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Undead Crew Zombie Pirates Argh!

The stretch of Lustrian shoreline known as the Vampire Coast owes its name to a luckless Norscan raiding party which, as is the way
of their kind, attacked an Empire Merchant ship and took everything of value from its holds. Unfortunately for the raiders, their
plunder included the sarcophagus of Luthor Harkon, a Vampire of unknown heritage. By the time the longship broke apart on the
shores of Lustria, all its crew had undergone a marked change in both allegiance and vital signs. Though stranded many thousands of
miles from home, Luthor never looked back and took his newly ndentured vassals on a march of conquest. He carved out a realm for
himself on the eastern coast of the southern continent. The winds and currents along that stretch of coast proved to be incredibly
treacherous to unwary vessels.
Over time, Luthors army became swollen with the lifeless corpses of all manner of unfortunate mariners. Before long, the Vampire
Coast had its own pirate fleet, crewed by the dead and the damned. It is possible that Harkon might have become a great power in
the world but for his colossal pride and greed. Determined to augment his magical abilities, Luthor took an expedition to the ruined
city of Huatl, where he hoped to find some secret that would increase his might. It was on the third week of his excavations that his
servants uncovered an undisturbed chamber, sealed tight with ancient and powerful glyphs. Convinced that this vault concealed
great secrets from him, Luthor commanded his servants to break down the doors, but the power of the glyphs thwarted him. Each
time Luthors Zombies assailed the portal, the witchfires in their eyes dimmed and extinguished as the magic that animated them
was drained away by the glyphs. Enraged, Luthor assailed the vault with his own dark magic, but the seals had been placed to defeat
even the greatest of sorcerers. Faced with a direct assault, the wards responded in kind. As the chamber began to collapse around
him, Harkon found that he could not break the magical conduit between himself and the glyphs worse, he realized that they were
draining not only his magical energies, but his very life force as well.
With a supreme effort, Harkon managed to break free from the glyphs and staggered outside just as the passageway collapsed. The
vault was swallowed once more. The magical backlash shattered his mind and severed his connection to the Winds of Magic. Now
Luthor teeters on the brink of insanity his personality fractured in a dozen different facets that battle for dominance in his mind. In
the years since, the only common goal that Harkons various personalities have been able to work toward is that of finding a cure for
his condition. To this end, he has bent his obsessions to seizing Slann artifacts, hoping that their power can undo the damage
wrought upon him.
A Undead Crew must include a minimum of three models. You have 500$ (representing your resources) which you can use to recruit
and equip your initial warband and a further 500$ to spend on your ship

Undead Captain:
Necromancer:
Scurvy Dregs:
Zombie Pirates
Ghouls:
Thralls:
Animated Hulks:

Each Undead Crew must have one Shipwight the Undead Captain: no more, no less!
Your crew may include a single Necromancer.
Your crew may include up to three Dreggs.
Your crew may include any number of Zombie Pirates
Your crew may include any number of ghouls
Your crew may include up to three Thralls
Your crew include a single Animated Hulks

Special Rules

Rotten Shots . . . Argh!

The Zombie 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 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 magics of the Slann have a hard time making soggy and
waterlogged black powder weapons discharge with any reliability. All black powder weapons
that require a roll to hit will always hit on a roll of 6 (and no better) if the firer has Ballistic
Skill 0, regardless of any modifiers. However, any rolls of 1 will result in the gun misfiring.

Undead Dont Drown:

While Zombie Pirates arent exactly great swimmers (they dont count as aquatic) they do
have a certain advantage when it comes to the sea. Many members of the crew have drowned
once already, they are not about to do it again! Undead will only fail their Toughness test for
being taken out of action if they roll a natural 6 (e.g. they get bitten by a shark, smashed
about by the swell or dragged to the bottom). If they do roll a 6 they are Out of Action and
take an injury test after the skirmish

Starting Experience

Undead Captain:
Necromancer:
Scurvy Dregs:
Ghouls:
Zombie Pirates:
Razortooth Rats:
Thralls:
Animated Hulk:

20
10
8
0
Braindead, cannot learn or gain XP
Animal, cannot learn or gain XP
0
Construct, cannot learn or gain XP

Undead Pirate Skill Tables

Undead Captain:
Necromancer:
Scurvy Dregs:

