
cs of the Slann have a hard time making soggy and waterlogged black powder weapons discharge with a
ny reliability.

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.

Detritus of the Deep:


The parts used to create many of the Vampire Coast’s animated constructs are usually hauled from the o
cean floor with fraying spearfisher nets or otherwise wash up on the Lustrian shoreline in piles of stinking,
salty matter. Although held together by tendrils of powerful vampiric magic such constructs are temperam
ental at best.
All units with the Detritus of the Deep special rule have an armour save of 5+, however they always suffer
an additional wound as a result of the Unstable rule to represent their cobbled-together nature

Weapons of the Dead Seas:

• 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.

Vampire Coast Roster:

Vampire Fleet Admiral:


M:6 WS:6 BS:6 S:5 T:5 W:3 I:7 A:5 LD:10
Troop Type: Infantry (Character)
Magic: Vampire Fleet Admirals are Wizards that use spells from the Lore of Vampires, the Lore of the De
ep or the Lore of Death
Special Rules: Vampire Coast Undead, Vampiric
The Hunger: Whenever a character 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 6, the character recovers a single Wound
lost earlier in the battle.

Sartosan Pirate Commodore:


M:4 WS:5 BS:5 S:4 T:4 W:3 I:5 A:3 LD:9
Troop Type: Infantry (Character)
Special Rules: Merciless Fighter

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.

Rogue Disciple of Manann:


M:4 WS:4 BS:4 S:4 T:4 W:2 I:4 A:2 LD:8
Troop Type: Infantry (Character)
Magic: Rogue Disciples of Manann are Wizards that use spells from the Lore of the Deep or the Lore of S
hadows
Special Rules: Vampire Coast Undead

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.

Vampire Fleet Captain:


M:6 WS:5 BS:6 S:5 T:4 W:2 I:6 A:4 LD:7
Troop Type: Infantry (Character)
Magic: Vampire Fleet Captains are Wizards that use spells from the Lore of Vampires, the Lore of the De
ep or the Lore of Death
Special Rules: Vampire Coast Undead, The Hunger, Vampiric

Sartosan Pirate Captain:


M:4 WS:5 BS:5 S:4 T:4 W:2 I:5 A:3 LD:8
Troop Type: Infantry (Character)
Special Rules: Hornswoggle, Merciless Fighter

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

Zombie Pirate Gunnery 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

Sartosan Pirate Militia:


M:4 WS:3 BS:4 S:3 T:3 W:1 I:3 A:1 LD:6
Troop Type: Infantry
Special Rules:
Merciless Fighters: If a unit of Sartosan Pirate Militia outnumber their opponents in a close combat then th
ey each gain a single attack for the duration of that combat

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)

Vampire Coast Mortar:


Mortar: M:- WS:- BS:- S:- T:7 W:3 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
Special Rules: Vampire Coast Undead, Mortar Shells:
Range: 12-48”, Strength:2(6), Special Rules: Armour Piercing, Multiple Wounds (D3)
A Mortar is fired using the same rules as a Stone Thrower, but with the profile given above and the followi
ng differences:
• A Mortar uses a large round template
• If, when firing a Mortar, the artillery dice result is a misfire, roll a D6 and consult the Black Powder Misfir
e chart in the Warhammer Rulebook

Vampire Coast Carronade:


Carronade: M:- WS:- BS:- S:- T:7 W:3 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
Special Rules: Vampire Coast Undead
Carronade: The Carronade fires in the same manner as a Cannon however it may move and fire and use
s the profile below:
Range: 36”, Strength:7, Special: Multiple Wounds (D6)

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.

Arch Grand Commodore Luthor Harkon:


M:6 WS:8 BS:6 S:5 T:5 W:3 I:7 A:5 LD:10
Troop Type: Infantry (Special Character, Vampire Fleet Admiral)
Vampiric Powers: Aura of Dark Majesty
Special Rules:
Luthor Harkon must always be your armies General despite the fact that he is not a caster.

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

Count Noctilus, Admiral of the Dreadfleet:


M:6 WS:6 BS:6 S:5 T:5 W:3 I:7 A:5 LD:10
Troop Type: Infantry (Special Character, Vampire Fleet Admiral)
Magic: Noctilus is a Lv 4 Wizard. He uses spells from the Lore of the Deep and always knows the spell St
eed of Shadows from the Lore of Shadows
Vampiric Powers: Aura of Dark Majesty, Shell-Skinned, Oceanborn
Special Rules: Vampire Coast Undead, Vampiric, The Hunger

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.

