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Hero(Romance)
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
1
1 Zhang Bao
Veteran / Veteran / (3k_dlc04_hero_wood_zhang_bao)
Zhang Bao

1 625 0 0 45 24000 119 30 1178 871 0% 0% 35 0 0% NAN
General(Records)
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
2
41 Zhang Bao
Veteran / Veteran / (3k_dlc04_general_wood_zhang_bao)
Zhang Bao

41 2190 0 0 34 73200 119 30 1178 871 0% 0% 35 0 0% NAN
Melee Infantry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
3
80 Huanglao's Paragons
Melee Infantry / Sword Infantry / (3k_dlc04_unit_metal_huanglao_s_paragons)
Huanglao's Paragons
The Old Master helped define the way. In his name, these warriors will see the world set right.
80 450 300 80 40 48000 78 30 65 16 30% 0% 32 0 0% NAN
4
160 Peasant Volunteers
Melee Infantry / Glaive Infantry / (3k_dlc04_unit_metal_peasant_volunteers)
Peasant Volunteers
The peasants, born from nothing into nothing, will see this rebellion won.
160 400 320 85 24 96000 70 24 37 0 13% 0% 7 0 0% NAN
5
40 Bringers of Peace
Melee Infantry / Axe Infantry / (3k_dlc04_unit_metal_bringers_of_peace)
Bringers of Peace
Peace can only be attained through struggle and strife - a pair of axes are helpful in this regard.
40 525 400 105 44 72000 128 30 14 32 37% 0% 32 0 0% NAN
6
160 Sabre Militia
Melee Infantry / Sword Infantry / (3k_main_unit_metal_sabre_militia)
Sabre Militia
Assault infantry armed with zhibeidao swords to break enemy spear lines.
160 450 450 120 26 96000 100 30 20 6 32% 20% 20 2 60% NAN
7
160 Sabre Defectors
Melee Infantry / Sword Infantry / (3k_dlc04_unit_metal_sabre_defectors)
Sabre Defectors
A sabre, and warrior, trained by the Han, raised by the Han, and now blooded by them.
160 525 500 135 30 96000 120 30 20 6 32% 20% 20 2 60% NAN
8
160 Redeemed Outlaws
Melee Infantry / Sword Infantry / (3k_dlc04_unit_metal_redeemed_outlaws)
Redeemed Outlaws
For the crime of defying the Han, the Yellow Turbans offer a choice much preferable to the barbaric 'justice' of the state.
160 575 550 145 39 96000 99 30 25 8 30% 20% 20 2 60% NAN
9
160 Exemplars of the Tao
Melee Infantry / Axe Infantry / (3k_dlc04_unit_metal_exemplars_of_the_tao)
Exemplars of the Tao
The Tao is the eternal quest for enlightenment. War may not aid that quest, but it's a necessary evil all the same.
160 750 850 225 44 115200 98 30 11 22 33% 20% 32 10 55% NAN
10
160 Imperial Sword Guard
Melee Infantry / Sword Infantry / (3k_dlc04_unit_metal_imperial_sword_guard)
Imperial Sword Guard
At the gates of the imperial palace, these warriors stand, guarding the emperor with steel brandished!
160 1250 1200 320 54 96000 214 24 20 15 55% 15% 53 20 60% NAN
Polearm Infantry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
11
160 Ji Militia
Polearm Infantry / Halberd Infantry / (3k_main_unit_wood_ji_militia)
Ji Militia
Peasant militia armed with polearms; an expendable but versatile main force on the frontlines.
160 450 450 120 22 96000 22 20 20 20 6% 0% 20 0 0% NAN
12
160 Ji Defectors
Polearm Infantry / Halberd Infantry / (3k_dlc04_unit_wood_ji_defectors)
Ji Defectors
The oppressed, although coerced into service by the Han dynasty, will gladly turn their weapons back on their former masters.
160 475 450 120 20 96000 51 20 20 20 6% 0% 20 0 0% NAN
13
160 Ascetics of the Way
Polearm Infantry / Spear Infantry / (3k_dlc04_unit_wood_ascetics_of_the_way)
Ascetics of the Way
When the cause is all you know, you proclaim it to everyone you meet, even your enemies in battle.
