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WARHAMMER CHRONICLES – ZOMBIE PIRATESBLACK POWDER WEAPONSThe pirates of the Vampire Coast carrya large assortment of black powderweapons, ranging from pistols to GreatCannon – not a normal sight in theretinues of more traditionally minded(and less clinically insane) VampireCounts. Though Zombies are notnormally known for their ability toshoot straight (or at all), Harkon longago wove an enchantment that allowsthem to do just that. However, eventhe misused magics of the Slann have ahard time making soggy andwaterlogged black powder weaponsdischarge with any reliability. All blackpowder weapons that require a roll tohit will always hit on a roll of 6 if thefirer has Ballistic Skill 0, regardless ofany modifiers. However, any rolls of 1will result in the gun misfiring –resolve the hit against the firing unitinstead of the target.CHARGE REACTIONSUndead can react to charges only byholding their ground.MARCHINGUndead models cannot make a marchmove unless they are characters or arewithin 12" of the General at the start oftheir Movement Phase. Note that all thenormal rules for marching will apply (e.g.,the presence of the enemy within 8" stillstops them from marching).FEARUndead cause Fear (see the<strong>Warhammer</strong> rulebook).BOOTY OF THEVAMPIRE COASTIn this section, the common magic itemsare listed first (see the Magic section of the<strong>Warhammer</strong> rulebook). They are followedby a list of Vampire Coast only magicitems. These items can be used only bymodels chosen from this list and must beselected within the points limitations set bythe army list. Note that all the rules formagic items presented in the <strong>Warhammer</strong>rulebook also apply to Vampire Coast onlymagic items.COMMON MAGIC ITEMSSword of Striking30 pointsWeapon: +1 to HitSword of BattleWeapon: +1 Attack25 pointsSword of MightWeapon: +1 StrengthBiting BladeWeapon: -1 Armor SaveEnchanted ShieldArmor: 5+ Armor SaveTalisman of ProtectionTalisman: 6+ Ward Save20 points10 points10 points15 pointsMAGIC WEAPONSBloody Nora50 pointsThis vicious Cat o’ Nine Tails lashes out atthe pirate’s enemies, gives him D3+2 extraAttacks on the turn he charges, andgives him +2 extra Attacks onsubsequent rounds.Dirty Serpent50 pointsThis blade drips with brine and is coveredin rust but is capable of slicing through thethickest of armor. No armor saves arepossible against it.Sloppy Cruickshank’sLong-Lost Cutlass25 pointsSloppy Cruickshank’s favorite weapon isthe cutlass that made the pirate captain thetoast of a hundred drinking dens. Thecutlass grants the bearer Killing Blow.Lucky Levi’s Hook Hand 35 pointsThis crude but effective piratical prostheticgrants the user +2 Strength, but he maynot use any weapons or items that requiretwo (or more) hands.Wharf Rats25 pointsA swarm of scabrous rodents surroundsthe character and grants him an additionalD6 S2 Poisoned Attacks at I2.MAGIC ARMORBloody Bill’s Buckler 25 pointsThe character gains a ward save of 5+ anda 6+ armor save that can be combinedwith other equipment normally.ENCHANTED ITEMSGentleman Jenkins’sTrusty Compass25 pointsGentleman Jenkins was said to havevoyaged the length (and depths) of the sixseas, thanks to his trusty compass. TheCompass grants the user the Scoutsspecial rule.Mad Mullet’s Spyin’ Glass 10 pointsThe Spyin’ Glass allows the bearer to pickout characters from enemy units whentargeting them with a ranged weapon.Black Buckthorn’sTreasure Map15 pointsYou may add 1 to the die rolledto determine who chooses hisDeployment Zone.Slann Gold35 pointsThe character bears a sacred Slann artifact,though he thinks it little more than apretty bauble. The Slann Gold turns thebearer into a Level 1 Wizard who uses theLore of Death.Firewater (one use only) 15 pointsBy drinking this potent brew, the charactermay make a single S3 Breath Weaponattack, which counts as a Flaming attack,once per game. However, he must pass animmediate Toughness test or suffer a singleWound with no saves of any kind allowed.Hard Stuff (one use only) 30 pointsBy drinking a drop of the hard stuff