The Lore of the Deep:

Lore Attribute: Dragged from the Depths:


Drowned sailors are easily bound, for they remember their last voyage and many of their worldly duties
Each time a spell from the Lore of the Deep is successfully cast, a friendly Vampire Coast Undead unit wit
hin 12” immediately regains D3+1 wounds worth of models. Models with the Detritus of the Deep special r
ule, Ethereal models, characters and units with the Vampiric special rule can only ever regain 1 wound in
this way each time they are targeted.

Tidecall: (Signature Spell): Cast on 6+


Opening his maw wide, the Wizard breathes forth a jet of crashing saltwater in which to drown his enemie
s.
Tidecall is a magical missile with a range of 12”, use the teardrop shaped breath template as resolve the s
pell as a strength 3 breath attack against the target. Any unit that suffers one or more casualties from Tide
call is treated as moving through dangerous terrain until the start of the users next Magic phase

Spiteful Shot: Cast on 7+


The Wizard pours more energy into his servants as sheer, undiluted spite sharpens the dead eye further
Spiteful shot is an augment spell with a range of 24”. Until the start of the casters next Magic phase, the t
arget unit gains +1 to hit with all ranged attacks (this includes Bombs and interacts with the Black Powder
Weapons rule). This spell can be boosted to target all friendly units within 12” in which case the casting va
lue is increased to 15+

The Drowned Dead: Cast on 9+


The Wizard calls upon the souls of those drowned at sea and before horrified eyes the dead rise from thei
r slumber.
The Drowned Dead is a special type of spell with a range of 18" that brings a brand new unit of Zombie Pi
rate Deckhand Mob 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 Gunnery Mob with handguns instead. If he does so, the casting
value is increased to 12+. 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 leg
al formation, so long as the unit’s front rank contains at least five models. This unit does not have any co
mmand 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.

Fog of the Damned: Cast on 11+


The Wizard summons forth a cloud of heavy, chocking fog; thick with the smell of death and decay that di
sorientates and terrifies his foes
Fog of the Damned is a hex with a range of 24”. The target suffers a -2 modifier to all To Hit rolls (both sh
ooting and close combat) and to its Leadership until the start of the caster’s next Magic phase. Shooting a
ttacks that do not use Ballistic Skill must roll 4+ on a D6 before firing, or the shot(s) is lost. In addition, the
target treats all terrain as Dangerous Terrain for the duration of the spell.

Denizens of the Deep: Cast on 10+


The caster whispers words of black magic so foul the air itself blackens and hisses. Lo and behold the fou
l spawn of the deep jerk in unholy animation and launch themselves at the wizards enemies.
Denizens of the Deep is an augment spell that targets a single unit within 12” that possesses the Detritus
of the Deep special rule. The target unit immediately regains D3+1 wounds (this cannot take the unit abov
e its starting size) and re-rolls failed To Hit rolls in close combat until the start of the caster’s next Magic p
hase. The Wizard can choose to have this spell target all friendly units with Detritus of the Deep within 12"
. If he does so, the casting value is increased to 18+

Vangheist’s Revenge: Cast on 12+


Amidst the howling wind and rain the Wizard calls forth the spectre Vangheist from the Galleon’s Graveya
rd. Bound to the call, the Shadewraith materializes in a storm of cannon fire and spectral shot, devastatin
g the wizards foes before melting away into incorporeal fog.
Vangheist’s Revenge is a Magical Missile with a range of 24” that causes D6 strength 6 hits. The Wizard
can choose to extend the range of the spell to 48” and the number of hits to 2D6 in which case the casting
value is increased to 18+

Invocation of the Dead Seas: Cast on 16+


The Wizard transcends his physical form, reaching out with questing tendrils of necromantic energy into t
he ocean depths. Foul hulks of matter crawl, slither and scuttle from the darkness heeding the Liche’s call
.
Invocation of the Dead Seas is a special type of spell with a range of 18" that brings a brand new unit of R
otting Prometheans 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 D6+3. This is how many wounds worth of models comprise the new unit.
The Caster can instead choose to cast a more powerful version of this spell and summon 2D6+3 wounds
worth of Rotting Prometheans in which case the casting value is increased to 22+. When placing this unit,
it must be wholly within the spell’s range and at least 1" away from all units, buildings and impassable terr
ain. It can be placed facing any direction, and in any legal formation, so long as the unit’s front rank contai
ns at least 3 models. Units summoned by this spell can be dispelled but 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.

