Warhammer Army Project/Zombie Pirates of the Vampire Coast
- 1 Zombie Pirates of the Vampire Coast: Warhammer Army Project, 9th Edition Tactica
- 2 Why Play WAP Sartosa
- 3 Army Special Rules
- 4 Magic
- 5 Equipment
- 6 Army Units
- 7 Regiments of Renown
- 8 Building your army
- 9 Tactica
- 10 External Links
Zombie Pirates of the Vampire Coast: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is continuously updating his work, so don't expect this page to stay current forever. If anyone wishes actually to update this page and the items that need it, later on, go ahead.
Why Play WAP Sartosa
- Vampire Counts fused with the Pirates of Sartosa
- Your zombies' shooting is about as good as it can without something like Khalida.
- An incredibly minimalistic armybook
- Expensive Necromancers, no cheaper humans
Army Special Rules
- Undead: Animated Construct with Fear, Immunity to Poison, and Unstable. They can't march or charge unless within 12" of the General or within 6" of a wizard with necromancy. They can never flee from combat, which might matter depending on what you use. Fortunately, none of your vampires are Undead and thus can operate without worry.
- Vampiric: Vampire rule part 1. Grants Fear and Immunity to Psychology. In addition, all enemies must re-roll to wound them (unless it's magical, flaming, or a Killing Blow).
- The Red Thirst: Vampire rule part 2. Whenever a model with this rule kills, they recover a wound on a 5+ on a d6. Unfortunately, this is useless against other Animated Construct, Daemonic, and Forest Spirits.
- The Generals of Undeath: It's the same as before. You need a necromancer to be a general, then grab a few more in case he becomes like his minions. If you lose all necromancers, the undead parts of the army need to make an Ld test each turn or lose as many models as the test was failed by.
- Zombie Pirates: Despite having a BS of 1, Your Undead always hit on a natural roll of 5+ but they will shoot themselves on a Natural 1.
Lore of Necromancy
Lore Attribute: Curse of Undeath: After casting a spell, one undead unit within 6" can restore a wound. Really, this is to bolster any monsters or characters that need the pick-me-up.
- Signature: Invocation of Nehek: (CV 6/12/18) Always, always, always take this, especially on your Lords. If you're surrounded by undead units, they all recover 1d6+Level wounds worth of models. Even characters and monsters recover a wound, and if you really need it you can spend the attribute on them.
- Vanhel's Danse Macabre: (CV 6/12) let you reroll Hit rolls in close combat until the start of the caster's next Magic phase, also Tomb Kings have the means to march as a Signature Spell, yours lets you make a move if not engaged.
- Hellish Vigour: (CV 8/16) Lets an undead unit re-roll to wound in cc. Considering how pathetic your rmy tends to be, this is better reserved for Depth Guard if you bring them.
- Gaze of Nagash: (CV 9/12) Basic magic missile. You don't need it because you're more worried about your toys and because Curse of Years does more damage. At the least, it can pick off stragglers.
- Raise Dead: (CV 9/14) Instantly summon a horde of zombie deckhands 2d6+3 corpses strong, no upgrades included. If you augment, you can raise zombie gunners. The best part of this is that they can't be dispelled and they never award VP for dying.
- Curse of Years: (CV 12+) Your deadliest spell. Each magic phase, the targeted unit needs to roll a d6 with an increasing likelihood of taking wounds without being allowed to take armour saves.
- Wind of Death: (CV 15+) Magical Vortex. Yours has a bit of an edge since it immediately deals d6 S3 hits for each rank of a unit it crosses over, allowing you to possibly wipe out mobs of State Troopers.
Lore of the Deep
Lore Attribute: Kiss of the Deep: A follow-up insult to any offensive spells you make. After resolving a Lore of the Deep spell's effect on an enemy, they also suffer d6 S1 hits that bypass armor. It's essentially the attribute of Pirates lore, except it's not so picky about terrain in exchange for making your hexes hurt too.
- Signature: Tidecall (CV 8+): Your caster uses an S2 breath weapon, which also forces any enemy they hit to take -d6" to their movement as if you disrupted them. Unfortunately, this is not worthwhile when in combat.
- Denizens of the Deep (CV6+/9+): A basic magic missile, it deals 2d6 S3 hits to an enemy unit within 24" with an overcast to double the range.
- Eye of the Storm (CV 8+): This spell buffs the wizard's unit, making anyone nearby take d6 S5 hits at the start of the next magic phase. This also makes all shooting take -1 to hit the unit (and can even foil anything that auto-hits), but this penalty is also imposed on the unit itself, so don't try this on a mob of gunners.
