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Black Coach | |
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Magic Chariot |
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1 | ![]() |
1200 | ![]() |
300 |
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Evocation of Death |
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Armour-Piercing |
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Anti-Infantry |
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Causes Terror |
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Armour | 60 | ||
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Leadership | 40 | ||
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Speed | 30 | ||
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Melee Attack | 24 | ||
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Melee Defence | 10 | ||
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Weapon Strength | 120 | ||
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Charge Bonus | 80 |
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On the field of battle, Black Coaches channel magical energy, making them both stronger in defence and on the charge.
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.
A pulsing nimbus of darkness envelops the Black Coach, making it sleeker and more resistant to enemies.
The Black Coach manifests gleaming scythes, as sharp as the night is dark.
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.
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 cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
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.
The Black Coach feeds on magical energy that bolsters its resistance and strengthens its charge.
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.
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 | 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 | |
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Unit Caste | Chariot |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 3 |
Recruitment Cost | 1200 |
Upkeep Cost | 300 |
Unit Size | 1 |
Melee CP | 1200 |
Missile CP |
Melee Weapon | |
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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 | |
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Armour Value | 60 |
Shield | |
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Missile Block Chance | 0 |