160 550 460 125 30 96000 80 20 45 2 56% 0% 7 0 0% NAN
14
160 Fervent Defenders
Polearm Infantry / Halberd Infantry / (3k_dlc04_unit_wood_fervent_defenders)
Fervent Defenders
At the centre of the line, weapons extended, these warriors do not - cannot - flinch. Their resolve, implacable.
160 500 500 135 30 96000 60 20 25 25 16% 0% 25 0 0% NAN
15
160 Spearmen Gang
Polearm Infantry / Spear Infantry / (3k_dlc04_unit_wood_spearmen_gang)
Spearmen Gang
War is a messy affair, often coming down not to who is best, but who is luckiest.
160 550 550 145 32 96000 41 24 32 2 14% 20% 20 2 60% NAN
16
160 Stalwart Shields
Polearm Infantry / Spear Infantry / (3k_dlc04_unit_wood_stalwart_shields)
Stalwart Shields
The Yellow Turbans must be sword and shield both, holding back the tide of corruption whilst simultaneously pushing it back.
160 650 800 215 47 115200 10 20 7 24 16% 15% 25 20 80% NAN
17
160 Zealots of the Way
Polearm Infantry / Glaive Infantry / (3k_dlc04_unit_wood_zealots_of_the_way)
Zealots of the Way
A glaive is a most powerful weapon, and zealotry more powerful still.
160 700 800 125 35 96000 119 24 37 16 38% 0% 20 0 35% NAN
18
160 Protectors of Heaven
Polearm Infantry / Glaive Infantry / (3k_main_unit_wood_protectors_of_heaven)
Protectors of Heaven
Personally selected by the emperor, these heavily-armoured warriors are the vanguard of the frontline.
160 1150 1150 305 54 96000 154 24 41 18 51% 0% 53 0 35% NAN
19
160 Imperial Gate Guards
Polearm Infantry / Glaive Infantry / (3k_dlc04_unit_wood_imperial_gate_guards)
Imperial Gate Guards
Every gate is its own defence, but further held by the imposing, armoured gate guards.
160 1100 1200 320 54 96000 175 24 37 16 64% 0% 53 0 35% NAN
Ranged Infantry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
20
160 Archer Militia
Ranged Infantry / Bow Infantry / (3k_main_unit_water_archer_militia)
Archer Militia
Archers equipped with composite bows for long-range harassment of enemies and basic zhibeidao swords for close combat defence.
160 225 270 70 19 54000 12 20 9 2 5% 0% 7 0 0% 22 6 180 8.6 19 NAN
21
160 Archer Defectors
Ranged Infantry / Bow Infantry / (3k_dlc04_unit_water_archer_defectors)
Archer Defectors
It is an irony above all that arrows fletched by the dynasty to destroy rebels should now be turned back on them.
160 400 360 95 23 54000 36 20 9 2 11% 0% 7 0 0% 25 8 200 8.6 26 NAN
22
160 Archers
Ranged Infantry / Bow Infantry / (3k_main_unit_water_archers)
Archers
Highly-trained bowmen who excel when unleashing rapid volleys of arrows to slow and supress cavalry charges.
160 325 390 105 25 54000 21 20 9 2 6% 0% 32 0 0% 25 8 200 8.6 26 NAN
23
160 Poachers
Ranged Infantry / Bow Infantry / (3k_dlc04_unit_water_poachers)
Poachers
Patience, focus and resolve; the skills of the poacher are perfectly transferable to the needs of the battlefield.
160 350 390 105 21 54000 32 20 14 5 7% 0% 7 0 0% 25 8 200 8.6 19 NAN
24
160 Archer Gang
Ranged Infantry / Bow Infantry / (3k_dlc04_unit_water_archer_gang)
Archer Gang
A bow is simple to use and difficult to master. Luckily, mastery is not a requirement of participation.
160 425 390 105 23 59400 36 20 9 2 11% 0% 20 0 0% 25 8 200 8.6 26 NAN
25
160 The Land's Chosen
Ranged Infantry / Bow Infantry / (3k_dlc04_unit_water_the_lands_chosen)
The Land's Chosen
Nature must be preserved and the world saved. These warriors will see it done.