- Watery Grave (CV 9+/12+): One enemy unit within 18" is now always in dangerous terrain. For every 4" that unit moves, you make the odds of them failing the check improve by +1, which will seriously fuck over any cavalry or beasts.
- Fog of the Damned (CV 10+/13+): One enemy unit within 18" is now constantly suffering an -1 penalty to WS and Ld. ALWAYS. As in, this will require a wizard to spend precious die to dispel if they don't do it the first time.
- Stromfels' Jaws (CV 14+/24+): You have a small pieplate artillery (large if overcast) with a range of 18". Anyone inside the template eats an S5 hit with Multiple Wounds d3.
- Kraken's Pull (CV 15+/25+): Magical Vortex. All models it passes over must pass a Strength check or get an S1 hit that bypasses armor. Skip.
- Grendes: 6" S5 Ap(1), Quick to Fire
- Blunderbuss: 12" S3 Ap(1), move or Fire, Multple Shots(3), Quick to Fire.
- Swivel Gun: 36" S6 Ap(1), move or Fire.
- Volley Gun: 18" S4 Ap(1), move or Fire, Multple Shots(d6).
Booty of the Vampire Coast
- Kraken Fang: 30pts. An off-hand weapon that deals Ice Attacks, which is great for challenging monsters with your miserable lot.
- Dirty Serpent: 30pts. +S3 and AP(3).
- Armour of the Depths: 50pts. This medium armor is pricy, but it grants a 5+ Regen and enemies must take a -1 to hit the wearer in melee. Not bad for a melee build.
- Sea Dragon Buckler: 25pts. This buckler gives a 5+ save against shooting and a 6++ Ward. It's...difficult to recommend.
- The Ebony Skulls: 35pts. It's a PL4 bound item that casts Raise Dead if you needed more zombies.
- Ex-Parrot: 20pts. You get a little polly, and what's wrong with that? It even grants both Magic Resist 1 and a 6++ Ward against magical attacks.
- Blackeye Pearl: 20pts. Grants the model sniper, which is quite handy for a pistol captain. Additionally helpful is the ability to expose all magical items and hidden models on one unit within LoS each turn.
- Firewater: 20pts. Some of the fiercest rotgut, this gives you a single phase (combat or shooting) where you can getS3 flaming breath weapon.
- Black Buckthorn's Treasure Map: 10pts. Adds +1 when rolling to determine which side of the map you deploy from.
- Skull and Crossbones: 35pts. This particular banner grants Terror and Vanguard.
Lords & Heroes
- Luthor Harkon: The great grandpappy of the vampire pirates. Can be the General despite not being a wizard. He's okay for a beatstick, considering he's an admiral with heavy armor, but he also has Magic Resist 3 on behalf of some pocket Slann Gold and Generates a lot of Dispel Dice. Perhaps the most troubling aspect is his split personalities, on tier with Marius Leitdorf in the potential for self-harm (1/2 time doing nothing from Stupidity, 1/6 Frenzy, 1/6 Hatred), Through will gain Regen(4+) when on his last wound. Also harmful is his lack of casting, so you will need some captains to cover you.
- Count Noctilus: Noctilus is who you pick if you want an all-rounder leader in Full plate and don't want to put up with Luthor's shit. Though his martial prowess is a bit weaker, he has Ld 10 and is a level 3 caster that can simultaneously use Necromancy and Shadow spells. Can also be mounted on a Necrofex Colossus to improve his Attack, Defence, and Casting.
- Cylostra Direfin: The undead minstrel is incredibly flimsy, but that's fine for a wizard. Being a ghost means that she gets Hover, Terror and Ethereal, letting her move around more freely so she can cast (though she's limited as a Level 2 Deep caster) or her super-Syreen call that paralyzes all enemies within 12". Fielding her makes the situation of defending her a bit peculiar because of her abilities, so just make sure she's near some hardy guys like the Depth Guard.
- Vanghiest: You're not buying Vangheist because he's a leader. He's not even that good at fighting. What he is good at is being a massive DISTRACTION CARNIFEX. See, he comes with 10-30 ghastly crewmen From Special Allowance who are also Undead and Ethereal. They're utterly flimsy, but you'll have a Necromancy captain to rez all the troops you can.
- Skretch Half-Dead: Take Vangheist, and then make him a zombie-Skaven. With a crew of zombie-clanrats (Deckhands with a Quick M5 and I3 that use Core Allowance) and are considerably cheap to field in large quantities.