Vampiric Powers:

Red Fury: 50 Points:


For each unsaved Wound that the Vampire causes in close combat, it can immediately make a further Att
ack. These additional Attacks do not benefit from Red Fury. An Attack that automatically kills an enemy c
ounts as having done an amount of Wounds equal to the number of Wounds that model had remaining.

Legendary Buccaneer:75 Points


The Vampire is a legend of the high seas, his name renowned from Far Cathay to the shores of Lustria an
d has amassed a vast trove of artefacts and treasures
The Vampire may select his Magical Item allowance at the start of the battle but before the Deployment p
hase (any magical items given to the character must not exceed the total points cost for the Vampire Coa
st army)

Aura of Dark Majesty: 25 points


This Vampire projects an aura of supremacy. To be in his presence is to truly know your own lowly place i
n the world All enemy units within 6" of one or more Vampires with the Aura of Dark Majesty suffer a -1 pe
nalty to their Leadership. This penalty is cumulative with any other modifiers.

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

Forbidden Lore: 25 points


To learn several paths of magical teaching is beyond most men, but time is of little concern to an undying
scholar. The Vampire can generate his spells from any one of the lores in the Warhammer rulebook, exce
pt the Lore of Life.

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

Spectral Form: 50 Points


The Vampire is Ethereal. However, it may not join non-Ethereal units, nor may it be mounted or take any
magical items

Summon Vermin: 10 Points


The Vampire is able to call forth packs of feral, undead dogs and swarms of frenzied, stinking wharf rats t
o drown the foe in filth and fang.
The Vampire can use both Invocation of Nehek and Dragged from the Deep to increase units of Scurvy D
ogs and Razertooth Rats beyond their starting size

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

Booty of the Vampire Coast:

Magic Weapons:

Trident of Triton: 50 Points


A corroded golden trident, said to be forged from a sliver of the aquatic demi-god Triton’s blade. The remn
ants of a race long passed into legend. The bearer gains Hatred (Dark Elves), in addition the Trident grant
s the bearer +1 Strength in the turn they charge and allows them to confer their Weapon Skill to a unit of
Rotting Prometheans or a Rotting Leviathan within 12” so long as the bearer does not shoot or march this
turn.

Bloody Nora: 50 points


This vicious Cat o’ Nine Tails lashes out at the pirate’s enemies, gives him D3+2 extra Attacks on the turn
he charges, and gives him +2 extra Attacks on subsequent rounds.

Lucky Levi’s Hook Hand: 35 points


This crude but effective piratical prosthetic grants the user +2 Strength, but he may not use any weapons
or items that require two (or more) hands

Captain Blease’s Boomin’ Blunderbuss: 30 Points


Range: 18”, Strength:6, Special Rules: *, Armour Piercing
*Once per game instead of firing normally, place the small round template over any target unit within 18”,
roll a scatter dice and add the result to the length of the shot , all models (friend or foe) under the template
suffer a strength 6 hit with the Armour Piercing special rule

Wharf Rats: 25 points


A swarm of scabrous rodents surrounds the character and grants him an additional D6 S2 Poisoned Attac
ks at I2

Magic Armour:

Crook’s Brawling Buckler: 15 Points


A small shield of battered iron that once belonged to the First Mate of the Heldenhammer Pontius Crook.
The buckler was used for both defence and as a ‘metal fist’ rammed into Crook’s opponent face.
Adds +1 to the bearers armour save, in addition the Bloody Buckler counts as an additional hand weapon

Enchanted Items:

Gentleman Jenkins’s Trusty Compass: 25 points


Gentleman Jenkins was said to have voyaged the length (and depths) of the six seas, thanks to his trusty
compass. The Compass grants the user the Scout special rule.

Mad Mullet’s Spyin’ Glass: 10 points


Grants the bearer the Sniper special rule

Black Buckethorn’s Treasure Map: 15 Points


The Bearer adds +1 to their dice roll when determining deployment zones

Fire Grog: 15 Points


One Use: By drinking this potent brew, the character may make a single S3 Breath Weapon attack, which
counts as a Flaming attack, once per game. However, he must pass an immediate Toughness test or suf
fer a single Wound with no saves of any kind allowed.

