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The Vampire Coast tech tree available to Vampire Coast Vampire Coast factions consists of technologies that unlock new advantages throughout the game. Research takes place constantly, but the rate at which discoveries occur can be increased by using heroes to spy or building additional research buildings at your settlements.

The Coast tech tree four multiple sections that focus on a different aspect of the campaign. For example, one focuses on buffing artillery and missile units.

Technologies[ | ]

Tech Prerequisite Cost Effects Description
Command
Tech cst command 00Command Crews Morale Leadership: +5 for Zombie Pirate Deckhands Mob units A place for everyone an everyone in their place.
Tech cst command 05Dominion Over Mortals Command Crews Public order Control: +2 The smallfolk will obey... if they wish to live.
Tech cst command 04Foreign Architect Command Crews Treasury Construction cost: -15% for infrastructure buildings Pirates have little time for landlubbing matters, so the expertise needed is drafted in from elsewhere.
Tech cst command 08Protection Racket Command Crews Income Income from Ports: +10% "You pay us and we keep the darkness at bay... After all, you wouldn't want one of your loved ones to have an... 'accident', would you?"
Tech cst command 10Quartermaster Command Crews Item ability Grants the Quartermaster follower to your faction The more brains you hvae, the more - and better - loot you will bring back to port.
Tech cst admirals 00The Pirate Code Command Crews Treasury Lord recruitment cost: -75% "Yarr, it's a code of conduct - articles, if you will. Think of it as insurance, like."
Tech cst piracy 14Silver Musket-Balls & Cutlasses Command Crews Bonus vs small Bonus vs infantry: +3 for Zombie Pirate Deckhands Mob, Zombie Pirate Gunnery Mob and Deck Droppers units "Just keep them pistols pointed away from your own Vampire Admirals, maties!"
Tech cst command 01Hardened Pirate Scum Command Crews Experience Recruit rank: +2 for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units There's no substitute for experience.
Tech cst command 11First Mate Command Crews Item ability Grants the First Mate follower to your faction Keeping the crew on side is important if you wish to remain in charge. A loyal chain of command helps with this.
Tech cst piracy 01Serrated Harpoon Command Crews Bonus vs large Bonus vs Lage: +3 for Zombie Pirate Deckhands Mob (Polearms) and Depth Guard (Polearms) units There's no wriggling out of this one - the harpoon-blade has a barbed edge which tears the flesh of monstrous targets as they struggle to escape.
Tech cst command 07Marines' Upkeep Command Crews Military spending Upkeep: -15% for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units If you can keep your head while all around you are literally losing theirs...
Tech cst command 09Raise the Masses Command Crews Growth Growth: +5 "Our power shall grow greater and greater with every tide..."
Tech cst command 12Seascape Artist Command Crews Item ability Grants the Seascape Artist follower to your faction It's useful to get an idea of what your destination looks like, as there's barely a moment to think once the cannons start.
Tech cst command 02The Converted Command Crews Agent Hero recruit rank: +5 Outstanding veterans, seasoned and with command cause and purpose, are invaluable to the seafaring adventurer.
Tech cst vampiric 05Unliving Reflexes Command Crews Defence Melee defence: +5 for Zombie Pirate Deckhands Mob, Depth Guard and Zombie Pirate Gunnery Mob units Those controlled by occult means confound their putrid, decrepit forms.
Tech cst command 03Centuries in Command Command Crews Army Lord recruit rank: +5 If you're still at sea centuries later and not dead or starving in a gibbet somewhere, chances are you're doing something right.
Tech cst command 06Unliving Labour Force Command Crews Construction Construction time: -35% for all buildings Obedient and unquestioning, if a little slack-jawed.
Legendary Admirals
Tech cst piracy 00Admirals' Astrolabes Attrition Immune to Storm and Reef attrition (all armies) A good pirate has the instruments to plot the safest course through the deadliest of seas.
Tech cst admirals 04Disreputable Admiral Admirals' Astrolabes Icon infamy large 2000 Army Adds the Vampire Fleet Admiral (Vampires) Trusty Montford to your faction's Icon Army Lord pool It only takes a bit of light flogging and denial of shore leave for a less-than-stellar reputation to develop.
Tech cst admirals 02Infamous Admiral Admirals' Astrolabes Icon infamy large 2000 Army Adds the Vampire Fleet Admiral (Deep) O'Bones Macdonald to your faction's Icon Army Lord pool "I knew a man who served under 'em once - they takes no prisoners 'n' gives no quarter whatsoever."
Tech cst admirals 03Notorious Admiral Admirals' Astrolabes Icon infamy large 2000 Army Adds the Vampire Fleet Admiral (Death) Burke Black to your faction's Icon Army Lord pool Notoriety can be acquired for a number of reasons, but mostly for those of the insalubrious kind.
Tech cst admirals 01Dread Admiral Admirals' Astrolabes Icon infamy large 2000 Army Adds the Vampire Fleet Admiral (Deep) Two Toes Adley to your faction's Icon Army Lord pool "Nah - I'll tell yer - you see that banner, you turn the ship around, as they'll be upon yer before you can scream 'Manann, protect us!'"
Firepower
Tech cst firearms 00Gunnery Crews Ranged damage Missile strength: +5% for Zombie Pirate Gunnery Mob units Battles at sea are tense, nerve-wracking and bloody. Obey orders - and quickly - if you want to survive.
Tech cst firearms 01Maintained Cannons Gunnery Grews Ranged damage Missile strength: +10% for Mortar, Carronade, Deck Gunners, and Queen Bess units "That's right, lad, get that sponge right down inside - we want to blow the enemy to kingdom come, not ourselves!"
Tech cst firearms 04Clean Yer Bores! Gunnery Crews Military spending Upkeep: -15% for Mortar, Carronade, Deck Gunners and Queen Bess units Leaving residue inside a cannon between battles is a sure-fire way of blowing yourselves up! A good maintenance schedule guards against this.
Tech cst piracy 13Black Powder Oxides Gunnery Crews Ranged damage Missile strength: +5% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units The hotter the explosion, the more easily their rags and dry bones will light up.
Tech cst firearms 09Throwing-Bombs Gunnery Crews Item ability Grants the Throwing Bombs banner to your faction Not as important when the bomber is already dead, but a full complement of limbs should remain a priority.
Tech cst firearms 09Magazine Gunnery Crews Ammo Ammunition: +20% for Mortar, Carronade, Deck Gunners, and Queen Bess units ...because running out of shot during a violent seaborne action is not an option.
Tech cst firearms 06Stolen Imperial Ordnance Gunnery Crews Armour piercing Armour-piercing missile damage: +20% for Zombie Pirate Gunnery Mob and Deck Droppers units What they don't have really *can* hurt them quite badly, as it turns out!
Tech cst piracy 02Percussion Caps Gunnery Crews Ammo Ammunition: +15% for Zombie Pirate Gunnery Mob, Deck Droppers and Rotting Prometheans Gunnery Mob units "Flintlocks are a thing of the past; today, we sail into a dark, bloody future."
Tech cst firearms 07Powder Monkey Gunnery Crews Item ability Grants the Powder Monkey follower to your faction Warships are cramped, hot and dirty, so keeping a small, eager youth around to bring up powder from below makes a lot of sense.
Tech cst firearms 03Trained Gun Hands Gunnery Crews Experience Recruit rank: +2 for Mortar, Carronade, and Deck Gunners units Practice goes a long way towards preparing a crew for the real thing.
Tech cst firearms 05Steadier Aim Gunnery Crews Accuracy Range: +10% for Zombie Pirate Gunnery Mob and Deck Droppers units Being technically dead can have its advantages when the fight reaches screaming pitch.
