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HomeHome / Total War: WARHAMMER III / The Western Provinces / Units / Dragon-blooded Shugengan Lord (Yin) (Warhorse)
Dragon-blooded Shugengan Lord (Yin) (Warhorse) The Western ProvincesThe Western Provinces Lords

Dragon-blooded Shugengan Lord (Yin) (Warhorse)

Powerful Sorcerers second only to the Dragons themselves, Shugengan can bend the eight winds to their whims.

The Dragon-blooded are natural Sorcerers, and many take to mastery of the Elemental Winds as easily as wielding a blade or crossbow. The most powerful of them are known as the Shugengan, an elite arm of the Celestial Court that stands equal to, but apart from, the Astromancers. The Shugengan practise their own form of High Magic – focused on the Yang or Yin branches of the elemental winds – known as Feng Shi, and can conjure the most powerful magics known to the empire. Only the Dragons themselves are able to command the Elemental Winds more skilfully.

Dragon-blooded Shugengan Lord (Yin) (Warhorse)

Unit Name

Dragon-blooded Shugengan Lord (Yin) (Warhorse)

Main Unit Key

wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_1

Land Unit Key

wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_1

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

War Beast

Class

Command

Custom Battle Cost

900

Recruitment Cost

1100

Upkeep Cost

300

Number of Units

1

Hit Points

4972

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1e_hr1_warhorse_mage_lord

├ Man Entity

wh3_main_cth_hum_shugengan_yin_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4964

Mass

800

└ Man Mass

800.0000

Armour

70

├ Armour

wh2_main_chainmail_70

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

38

└ Man Speed

38

Melee Attack

55

Melee Defence

40

Weapon Strength

400

├ Melee Weapon

wh3_main_cth_shugengan_lord

Base Weapon Damage

280

Armour-Piercing Weapon Damage

120

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

50

Abilities

  • Will of the Dragons
    The Dragons have ruled Cathay for centuries. Their power will never be questioned by their imperial subjects, who understand their place and role in the world perfectly.
    Leadership +4
  • 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.
  • Harmony Amplifier: +50%
    This unit increases Harmony bonuses for nearby units by +50%. Only the strongest amplifier bonus is applied.