Black CoachOn 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.
Unit NameBlack Coach
Main Unit Keywh_main_vmp_veh_black_coach
Land Unit Keywh_main_vmp_veh_black_coach
Naval Unit Keywh_main_shp_transport
Land Unit GroupMagic Chariot
Naval Unit GroupMagic Chariot
Custom Battle Cost1100
├ Missile Weapon
├ Missile Damage
├ Missile Ap Damage
└ Base Reload Time
Shots Per Minute
├ Melee Weaponwh_main_vmp_black_coach
├ Melee Damage Base30
├ Melee Damage Ap90
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry20
├ Base Defence10
└ Shield Defence0
├ Armour Defence60
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_blood_dismembers
├ Man Speed31
├ Man Health8
├ Bonus Hit Points5400
├ Mount Entitywh_main_cavalry_standard_360_blood
├ Mount Speed80
└ Mount Health8
Leadership (Base Morale)40
- 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.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- 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.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
Strengths & Weaknesses
- Evocation of Death
The Black Coach feeds on magical energy that bolsters its resistance and strengthens its charge.
- Causes Terror
This unit can fear themselves.
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.
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 effects a large area.