Vampire Coast - White Dwarf Fantasy Army List Revamp

 
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Vampire Leon Von Alucark



Joined: 02 Jun 2008
Posts: 154
Location: Dwelling in his dimly lit painting lair...

PostPosted: Tue Feb 10, 2009 9:32 pm    Post subject: Vampire Coast - White Dwarf Fantasy Army List Revamp Reply with quote

Greetings.
After flicking through my library of White Dwarf magazines I came across the Vampire Coast list, revolving around the exploits of Luthor Harkon and his jorney to Lustria. As I liked the list so much I decided to update and expand upon it. Idea

I am also thinking of including some new bloodline powers seperate to the ones in the VC book, maybe, if anyone has any suggestions, feel free to post ideas Very Happy

Although most of the list itself has been taken from the white dwarf list, I've been adding some new characters and units along the way, so I'll release bits of the list at a time for comments etc. Starting with the Lords and Heroes section all the way through to the updated armoury and new magic lore. I will eventually build a Vampire Coast army, though I plan to finish my three main armies (VC, Warriors of Chaos and Orks) first.

PROGRESSION:
I'll update this once I've released more of the army list as well as adding changes to existing units.

Lords/Heroes: Released
Core: Done
Special: Released
Rare: Released
Armoury: WIP
Lore: WIP

Changelog:
10th February 09: Released WIP Lords/Heroes sections.
15th February 09: Released Core and Special sections. Updated Luthor Harkon (Seanzala)
07th May 09: Released Rare Section, added Necromancer Ensign and Zombie Pirate Keggers to Hero and Special sections respectively.
________________________________________________________________

LORDS:
M WS BS S T W I A Ld
Arch Grand Commodore Luthor Harkon 6 7 6 5 5 4 8 5 9

Cost: 260

Equipment: Hand weapon and brace of pistols and wears Light Armour. Luthor must be used exactly as presented here and may not be given any additional equipment.

Special Rules:

Army Organisation: If Luthor is in the army, he will always be the General, and thus will follow the rules for being the Undead army General as stated above.

Undead.

Magical Void: The catastrophic results of Luthor’s great experiment severed him from the Winds of Magic. As such, and unlike other Vampires, beyond his power to control his undead hordes, he has no magical abilities. 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 4 Dispel Dice.

Split Personality: Luthor’s many personalities continually bicker and rage within the walls of his psyche, and his actions are guided by whichever is in ascendance. If no single personality is dominant, Harkon remains almost motionless as the battle within his mind rages. This can result in Luthor being driven by his more lucid traits, but more often can lead to the more, well, extreme characters surfacing. At the start of each of the Vampire Coast player’s turns, and whenever Luthor suffers a wound, roll a D6 to determine which personality is in control

D6 Result
1-3: Brainlock. Luthor’s personalities fight amongst themselves, leaving him dazed and confused – he must pass a leadership test or suffer from the rules for stupidity until this table is rolled on once more, even though he would normally be Immune to Psychology.

4: Mad. A completely unhinged character from the deepest depths of Luthor’s mind has surfaced and gained control of his actions – he suffers from the rules for frenzy until this table is rolled on once more, even though he would normally be Immune to Psychology.

5: Bad. Perhaps an understatement, as this is Luthor’s ‘core’ personality, but at least this one is fairly rational – he may act as normal until this table is rolled upon once more.

6: Dangerous to Know. A steely and determinedly ruthless portion of Luthor’s soul has clawed its way into the light of day. He follows the rules for hatred until this table is rolled on once more, even though he would normally be Immune to Psychology.

In addition, whenever Luthor suffers a wound, add +1 to the D6 roll to determine his state of mind. (e.g. if he had suffered 2 wounds, you would add +2 to the dice roll). Furthermore, when Luthor is severely wounded and the strain is too much for the dominant personality another, stronger, facet of himself takes over and continues the fight. As a result, when he loses his last Wound, Luthor gains the ability to Regenerate until the end of the turn.

