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Okay, I'm not entirely certain if this is the correct forum, but whatever... These are a group of proposed revisions for the "Zombie Pirates of The Vampire Coast" army list in UKWD306. Please tell me whether you agree with any of them.
ARMY SPECIAL RULES:
Guns hit on 5-6 with modifiers allowed. (Up to hitting on 6s)
The Tomb King skeletons hit on a 5+ with no modifiers possible, so I felt that dead pirates who have been using these weapons all their lives would be able to hit on a bit more than just a 6, even if they are dead.
Army may be taken below 2000, but if taken to 2000 or above must be led by Harkon.
Not only does this make the army more usable, but it lets players tailor their armies to the smaller vampire fleets of the coast, like that of Jach Sparrowhawk or Franko Darke.
Enchanted Item: Ebony Skulls (35 points)
It just seemed rather silly for the Zombie Pirate army to not be able to use the Zombie Pirates. Lowering the cost makes it more affordable, as it is unlikely that the Skulls would be a rarity in an army of Harkonâ€™s devising. (See NEW UNITS)
Syreen: Costs +10 Points
Syreen: Gains the â€śKiss of Undeathâ€? special rule
The Syreen may use the bound spell â€śKiss of Undeathâ€?.
Kiss of Undeath: Bound Spell
Power Level 6+
If successfully cast, add D6 Deckhands or Gunners to any Zombie Pirate Deckhands or Zombie Pirate Gunners unit the Syreen is in base-to-base contact with.
Razortooth Rats: Gain the Swarm special rule
The stats and special rules all point towards them being swarms, but it doesnâ€™t say so. This would correct it, rather than them being extremely tough rats.
Rotting Leviathan: Attack value changed to 2D6
As it was a single Animated Hulk could have more attacks with â€“1 Strength, but rather than nerfing the Hulks I felt it would be better to just up the ante on the Leviathan and keep in with the information that bigger animations often provide â€śmore unpredictable resultsâ€?
Hero Choice: Navigator:
Navigators, who have spent their whole lives with the eight-points staring at them, magical or no, are among those non-wizards who are particularly sensitive to magic, and often men who have (in their own way) studied the winds can have the power awoken in them by exposure to enough arcane energy. Such men are to be found in Harkonâ€™s fleet, their deeply buried abilities turned to Necromancy by their transformation into the undead.
Equipment: Pistol and Handweapon
Special Rules: Level 1 Wizard
The Navigator knows the Invocation of Nehek Necromancy spell, and can only use the lowest power level.
The Navigator may be upgraded to a Level 2 Wizard for +35 points. If this option is taken he also learns the Howler Wind spell.
The Navigator may take up to 50 points of magic items.
Special Choice: Zombie Pirates:
As seen in UKWD 305.
Last edited by Willywonka; May 30th, 2005 at 16:50.
This thread would belong in the "Rules Development" section.
I like your changes. Another hero option is good, especially since fleet captains are somewhat limited and with such a wide array of magical items available, only a few can end up being used.
Most everything makes sense. I'm less certain about the navigator. The unusual mix of spells lacks fluff coherence, but strategically, I like the mix quite a bit. What sort of magic items are or are not available to these characters?
Raising more zombies is good, and you place limitations on doing so. I mean, it's not as if Harkon has a limited supply of zombies that he keeps in a cave. He raises them somehow, and as they are absoultely pathetic fighters and shooters, there should be some payoffs.
I like the 5's or 6's for shooting. Your reasoning is sensible, and always needing sixes makes me very reluctant to bother with the army. I've watched my friends with shooty armies, and sixes are too unreliable.
Actually it is 5's, and that is because of some blessing.The Tomb King skeletons hit on a 4+ with no modifiers possible
Changes seem ok, I'm just wondering if it is worth trying to fix the list though.. It certainly holds no appeal for me, except for the nice artillery of course but that doesn't make taking the rest of the list worth it IMO.
Well, I kinda thought that since he's a navigator he would be able to use wind magic, but I was undecided about which one (out of Chill and Howler) he should be able to use.
I've decided to remove the Chill Wind spell for the Necromancer as three spells for a Lvl 2 IS a bit odd, and mixing lores does complicate things. But he keeps the Howler Wind at Lvl 2.
The navigator can take 50 points of Magic Items, just like most other heroes.
The reason I restricted the zombie-making was that obliviously GW didn't intend for the army to move in that direction, but a small bit of revival would really aid the army.
If I wanted to send this to GW, what e-mail adress would I send it to?
As anyone who's seen the WD list knows- though the ZP are a fun army they're plagued by bad and sometimes down right stupid rules.
I'm going to attempt to put some of these right-
Fleet Captain- allow them to be the General in battles under 2,000 pts
Battle Standard- causes the units within 12" to suffer 1 less wound from combat resolution- re-rolling break tests would be nice were it not an undead army.
Brain not so dead- Scurvy Dogs shouldn't fight last they're the same cost as Dire Wolves but the brain dead rule makes them a lot worse.
Deck Gunners- shouldn't be so sucky, making them a special choice makes that fact even worse.
Bloated Corpse- waaay too good they should be restricted in some way- not sure how though.
Comments so far?
I still hate Twiglets!
Personally I'd keep Scurvy Dogs brain dead as it's one of the army's themes and lower the points as neccessary
Or just proxy a more viable Undead army who knows! :lol:
thanks Alana and we love you for your hard work!problem is "Slavering Charge" kinda contradicts "Brain Dead" one suggests speed, the other suggests shambling mindlessly.Originally Posted by Dark Lioness
I still hate Twiglets!
Fair point fast cavalry stiking last is a little odd
so what to do with Rasing the Dead?
In my oppinion it should either be creating new units or topping up old ones- afterall that is a key difference with VC and TK. One raises the dead, the other kind of restores its units. :lol: