About
Unit Description
Devilish chariots imbued with dark and eldritch power, driving the Undead to greater, more macabre acts.
Historical Description
Corpse Carts act like magnets for Dark Magic, drawing their power from the land itself and re-animating the dead around them. Sometimes a Corpse Cart is hung with a great bell, the clapper of which is a fell lodestone of eldritch provenance. When necromantic magic is thick in the air, the bell tolls and ripples of Dark Magic emanate from the Corpse Cart. Under the influence of this ominous knell, the dead are drawn back together and cadavers stagger to their feet. Other Corpse Carts are lit by braziers that burn with infernal flames. The smoke from these 'balefires' contains particles of Warpstone that can drive enemy Wizards temporarily insane. Though most were hunted down and put to the torch, for more than a thousand years the remaining Corpse Carts have wandered along the back roads and dirt tracks of Sylvania, wearing death and misery like a shroud. On dark nights, they enter ramshackle villages, stirring the dead in their graves and filling the dreams of slumbering peasants with visions of rot and death. These strange constructs are valued highly by Vampires, for Undead creatures near a Corpse Cart will fight with frenetic vigour, bolstering the battle line of their armies.
Abilities
Vigour Mortis
The Corpse Cart hardens shattered spirits and emboldens tattered bodies to ever greater acts of violence.
Regeneration
There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Crumbling
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
Disintegrating
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
Strengths & Weaknesses
Magical Aura
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
Regeneration
Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that
flaming attacks will cause more damage to units with Regeneration.
Detailed Stats
Battle Entity Stats |
Unit Size |
Small |
Unit Type |
Man |
Hit Points |
8 |
Walk Speed |
1.50 |
Run Speed |
3.00 |
Acceleration |
3.00 |
Deceleration |
4.00 |
Charge Speed |
3.80 |
Ch. Dist. to Commence Run |
30.00 |
Ch. Dist. to Adopt Pose |
25.00 |
Ch. Dist. to Pick Target |
25.00 |
Turn Speed |
120 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
War Machine |
Unit Class |
Chariot |
Move Action Points |
2100 |
Melee Attack |
10 |
Melee Defence |
22 |
Charge Bonus |
8 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
1 |
Morale |
55 |
Bonus Hit Points |
4884 |
Unit Stats |
Unit Caste |
Chariot |
Unit Weight |
Heavy |
Unit Group |
Magic Chariot |
Unit Group Parent |
Artillery & War Machines |
Recruitment Turns |
2 |
Recruitment Cost |
350 |
Upkeep Cost |
87 |
Unit Size |
1 |
Melee CP |
350 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Very Large |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
|
Weapon Damage |
20 |
Weapon AP Damage |
6 |
Building Damage |
40 |
Shield |
Missile Block Chance |
0 |