Zhao Ming, the Iron Dragon
Though the Iron Dragon possesses untold authority, decades of Warpstone experimentation have taken a toll upon his mind.A hardened frontier warrior, the Iron Dragon maintains the western edge of the empire and keeps the desert clans in order. A skilled alchemist, he uses the strange minerals of the Warpstone Desert to create unique weapons for his armies. Cabals of Metal and Fire Wizards are welcomed within his realm, much to the irritation of the Jade Dragon who sees the encouragement of sorcerous organisations outside of the Celestial Court as dangerous to the empire. These Sorcerers help the Iron Dragon in his experiments, and many magical weapons and armours are therefore forged in the Dragon’s cities.
Unit Name Zhao Ming, the Iron Dragon |
Main Unit Key wh3_main_cth_cha_iron_dragon_0 |
Land Unit Key wh3_main_cth_cha_iron_dragon_0 |
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 hu1e_mage_iron_dragon |
├ Man Entity wh3_main_cth_hum_iron_dragon_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 8416 |
1000 |
└ Man Mass 1000.0000 |
70 |
├ Armour wh2_main_plate_70 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 90 |
46 |
└ Man Speed 46 |
Melee Attack 55 |
60 |
430 |
├ Melee Weapon wh3_main_cth_iron_dragon_human |
├ Base Weapon Damage 290 |
├ Armour-Piercing Weapon Damage 140 |
├ 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 human form to Dragon 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% -
Warding Iron
The strength of the Dragon can be passed to their loyal troops for a short while, so they may have some resistance to magical attack.
[[img:ui/Battle UI/ability_icons/resistance_ward_save.png]] Damage Resistance +5 -
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
-
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. -
Hide (forest)
This unit can hide in forests until enemy units get too close. -
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. - Harmony Amplifier: +100%
This unit increases harmony bonuses for nearby units by +100%. Only the strongest amplifier bonus is applied. - Melee Expert
Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.