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.
Unit Name Black Coach |
Main Unit Key wh_main_vmp_veh_black_coach |
Land Unit Key wh_main_vmp_veh_black_coach |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Magic Chariot |
Naval Unit Group Magic Chariot |
Soldiers 1 |
Caste Chariot |
Category War Machine |
Class Chariot |
Cost 1100 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
0 |
├ Engine wh_main_vmp_veh_black_coach |
├ Missile Weapon |
├ Projectile |
├ Missile Damage |
├ Missile Ap Damage |
└ Base Reload Time |
Accuracy 10 |
Range |
Reload 0 |
Shots Per Minute |
Ammunition 0 |
Melee Attack 24 |
120 |
├ Melee Weapon wh_main_vmp_black_coach |
├ Melee Damage Base 30 |
├ Melee Damage Ap 90 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 20 |
Charge Bonus 80 |
10 |
├ Base Defence 10 |
├ Shield none |
└ Shield Defence 0 |
60 |
├ Armour wh2_main_plate_60 |
├ Armour Defence 60 |
└ Shield Armour 0 |
5956 |
├ Man Entity wh_main_infantry_standard_blood_dismembers |
├ Man Speed 30 |
├ Man Health 8 |
├ Bonus Hit Points 5940 |
├ Mount wh_main_vmp_mnt_coach_nightmare |
├ Mount Entity wh_main_cavalry_standard_360_blood |
├ Mount Speed 78 |
└ Mount Health 8 |
Leadership (Base Morale) 40 |
Abilities
- 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. - 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. - {{tr:wh2_dlc09_undead_description}}
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. - 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 affects a large area.
Faction Availability | |
---|---|
The Eye of the Vortex | |
Mortal Empires |