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:

Dead Man’s Chest: 35 Points


Who knows what treasures are locked away within the Dead Man’s Chest? Presumably the Zombie Pirate
s do, for they rally to it like the Reiksguard to the Imperial colours. The Chest counts as a Magical Banner
and grants each model in the unit +1 Attack in the 1st round of any hand-to-hand combat

The Red Skeleton: 100 Points


The Red Skeleton is especially grizzly, a tormented soul bound within their flayed corpse and displayed lik
e a trophy above the ranks of shambling dead. The Red Skeleton signifies the promise of a particularly vi
olent and painful death for the Vampires foes.
All enemy units on the battlefield who can draw a line of sight to the bearer of The Red Skeleton suffer -1
Leadership and any unit in base contact must re-roll successful Leadership tests.

Vampire Coast Army List:

All Hands on Deck!:


At least 30% of the points value any Vampire Coast army must be compromised of Core units. Additionall
y, Special units may only make up a maximum of 25% of the total points value of any Vampire Coast arm
y

Lords:

Arch Grand Commodore Luthor Harkon: 490 Points


M:6 WS:8 BS:6 S:5 T:5 W:3 I:7 A:5 LD:10
Equipment: Cutlass (Hand Weapon), Heavy Armour
Special Rules: Magical Void, Split Personality, Vampire Coast Undead, The Hunger, Vampiric
Magical Items: Harkon’s Hand Cannon, Slann Gold
Vampiric Powers: Aura of Dark Majesty
Options: May be mounted on one of the following:
- Rotting Leviathan………………………………………………………………+320 Points
• May be upgraded to have either Crushing Crab Claws………+15 Points
• Or may be upgraded to have Serpentine Coils…………………..+20 Points
- Battle Crab………………………………………………………………………...+60 Points
- Deathshriek Terrorgheist……………………………………………………+240 Points

Count Noctilus, Admiral of the Dreadfleet: 545 Points


M:6 WS:6 BS:6 S:5 T:5 W:3 I:7 A:5 LD:10
Equipment: Halberd, Vampire Coast Hand Cannon, Heavy Armour
Special Rules: Master of the Galleons Graveyard, Vampire Coast Undead, The Hunger, Vampiric, Lord of
the Dreadfleet
Magical Items: Captain Roth’s Moondial
Magic: Noctilus is a Lv 4 Loremaster of the Lore of the Deep and always knows the spell Steed of Shado
ws
Vampiric Powers: Aura of Dark Majesty, Shell-Skinned, Oceanborn
Options: May be mounted on one of the following:
- Necrofex Colossus: +275 Points
• May be upgraded to have Scythes and Barbs………………………………………………+15 Points
• May be upgraded to have a Swivel Cannon…………………………………………………+40 Points

Vampire Fleet Admiral: 220 Points


M:6 WS:6 BS:6 S:5 T:5 W:3 I:7 A:5 LD:10
Equipment: Hand Weapon
Special Rules: Vampire Coast Undead, The Hunger, Vampiric
Magic: A Vampire Fleet Admiral is a Lv 1 Wizard. He may use spells from one of the following:
- The Lore of Vampires
- The Lore of the Deep
- The Lore of Death
Options:
• May purchase up to 3 additional magic levels: +35 Points per Level
• May be armed with one of the following:
- Additional Hand Weapon…………+4 Points
- Great Weapon………………………….+10 Points
- Halberd…………………………………….+10 Points
• May take Heavy Armour…………..+6 Points
• May take a Pistol………………………+5 Points
• May take a Hand Cannon………….+10 Points
• May take a Shield……………………..+3 Points
• May be mounted on one of the following:
- Rotting Leviathan……………………............................................320 Points
• May be upgraded to have either Crushing Crab Claws………+15 Points
• Or may be upgraded to have Serpentine Coils………………….+20 Points
- Battle Crab…………………………………………………………………………60 Points
• May take magic items up to a total of………………………………..100 Points
• May take Vampiric Powers up to a total of…………………………100 Points

Sartosan Pirate Commodore: 90 Points


M:4 WS:5 BS:5 S:4 T:4 W:3 I:5 A:4 LD:9
Equipment: Cutlass (Hand Weapon), Light Armour
Special Rules: Dead Men Tell No Tales, Hornswoggle, Merciless Fighter
Options:
• May be armed with one of the following:
- Additional Hand Weapon…………+4 Points
- Great Weapon………………………….+10 Points
• May take Heavy Armour…………..+2 Points
• May take a Pistol………………………+5 Points
• May take a Brace of Pistols……….+8 Points
• May take a Hand Cannon………….+10 Points
• May take a Shield……………………..+3 Points
• May take Magic Items up to a total of 100 Points