Tech cst piracy 05Forged-Steel Shot Gunnery Crews
  • Treasury Recruitment cost: -10% for Necrofex Colossus units
  • Armour piercing Armour-piercing missile damage: +10% for Necrofex Colossus units
Even Dwarfen armour twists and cracks under a barrage of Nuln-forged steel.
Tech cst firearms 08Master Gunner Gunnery Crews Item ability Grants the Master Gunner follower to your faction An expert in his field, able to keep his head under pressure and with a dead-eyed stare.
Salvage
Tech cst vampiric 00Salvage Crews Replenishment Casualty replenishment rate: +10% for Zombie Pirate Deckhands Mob and Zombie Pirate Gunnery Mob units Death is no escape.
Tech cst vampiric 01Corrupt the Land Salvage Crews Corruption vampiric Vampiric corruption: +2 (all provinces) "All shall know that we are here as masters to rule!"
Tech cst vampiric 04Efficient Necromancy Salvage Crews Treasury Raise dead cost: -10% Knowing the shortcuts, and now best to deploy them, saves time when it really counts.
Tech cst piracy 03Salvaged Arsenal Salvage Crews Weapon damage Weapon strength: +20% for Zombie Pirate Deckhands Mob and Depth Guard units The best way to fell an empire is to use their own weapons and armour against them.
Tech cst vampiric 11Skull & Crossbones Salvage Crews Item ability Grants the Skull & Crossbones banner to your faction "Come on, me hearties, let's get at 'em... Yarrrr!!!!!!!"
Tech cst vampiric 02Supernatural Regeneration Salvage Crews Replenishment Casualty replenishment rate: +10% "Rise, me hearties, risssssssse!"
Tech cst vampiric 07Protection from the Elements Salvage Crews Resistance magic Spell resistance: 20% for Animated Hulks, Bloated Corpse, and Mourngul units "No elemental power shall halt them, nor spell nor hex nor charm..."
Tech cst vampiric 06Protective Hide Salvage Crews Resistance missile Missile resistance: 20% for Scurvy Dogs, Fell Bats, Deck Droppers, and Death Shriek Terrorgheist units It won't save you from a cannonball in the face, but smaller, indirect shot may be deflected.
Tech cst vampiric 10Spell of the Necromancer's Apprentice Salvage Crews Item ability Grants the Spell of the Necromancer's Apprentice banner to your faction "Power of Undeath, flow through my fingers and align their fallen hearts to my will!"
Tech cst vampiric 03Straining at the Leash Salvage Crews
  • Battle movement Speed: +10% for Animated Hulks, Mournguls, Rotting Prometheans, and Rotting Leviathan units
  • Charge Charge bonus: +15 for Animated Hulks, Mournguls, Rotting Prometheans, and Rotting Leviathan units
"Blurgggh! Blurgggh! Aaaaaaaaaaaaaaarrggh!!!!"
Tech cst vampiric 08Reinforced Carcasses Salvage Crews Resistance physical Physical resistance: 20% for Rotting Promeatheans, Rotting Prometheans Gunnery Mob, Rotting Leviathan and Necroflex Colossus units Magical protection is useful, but cannonballs take the limbs and lives of precious beasts.
Tech cst vampiric 09Enduring Reanimation Salvage Crews
  • Military spending Upkeep: -10% for Animated Hulks, Bloated Corpse, Syreens, Rotting Prometheans, Rotting Promeatheans Gunnery Mob, Mournguls, Rotting Leviathan and Necrofex Colossus units
  • Turns Recruitment duration: -1 turn for Animated Hulks, Bloated Corpse, Syreens, Rotting Prometheans, Rotting Promeatheans Gunnery Mob, Mournguls, Rotting Leviathan and Necrofex Colossus units (minimum 1)
Bound to their captain's will for eternity and beyond.
Tech cst vampiric 12Ship's Carpenter Salvage Crews Item ability Grants the Ship's Carpenter follower to your faction The ship's carpenter repairs battle and storm damage - often whilst they rage and writhe about him!
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