Zhao Ming, the Iron Dragon
Incomparable elemental wisdom paired with the raw Celestial power of a Dragon.The other Dragons have in the past questioned the sanity of their brother, fearing that his proximity to the Great Maw might have somehow poisoned his mind. While there is no solid evidence of this, the Iron Dragon is prone to strange moods and unpredictability – though nothing to date has ever threatened the empire. Certainly, the Celestial Dragon has never questioned the devotion of his son or his right to rule the western part of the empire. Zhao Ming may appear in either as a man or in Dragon-form depending on his desire, and may even transform during the course of a battle.
Unit Name Zhao Ming, the Iron Dragon |
Main Unit Key wh3_main_cth_cha_iron_dragon_1 |
Land Unit Key wh3_main_cth_cha_iron_dragon_1 |
Land Unit Group Parents Lords |
Land Unit Group Wizard |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1600 |
Recruitment Cost 1000 |
Upkeep Cost 500 |
Number of Units 1 |
8424 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts dr04_dragon_iron |
├ Man Entity wh3_main_cth_mon_iron_dragon_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 8416 |
3500 |
└ Man Mass 3500.0000 |
100 |
├ Armour wh2_main_body_100 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 90 |
65 |
└ Man Speed 65 |
Melee Attack 50 |
50 |
580 |
├ Melee Weapon wh3_main_cth_iron_dragon_dragon |
├ Base Weapon Damage 145 |
├ Armour-Piercing Weapon Damage 435 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 35 |
Abilities
-
Transformation of the Dragon
Zhao Ming has the innate power to transmogrify from Dragon form to human and back again at will, and often at the most opportune moments. -
Master of Alchemy
Base metals may be transmuted and transformed, so that they might strike harder and better at the Celestial Emperor's enemies.
Base Missile Damage x 125%
Base Weapon Damage x 130% -
Hardened Scale
The Dragon is ever-resilient to magical attack – both scales and will are like the hardest metal known to mortal men.
[[img:ui/Battle UI/ability_icons/resistance_ward_save.png]] Damage Resistance +40 -
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% -
Arcane Conduit
A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
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. -
Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses. -
Can Fly
This unit can fly. -
Mastery of Elemental Winds
When two or more units in the same army share this attribute, intensity increases the power of spells cast.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells. - Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - 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.