Combat, Academic, Strength, Speed or Special skills


Academic, Speed or Special skills
Combat, Strength or Special skills
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Heroes
1 Undead Captain (Shipwight):
120$ to hire
Harkons captains or shipwights are all carefully animated from the mariners that he captures. Given the Arch Grand Commodores
whimsical nature, they tend to be bloodthirsty souls whose grasp on rational thought is a little less than solid.
M
6

WS
4

BS
4

S
4

T
4

W
2

I
5

A
2

LD
8

Weapons/Armor:

The Captain may be armed with weapons and armour chosen from the Zombie Pirates Equipment

Special Rules

Leader: Any warrior within 6" of the Captain may use his Leadership characteristic when taking Leadership tests
Cause Fear: The Undead are terrifying Undead creatures and therefore cause fear.
Immune to Psychology: The undead are not affected by psychology (such as fear) and never leave combat.
Immune to Poison: The undead are not affected by any poison.
No Pain: The undead treat a Stunned result on the Injury chart as Knocked Down.
Undead Dont Drown
Rotten Shots . . . Argh

0.1 Necromancer
Necromancers are evil wizards, studying the corrupt art of Necromancy. Many of them are acolytes and servants of the Baron, and
follow the agents of their master to the sea.

35$ to hire
M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

LD
7

Weapons/Armor:

Necromancers may be armed with weapons and armor chosen from the Zombie Pirates Equipment.

Special Rules

Wizard: Necromancers are wizards and so are able to use Necromantic magic. See the Magic section for details
Not undead. Necromancers armed with blackpowder weapons dont use the rotten shots rule or undead dont drown

0-3 Scurvy Dregs


20$ to Hire

Scurvy Dregs are the most miserable human survivors of shipwrecks. They are deformed and rejected individuals, shunned even by
the other men and women who still live among the beached hulks along the vampire coast.
M
4

WS
2

BS
2

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3

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1

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3

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1

LD
7

Weapons/Armor:

Scurvy Dregs may be armed with weapons and armour chosen from the Undead Equipment list
Not undead. Scurvy Dregs armed with blackpowder weapons dont use the rotten shots rule or undead dont drown

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Henchmen
Bought in groups of 1 to 5

0+ Sea Ghouls
35$ to Hire

Sea Ghouls are the descendants of marooned or shipwrecked sailors who resulted to cannibalism and then ate the flesh of the dead.
Driven by their unspeakable craving for the meat of their fellow men, these creatures have given up their human life consuming the
bloated flesh of the drowned with their bare teeth and claws.
M
4

WS
2

BS
2

S
3

T
4

W
1

I
3

A
2

LD
5

Weapons/Armor:

Sea Ghouls never carry any equipment, apart from a few bones which they use as primitive weapons

Special Rules

Cause Fear: Ghouls are twisted and repulsive creatures and therefore cause fear.
Aquatic: Sea Ghouls are equally at home on the land and in the water. They are aquatic
Sea Ghouls cant normally be gunners (see below for the exception) though they may be powder monkeys
A Sea Ghoul gaining lad got talent may take equipment and weapons from the Zombie Pirates list and may become a
gunner

0+ Zombie Pirates
20$ to Hire
Though their weapons are rusted and sodden, many of Harkons Undead Pirates cling to the guns they held so dearly in life. Wielding
a shabby collection of black powder weapons long past their best, the Zombies of the Gunnery Mob still gain a small spark of the
satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower.
M
4

WS
2

BS
1

S
3

T
3

W
1

I
1

A
1

LD
5

Weapons/Armor:

Zombie Pirates may be armed with weapons and armor chosen from the Zombie Pirates Equipment list

Special Rules

Cause Fear: Zombies are terrifying Undead creatures and therefore cause fear
May not Run: Zombies are slow Undead creatures and may not run (but may charge normally).
Immune to Psychology: Zombies are not affected by psychology and never leave combat.
Immune to Poison: Zombies are not affected by any poison.
No Pain: Zombies treat a Stunned result on the Injury chart as Knocked Down.
No Brain: Zombies never gain experience. They do not learn from their mistakes. What did you expect?
Rotten Shots . . . Argh
Undead Dont Drown

0+ Razortooth Rats
15$ to Hire

Most rats abandon a sinking ship, but the cadaverous rodents that scuttle about the bilges of Harkons fleet are more than content to
forsake their vessel even before it has foundered. Razortooth Rats are driven by an undying hunger for the flesh of the living.
M
6

WS
2

BS
0

S
3

T
3

W
1

I
4

A
1

LD
4

Weapons/Armor:

None

Special Rules

Animals: Razortooth Rats are animals and do not gain experience.


