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Corpse Cart (Unholy Lodestone) | |
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Magic Chariot |
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1 | ![]() |
500 | ![]() |
125 |
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Mass Regeneration |
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Regeneration |
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Magical Aura |
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Armour | 45 | ||
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Leadership | 55 | ||
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Speed | 30 | ||
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Melee Attack | 10 | ||
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Melee Defence | 22 | ||
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Weapon Strength | 26 | ||
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Charge Bonus | 8 |
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When the lodestone bell rings, dark magic exudes and ripples across the battlefield.
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.
The ringing of the arcane bell atop the Corpse Cart inspires Undead minions to continue fighting, even when grievously wounded.
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.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit can hide in forests until enemy units get too close.
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
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.
Battle Entity Stats | |
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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 | |
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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 | |
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Unit Caste | Chariot |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 2 |
Recruitment Cost | 500 |
Upkeep Cost | 125 |
Unit Size | 1 |
Melee CP | 500 |
Missile CP |
Melee Weapon | |
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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 | |
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Armour Value | 45 |
Shield | |
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Missile Block Chance | 0 |