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HomeHome / Total War: WARHAMMER III / The Northern Provinces / Units / Zhao Ming, the Iron Dragon
Zhao Ming, the Iron Dragon The Northern ProvincesThe Northern Provinces Lords

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.

Zhao Ming, the Iron Dragon

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

Hit Points

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

Mass

1000

└ Man Mass

1000.0000

Armour

70

├ Armour

wh2_main_plate_70

├ Shield

none

Missile Block Chance

0

Leadership

90

Speed

46

└ Man Speed

46

Melee Attack

55

Melee Defence

60

Weapon Strength

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.