Black Coach

ID: wh_main_vmp_veh_black_coach


Black Coach
Magic Chariot
1 1200 300
Evocation of Death
Causes Terror
Armour 60
Leadership 40
Speed 30
Melee Attack 24
Melee Defence 10
Weapon Strength 120
Charge Bonus 80


Unit Description

On the field of battle, Black Coaches channel magical energy, making them both stronger in defence and on the charge.

Historical Description

Legend has it that the driver of a Black Coach is a Wraith of some kind, and that grisly Nightmares pull it to war. On the battlefield, it feeds on magics wielded by sorcerers both mortal and ever-living. Driven on by the undying will of the Vampire couched within it, the Coach crushes or scythes down the ranks of the enemy without slowing. By creating a Black Coach, the Vampire's retainers can transport their master's rejuvenating form to places of slaughter. This allows the Vampire to revivify himself, drinking in the coalescing energies that swirl around the crucible of war. Each Black Coach is a magnet for such baleful forces; as it drives onward, it draws in the energies of the battlefield, shimmering with sorcerous power until it is all but unstoppable.


Black Nimbus

A pulsing nimbus of darkness envelops the Black Coach, making it sleeker and more resistant to enemies.

Black Scythes

The Black Coach manifests gleaming scythes, as sharp as the night is dark.

Unholy Vigour

The Cairn Wraith and the skeletal steeds pulling the Black Coach are filled with unholy vigour.


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.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.


Strengths & Weaknesses


Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.


The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

Evocation of Death

The Black Coach feeds on magical energy that bolsters its resistance and strengthens its charge.

Causes Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

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 24
Melee Defence 10
Charge Bonus 80
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 40
Bonus Hit Points 5940
Unit Stats
Unit Caste Chariot
Unit Weight Heavy
Unit Group Magic Chariot
Unit Group Parent Artillery & War Machines
Recruitment Turns 3
Recruitment Cost 1200
Upkeep Cost 300
Unit Size 1
Melee CP 1200
Missile CP


Melee Weapon
Weapon Size Very Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 20
Weapon Damage 30
Weapon AP Damage 90
Building Damage 40
Armour Value 60
Missile Block Chance 0