Corpse Carts act like magnets for Dark Magic, drawing their power from the land itself and re-animating the dead around them. Sometimes a Corpse Cart is hung with a great bell, the clapper of which is a fell lodestone of eldritch provenance. When necromantic magic is thick in the air, the bell tolls and ripples of Dark Magic emanate from the Corpse Cart. Under the influence of this ominous knell, the dead are drawn back together and cadavers stagger to their feet. Other Corpse Carts are lit by braziers that burn with infernal flames. The smoke from these 'balefires' contains particles of Warpstone that can drive enemy Wizards temporarily insane. Though most were hunted down and put to the torch, for more than a thousand years the remaining Corpse Carts have wandered along the back roads and dirt tracks of Sylvania, wearing death and misery like a shroud. On dark nights, they enter ramshackle villages, stirring the dead in their graves and filling the dreams of slumbering peasants with visions of rot and death. These strange constructs are valued highly by Vampires, for Undead creatures near a Corpse Cart will fight with frenetic vigour, bolstering the battle line of their armies.
↑Magic Disruption : Increases the chance of enemy Wizards miscasting in close vicinity to a Corpse Cart.
↑Magical Aura: This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.
↑Regeneration: Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.
On top of the Vigour Mortis ability, (+5 MD and +5 MA to units in a radius) this unit also has the ability to slow the enemy Winds of Magic recharge rate. The more enemy units that are within its radius, the slower enemy magic will recharge. At 5 units within the carts vicinity, the enemy receives no additional Winds of magic. Niche, but can be useful against magic heavy or unit heavy factions.