Showing posts with label Zombie Pirates. Show all posts
Showing posts with label Zombie Pirates. Show all posts

Saturday, 30 May 2026

Warhammer: Zombie Pirates 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • Updated all spells to account for area and aura effects.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Added effective range to all weapons.
  • Undead ignore the Independent special rule.
  • Volley Guns have range of 12/24", are S5, Rapid Fire, not armour piercing.
  • Swivel Guns have Multiple Wounds (D3), not armour piercing.
  • Updated spell level and casting values for all bound spell items.
  • Vampiric models treat all rivers as Deadly Terrain unless they are mounted. 
  • Denizens of the Deep is a direct damage spell with a range of 24" that causes 6D6 Strength 2 Hits.
  • Clarified which spells that target undead includes and excludes mounts.
  • Deathly Cabal is a Level 2 spell, 8+ to cast. Until the start of the caster's next Magic phase, the target gains the Magical Ward (6+) and Fear special rules.
  • Raise Dead is a Level 3 spell.
  • Wind of Undeath is a direct damage aura spell with a range of 12". Each unit within range suffer 2D6 Strength 3 Hits which Ignores Armour Saves. Does not summon Spirit Hosts. Cast on 13+.
  • Fleet Admiral has S6, not Wizard by default, costs 190 pts.
  • Zombie Gunners cost 5 pts. Increased cost of weapon options.
  • Gunnery Mob: A unit with this upgrade follows the Split Profile rules for Monsters. It includes two Deck Gunners (Undead, Zombie) riders armed with handguns with the Waterlogged Weapons special rule.
  • Count Noctilus costs 330 pts.
  • Skretch Half-Dead costs 80 pts.

Sunday, 1 March 2026

Large update wave out now!

Going over the upcoming updates for the non-official books, I felt that since they are all going to be pretty quick ones with little discussion required, I might as well publish them all at the same time so I can get started on the Main Rulebook sooner.

The plan is to publish another quick update wave again for the official books next week, so stay tuned for that. 

 

Albion 1.61:

Main change is the removal of Son of Ogmios - it was added last update, but frankly does not work well considering full Giants are still WS3 - meaning Half Giants as characters suddenly being WS5 is very inconsistent. Regular Half Giants have gotten a bump to T5 making them consistent with regular Giants, and can now take a command group.

  • Removed Son of Ogmios.
  • Shieldbearers give Inspiring Presence (6), costs 25 pts.
  • War Hounds have M8.
  • Shields and light armour for chariots cost 4 pts.
  • Half Giants have T5, I3, costs 37 pts. Added command group options. May take javelins.
  • Giants and Bonegrinder Giants may take Woad Paint for 30/50 pts.
  • Stone Thrower has 3 crew.

 

Araby 1.72: 

  • Cleric has Magical Attacks.
  • Bowmen can take bucklers, not shields.
  • Janissaries have bucklers by default, cost 7 pts. Can replace them with shields or other weapons. Cannot take shields in combination with other weapons.
  • War Elephant causes D3+1 Impact Hits. Spike Chain increases this to D6+1. Costs 120 pts. Can take light armour and/or barding, not armour plates.
  • Khalil al-Zahir has Inspiring Presence (6), costs 305 pts.


Estalia 1.22: 

  • Tactical Supremacy: Any unit with this rule has the Cold-blooded special rule when taking tests to March, Reform, Redirect Charges, Restrain from Pursuit and when using Support Fire.
  • Warrior Priests have Magical Attacks.
  • Fixed bug with Hidalgos missing Tactical Supremacy.
  • War Dogs are M8.
  • Knights of the Blazing Sun: The model must be armed with heavy lance, shield and barding. Whenever a unit where the majority of models have this special rule makes a successful charge, the enemy unit being charged suffer -1 Weapon Skill and Ballistic Skill for the duration of the turn.
  • Isabella Giovanna Luccelli has Magical Attacks and Magic Resistance (2).


Halflings 1.21:

Two larger changes - Treemen are now Monstrous Creatures and solitary units, like in the Wood Elf book. This is also more in line with how they worked historically, and solves the inconsistency issue between the two books. I've also decided to remove the Halftank - it being a miniature steam tank with completely different rules made little sense, and I did not feel it was right to just copy the Empire's most unique unit wholesale. It's also more akin to a special character than a unit since there's only one Halftank, and it does not really play into the rest of the Halfling theme at all. Hence it's being relegated to a historical foot note rather than a common battlefield unit.