Aquatic: Razortooth Rats can swim
Climb: Razortooth Rats can climb without needing to pass an Initiative test

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0.3 Thralls
50$ to Hire

Thralls are recent recipients of the gift of the vampire. Their undead powers are nascent and they suffer all the penalties of
mortality without the benefits of the undead. When in the presence of their master they are completely within his / her control but
once outside of the influence they scheme and bicker for superiority
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4

WS
4

BS
3

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4

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1

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4

A
1

LD
5

Weapons/Armor:

Thralls may be armed with weapons and armor chosen from the Zombie Pirates Equipment list

Special Rules

Immune to Psychology: So long as the Vampire is in the skirmish Thralls are not affected by psychology and never leave
combat.
Immune to Poison: Thralls are not affected by any poison.
Undead Dont Drown
Rotten Shots . . . Argh

0-1 Animated Hulk


200$ to Hire
Not all mariners are of human stature and girth. Indeed, many Ogres take passage aboard ocean-going vessels in search of money
or food. Thus, not all of Harkons eternal indentured servants are man-sized, though for some reason the reanimation process often
yields more unpredictable results.
M
6

WS
3

BS
0

S
5

T
4

W
3

I
1

A
1D6

LD
2

Weapons/Armor:

None

Special Rules

Cause Fear: Animated Hulk are terrifying Undead creatures and therefore cause fear
May not Run: Animated Hulk are slow Undead creatures and may not run (but may charge normally).
Immune to Psychology: Animated Hulk are not affected by psychology and never leave combat.
Immune to Poison: Animated Hulk are not affected by any poison.
No Pain: Animated Hulk treat a Stunned result on the Injury chart as Knocked Down.
No Brain: Animated Hulk never gain experience. They do not learn from their mistakes. What did you expect?

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Zombie Pirates Equipment


Hand to Hand Weapons
Dagger

1st free/ 2$

Hammer / Mace

3$

Axe

5$

Sword

10$

Rapier

15$

Great Axe

17$

Great Sword

22$

Maul or Great Hammer

15$

Spear

10$

Halberd

10$

Flail

15$

Morning Star

15$

Missile Weapons
Pistol

15$

Brace of Pistols

30$

Handgun

35$

Pirate Blunderbuss

30$

Bellaying Pin

3$

Crossbow

25$

Armour
Toughened Leathers

5$

Light Armour

20$

Heavy Armour

50$

Buckler

5$

Shield

5$

Helmet

10$

Zombie Ship Abilities &


Equipment
Baint be Natural

25$

Siren Figurehead

75$

Shrouded by Fog

50$

Strange Tides

50$

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Zombie Pirate Ship Abilities & Equipment


The following upgrades can be purchased for the vessel

Baint be Natural

Cost: 25$, Zombie Pirates only


Availability: Common (Zombie Pirates Only)

Pirates are a superstitious lot and when faced by something as obviously haunted as a Zombie ship even the hardiest sea dog may
quake in his boots.

Any non-zombie crew manember boarding the Zombie ship suffers a penalty of 1 to their leadership

Siren Figurehead

Cost: 75$, Zombie Pirates only

The figurehead is regarded as the spirit and soul of the vessel. This ship has a mighty figurehead, which contains a bound Banshee!

180-Degree fire arc (centred along the keel of the ship)


The Banshee may make a shooting attack with the profile below

Range
Flame Template

S
6

Damage
1

Save Modifier
No Save Possible

Special Rules
Flame Template
Sirens Call
Ships Only

Flame Template: All models fully under the template are hit, those partially under the template are hit on a 4+
Sirens Call: This is a S6 Attack, however roll to wound against Ld rather than T. Those who succumb jump over the side of
their vessel into the sea and are In the Drink. The Sirens Wail cannot affect undead, deamons, inanimate objects or
anything that is immune to psychology.
Ships Only: For obvious reasons the Banshee Figure head cant be taken ashore

Shrouded by Fog

Cost: 50$, Zombie Pirates only


Availability: Common (Zombie Pirates Only)

The zombie ship is constantly wreathed in a bank of magical fog, emerging only to launch devastating raids on their victims

All shots directed at the ship or its crew suffer a 1 to hit penalty.

