Corpse Cart (Unholy Lodestone)

ID: wh_dlc04_vmp_veh_corpse_cart_2


Corpse Cart (Unholy Lodestone)
Magic Chariot
1 500 125
Mass Regeneration
Magical Aura
Armour 45
Leadership 55
Speed 30
Melee Attack 10
Melee Defence 22
Weapon Strength 26
Charge Bonus 8


Unit Description

When the lodestone bell rings, dark magic exudes and ripples across the battlefield.

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.


Unholy Lodestone

The ringing of the arcane bell atop the Corpse Cart inspires Undead minions to continue fighting, even when grievously wounded.

Vigour Mortis

The Corpse Cart hardens shattered spirits and emboldens tattered bodies to ever greater acts of violence.


There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.


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.


The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Hide (forest)

This unit can hide in forests until enemy units get too close.


Strengths & Weaknesses

Magical Aura

This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.

Mass Regeneration

Regenerates nearby friendly units’ hit points.


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 500
Upkeep Cost 125
Unit Size 1
Melee CP 500
Missile CP


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
Armour Value 45
Missile Block Chance 0