________________________________________________________________

M WS BS S T W I A Ld
Vampire Commodore 6 7 5 5 5 3 7 4 9

Cost: 190 pts

Equipment: Hand Weapon

Magic: A Vampire Commodore is a Level 2 wizard and knows spells from the Lore of the Deep.

Options:• May be equipped with a shield (+4pts) or additional hand weapon (+4pts) or a great weapon (+8pts) or a brace of pistols (+8pts).
• May wear light armour (+3pts)
• May choose a mix of Magic Items from the magic items list with a maximum value of 100pts

Special Rules: Undead, Vampire
________________________________________________________________

HEROES


M WS BS S T W I A Ld
Barnacle Bill 4 3 0 3 4 2 2 D3+1 8

Cost: 115pts

Equipment: Barnacles (Counts as Heavy Armour), Hand Weapon. Barnacle Bill must be used exactly as presented here and may not be given any additional equipment

Special Rules: Undead, Regeneration, Barnacles: A the start of each Close Combat phase, roll a D3 and add 1 to the dice roll, this is how many attacks Barnacle Bill can make that phase, furthermore due to the vile nature of his affliction, his attacks count as Poisoned, and follow all the rules for Poisoned attacks in the Warhammer rulebook.
________________________________________________________________

M WS BS S T W I A Ld
Murderous Magnus 4 4 3 5 4 2 4 3 8
Cost: 140 pts

Equipment: Two Hand Weapons, Light Armour. Murderous Magnus must be used exactly as presented here and may not be given any additional equipment.

Special Rules: Undead, Wight Blades: The hand weapons carried by Magnus count as Magical and uses the rules for Killing Blow. Vengeance: Magnus seeks to murder his former crewmembers that dishonourably threw him overboard when they discovered his vampiric nature. Thus, Magnus must always issue a challenge when possible, and must answer any challenge issued by the enemy. Furthermore he suffers from Hatred and Frenzy.
________________________________________________________________

Vampire Fleet Captain..........................................................80pts
Harkon’s captains, or ‘shipwights’ are all carefully animated from the mariners that he captures. Given the Arch Grand Commodore’s whimsical nature, these tend to be bloodthirsty souls whose grasp on rational thought is a little less than solid.

M WS BS S T W I A Ld
Fleet Captain 4 4 3 4 4 2 4 3 9

Cost: 80pts

Equipment: Hand Weapon.
Options:
• May be equipped with a brace of pistols (+6 points) or an additional hand weapon (+4 points)
• May wear light armour (+2 points).
• May be designated as the Battle Standard Bearer: 25pts
• May choose a mix of Magic Items from the magic items list with a maximum value of 50pts

SPECIAL RULES:
Wight Blades: Any hand weapon carried by the Fleet Captains counts as magical and uses the rules for Killing Blow – This does not apply to any magic weapon bought from the magic items list.
________________________________________________________________

Syreen................................................................................90pts
Tales speak of the Syreens that lure mariners to their doom on the rocks along the Vampire Coast, These wretched creatures are much akin to the Banshees of the Old World, and are to be feared on dry land as they are on the seas.
M WS BS S T W I A Ld
Syreen 6 3 0 3 3 2 4 2 8

Cost: 90pts

Equipment: None

SPECIAL RULES:
Ethereal: Syreens are insubstantial, ghostly beings that can pass through barriers as if they were not there at all. They suffer no movement penalties for moving over or through any kind of terrain. They never suffer any movement penalties, even from such things as magical effects. They can even move through impassable terrain, so long as they do not end their move within impassable terrain. They may not however, move through other units. Nevertheless, Syreens do block line of sight (no one can see through them), and cannot see through anything themselves that would normally block line of sight.

Syreen’s Call: This is a shooting attack that hits automatically with a range of 8” and does not 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 them. This effect behaves in exactly the same way as that spell, although it itself cannot be dispelled.