Strange Tides

Cost: 50$
Availability: Common (Zombie Pirates Only)

Many of the ships of Baron Harkons fleet have seen better days, indeed some have been summoned back from the depths. Baron
Harkon has enchanted the vessels with the necessary magical enchantments to keep them afloat. Though their crews go through the
motion of sailing the vessel it is the will of the Shipwight or Necromancer that guides the vessel and keeps it afloat.

The Crew size of a vessel utilising Strange Tides is always 1. This must be the Vampire, Thrall or Necromancer
The Winds of Magic fill the tattered sails rather than the mundane airs. The ships may move D6+6 no matter what the
wind direction is.
The ship may only make a maximum of two 45-degree turns
No bonuses or penalties apply due to the speed or direction of the wind

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Zombie Pirate Special Skills


The Zombie Pirates may use the following Skill table instead of any of the standard Skill tables available to them.

Blood Sucker
This skill may only be taken by the Necromancer and / or Captain.
Luthor Harkon has graned the Zombie Pirate captain or Necromancer the Dark Kiss and they have become a true vampire. If the
Vampire puts a foe Out of Action by any means in melee they may choose to spend their next turn drinking from the victim. If
engaged in combat or successfully hit by missile fire / spells the vampire will cease drinking. If not interrupted the vampire drinks
deep and gains a Wound and takes the foe Out of Action. This power can take the Vampire over his normal Wounds limit for the
duration of the battle. A foe taken Out of Action in this manner rolls twice on the injury chart and must accept the lower result.

Enthral
This skill may only be taken by the Zombie Captain
Should the Zombie Captain capture an enemy hero they may attempt to turn them into a Thrall. . . beginning the process that will
eventually turns the unfortunate pirate into a vampire. The Zombie Captain and Victim both throw 1D6 and add their Ld
characteristic. If the Zombie Captains result is higher than that of the hero then the hero is enthralled. If not. . . well the warband
just gained a new zombie.
A newly seduced victim fills a roster slot as if they were a hero. The victim keeps all of their skills, abilities and skill access options
EXCEPT the learning and casting of Spells, as the domination of their mind inhibits their Spell casting ability. Sisters of Sigmar and
Warrior Priests loose any Special Skills and access to their Prayers, and may no longer use Sigmarite Warhammers or Holy Relics.

Transfixing Glare
This skill may only be taken by the Zombie Captain
The Zombie Captain can hypnotize a victim using his glowing red eyes, the victim will remain passive and wait for the captain to
close. The Glare may be used on any living model in base contact that is not Immune to Psychology. The victim must pass a
Leadership test on a 2D6 or be transfixed. A transfixed model may not attack in close combat and is treated as being Knocked Down
for purpose of being attacked. Roll for the Glare at the start of the combat phase.

Summon Bloated Corpse

Once learned the hero has the ability to summon Bloated Corpses from the sea. Each summoning will call 1D3-1 Bloated Corpses per
skirmish - so if both the Necromancer and Zombie Captain have the skill you can summon 2D3-2

Only thee Necromancer and / or Captain can take this skill

Bloated Corpse
Hire Fee: Free (see above)
Some cadavers lurch from the sea swollen with noxious gases and liquefying tissues seeping from rotten and tattered skin. It is
preferable by far to fight such a creature at a distance, for when slain, their tortured forms disintegrate in a poisonous shower of
decomposing internal organs and diseased fluids.
M
4

WS
2

BS
0

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3

T
3

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1

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A
1

LD
2

Weapons/Armor:

None

Special Rules

Cause Fear: Bloated Corpse are terrifying Undead creatures and therefore cause fear
May not Run: Bloated Corpse are slow Undead creatures and may not run (but may charge normally).
Immune to Psychology: Bloated Corpse are not affected by psychology and never leave combat.
Immune to Poison: Bloated Corpse are not affected by any poison.
No Brain: Bloated Corpse never gain experience not that they survive the skirmish anyway
Gaseous Demise. When a Bloated Corpse loses a wound, center the 3 blast template on the model. Any models completely
under the template are hit automatically any models partially covered are hit on a 4+. Any models hit must pass a
Toughness test (a roll of 6 always fails) or suffer 1 Wound with no armou save allowed.

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