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HomeHome / Total War: WARHAMMER III / Caravan of Blue Roses / Units / Black Coach
Black Coach Caravan of Blue RosesCaravan of Blue Roses Artillery & War Machines

Black Coach

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.

Black Coach

Unit Name

Black Coach

Main Unit Key

wh_main_vmp_veh_black_coach

Land Unit Key

wh_main_vmp_veh_black_coach

Land Unit Group Parents

Artillery & War Machines

Land Unit Group

Magic Chariot

Caste

Chariot

Category

War Machine

Class

Chariot

Custom Battle Cost

1100

Recruitment Cost

1100

Upkeep Cost

275

Number of Units

1

Hit Points

5964

├ Mount

2

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

gh1_cairn_wraith_wm_carriage01

├ Engines of War

wh_main_vmp_veh_black_coach

├ Engine Entity

wh_main_vehicle_vmp_black_coach_chariot

├ Engine Hit Points

8

├ Articulated

wh_main_vmp_black_coach

├ Articulated Entity

wh_main_vehicle_vmp_black_coach_articulation

├ Articulated Hit Points

8

├ Num Engines

1

├ Man Entity

wh_main_infantry_standard_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5940

Mass

1800

├ Engine Mass

1700.0000

└ Man Mass

100.0000

Armour

60

├ Armour

wh2_main_plate_60

├ Shield

none

Missile Block Chance

0

Leadership

40

Speed

75

├ Engine Speed

75

└ Man Speed

30

Melee Attack

29

Melee Defence

25

Weapon Strength

200

├ Melee Weapon

wh_main_vmp_black_coach

Base Weapon Damage

50

Armour-Piercing Weapon Damage

150

Bonus vs. Large

0

Bonus vs. Infantry

20

Charge Bonus

80

Abilities

  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Black Nimbus
    A pulsing nimbus of darkness envelops the Black Coach, making it sleeker and more resistant to enemies.
    [[img:ui/Battle UI/ability_icons/resistance_ward_save.png]] Damage Resistance +40
  • Black Scythes
    The Black Coach manifests gleaming scythes, as sharp as the night is dark.
    Armour-Piercing Weapon Damage x 150%
  • Unholy Vigour
    The Cairn Wraith and the skeletal steeds pulling the Black Coach are filled with unholy vigour.
  • Crumbling
    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.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

Attributes

  • 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.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

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 [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves.
  • Armour-Piercing
    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
    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.