- Vampire Fleet Admiral: Your big characters, being a Strong and relatively tough. Has a lot of versatility in gear and is a Shadow, Death, Necromancy, or Deep caster.
- Vampire Fleet Captain: Your smaller but as dangerous lesser Vampire. Fairly expensive to be your only Lv1 wizard but you have to make do if you have back up Necromancy.
- Gunnery Wight: Starts as a barest-bone character that is also undead and given a variety of gear (Stuck with a max of Light armour). They can be cheap Weapons for zombies units, Or be a Battle Standard and stay back with a Hand/Swivel/Volley gun.
- Rotting Promethean: Only Increases the speed of Wights, But greatly imvove The Defence of any character, Adding High damaging KB attacks, and let them ride with other Promethean and Animated Hulk units.
- Necrofex Colossus: Count Noctilus Only.
- Zombie Pirate Deckhands: Zombies but with weapons. They hit last and bad WS of 2, but you can take a lot of them to hold enemies in place. You want Bucklers to hold longer but can take TWH or Polearms(5 points for a meet shield) instead of in the rare chance you want to kill things.
- Zombie Pirate Gunners: Most armies would have to pay more for blackpowder weapons, while you get a -2 discount for Tomb Prince Archers with S4 weapons. They are prone to shoot themselves but necromancy will remedy that. The default Pistols give them decent firepower on the move, charge, and in melee. grenades Are better at penetrating Higher armour save units at the trade of being merely a 5ppm minor distraction in melee. Handguns have a better range than pistols so less of a need to move them. Blunderbuss is short-range but would make Orcs Reconsider when charging, or just standing in front of you.
- Scurvy Dogs: Undead Flankers.
- Razortooth Rats: Like Skaven Rat Swarms but Undead.
- Deck Droppers: Bats carrying vampires sounds cool, right? Well, here's the issue: They can't really fly far. Due to being Animated Constructs, they're unable to go very far unless they are near a general or necromancer.
- Deck Gunners: Zombies Big gun platforms, comes as Anti-armour Swivel Gun or Anit-infantry Volley Gun.
- Bloated Corpse: These walls of rotten flesh are made to hold up the enemies. Not only are they tougher than normal zombies with 2 wounds and T4, but even if they do die, they will explode and potentially harm anyone near them on a failed Toughness check. The issue with that power is that the blast is very small (being a small pieplate) and won't mean a thing if they're getting shot at by elves and dwarfs.
- Animated Hulks: Bloated Hulks except much better. They're faster, tougher, and capable of throwing out d3+1 attacks thanks to taking lessons from Davey Jones from Pirates of the Caribbean. They are your slow cavalry unit, helping your Deckhand win the infantry fight.
- Rotting Prometheans: You have large (but not giant) enemy crabs. They're pretty hardy with 4+ natural armor save and T5, and with Killing Blow they have a chance to eat up the troops arrayed against it, especially penetrating tied up knights. Also as a bonus, each one carries two zombies with handguns, giving it some pretty deadly, if very haphazard, shooting.
- Carronade: You can drag out the broadside cannons of a ship.
- Mortar: Take a stone-thrower and make it a blackpowder weapon. The mortar is only effective at long range, but it does so with a decent ability to flatten whatever mobs you fire it on. I mention mobs in particular as they won't worry too much if you miss the center because S3 is still fairly deadly to them, especially when including Armor Pen 1 and Multiple Wounds d3.
- Depth Guard: A unit of Foot Vampires in Full plate armour. They will tear up most smaller units that try to get into your guns. They are better Animated Hulks but you can't raise their dead models with Necromancy. The THW carves infantry with A3 each, while the polearms penetrate heavy armour.
- Syreen: the Sea version of the Land Tomb Banshee. Not a Fighter, but an Ethereal LD Debuffer, Having Terror and causing one enemy to lose -3 Ld if they fail her Ld test. You would par her with a Warmachine or Animated Hulks to cause units to flee.
- Rotting Leviathan: a large Promethean, 2+ armour, +1S&T and -1WS to Enemies in melee contact (Animated Constructs ignore) and 5 Zombies with handguns. They are about holding the line with the deckhand and kill monsters in melee when compared to the Colossus.
- Necrofex Colossus: They are A big infantry supporting monster, a cannon with legs and a Death/Necromancy booster. Better at killing infantry then the Leviathan but with less protection.
- 0-1 Queen Bess: A massive Great canon. can't move but uses a small template instead of a marker, cutting a bigger swift of destruction as the ball lands and bounces
Regiments of Renown
Building your army
Buying your Army
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