  • Hobilars may take javelins.
  • Shearers have scythes.
  • Treemen are Monstrous Creatures, Unit Size 1.
  • Removed the Halftank.

 

Hobgoblins 1.22:

  • Fixed bug with Orlok statline.
  • Merged Cutthroats and Archers into a single unit.
  • Dire Wolves renamed to Snarlfangs.
  • Hobhounds are M8, have Frenzy.
  • Ravagers cost 11 pts.
  • Kheshig poison only applies to close combat attacks.
  • Mangudai poison costs 2 pts.
  • Fixed bug with Nergui's statline.

 

Kingdoms of Ind 1.21: 

  • Thronebearers give Inspiring Presence (6), costs 30/20 pts.
  • Royal Chariots may take up to three additional Crew.
  • War Elephants may take light armour and barding.
  • Giant Bows and Jingals are slow to fire.

 

Kislev 1.22:

  • Supreme Patriarchs have Magic Resistance (2).
  • Kossars are Unit Size 15+. 
  • Fixed bug with Winged Lancer stats.
  • Strength of the Great Bear: Ilja may forfeit his normal attacks in favour of doing a special attack. This attack has the Multiple Wounds (D6) and Ignores Armour Saves special rules.

 

Nippon 1.31:

Katanas now follow the rules for "Oriential longswords" in both Cathay and Dogs of War, so they are consistent with each other. It's now the Samurai's defensive weapon with Parry, and Armour Piercing on top (even if the latter does not really make much sense). Way of the Warrior has seen a bit of a nerf so it's more in line with the Knight's Vow in Bretonnia, and also makes the Warrior Monks stand out more. 

 

  • Katanas give Armour Piercing (1), Parry (6+), Requires Two Hands.
  • Way of the Warrior no longer re-rolls failed Psychology tests.
  • Clan Mons count towards the Magic Item limit.
  • Uesigo Clan Mon: Yamabushi may re-roll failed Leadership tests when using Prayers of the Kami. Costs 15 points.
  • Warriors Monks and Yamabushi have Magical Attacks.

 

Norsca 1.21:
  • King renamed to Jarl.
  • Jarl renamed to Hersir.
  • Bondsmen, Marauders, Reavers, Shieldmaidens are unit size 15+.
  • Jarls, Hersirs, Marauders and Horsemen may take flails.
  • War Wolves are Unit Size 10+, cost 7 pts.
  • War Wolf Chariots may replace javelins with throwing axes
  • Great weapons for Trolls cost 6 pts.
  • Fixed bug with Werebeast's stats.
  • Frost Giant’s great weapon costs 10 pts.
  • War Mammoth may take light armour.
  • Fixed bug with Styrmir Rimefrost missing.
  • Jora and Bjorn may not be the Army General.

 

Pirates of Sartosa 1.31:

  • Multiple minor bug fixes. 

 

Zombie Pirates 1.51: 

  • Updated Red Thirst and Necromancy to be on par with Vampire Counts.
  • Fixed bug with Vampires being listed as Undead.
  • Syreens are Loners.
  • Bloated Corpse is Expendable.
  • Scurvy Dogs have M8, WS/I2.
  • Necrofex Colossus does not have Magical Attacks.
  • Magical Void: Luthor Harkon channels dispel dice on a 4+ rather than a 5+.

Saturday, 8 February 2025

Warhammer - Zombie Pirates 1.5 out now!

Patch Notes:

  • Increased Ballistic Skill of all Zombies to 3.
  • Waterlogged weapons hit themselves on a 1-3 instead of a 1-2.
  • Press-ganger's Cutlass only affects Undead.
  • Raise Dead is a summoning spell with a range of 18" that brings a unit of Zombie Deckhands with bucklers into play.
  • Added profile for Spirit Hosts in Winds of Undeath.
  • Deathly Cabal is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the target gains a 5+ Ward save against non-magical attacks and the Terror special rule.
  • Kraken's Pull does not affect Movement, 12+ to cast.
  • Vorpal Maelstrom: In addition, any surviving models will have their Movement value lowered by half until the start of the caster's next Magic Phase.
  • New Magic Item: Standard of the Spiteful Shot: All Zombies in the unit carrying this standard ignores all To Hit modifiers. 25 points
  • Zombie Gunners cost 6 pts. Brace of pistols cost 2 pts.
  • Deck Gunners cost 12 pts.
  • Fixed bug with Depth Guard being Undead.
  • Damned Knights cost 12 pts.
  • Von Zeich's Last Ingot: Talisman. This item allows Vangheist to re-roll failed Ward saves against Magical Attacks.
  • Red Henri costs 90 pts.
  • Mortars cost 95 pts.
  • Carronades costs 80 pts.
  • Added additional missile options to Gunnery Wights.