at thebeginning of the Close Combat Phase, thecharacter gains +2 Toughness until theend of that phase. However, he must passan immediate Toughness test or suffer asingle Wound with no saves of anykind allowed.Moonshine (one use only) 15 pointsUpon drinking this bizarre concoction, thecharacter undergoes a temporary, thoughterrifying, physical transformation. Use atthe beginning of the character’s MovementPhase – he causes Terror for the remainderof the game turn. However, he must passan immediate Toughness test or suffer asingle Wound with no saves of anykind allowed.TALISMANSEx-Parrot30 pointsThis sad and disheveled but ever loyal birdsits on its master’s shoulder, granting ameasure of protection from hostile magic.The owner gains Magic Resistance (2).MAGIC BANNERSDead Man’s Chest35 pointsWho knows what treasures are locked awaywithin the Dead Man’s Chest? Presumablythe Zombie Pirates do, for they rally to itlike the Reiksguard to the Imperial colors.The Chest counts as a Magical Banner andgrants each model in the unit +1 Attack inthe 1st round of any hand-to-hand combat.Ship’s Colors50 pointsThe vessels of Harkon’s fleet fly abewildering array of flags, but piratesaren’t the most original of artists. Thus,each tends to display some variation on theskull and crossbones device. All models inthe unit cause Terror.WWW.GAMES-WORKSHOP.COM 21
®ARMIES OF THE VAMPIRE COASTARMY LIST ORGANIZATIONThe army list is divided into four sections.CHARACTERSThe characters represent the VampireLord Luthor Harkon and the powerfulindividuals in his thrall. They form a vitaland potent part of your force.CORE UNITSIncluded in this category are the mostcommon forms of Undead Pirate –Deckhands and Gunnery Mobs.SPECIAL UNITSSpecial Units are your best troops andinclude the lethal (when they hit) DeckGunners and the nasty little RazortoothRats. They are available to your army inlimited numbers.RARE UNITSSo called because they are scarcecompared to your ordinary troops. Theyrepresent uncommon or uniquecreatures, such as the Rotting Leviathanand the highly destructive Queen Bess.CHOOSING AN ARMYBoth players choose armies to the sameagreed points value. As you must fieldLuthor Harkon with the army, theminimum size for the army is 2,000 points,but it can certainly be a lot higher. Mostplayers find that 2,000 points per sideprovides a game that will last an evening.Whatever number you agree upon, thisvalue is the maximum number of pointsyou can spend on your army. You canspend less and will probably find it difficultto use up every last point. Most 2,000-point armies therefore will includesomething like 1,998 or 1,999 points, butthey are still 2,000-point armies for ourpurposes. Once you have decided on atotal points value, it is time to chooseyour force.CHOOSING CHARACTERSCharacters are divided into two broadcategories: Lords (the most powerfulcharacters) and Heroes (the rest). Themaximum number of characters an armycan field is shown below. Note that thistable has been formatted to reflect the factthat there is only one (compulsory) Lordlevelcharacter available to the army.Army Value Maximum MaximumCharacters Lords2,000 or more 0-4 13,000 or more 0-6 14,000 or more 0-8 1Each +1,000 +2 1An army does not have to include themaximum number of heroes allowed; itcan always include fewer than indicated.However, an army must always include atleast one character: the General, who, inthe case of this army, is alwaysLuthor Harkon.ARMY BATTLE STANDARDOne Vampire Fleet Captain in the armymay carry the Battle Standard for+25 pts.The Hero carrying the Battle Standardcannot choose any extra weapons, norcan he use a shield.LORDS1 ARCH GRAND COMMODORE HARKONHEROESVAMPIRE FLEET CAPTAIN …………………………………………………………………80 ptsHarkon’s captains or “shipwights” are all carefully animated from the mariners that hecaptures. Given the Arch Grand Commodore’s whimsical nature, they tend to bebloodthirsty souls whose grasp on rational thought is a little less than solid.M WS BS S T W I A LdFleet Captain 4 4 3 4 4 2 4 3 9Equipment: Hand weapon.Options:• May be equipped with a brace ofpistols (+6 points) or an additionalhand weapon (+4 points).