Necromancer Ensign………………………………………………………………..70pts
M WS BS S T W I A Ld
Necromancer Ensign 4 3 3 3 3 2 3 1 7

Equipment: Hand Weapon
Magic: a Necromancer Ensign is a level 1 wizard who chooses spells from the Lore of the Deep.
Options: Upgrade to Level 2: 35pts
SPECIAL RULES:
Undead

________________________________________________________________

Comments please!
_________________
"Although personally I am quite content with existing explosives, I feel we must not stand in the path of improvement." Winston Churchill


Last edited by Vampire Leon Von Alucark on Thu May 07, 2009 3:37 pm; edited 3 times in total
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Seanzala
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Location: Sydney, Australia

PostPosted: Tue Feb 10, 2009 10:10 pm    Post subject: Reply with quote

I think that you should add another rule to Harkons schizo rule. For every wound he takes, you add +1 to your roll on the table. So, if he had taken 3 wounds and you rolled a two, it would become a 5.
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Vampire Leon Von Alucark



Joined: 02 Jun 2008
Posts: 154
Location: Dwelling in his dimly lit painting lair...

PostPosted: Sun Feb 15, 2009 7:15 pm    Post subject: Reply with quote

Due to the fact that I lost my USB stick with the list on, (only to find it again about five minutes ago) this post is a bit late Razz
I'll post the Core and Special choices up to compensate.

CORE UNITS:

Core Units are the most common unloving warriors in a Vampire Coast army. There is a minimum number of Core Units that must be fielded, as previously described. There is no maximum limit to the number of Core Units that can be fielded.

ZOMBIE PIRATE DECKHANDS MOB……………………………………………………………6pts

M WS BS S T W I A Ld
Zombie Deckhand 4 3 0 3 3 1 1 1 2

Unit Size: 20-40

Equipment: Hand Weapon.

Options:
• Upgrade one Zombie Pirate to a Musician for +5 points
• Upgrade one Zombie Pirate to a Standard Bearer for +10pts

ZOMBIE PIRATE GUNNERY MOB……………………………………………………………….7pts
Though their weapons are rusted and sodden, many of Harkon’s Undead Pirates cling to the guns they held so dear 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 satisfaction they enjoyed in life through the random discharge of noisy, indiscriminate firepower.
M WS BS S T W I A Ld
Zombie Gunner 4 2 0 3 3 1 1 1 2

Unit Size: 10-20

Equipment: Hand Weapon, Handgun
Options:

• Any unit may replace its handguns with a brace of pistols (=1 points/model)
• Upgrade one Zombie Pirate to a Musician for +5 points
• Upgrade one Zombie Pirate to a Standard Bearer for +10pts

BLOATED CORPSE:………………………………………………………………………30 pts

Some cadavers lurch from the sea swollen with noxious gases, their 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 WS BS S T W I A Ld
Bloated Corpse 4 2 0 3 4 2 1 1 2

Unit Size: 1 (Bloated Corpses do not count towards the minimum number of Core choices)

Equipment: Hand weapon

SPECIAL RULES
Poisoned Attacks

Gaseous Demise: When a Bloated Corpse is slain, place the small template centred upon it. Any models completely under the template are hit automatically – any models partially covered are it on a 4+. Any models hit must pass a Toughness test (a roll of a 6 always fails) or suffer one wound with no Armour Save allowed.

SCURVY DOGS………………………………………………………………………………10 pts

Many Pirate settlements are filthy dives of scum and villainy, infested with all manner of vermin and wild dogs, many of which are taken pit upon by drunken pirates, and brought aboard ship as affectionate, I somewhat noisome pets. Many such dogs serve their maters beyond the death of both. These are less affectionate, and a whole lot more noisome.
M WS BS S T W I A Ld
Scurvy Dog 9 3 0 3 3 1 3 1 6
Bad Dog 9 3 0 3 3 1 3 2 6

Unit Size: 5-20

Equipment: None.

Options:
• Promote one Scurvy Dog to a Bad Dog for +10 pts.

SPECIAL RULES

Fast Cavalry

Slavering Charge: Scurvy Dogs and Bad Dogs resolve their Attacks at Strength 4 on the turn they charge.

SPECIAL UNITS
Special Units are powerful and rare Undead Troops. There is a maximum number of Special Units that can be fielded, and this varies with size of the army, as previously described.

RAZORTOOTH RATS………………………………………………………………………45 pts
Most rats abandon a sinking ship, but the lean rodents that scuttle about the bilges of Harkon’s fleet are more than content to forsake their vessel even before it has foundered, driven by an undying hunger for the flesh of the living.
M WS BS S T W I A Ld
Rat Swarm 6 2 0 2 2 5 1 5 10
Unit Size: 1-5

Equipment: Teeth (Hand Weapon)

SPECIAL RULES

Cannot be joined by characters; Skirmish; Do not block line of sight

ZOMBIE KEGGERS………………………………………………………………………………..10pts
All Zombie Pirates love gunpowder, these zombies love it so much that they strap canisters of volatile explosives to themselves so that they may charge headlong into battle and hurl the dangerous canisters at their enemies! M WS BS S T W I A Ld
Zombie Kegger 4 3 0 3 3 1 1 1 6

Unit Size: 5-15
Equipment: Hand Weapon, Explosives
SPECIAL RULES
Explosives: All Zombie Keggers carry an arrangement of wooden canisters each filled with volatile gunpowder. They hurl these canisters at their foes, explosions blossoming through enemy lines and making way for the inevitable horde of their pirate comrades! Arrr!
In the shooting phase, the unit may attempt to throw a barrel of explosive gunpowder into a nearby enemy unit. The unit throws D3+1 for every 5 models the unit has; Explosives have a range of 12” and cause D6 Strength 5 hits.
Furthermore, if a Zombie Kegger is killed in close combat, on the roll of a 5+ the assortment of kegs on his person detonates, delivering a S4 hit on the opposing unit.


DECK DROPPERS………………………………………………………………………….25pts
Fell bats hang from the topmost spars, high I the rigging of Harkon’s pirate fleet, dormant until the coppery tang of blood fills the air. When the battle rages they dive amongst the combatants, each bearing a vicious (though somewhat disorientated) Zombie Pirate in their sharp talons.
M WS BS S T W I A Ld
Deck Dropper 1 3 0 3 3 2 1 3 6
Unit Size: 3-10

Equipment: Hand weapon

SPECIAL RULES
Flying Unit.

CARRONADE…………………………………………………………………………………70pts
Many of the ships in the Vampire fleet carry small bore, short-barrelled cannons, known as carronades or ‘smashers’. Though their power pales by comparison to that of an Imperial Great Canon, it can still wipe out whole files of foemen in a single shot.

M WS BS S T W I A Ld
Carronade - - - - 7 3 - - -
Zombie Crew 4 3 0 3 3 1 1 1 2

Unit Size: 1 Carronade and 3 crew

Equipment: Hand weapon

SPECIAL RULES
Cannon: A Carronade is a Cannon that can move and fire with a range of 36” and Strength of 7.

ANIMATED HULKS…………………………………………………………………………40pts
Not all mariners are of human stature and girth. Indeed, many Ogres take passage aboard ocean-going vessels in search of money or food. Thusly, not all of Harkon’s eternal indentures are of similar size to a man, though for some reason the reanimation process often yields more unpredictable results.
M WS BS S T W I A Ld
Animated Hulk 6 3 0 5 4 3 1 D6 2

Unit Size: 3-10

Equipment: Hand weapon

DECK GUNNERS……………………………………………………………………………10pts
Dead or alive, all pirates love guns, and the bigger they are, the better. Though the barrels be corroded and the aim of the gunners be poor (arrr!), the sheer power and range of Harkon’s swivel gunners commands respect from his foes.
M WS BS S T W I A Ld
Deck Gunners 4 3 0 3 3 1 1 1 2
Unit Size: 3-10
Equipment: Hand weapon, Swivel Gun (Handgun with a range 36” and Strength 6)

SPECIAL RULES
Unit Strength 2; 6+ armour save; Cavalry base

I'll post up the Necromancer Ensign once i've typed up a basic version the magic Lore. also i've one more special unit to come in the form of "Keggers" (insipired by the game Darkwatch Razz) involving zombies with explosives...