160 575 660 175 23 59400 35 30 25 8 12% 0% 25 0 0% 38 5 225 8.6 33 NAN
26
40 Defenders of Earth
Ranged Infantry / Bow Infantry / (3k_main_unit_water_defenders_of_earth)
Defenders of Earth
Elite archers hand-picked by the emperor for their versatility and excellence.
40 1100 1200 320 58 28800 144 24 20 15 48% 0% 26 0 0% 0 0 150 4 14 NAN
27
160 Yaoguai Hunters
Ranged Infantry / Bow Infantry / (3k_dlc04_unit_water_yaoguai_hunters)
Yaoguai Hunters
The 'yaoguai' demons move unseen and strike with a lethality that is scarcely believable.
160 525 1200 320 18 54000 15 30 5 10 2% 0% 20 0 0% 5 0 200 12 30 NAN
28
160 Imperial Palace Crossbowmen
Ranged Infantry / Crossbow Infantry / (3k_dlc04_unit_water_imperial_palace_crossbowmen)
Imperial Palace Crossbowmen
From above, tucked between battlements and leering from gatehouses, the palace crossbowmen brook no quarter for the enemies of the empire.
160 1200 1440 385 43 96000 100 30 25 8 48% 0% 53 0 0% 20 45 250 5.5 32 NAN
29
80 Imperial Palace Cavalry
Ranged Infantry / Crossbow Infantry / (3k_dlc04_unit_water_imperial_palace_cavalry)
Imperial Palace Cavalry
The vast imperial palatial grounds are defended by many warriors and none more fearsome than the sword-wielding cavalry guard.
80 1100 1440 285 43 100800 140 30 25 8 48% 0% 53 0 0% 18 42 220 4 46 NAN
Shock Cavalry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
30
40 Mounted Lancer Militia
Shock Cavalry / Halberd Cavalry / (3k_main_unit_fire_mounted_lancer_militia)
Mounted Lancer Militia
With ji polearms thrust ahead, these cavalry troops break enemy lines with a headlong charge.
40 550 825 220 26 67200 207 20 20 20 6% 0% 20 0 0% NAN
31
40 Mounted Lancer Defectors
Shock Cavalry / Halberd Cavalry / (3k_dlc04_unit_fire_mounted_lancer_defectors)
Mounted Lancer Defectors
These lancers were trained and drilled by the Han's military machine. Now they turn their weapons against their former masters.
40 475 900 240 30 67200 225 20 20 20 8% 0% 20 0 0% NAN
32
40 Righteous Vanguards
Shock Cavalry / Spear Cavalry / (3k_dlc04_unit_fire_righteous_vanguards)
Righteous Vanguards
At the head of charge they draw their spears, driving home with a righteous cry!
40 750 1350 360 49 67200 232 20 7 24 30% 25% 45 12 45% NAN
33
40 Imperial Lancer Cavalry
Shock Cavalry / Spear Cavalry / (3k_dlc04_unit_fire_imperial_lancer_cavalry)
Imperial Lancer Cavalry
With lances lowered and locked, these cavalrymen charge into battle for their emperor and the realm.
40 1000 1950 520 54 67200 424 20 9 36 48% 0% 53 0 0% NAN
Melee Cavalry
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
34
40 Mounted Sabre Militia
Melee Cavalry / Sword Cavalry / (3k_main_unit_earth_mounted_sabre_militia)
Mounted Sabre Militia
These mounted troops hunt down skirmishers; protecting against missiles with shields and using zhibeidao swords to chop at the enemy.
40 500 750 200 28 67200 152 30 20 6 20% 20% 7 5 65% NAN
35
40 Mounted Sabre Defectors
Melee Cavalry / Sword Cavalry / (3k_dlc04_unit_earth_mounted_sabre_defectors)
Mounted Sabre Defectors
The charge that once bolstered the Han now rides against them, sabres drawn, in the name of the Yellow Sky.
40 500 825 220 34 67200 161 30 20 6 17% 20% 7 5 65% NAN
36
20 Jiazi Raiders
Melee Cavalry / Sword Cavalry / (3k_dlc04_unit_earth_jaizi_raiders)
Jiazi Raiders
When you fight to live, you tend to become exceedingly good at it.
