I reckon one of the most distinctive differences this army should have from the VC, is firearms, because what self respecting pirate lacks cannons and pistols?
So heres some unit ideas.
Rare: Ghastly Guns
Composition: 2-4 cannons, using either the stats of galonzos galloping guns, or of the ogre leadbelcher guns, or some variation of those (these are smaller guns than the great cannons of the empire, brought ashore from the ships)
Crew- 3 zombies per cannon, + 1 corpse bombardier
Upgrades:
The Ghastly Guns may purchase grapeshot as an upgrade
Grapeshot: Instead of firing its standard round shot, the battery may fire grapeshot. Uses a round blast template and has a lower str and less range.
Rare/Hero (Special Character War Machine): The Black Bombard of Cthulu/the deeps
A huge behemoth of a cannon, The Black Bombard is rumoured to be a cannon that was forged for one of the great ships of the dark fleet of nagash himself, but was lost at sea. It lay in the depths for years, until it was found.
This cannon would stats in between the great cannon and the hellcannon.
Crew: 5 zombie pirates, Hreko the rotten (the zombie who directs the cannon)
Special Rules: Undead
Causes Fear
Ammo Choices: The Black Bombard may fire one of two ammo types. The range must be guessed when firing.
Grim Cannonball: The Grim Cannonball works like the great cannons cannonball (higher str however). Units hit by the Grim Cannonball must take a fear test.
Noxious Shell: The Noxious shell is loaded with a vile plague. Its uses a blast template, and any wounds inflicted upon the unit spawn zombie pirates which appear in base contact with the affected unit.
Unstable Enchantment: Before each shot, but after choosing which ammo to use, roll a d6. On a 1, roll on the following table.
d6-
1- Catastrophic Explosion- The Black Bombard explodes, causing str 3 hits to any model within d6+3 inches. Remove the Black Bombard itself from play. If its crew survive, they remain on the board.
2- Hang Fire!- The Ammunition detonates in the air above the barrel. Place a blast template on the black bombard. Anything under the template is hit as if hit by the chosen ammunition.
3- Look Out!- Roll a scatter dice. The Black Bombard Fires the previously selected ammunition in that direction, at the guessed range with d6 inches taken off the range.
4- Jammed!- The Black Bombard does not fire, and may not fire for d3 turns
3- Minor Jam- The Black Bombard does not fire, and may not fire for one turn.
2- Caught in the mechanism- One of the Black Bombards zombie crew is caught in the mechanism of the cannon, and killed.
1- Powder Failure- The Black Bombard fails to fire, but nothing else happens.
So heres some unit ideas.
Rare: Ghastly Guns
Composition: 2-4 cannons, using either the stats of galonzos galloping guns, or of the ogre leadbelcher guns, or some variation of those (these are smaller guns than the great cannons of the empire, brought ashore from the ships)
Crew- 3 zombies per cannon, + 1 corpse bombardier
Upgrades:
The Ghastly Guns may purchase grapeshot as an upgrade
Grapeshot: Instead of firing its standard round shot, the battery may fire grapeshot. Uses a round blast template and has a lower str and less range.
Rare/Hero (Special Character War Machine): The Black Bombard of Cthulu/the deeps
A huge behemoth of a cannon, The Black Bombard is rumoured to be a cannon that was forged for one of the great ships of the dark fleet of nagash himself, but was lost at sea. It lay in the depths for years, until it was found.
This cannon would stats in between the great cannon and the hellcannon.
Crew: 5 zombie pirates, Hreko the rotten (the zombie who directs the cannon)
Special Rules: Undead
Causes Fear
Ammo Choices: The Black Bombard may fire one of two ammo types. The range must be guessed when firing.
Grim Cannonball: The Grim Cannonball works like the great cannons cannonball (higher str however). Units hit by the Grim Cannonball must take a fear test.
Noxious Shell: The Noxious shell is loaded with a vile plague. Its uses a blast template, and any wounds inflicted upon the unit spawn zombie pirates which appear in base contact with the affected unit.
Unstable Enchantment: Before each shot, but after choosing which ammo to use, roll a d6. On a 1, roll on the following table.
d6-
1- Catastrophic Explosion- The Black Bombard explodes, causing str 3 hits to any model within d6+3 inches. Remove the Black Bombard itself from play. If its crew survive, they remain on the board.
2- Hang Fire!- The Ammunition detonates in the air above the barrel. Place a blast template on the black bombard. Anything under the template is hit as if hit by the chosen ammunition.
3- Look Out!- Roll a scatter dice. The Black Bombard Fires the previously selected ammunition in that direction, at the guessed range with d6 inches taken off the range.
4- Jammed!- The Black Bombard does not fire, and may not fire for d3 turns
3- Minor Jam- The Black Bombard does not fire, and may not fire for one turn.
2- Caught in the mechanism- One of the Black Bombards zombie crew is caught in the mechanism of the cannon, and killed.
1- Powder Failure- The Black Bombard fails to fire, but nothing else happens.