• May wear light armor (+2 points).• May choose a mix of Magic Itemsfrom the magic items list with amaximum value of 50 pts.SPECIAL RULESWight Blades. Any hand weapon carriedby the Fleet Captains counts as Magicaland uses the rules for Killing Blow. Thisrule does not apply to any magic weaponbought from the magic items list.SYREEN ………………………………………………………………………………………90 ptsTales speak of the Syreens that lure mariners to their doom on the rocks along theVampire Coast. These wretched creatures are much akin to the Banshees of the Old Worldand are as feared on dry land as they are on the seas.M WS BS S T W I A LdSyreen 6 3 0 3 3 2 4 2 8Equipment: None.Rob Hawkins’sFleet CaptainconversionSPECIAL RULESEthereal. Syreens are insubstantial, ghostly beings that can pass through barriers as if theywere not there at all. Syreens suffer no movement penalties for moving over or throughany kind of terrain. Syreens never suffer any movement penalties, even from such things asmagical effects. Syreens can even move through impassable terrain, as long as they do notend their move within impassable terrain. They may not, however, move through otherunits. Nevertheless, Syreens do block line of sight (no one can see through them) andcannot see through anything that would normally block line of sight.Syreen’s Call. The Syreen’s Call is a shooting attack that hits automatically with a range of8" and does not require line of sight. The target unit must pass a Leadership test or sufferas if the Doom and Darkness spell from the Lore of Death had been cast upon it. Thiseffect behaves in exactly the same way as that spell, although the Syreen’s Call cannotbe dispelled.22 WHITE DWARF
CORE UNITSCore Units are the most common unliving warriors in a Vampire Coast army. There is aminimum number of Core Units that must be fielded, as previously described. There is nomaximum limit of the number of Core Units that can be fielded.ZOMBIE PIRATE DECKHANDS MOB………………………………………………………6 ptsFestooned with all manner of rusty and corroded weaponry, Zombie Pirates make up thebulk of Harkon’s damned followers. Unlike most reanimated vassals, some vicious sparkof personality resides deep within the rotten souls of the Deckhands, making them all themore formidable in combat.M WS BS S T W I A LdZombie 4 3 0 3 3 1 0 1 2DeckhandUnit Size: 20-40Equipment: Hand weapon.Options:• Upgrade one Zombie Pirate to a Musician for +5 points• Upgrade one Zombie Pirate to a Standard Bearer for +10 pointsWARHAMMER CHRONICLES – ZOMBIE PIRATESCHOOSING TROOPSTroops are divided into Core, Special, andRare units. The number of each type ofunit available depends on the army’spoints value, indicated in the chart below.Army Core Special RarePoints Value Units Units Units2,000 or more 3+ 0-4 0-23,000 or more 4+ 0-5 0-34,000 or more 5+ 0-6 0-4Each +1,000 +1 +1 +1In some cases, other limitations may applyto a particular kind of unit. Theselimitations are specified in the unit entry.For example, the massive artillery piecedubbed Queen Bess is a Rare choice that islimited to a maximum of one in the army,reflecting the fact that it is a uniquewar machine.A mob of ZombieDeckhands byChad MierzwaWWW.GAMES-WORKSHOP.COM 23
®UNIT ENTRIESEach unit is represented by an entry in thearmy list. The unit’s name is given, and anylimitations that apply are explained.Profile: The characteristic profiles for thetroops in each unit are given in the unitentry. Where several profiles are required,they are also given, even if, as in manycases, they are optional.Unit Sizes: Each entry specifies theminimum and maximum size for each unit.Weapons and Armor: Each entry lists thestandard weapons and armor for that unittype. The value of these items is includedin its points value. Additional or optionalweapons and armor cost extra and arecovered in the Options section of theunit entry.Options: Lists the different weapon, armorand equipment options for the unit andany additional points cost for taking them.It may also include the option to upgradea unit member to a Musician orStandard