Monday, 27 January 2025

Warhammer - Zombie Pirates 1.5 (beta) out now!

Took quite a while longer than I had planned (I blame the winter darkness of January for my lack of energy), but hopefully you'll find it worth the wait! I had initially planned to just make this a quick transfer into the new format, but it ended up a lot bigger than that. There are new Vampiric Powers, new spells for Lore of the Deep, new heroes and new Special Characters - as well as several new upgrades available to multiple units.

Several magic items currently in the Sartosa book has been moved here, where they originally belonged (back when I had no plans to make a Zombie Pirate book). No need to fret though as Sartosa will be receiving new items to compensate for it in their upcoming update. Other than that one major change is that the Zombie Pirate rule has been removed - instead the Zombies have been given BS2 to make up for it. In addition, they are now around three times less likely to shoot themselves which had shown to be a bit of an issue.

Anyway, hope you'll enjoy this update, and a huge thanks as always to my Patreons for your continued support! Next up will be Pirates of Sartosa, which should also be a fairly big overhaul. Expect it before the end of February at least!

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Patch Notes:

  • Removed Zombie Pirate rule. Zombies have BS2.
  • Waterlogged Weapons: Models with this special rule must roll a D6 for every To Hit roll of 1 with missile weapons that they make. On a 1-2, resolve the Hit against the model itself. Artillery weapons deduct 1 from the result rolled on the Blackpowder Misfire Chart.
  • Reworked Lore of the Deep, adding 6 additional spells and rebalancing the old spells.
  • Added multiple new Magic Items.
  • Added multiple new Vampiric Powers.
  • Swivel Guns and Volley Guns are Ponderous. Volley Guns have Rapid Fire.
  • Syreens are Heroes.
  • Syreen's Call: At the beginning of each enemy Movement phase, all enemy units that are within 12" and have Line of Sight to the Syreen must pass a Leadership test or move directly towards her using the Random Movement (2D6) this turn, as well as suffer -1 to their Leadership until the start of their next Movement phase.
  • New Hero: Pirate Warlock. A Pirate Warlock is a Wizard who uses spells from the Lore of Fire, Metal, Heavens, Shadows, Death, Necromancy or Deep.
  • Deckhands and Gunners may take Magic Standards up top 25 pts.
  • Deckhands cost 3,5 pts. Polearms for Deckhands cost 1.5 pts.
  • Scurvy Dogs are Unit Size 10+.
  • Deck Droppers may take a brace of pistols. Cost 17 pts.
  • Added 4 different upgrades to Animated Hulks.
  • Gunner Mob upgrade costs 10 pts.
  • Carronades and Mortars may take additional crew.
  • Queen Bess is no longer Cumbersome.
  • Necrofex Colossus may take the same upgrades as in the Vampire Counts book.
  • Luthor Harkon may take Magic Items up to a total of 25 pts. Has Curse of the Revenant, Transfix, Unbending Willpower and Hornswaggle Powers. Costs 320 pts.
  • Reworked Luthor's Split Personality table. Luthor Harkon must be the Army General.
  • Count Noctilus may take Magic Items up to a total of 75 pts. Has Fear Incarnate. Has the The Stone of Schwartzhafen magic item. Costs 315 pts.
  • The Bloody Reaver Deck Guard: If Count Noctilus is your Army General, you may upgrade one unit of Depth Guard to The Bloody Reaver Deck Guard for a cost of +2 points per model. This unit has the Hatred special rule.
  • Count Noctilus may not take Depth Guard as a Special Unit.
  • Cylostra Direfin is a Lord choice. Is a Lvl 3 Wizard. Costs 260 pts.
  • Song of Enthrallment: At the beginning of each enemy Movement phase, all enemy units that are within 18" and have Line of Sight to Cylostra Direfin must pass a Leadership test or move directly towards her using the Random Movement (2D6) this turn, as well as suffer -2 to their Leadership until the start of their next Movement phase.
  • The Bordeleaux Flabellum: Arcane Item. This item allows Cylostra to roll one additional dice when channelling Power and Dispel dice. In addition, if Cylostra rolls a Miscast, she may re-roll the result on the Miscast table.
  • Ghosts of the Past: If Cylostra Direfin is in your army, you may include an Infantry (Undead) unit of 10+ Damned Knights as a Special Unit. This unit has the Ethereal and Undead special rule, and are armed with hand weapon, shield and heavy armour.
  • Vangheist has the Terror special rule. Has The Traitor's Shot, Von Zeich's Last Ingot and The Liber Malefic Nautica magic items. Costs 170 pts.
  • Skretch Half-Dead has the Warp-cage Heart magic item. Cost 85 pts.
  • New Special Character: The Brine Wife
  • New Special Character: Captain Drekla
  • New Special Character: Black Jens