Also the army special rules state that even though zombies have BS 0, they can only hit on 6s, but they ignore all shooting modifiers, (-1 long range etc).
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"Although personally I am quite content with existing explosives, I feel we must not stand in the path of improvement." Winston Churchill


Last edited by Vampire Leon Von Alucark on Thu May 07, 2009 3:31 pm; edited 1 time in total
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Vampire Leon Von Alucark



Joined: 02 Jun 2008
Posts: 154
Location: Dwelling in his dimly lit painting lair...

PostPosted: Fri Apr 17, 2009 4:30 pm    Post subject: Re: Vampire Coast - White Dwarf Fantasy Army List Revamp Reply with quote

Vampire Leon Von Alucark wrote:

I've got one more Hero to finish, being in the form of the Necromancer Ensign, which i'll upload on Thursday as well as the Core section...


There's no point having a schedule if you don't stick to it! GARH! ahem

I'll get the next few sections up once i've managed to sought out the bazillions of essays (well two) for college, hopefully the weekened-after-this-one shall recieve updates!
Namely: Special & Rare, only with the Necromancer-Ensign, and the Keggers, along with the Black Buccaneers.
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Vampire Leon Von Alucark



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PostPosted: Thu May 07, 2009 3:35 pm    Post subject: Reply with quote

Finally, added the Necromancer Ensign and the Zombie Keggers unit to the Hero and Special sections respectively.
And for the Rare Choices.
(Note that the Black Buccaneers will be re-uploaded soon)

RARE UNITS
The maximum number of Rare units that can be fielded varies with the size of the army, as previously described.
ROTTING LEVIATHAN……………………………………………………………………200pts
There are many great and wondrous creatures in the seas of the Old World. From the Sea Dragons and Kraken of the Great Ocean, to the crab-like Prometheans of the Lustrian Coastline, the sea’s bounty is truly as varied as land-going life. Not that Harkon cares much about this either way. He just waits until they’re dead and infinitely more controllable.

M WS BS S T W I A Ld
Rotting Leviathan 6 3 0 6 5 6 1 5 5

Unit Size: 1

SPECIAL RULES

Terror; Scaly Skin (3+)
Slimy Skin: All opponents attempting to strike the Rotting Leviathan in close combat suffer a –1 penalty to hit.

0-1 QUEEN BESS…………………………………………………………………………250pts

(The Queen Bess takes up both a Special and a Rare Slot).

This enormous and oft-repaired monstrosity is Harkon’s pride and joy. The exact heritage of the Queen Bess is uncertain but, from the reports that have reached the Colleges of Nuln, it is likely to have begun life as nothing less than a Hell-Hammer cannon! It has since been much ‘refined’ and ‘improved’ by Harkon (in one of his more than usually lucid moments) not to mention reduced in size somewhat. Even some the Queen Bess remains on of the most powerful pieces of black powder artillery ever to grace the shores of Lustria.

M WS BS S T W I A Ld
Queen Bess - - - - 7 5 - - -
Crew 4 3 0 3 3 1 0 1 2

Range Strength Damage Armour Saves
72" 10 D6 None Allowed



Unit Size: 1 Queen Bess and 5 Crew
SPECIAL RULES
The Queen Bess fires using the following procedure:
1. Align the Queen Bess at the target and declare the distance you are aiming.
2. Roll two Artillery dice and ass the scores to the distance aimed. The shot travels forward this distance before striking the ground.
3. For each misfire you roll, refer to the Cannon Misfire chart. Otherwise place the small template with the hole over where the shot strikes the ground. All models completely under the template are hit automatically; models partially under the template are hit on a 4+
4. Roll the artillery dice to establish how far the shot bounces – move the template that many inches directly forwards. All models touched by the template as it moves are hit on a 4+
5. If you roll a misfire for the bounce roll, the cannon ball sticks in the ground and does not bounce.
6. Work out the effect of hits normally. Models have no saving throw against being hit by a host from Queen Bess!
_________________
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