Bearer.Special Rules: Many troops have specialrules, which are explained in the armyspecial rules section and summarized foryour convenience in the army list.It would be tedious to repeat all thespecial rules for every unit within the armylist itself. The army list is intendedprimarily as a tool for choosing armiesrather than for presenting game rules.Wherever possible, we have indicatedwhere special rules apply. Where spacepermits, we have provided notes within thearmy list as memory joggers. Bear in mindthat these descriptions are not necessarilyexhaustive or definitive, and players shouldrefer to the main rules for a full account.ZOMBIE PIRATE GUNNERY MOB …………………………………………………………7 ptsThough their weapons are rusted and sodden, many of Harkon’s Undead Pirates cling tothe guns they held so dearly in life. Wielding a shabby collection of black powderweapons long past their best, the Zombies of the Gunnery Mob still gain a small spark ofthe satisfaction they enjoyed in life through the random discharge of noisy,indiscriminate firepower.M WS BS S T W I A LdZombie Gunner 4 2 0 3 3 1 0 1 2Unit Size: 10-20Equipment: Hand weapon, handgunOptions:• 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 +10 pointsBLOATED CORPSE …………………………………………………………………………30 ptsSome cadavers lurch from the sea swollen with noxious gases and liquefying tissuesseeping from rotten and tattered skin. It is preferable by far to fight such a creature at adistance, for when slain, their tortured forms disintegrate in a poisonous shower ofdecomposing internal organs and diseased fluids.M WS BS S T W I A LdBloated Corpse 4 2 0 3 4 2 0 1 2Unit Size: 1 (Bloated Corpses do not count toward the minimum number of Core choices)Equipment: Hand weaponSPECIAL RULESPoisoned Attacks. See <strong>Warhammer</strong> rulebook.Gaseous Demise. When a Bloated Corpse is slain, center the small template on the model.Any models completely under the template are hit automatically – any models partiallycovered 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 armor save allowed.SCURVY DOGS ………………………………………………………………………………10 ptsMany Pirate settlements are filthy dives of scum and villainy, infested with all manner ofvermin and wild dogs, many of which are pitied by drunken pirates and brought aboardship as affectionate, if somewhat noisome pets. Many such dogs serve their mastersbeyond the death of both. These dogs are less affectionate and much more noisome.M WS BS S T W I A LdScurvy Dog 9 3 0 3 3 1 3 1 6Bad Dog 9 3 0 3 3 1 3 2 6Unit Size: 5-20Equipment: None.Options:• Promote one Scurvy Dog to a Bad Dog for +10 pts.SPECIAL RULESFast Cavalry. See <strong>Warhammer</strong> rulebook.Slavering Charge. Scurvy Dogs and Bad Dogs resolve their Attacks at Strength 4 on theturn they charge.24 WHITE DWARF
SPECIAL UNITSSpecial Units are powerful and rarer Undead Troops. There is a maximum number ofSpecial Units that can be fielded, and this number varies with the size of the army, aspreviously described.WARHAMMER CHRONICLES – ZOMBIE PIRATESRAZORTOOTH RATS ………………………………………………………………………45 ptsMost rats abandon a sinking ship, but the cadaverous rodents that scuttle about thebilges of Harkon’s fleet are more than content to forsake their vessel even before it hasfoundered. Razortooth Rats are driven by an undying hunger for the flesh of the living.M WS BS S T W I A LdRat Swarm 6 2 0 2 2 5 0 5 10Unit Size: 1-5Equipment: NoneSPECIAL RULESUndead, Cannot Be Joined by Characters, Skirmish, Do Not Block Line of Sight. See<strong>Warhammer</strong> rulebook.DECK GUNNERS ……………………………………………………………………………10 ptsDead or alive, all pirates love guns, and the bigger they are, the better. Though the barrelsbe corroded and the aim of the gunners be poor (arrr!), the sheer power and range ofHarkon’s swivel gunners command respect from his foes.M WS BS S T W I A LdDeck Gunners 4 3 0 3 3 1 0 1 2Unit Size: 3-10Equipment: Hand weapon, Swivel Gun (Handgun with range 36" and Strength 6)SPECIAL RULESUnit Strength 2, 6+ Armor Save, Cavalry Base. See <strong>Warhammer</strong> rulebookCARRONADE …………………………………………………………………………………70 