Rogue Disciple of Manann: 75 Points


M:4 WS:4 BS:4 S:4 T:4 W:2 I:4 A:2 LD:8
Equipment: Hand Weapon
Special Rules: Vampire Coast Undead
Magic: A Rogue Disciple of Manann is a Lv 1 Wizard. He may use spells from one of the following:
- The Lore of the Deep
- The Lore of Shadows
Options:
• May purchase up to 3 additional Magic Levels: +35 Points per Level
• May be armed with an Omen of Manann at the cost of +25 Points
• May take Magic Items up to a total of 100 Points

Heroes:

Captain Drekla: 165 Points


M:6 WS:5 BS:6 S:5 T:4 W:2 I:6 A:4 LD:
Equipment: Heavy Armour, Vampire Coast Pistol
Magic: Captain Drekla is a Lv 1 Wizard. He may use spells from the Lore of the Deep or the Lore of Vamp
ires
Special Rules: Vampire Coast Undead, The Right Hand of Harkon, The Hunger, Vampiric
Options:
- May be mounted on a Battle Crab: +60 Points

Vampire Fleet Captain: 105 Points


M:6 WS:5 BS:6 S:5 T:4 W:2 I:6 A:4 LD:7
Equipment: Hand Weapon
Special Rules: Vampire Coast Undead, The Hunger, Vampiric
Magic: A Vampire Fleet Captain is a Lv 1 Wizard. He may use spells from one of the following:
- The Lore of the Deep
- The Lore of Vampires
- The Lore of Death
Options:
• One Vampire Fleet Captain may be nominated as your Battle Standard Bearer for +25 Points. The Battl
e Standard Bearer may carry a magical banner (no points limit) however if it does, it may not have any oth
er magical items.
• May purchase up to 1 additional magic level: +35 Points
• May be armed with one of the following:
- Additional Hand Weapon…………+4 Points
- Great Weapon………………………….+10 Points
- Halberd…………………………………….+10 Points
• May take Heavy Armour…………..+6 Points
• May take a Pistol………………………+5 Points
• May take a Hand Cannon………….+10 Points
• May take a Shield……………………..+3 Points
• May be mounted on one of the following:
- Battle Crab…………………………………………………………………………60 Points
• May take magic items up to a total of………………………………..50 Points
• May take Vampiric Powers up to a total of…………………………50 Points

Sartosan Pirate Captain: 65 Points


M:4 WS:5 BS:5 S:4 T:4 W:2 I:5 A:3 LD:8
Equipment: Hand Weapon, Light Armour
Special Rules: Hornswoggle, Merciless Fighter
Options:
• One Sartosan Pirate Captain may be nominated as your Battle Standard Bearer for +25 Points. The Batt
le Standard Bearer may carry a magical banner (no points limit) however if it does, it may not have any ot
her magical items.
• May be armed with one of the following:
- Additional Hand Weapon…………+4 Points
- Great Weapon………………………….+10 Points
- Halberd…………………………………….+10 Points
• May take Heavy Armour…………..+2 Points
• May take a Pistol………………………+5 Points
• May take a Brace of Pistols……….+8 Points
• May take a Hand Cannon………….+10 Points
• May take a Shield……………………..+3 Points
• May take Magic Items up to a total of 50 Points

Gunnery Wight: 95 Points


M:4 WS:4 BS:3 S:4 T:4 W:3 I:4 A:2 LD:8
Equipment: Vampire Coast Long Rifle, Hand Weapon, Light Armour
Special Rules: Ballistics Calibration, Fire in the Hole!, Vampire Coast Undead, Killing Blow
Options:
• May be armed with a Vampire Coast Pistol……..+5 Points
• May be armed with a Brace of Pistols……………..+8 Points
• May exchange its Vampire Coast Long Rifle for a Hand Cannon for Free
• May take Magic Items up to a total of 50 Points
• May be mounted on a Battle Crab…………………..65 Points

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:

Zombie Pirate Deckhand Mob: 4 Points per Model


M:4 WS:2 BS:0 S:3 T:3 W:1 I:1 A:1 LD:2
Equipment: Hand Weapon
Special Rules: Vampire Coast Undead, The Newly Dead, Always Strike Last
Unit Size: 10+
Options:
• One Zombie may be upgraded to a Musician: +5 Points
• One Zombie may be upgraded to a Standard bearer: +5 Points
• The entire unit may take Halberds: +2 Point per model
• The entire unit may take Additional Hand Weapons: +1 Point per model