20 550 900 240 60 50400 250 24 20 15 36% 25% 53 10 60% NAN
37
40 Imperial Household Cavalry
Melee Cavalry / Sword Cavalry / (3k_dlc04_unit_earth_imperial_household_cavalry)
Imperial Household Cavalry
Generations of warriors have served with pride and fury in the household cavalry. It is an institution beyond repute.
40 1200 1950 520 70 67200 280 24 20 15 53% 25% 53 10 60% NAN
Ranged Artillery
No. Unit Soldiers
Soldiers
Custom Cost
Custom Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Morale
Morale
MORALE
Determines this unit's resilience to routing. When the general is dead, units cannot rally.
Hit Points
Hit Points
HIT POINTS
Determines how much damage a unit can withstand without dying. Armour, Melee Evasion and Ranged Block Chance helps to further increase survivability.
Melee Charge Bonus
Melee Charge Bonus
MELEE CHARGE BONUS
Increases a unit's hit chance and damage when charging. Fades over time after the initial charge.
Melee Attack Rate
Melee Attack Rate
MELEE ATTACK RATE
Determines how many times a unit can attack over a minute.
Melee Damage - Base
Melee Damage - Base
MELEE DAMAGE - BASE
Can be blocked. Reduced by armour.
Melee Damage - Armour-piercing
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING
It fully goes through armour but can be blocked.
Melee Evasion - Base
Melee Evasion - Base
MELEE EVASION - BASE
Increases the chance of evading melee damage from front and side. The enemy's charge bonus decreases it.
Melee Evasion - Shield
Melee Evasion - Shield
MELEE EVASION - SHIELD
Increases the chance of evading melee damage from the front.
Armour Base
Armour Base
ARMOUR - BASE
Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage.
Shield Armour
Shield Armour
ARMOUR - SHIELD
Decreases standard melee and ranged damage from the front. Doesn't help against armour-piercing damage.
Ranged Block Chance
Ranged Block Chance
RANGED BLOCK CHANCE
Increases the chance of evading damage from non-artillery projectiles.
Ranged Damage - Base
Ranged Damage - Base
RANGED DAMAGE - BASE
Can be blocked. Reduced by armour.
Ranged Damage - Armour-piercing
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING
Can be blocked. Ignores armour.
Range
Range
RANGE
Determines the maximum distance across which this unit can fire. Range is visible in battle when the unit is selected.
Ranged Attack Rate
Ranged Attack Rate
RANGED ATTACK RATE
Determines how many times a unit can fire over a minute.
Ammunition
Ammunition
AMMUNITION
Determines how many times a unit can fire. After the battle, ammunition is fully replenished.
Speed
Speed
SPEED
Determines how quickly this unit can move. Affected by terrain.
38
6 Multiple Bolt Crossbow
Ranged Artillery / Artillery / (3k_dlc04_unit_water_multiple_bolt_crossbow_bastion)
Multiple Bolt Crossbow
Be they man or monster, no one can withstand the thundering force of not one, but many, ten-foot bolts.
6 35 35 10 23 14000 70 20 9 2 13% 0% 7 0 0% NAN
39
6 Trebuchet
Ranged Artillery / Artillery / (3k_main_unit_water_trebuchet_bastion)
Trebuchet
Hurling large, heavy projectiles to breach enemy defences from afar requires quite a feat of engineering.
6 35 35 10 23 14000 70 20 9 2 13% 0% 7 0 0% NAN
40
44 Multiple Bolt Crossbow
Ranged Artillery / Artillery / (3k_dlc04_unit_water_multiple_bolt_crossbow)
Multiple Bolt Crossbow
Be they man or monster, no one can withstand the thundering force of not one, but many, ten-foot bolts.
44 1060 1200 320 18 24000 12 20 9 2 5% 0% 7 0 0% NAN
41
44 Trebuchet
Ranged Artillery / Artillery / (3k_main_unit_water_trebuchet)
Trebuchet
Hurling large, heavy projectiles to breach enemy defences from afar requires quite a feat of engineering.
44 1060 1200 320 18 24000 12 20 9 2 5% 0% 7 0 0% NAN