ptsMany of the ships in the Vampire fleet carry small bore, short-barreled cannons, known ascarronades or smashers. Though their power pales by comparison to that of ImperialGreat Cannon, it can still wipe out whole files of foes in a single shot.M WS BS S T W I A LdCarronade - - - - 7 3 - - -Zombie Crew 4 3 0 3 3 1 0 1 2Unit Size: 1 Carronade and 3 crewEquipment: Hand weaponSPECIAL RULESCannon. A Carronade is a Cannon (see pp. 122-123 of the <strong>Warhammer</strong> rulebook) that canmove and fire with a range of 36" and a Strength of 7.ANIMATED HULKS …………………………………………………………………………40 ptsNot all mariners are of human stature and girth. Indeed, many Ogres take passageaboard ocean-going vessels in search of money or food. Thus, not all of Harkon’s eternalindentured servants are man-sized, though for some reason the reanimation process oftenyields more unpredictable results.M WS BS S T W I A LdAnimated Hulk 6 3 0 5 4 3 0 D6 2Unit Size: 3-10Equipment: Hand weaponDeck Gunners by Rob HawkinsWWW.GAMES-WORKSHOP.COM 25
®DECK DROPPERS……………………………………………………………………………25 ptsFell Bats hang from the topmost spars high in the rigging of Harkon’s pirate fleet and liedormant until the coppery tang of blood fills the air. When battle rages, the bats diveamong the combatants and carry a vicious (though somewhat disoriented) Zombie Piratein their sharp talons.M WS BS S T W I A LdDeck Dropper 1 3 0 3 3 2 0 3 6Unit Size: 3-10Equipment: Hand weaponSPECIAL RULESFlying Unit. See <strong>Warhammer</strong> rulebookRARE UNITSThe maximum number of Rare units that can be fielded varies with the size of the army,as previously described.ROTTING LEVIATHAN ……………………………………………………………………200 ptsThere are many great and wondrous creatures in the seas of the Old World. From the SeaDragons and Kraken of the Great Ocean, to the crab-like Prometheans of the Lustriancoastline, the sea’s bounty is truly as varied as that of land-going life. Not that Harkoncares much about either. He waits until they’re dead and infinitely more controllable.M WS BS S T W I A LdRotting Leviathan 6 3 0 6 5 5 0 5 5Unit Size: 1SPECIAL RULESTerror, Scaly Skin (3+). See <strong>Warhammer</strong> rulebookSlimy Skin. All opponents attempting to strike the Rotting Leviathan in close combatsuffer a -1 penalty to hit.Rob Hawkins’s amazing unitof Deck Droppers26 WHITE DWARF
0-1 QUEEN BESS …………………………………………………………………………250 ptsQueen Bess takes up both a Special and a Rare slot.This enormous and oft-repaired monstrosity is Harkon’s pride and joy. The exact heritageof Queen Bess is uncertain but, from the reports that have reached the Colleges of Nuln, itis likely to have begun life as nothing less than a Hell-Hammer Cannon! It has since beenmuch “refined” and “improved” by Harkon (in one of his more than usually lucidmoments) and reduced in size somewhat. Even so, the Queen Bess remains one of themost powerful pieces of black powder artillery ever to grace the shores of Lustria.M WS BS S T W I A LdQueen Bess - - - - 7 5 - - -Crew 4 3 0 3 3 1 0 1 2Range Strength Damage Armor Saves72" 10 D6 none allowedUnit Size: 1 Queen Bess and 5 CrewSPECIAL RULESQueen Bess fires according to the following procedure.1. Align Queen Bess at the target and declare the distance you are aiming.2. Roll two Artillery dice and add the scores to the distance aimed. The shot travelsforward this distance before striking the ground.3. For each Misfire you roll, refer to the Cannon Misfire Chart. Otherwise, place thesmall template with the hole over the spot where the shot strikes the ground. All modelscompletely under the template are hit automatically; models partially under the templateare hit on a 4+.4. Roll the Artillery Die to establish how far the shot bounces – move the template directlyforward that many inches. 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 cannonball sticks in the ground and doesnot bounce.6. Work out the effect of hits normally. Models have no saving throw against a shot fromQueen Bess!WARHAMMER CHRONICLES – ZOMBIE PIRATESZombie Pirates venture into the steaming depths of Lustria.WWW.GAMES-WORKSHOP.COM 27