Wednesday, 22 February 2023

Warhammer: Zombie Pirates of the Vampire Coast 1.4 out now!

This update changes the following:

  • If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Characters on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this Leadership test while at least one of them remain.
  • Vampiric: Models suffer -1 To Wound against them, unless they are using Magical Attacks or Flaming Attacks.
  • Depth Guard have heavy armour, cost 22 pts.
  • Wizard levels for Vampires cost 35 pts.
  • Vampire Fleet Admiral costs 245 pts.
  • Count Noctilus costs 300 pts.
  • If Count Noctilus is your Army General, Depth Guard counts as Special Units instead of Rare Units.
  • Invocation of Nehek is an augment spell with a range of 12". Cast on 5+. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 9+. However, Characters, Shrines, Chariots, Monsters or models with the Ethereal special rule can never regain more than D3 Wounds per successful casting.
  • New Rare Unit: Bone Hydra
  • Zombie Pirate Deckhands cost 3 pts.
  • Boosted version of Raise Dead is 15+ to cast.
  • Vampires can pick Vampiric Powers (non-exclusive Bloodline powers)
  • Animated Hulks have S4, T5.
  • Bloated Corpses are Core Units with the Expendable special rule.

Monday, 14 February 2022

Large Hotfix Wave Update out now!

Following the release of 9th Edition version 2.1, there were (as expected) some bugs that needed fixing as well as some more issues that were brought up post-release. As such, I'm releasing a wave of hotfixes for a lot of the army books with bug fixes and clarifications, as follows:

 

Main Rulebook:

  • Fixed bug with Ultimate Power still generating extra dice for dispelling.
  • Fixed bug with Hills mentioning Unit Strength.
  • Clarified Immunity (Psychology): They may never choose Flee! as a charge reaction (except when using Feigned Flight or Fire & Flee, unless they also have Frenzy).
  • If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
  • If the majority of the models in the target unit are within Line of Sight, but behind models from another unit (friend or enemy) or terrain with half or more as high Line of Sight value as them, then an additional To Hit modifier is applied.
  • Because of their loose fighting style, flying units consisting of more than one model have the Skirmishers special rule.
  • All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty.
  • A unit cannot declare an impossible charge – i.e. one that it cannot possibly complete, either because the enemy unit is outside of the chargers' maximum possible charge range, or because intervening obstructions (such as other units or impassable terrain) make it impossible for the unit to make a charge move that allows it to move into contact.
  • If multiple units have declared a charge against a unit that has chosen a Flee Charge response, they can all redirect their charge if there is another viable target in range. The controlling player chooses in which order to move their charging units.
  • Transformation of Khadon gives the model Fly (7).
  • Clarified Magic Resistance further.

 

Magic Items:

  • Fixed bug with Blessed Silver Hammer: Any enemy model with the Daemonic, Undead or Vampiric special rule in base contact suffers a Strength 4 Hit at the start of each round of close combat. 
  • The Pendant of Khaeleth is model on foot only. Costs 45 pts. 
  • Ironfist. Any hits made with the Skullplucker gives the wielder the Killing Blow special rule. Costs 10 pts.

  

Albion:

  • Centaur musician costs 5 pts.
  • Polearms for Druid Neophytes cost 2 pts.

 

Araby:

  • Radiant Pegasus for Emir costs 45 pts.

 

Beastmen:

  • Cockatrice no longer requires LoS for it's Gaze attack.
  • Centigor Musician costs 5 pts.
  • Tuskgor Chariots for Shamans costs 80 pts.

