There's been a fair bit of information released over the last day or so.
it.
Night falls on Lustria. As you stand on the dock and peer seawards through the gathering mists, strain your ears. The jungle sounds behind you fade, and in their place comes a wet thudding, as of rotten rigging against a mouldy mast. The sound multiplies, and with it, the groan of a thousand breathless voices, joined in something part-shanty, part-dirge. Dread prows pierce the gloom ahead, and the ghastly truth is laid bare: upon the ghoul-winds come the swollen hulks and decaying vessels of the Vampire Coast! Run now – run hard and fast. For it is all you can do.
It was the undying lord Luthor Harkon that laid claim to a stretch of Lustria’s east coast. Ever since, it has been a domain where the dead stir, leading expeditions into the jungle interior or setting sail across the Great Ocean to commit wanton acts of piracy. But the insane Arch-Commodore Harkon is not the only unliving admiral who takes to the seas with pistol-armed crews of zombies, vampiric Depth Guard, Syreens and Mournguls… there are other pirate lords who command dreadfleets of their own, packed to the gunwales with crews press-ganged into eternal service.
These tyrants ply the seas seeking plunder of blood and gold. However, now that the vortex of Ulthuan weakens, the captains search for more than mere treasure… for the Star-Metal Harpoon lies in the deeps, a weapon powerful enough to bring the greatest Merwyrm of them all to heel!
Please note: This DLC is still in development and is subject to change.
Luthor Harkon
For centuries, Luthor Harkon has ruled a stretch of Lustrian shore known as the Vampire Coast.
He raided the temples of Lustria until the Old Ones could tolerate it no more and placed a hex upon him, shattering his mind. Harkon’s multiple identities now battle for dominance, but they have one common goal – to plunder the sacred places of the Lizardmen and use the power of their Slann artefacts to break the curse and heal his damaged mind…
Completely lacks spellcasting
To compensate for this he will be highly resistant to magic damage and will also confer this to nearby friendly units
Comes equipped with a pistol, which he can fire on the move
His rapier suggests that his splash attack profile should be similar to Sigvald/Wulfrik
Above average speed for the faction with medium durability
Armoured just enough to be considered ‘Armoured’
Count Noctilus
Count Noctilus was drawn to the maelstrom at the heart of the ocean to feast upon its dark magic. He performed a mighty ritual to transport himself, his castle, and all his undead minions to the Galleon’s Graveyard, a mystical place where the wrecks and hulks of the seas are drawn.
Reborn as Count Noctilus, he raised the shattered remains of sunken warships to form the hull of the Bloody Reaver and ride the waves of the mortal seas once more…
Caster that comes with a hybrid Lore of Vampires/Shadow
Relatively slow moving in comparison to other Vampire units
High mass
Heavily armoured
Able to regenerate lost HP
Comes equipped with a polearm, making him brutal versus armoured/large units (i.e. Ushabti/Reiksguard)
Aranessa Saltspite
Queen of the Tides, Aranessa Saltspite is one of the most respected and feared pirate captains of Sartosa. Some say she is the daughter of the sea god Manann himself and he whispers to her to take control of all the world’s oceans.
Now, many a sea-bloated corpse washes up against the Swordfysh’s hull, and so the Vampire first mates breathe unlife into them, creating a vast rabble of loyal crew, ready to serve at Captain Saltspite’s command.
As part of the living realm rather than the undead, she commands a human pirate crew known as the Sartosa Free Company, otherwise reluctantly sharing control of the denizens of the Vampire Coast.
Equipped with a halberd, making her ideal for countering armoured/large threats
Above average speed
Low armour/HP but above average melee defence
Sweeping attacks with halberd make her ideal for engaging blocks of infantry
Able to pin units with ‘Net’ ability
Base physical resistance to represent agility
Cylostra Direfin
Legend has it that the sea witch Cylostra Direfin was once the favourite court singer of the Bretonnian king.
Sent on a voyage across the ocean to sing for the Phoenix King, they were hit by a fierce storm. The madame’s notes turned to screams of fury as the ship sank, and all onboard drowned.
Decades later, a Bretonnian galleon of rotten wood and tattered sails can be seen navigating the seas even in the most savage of storms. It is The Lamprey, the ship of the vengeful spirit Madame Cylostra and her crew, the Drowned.