Zombie Pirate Gunnery Mob: 5 Points per Model


M:4 WS:2 BS:0 S:3 T:3 W:1 I:1 A:1 LD:2
Equipment: Hand Weapon, Pistol
Special Rules: Vampire Coast Undead, The Newly Dead, Always Strike Last
Unit Size: 10+
Options:
• One Zombie may be upgraded to a Musician: +5 Points
• One Zombie may be upgraded to a Standard bearer: +5 Points
• The entire unit may take Vampire Coast Handguns: +2 Points per model
• The entire unit may take Vampire Coast Hand Cannons: +4 Points per model
• The entire unit may take Vampire Coast Bombs: +4 Points per model

Sartosan Pirate Militia: 7 Points per Model


M:4 WS:3 BS:4 S:3 T:3 W:1 I:4 A:1 LD:6
Equipment: Paired Cutlasses (2 Hand Weapons)
Special Rules: Merciless Fighters
Unit Size: 10+
Options:
• One Militiaman may be upgraded to a Musician: +10 Points
• One Militiaman may be upgraded to a Standard Bearer: +10 Points

Bloated Corpse: 45 Points per Model


M:5 WS:3 BS:0 S:4 T:5 W:2 I:1 A:2 LD:4
Equipment: Hand Weapon
Special Rules: Vampire Coast Undead, Poisoned Attacks, Gaseous Demise
Unit Size: 1+

Scurvy Dogs: 8 Points per Model


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
Special Rules: Vampire Coast Undead, Vanguard
Unit Size: 5+

Special:

Depth Guard: 19 Points per Model


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
Equipment: Hand Weapon, Heavy Armour
Special Rules: Vampire Coast Undead, Vampiric, Martial Honour
Unit Size: 10+
Options:
• May upgrade one Depth Guard to a Reaver: +10 Points
• May upgrade one Depth Guard to a Musician: +10 Points
• May upgrade one Depth Guard to a Standard Bearer: +10 Points
- May take a magic standard worth up to 100 Points
• The entire unit may take Additional Hand Weapons: +2 Points per model
• The entire unit may take Halberds: +4 Points per model

Deck Gunners: 20 Points per Model


M:4 WS:2 BS:0 S:3 T:3 W:2 I:1 A:1 LD:2
Equipment: Swivel Gun, Hand Weapon
Special Rules: Vampire Coast Undead, Cavalry Base, Armour Save (6+)
Unit Size: 3+

Deck Droppers: 25 Points per Model


M:1 WS:3 BS:0 S:3 T:3 W:2 I:3 A:3 LD:3
Equipment: Hand Weapon, Vampire Coast Pistol
Special Rules: Fly, Vampire Coast Undead
Unit Size: 3+
Options:
• The entire unit may take Vampire Coast Handguns: +4 Points per model
• The entire unit may take Vampire Coast Bombs: +6 Points per model

Animated Hulks: 40 Points per Model


M:6 WS:3 BS:0 S:5 T:4 W:3 I:2 A6 LD:2
Equipment: Hand Weapon
Special Rules: Vampire Coast Undead, Detritus of the Deep
Unit Size: 3+

Rotting Prometheans: 60 Points per Model


M:6 WS:3 BS:0 S:5 T:5 W:3 I:1 A:3 LD:4
Equipment: Crushing Claws
Special Rules: Vampire Coast Undead, Scaly Skin (6+), Detritus of the Deep, Slimy Skin
Unit Size: 3+

Vampire Coast Mortar: 110 Points


Mortar: M:- WS:- BS:- S:- T:7 W:3 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
Special Rules: Vampire Coast Undead, Mortar Shells
Crew: 3
Unit Size: 1

Vampire Coast Carronade: 85 Points


Carronade: M:- WS:- BS:- S:- T:7 W:3 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
Special Rules: Vampire Coast Undead
Crew: 3

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

Necrofex Colossus: 275 Points


M:6 WS:3 BS:2 S:6 T:6 W:6 I:2 A:* LD:8
Special Rules: Vampire Coast Undead, Detritus of the Deep, Terror, Special Attacks, Vortex of Death, Ma
gical Attacks
Unit Size: 1
Options:
The Necrofex Colossus may take any of the following:
• Scythes and Barbs: +15 Points
• Swivel Cannon: +40 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

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