 

Bretonnia:

  • Foot Knights can take a magic banner up to 50 pts.

 

Chaos Dwarfs:

  • Fixed bug with Earthshaker Mortar missing the higher strength value for the middle and the Multiple Wounds (D3) special rule.
  • Infernal Ironsworn upgrade costs 3 pts.
  • Fixed bug with missing Fly values for Great Taurus and Lammassu.
  • Sorcerous Exhalation for Lammasu costs 20 pts. 
  • Sorcerous Miasma: Magic Weapons lose all of their magical properties and are treated as a mundane weapon of the same type while the models remain in base contact with the Lammasu (including the rider of the Lammasu itself).
  • Fixed bug with Petrified Sorcerer being called Fell Icon in army list.

 

Daemons of Chaos:

  • Fixed bug with Bloodcrushers having Impact Hits (D3) in army list. 
  • Note: A Palanquin of Nurgle should be placed on a 50x50mm base and add +3 to the Unit Strength of any model mounted on them.
  • Fixed bug with Exalted Seeker Chariots missing M value in bestiary.
  • Fixed bug with Rot Fly having BS3 instead of BS0.

 

Dark Elves:

  • Medusa no longer requires LoS for it's Gaze attack.
  • The First Sorceress: Morathi adds an additional +2 to all her casting attempts.
  • Fixed bug with Cold One Knights having M5 instead of M7.
  • Doomfire Warlocks have Hekarti's Blessing.
  • Hekarti's Blessing only apply to Wizards. 
  • Dark Pegasus for heroes cost 25 pts, 35 pts for lords.

 

Dogs of War:

  • Fixed bug with Ogre Captain being listed as In instead of MI in army list.

 

Empire:

  • Free Company Fighters can upgrade to light armour for 1 pt.

 

High Elves:

  • Lileath's Blessing only apply to Wizards.
  • Tyrion costs 400 pts.
  • Lord of Aenarion can take a lance.
  • Pegasus costs 20 pts for heroes, 30 pts for lords.
  • Tiranoc Chariot costs 70 pts, Lion Chariot costs 110 pts for Nobles. 
  • Phoenix mount for Anoited of Asuryan cost the same as the Rare units.
  • Ashtari costs 275 pts for Caradryan. 
  • Great Eagle mount costs 50 pts.
  • Unicorn Mount costs 40 pts.

 

Lizardmen:

  • Fixed bug with Terradons and Ripperdactyls missing Fly value in army list.
  • The Palanquin of Constellations gives Tetto'eko a Ward save (5+) and Strider special rule. Costs 175 pts.
  • The Palanquin gives the Slann Mage-Priest a Ward save (4+) and the Strider special rule. 
  • Huanchi's Blessed Totem may be used in any of your Remaining Moves sub-phases as long as the unit has not charged or marched this turn. 
  • Cold One Riders may take a banner up to 50 pts.
  • If an enemy unit within 20" of Chakax contains 'hidden' models (such as Assassins, Night Goblin Fanatics etc.), their presence must be announced as soon as they come within 20" of Chakax. 
  • Ripperdactyl mounts have Toad Rage.

 

Ogre Kingdoms:

  • Great Mawpot is Unit Strength 3. A Slaughtermaster with a Great Mawpot receives a Ward save (4+) and +1 to cast spells. In addition, he may add 6" to the range of any spell he attempts to cast and his Inspiring Presence ability.
  • Ice Mammoth has Immunity (Psychology).
  • Ice Mammoth has a Unit Strength of 16 (19 with an additional Ogre Beast Rider).

 

Orcs & Goblins:

  • Spider Venom: Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
  • Fixed bug with Gore-Grunta character mount having Impact Hits (D3).
  • Fixed bug with Gordrakk having Hover instead of Fly (5). 
  • Fixed bug with Savage Orc Big Boss having light armour.

 

Regiments of Renown:

  • Added Slayer rule to Long Drong and Makai Makaisson. 
  • In order to fire the Goblin-hewer, nominate a target unit within range and Line of Sight and roll To Hit as normal using the unit's highest Ballistics Skill.

 

Skaven:

  • Warlitter costs 10 pts.
  • Great Pox Rat costs 20 pts.
  • Polearms for Stormvermin costs 2 pts.
  • Snikch and Assassins have Dodge (5+).