Ghostly form provides resilience to physical attacks
Otherwise fairly fragile, with little to no armour and mediocre melee defence
Powerful caster with access to the Lore of the Deep
Can use songs to reduces enemy movement speed and melee attack
Will be able to summon undead Bretonnian knights to guard her
Vampire Fleet Admiral (Male)
Hybrid melee/caster lord
Access to Vampires/Death/Deeps
Specialises in combating armoured/large threats
Vampire Fleet Admiral (Female)
Hybrid melee/missile/caster lord
Access to Vampires/Death/Deeps
Very adaptable due to loadout
Able to pick out characters with pistol while moving in
Vampire Fleet Captain (Female)
Hybrid melee/caster hero
Access to Vampires/Death/Deeps
Gunnery Wight
Support unit
Strong AP missile attacks
Accurate (for a zombie)
Provides buffs to nearby missile units
Replenishes ammo of nearby missile units
Mourngul Haunter
Vanguard deployment
Stalk
High AP anti-infantry damage
Regenerates HP in melee
Powerful charge
Large mass allows it to hunt enemy characters in a melee more easily
Zombie Pirate Deckhands Mob
Coming equipped with dual swords, these zombie pirates will be the backbone of most early-mid tier Coast armies
They will sit somewhere between Skeleton Warriors and Empire Swordsmen in the power curve
Zombie Pirate Deckhands (Polearm)
Meat shields
Strong versus armoured/large targets
Susceptible to being taken out by ranged fire
Zombie Pirate Gunnery Mob
The first missile unit available to Vampire Coast
Coming equipped with pistols and swords, these basic units will offer mediocre melee capabilities but massed pistol fire on the move
Zombie Pirate Gunnery Mob (Rifles)
Not necessarily an upgrade to the initial gunnery mob, this unit is more of a sidegrade
Able to lay down more punishing firepower than the basic gunnery mob, they sacrifice the ability to move and fire for longer range, accuracy, and stopping power
Zombie Pirate Gunnery Mob (Hand Cannons)
Another sidegrade, this time to the rifle-equipped gunnery mob
Instead of firing a solid shot, their weapons function more like blunderbusses
With these weapons, they excel at firing in to massed infantry ranks
Their weapons will also have significant knockback, giving the player a tool for disrupting enemy charges
Zombie Pirate Gunnery Mob (Bombers)
A smaller unit than other gunnery mobs, this unit will excel when throwing bombs into a melee
Most Vampire Coast units are fodder, thus when the inevitable friendly fire occurs the enemy is likely to have lost more than the player
Depth Guard
The first ‘sturdy’ infantry unit available to the Vampire Coast, this unit of heavy infantry will come equipped with a sword and a hook hand. They are equipped with two hand axes
Heavily armoured, they will have slightly less durability than the Grave Guard but they will bring more damage to the table
They will be vulnerable to missile fire due to their lack of a shield
Depth Guard (Polearm)
A sidegrade to the regular Depth Guard, this unit provides a significant anti-large threat to the Vampire Coast player
This will be the unit a player uses to defend their war machines and ranged units from cavalry and harassers
Scurvy Dogs
Performing the same role as Dire Wolves within the Vampire Counts roster but with its own distinctly nautical flavour
Syreens
Ethereal (near immune to physical damage, deals magic attacks, vulnerable to magic damage)
Relatively fast moving
Deals AP damage
Fell Bats
Performing the same role as the equivalent unit within the Vampire Counts roster but with its own distinctly nautical flavour
Deck Droppers
Use a pistol and sword
Good at harassing unarmoured targets and hunting enemy artillery
Deck Droppers (Handguns)
Flying missile cavalry
Come equipped with a rifle, making them a significant threat to even armoured enemies
Not designed for melee combat
Deck Droppers (Bombers)
Operating similarly to Terradon Riders with Fireleech Bolas, this unit will be able to drop salvos of bombs on top of enemy units
Deck Gunners
Coming in small numbers, these weapons teams are slow and vulnerable in melee
Long range
Armour-piercing
‘Shield-breaker’ contact effect
Pierce multiple entities
Carronade
This artillery unit functions much like the Empire and Dwarf cannons, providing long range anti-large firepower
Mortars
This artillery unit functions much like Empire mortars, providing indirect plunging fire that excels when employed against lightly armoured opponents
Bloated Corpse
Unique amongst all rosters, this’ a self-destructing unit.
Above average speed for roster.
Will explode upon contact with enemy or when HP falls below certain threshold.
Explosion will cause massive damaged to bunched up infantry.
Mournguls
Has vanguard deployment and stalk attributes, allowing them to close the distance between them and their enemies unseen
Above average movement speed and exceptionally fast charge speed
Resistant to missile damage but otherwise fairly fragile for their unit category
Deal substantial AP damage in melee, making them excel against infantry
Regenerate HP in combat due to their ‘Hunger’ ability
Animated Hulks
These will serve as the first ‘heavy’ unit available to the Vampire Coast
They are primarily there to screen for missile units, absorbing damage and dealing high raw damage to enemy units in melee
Rotting Prometheans
Significant upgrade to the Animated Hulks
High mass
Very high armour
Relatively slow
Charge defence versus large
Rotting Prometheans Gunnery Mob
Riders armed with disruptive hand cannons
High mass
Very high armour
Relatively slow
Charge defence versus large
Rotting Leviathan
Extremely high armour
High HP
High mass
High missile resistance
Charge defence versus all
Armour-piercing melee attacks
This unit also comes equipped with several riders armed with rifles, providing some passive AP missile power
Necrofex Colossus
Equipped with a large claw and four cannons strapped together, this unit provides heavy firepower from a durable monster frame
Able to move and fire
Rarely has line of sight blocked
Hybrid ranged/melee unit
Five riders equipped with rifles
Able to summon unit of Zombie Deckhands
Death Shriek Terrorgheist
Performing the same role as the equivalent unit within the Vampire Counts roster but with its own distinctly nautical flavour
Queen Bess (Cannon)
An enormous range
Fires in a parabolic arc
‘Monstrous Impact’ contact effect causes movement penalties to target
Slow reload speed
Enormous blast damage from impacts
Some things of note from the above; The Vampire Coast will be getting some varient shots for their cannons and artillery with grapeshot and quicklime to choose from. At least... I think that'll be an option, it was on the list when it was put up but seems to be missing now.
There's also a unit of zombies with bombs that I assume will be similar to miners with blasting packs or Deathglobe Bombadiers. The Deck Droppers can also come with either rifle armed zombies or bombs while the Bloated Corpse does function as an exploding suicide unit. It can also explode if it gets damaged enough.
Some things on the list and in the stream are a bit confusing. The Depth Guard were, in one of the screenshots, shown to be a unit of 26 models but in the stream it looked more like a unit of 64. There's also the unit of Sartosian pirates for Aranessa Saltspite that people are finding a little lackluster, though it was mentioned that they're still working on details so they might be changed between now and the release date.