 

Tomb Kings: 

  • Removed Blade of Mourning from Magic Items; is already in the Tomb Kings book. Gave Nekaph Magic Items book version of the blade. Costs 165 pts. 
  • Aspect of Asaph, Goddess of Magic and Vengeance: For each successful Wound inflicted upon the Ushabti unit in close combat, they get to immediately make an additional Attack back.
  • Fixed bug with incorrect Wounds in Tomb King summary page. 
  • Khemrian Warsphinx mount costs 225 pts.
  • Fiery Roar costs 25 pts.

 

Vampire Counts: 

  • Slightly cheaper additional hand weapons for Vampire characters.
  • Sword-claws for Abyssal Terror costs 5 pts.
  • Rancid Maw upgrade for Terrorgheist costs 10 pts.

 

Warriors of Chaos:

  • Chaos Warriors and Chosen pay 2 pts for shields. 
  • Fixed bug with Disc of Tzeentch having Flaming Attacks.
  • Daemonic Mount costs 45 pts. 
  • Flaming Breath costs 30 pts.

 

Wood Elves:

  • Clarified that Bound Spells from Spites are innate.
  • Fixed bug with Forest Dragon missing Fly (7) in army list. 
  • Madrigal of Greening has a range of 18". Place a forest of your choosing no more than 12" in diameter wholly within the spell’s maximum range.
  • Fixed bug with Dryads, Branchwraiths and Drycha missing Flammable in bestiary/army list.
  • Additional hand weapons for Waywatchers cost 1 pt.
  • Sisters of the Thorn have Blessing of the Ancients.
  • Fixed bug with Thalandor having Elven Grace.
  • Fixed bug with Naestra & Arahan having Elven Grace.
  • Fixed bug with Lothlann the Brave having Asrai Archery.
  • Blessings of the Ancients only apply to Wizards.
  • Lethal Shot: Models with this special rule have Killing Blow with missile attacks from their bows.
  • Ariel may use Screech when it would normally be her time to attack in close combat. This is a special attack that automatically Hits all enemy models in base contact at Strength 4 with the Ignores Armour special rule.
  • Thalandor, Naesta & Arahan, Warhawk Riders do not have Forest Strider.
  • Fixed bug with Warhawk Riders missing Fly in the army list.
  • Alter Kin cost 14 pts, have M8, I6, A2, Swiftstride by default. Animal Forms only work in combat. Bear gives +1S, Boar gives +1T, Wolf gives +1A and AP(1), Stag gives Impact Hits with S bonus (1). 
  • Arcane Bodkins costs 1 pt for Waystalker.

Zombies Pirates of the Vampire Coast:

  • Fixed bugs with Hover instead of Fly (6) for Syreen and Cylostra Direfin.
  • Zombie Pirate Deckhands start with bucklers, cost 2,5 pts. Can switch to two hand weapons for ½ pt.

Tuesday, 1 February 2022

Warhammer: Zombie Pirates of the Vampire Coast 1.3 out now!

This update changes the following:

  • Sea Dragon Buckler costs 20 pts.
  • Deck Droppers have Fly (9).
  • Razortooth Rats have W8, A8.

Sunday, 23 May 2021

Warhammer: Zombie Pirates of the Vampire Coast 9th Ed 1.2 out now!

This update changes the following:

  • The general must no longer be a Wizard.
  • Undead units may no longer march if within 6" of a wizard with lore of Necromancy.
  • Fog of the Damned boosted version has 48" range.
  • Stromfel's Jaws boosted version scatter 2D6", cast on 17+.
  • Vanhel's Danse Macabre has a 24" range, only moves the unit, does not give re-roll to Hit. Note that the unit may not move more than once per turn using this spell. Clarified that any characters in the unit are moved with it. Cast on 5+, boosted version on 10+.
  • Hellish Vigour has a base range of 24", gives the unit ASF and re-roll to hit.
  • The Battle Standard Bearer can have a magic banner with no points limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 points.
  • Updated art with higher-res upscaled versions.

    Wednesday, 15 July 2020

    Warhammer: Zombie Pirates of the Vampire Coast 9th Ed 1.11 out now!

    This update changes the following:

    • Volley guns only shoot D6 shots. Costs +2 pts rather than +5 pts for deck gunners.
    • Noctilus Wraith Storm is a direct damage spell with 18" range. It uses the large template and causes a S3 Hit on model covered by it.