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Zhang Jue Units
Units
- Hero(Romance) (1)
- General(Records) (1)
- Melee Infantry (9)
- Polearm Infantry (8)
- Ranged Infantry (9)
- Shock Cavalry (4)
- Melee Cavalry (5)
- Ranged Artillery (4)
Hero(Romance) | ||||||||||||||||||||||
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No. | Unit |
Soldiers
|
Custom Cost
|
Recruitment Cost
|
Upkeep Cost
|
Morale
MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
Melee Attack Rate
MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
Melee Damage - Base
MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
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 Increases the chance of evading melee damage from the front. |
Armour Base
ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
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 Increases the chance of evading damage from non-artillery projectiles. |
Ranged Damage - Base
RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
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 Determines how many times a unit can fire over a minute. |
Ammunition
AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
Speed
SPEED Determines how quickly this unit can move. Affected by terrain. |
1 |
Healer / Healer / (3k_dlc04_hero_metal_zhang_jue) Zhang Jue |
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1 | 610 | 0 | 0 | 45 | 24000 | 107 | 30 | 1970 | 219 | 0% | 0% | 20 | 0 | 0% | NAN | |||||||
General(Records) | ||||||||||||||||||||||
No. | Unit |
Soldiers
|
Custom Cost
|
Recruitment Cost
|
Upkeep Cost
|
Morale
MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
Melee Attack Rate
MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
Melee Damage - Base
MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
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 Increases the chance of evading melee damage from the front. |
Armour Base
ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
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 Increases the chance of evading damage from non-artillery projectiles. |
Ranged Damage - Base
RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
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 Determines how many times a unit can fire over a minute. |
Ammunition
AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
Speed
SPEED Determines how quickly this unit can move. Affected by terrain. |
2 |
Healer / Healer / (3k_dlc04_general_metal_zhang_jue) Zhang Jue |
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41 | 2065 | 0 | 0 | 34 | 73200 | 107 | 30 | 1970 | 219 | 0% | 0% | 20 | 0 | 0% | NAN | |||||||
Melee Infantry | ||||||||||||||||||||||
No. | Unit |
Soldiers
|
Custom Cost
|
Recruitment Cost
|
Upkeep Cost
|
Morale
MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
Melee Attack Rate
MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
Melee Damage - Base
MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
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 Increases the chance of evading melee damage from the front. |
Armour Base
ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
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 Increases the chance of evading damage from non-artillery projectiles. |
Ranged Damage - Base
RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
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 Determines how many times a unit can fire over a minute. |
Ammunition
AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
Speed
SPEED Determines how quickly this unit can move. Affected by terrain. |
3 |
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. |
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80 | 450 | 300 | 80 | 40 | 48000 | 78 | 30 | 65 | 16 | 30% | 0% | 32 | 0 | 0% | NAN | |||||||
4 |
Melee Infantry / Glaive Infantry / (3k_dlc04_unit_metal_peasant_volunteers) Peasant Volunteers The peasants, born from nothing into nothing, will see this rebellion won. |
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160 | 400 | 320 | 85 | 24 | 96000 | 70 | 24 | 37 | 0 | 13% | 0% | 7 | 0 | 0% | NAN | |||||||
5 |
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. |
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40 | 525 | 400 | 105 | 44 | 72000 | 128 | 30 | 14 | 32 | 37% | 0% | 32 | 0 | 0% | NAN | |||||||
6 |
Melee Infantry / Halberd Infantry / (3k_dlc04_unit_metal_chosen_of_the_eight_immortals) Chosen of the Eight Immortals With a short spear in each hand, the chosen warriors stride forth, uncaring of the danger, towards destiny. |
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80 | 550 | 450 | 120 | 54 | 72000 | 147 | 24 | 30 | 30 | 60% | 0% | 25 | 0 | 0% | NAN | |||||||
7 |
Melee Infantry / Sword Infantry / (3k_main_unit_metal_sabre_militia) Sabre Militia Assault infantry armed with zhibeidao swords to break enemy spear lines. |
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160 | 450 | 450 | 120 | 26 | 96000 | 100 | 30 | 20 | 6 | 32% | 20% | 20 | 2 | 60% | NAN | |||||||
8 |
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. |
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160 | 525 | 500 | 135 | 30 | 96000 | 120 | 30 | 20 | 6 | 32% | 20% | 20 | 2 | 60% | NAN | |||||||
9 |
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. |
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160 | 575 | 550 | 145 | 39 | 96000 | 99 | 30 | 25 | 8 | 30% | 20% | 20 | 2 | 60% | NAN | |||||||
10 |
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. |
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160 | 750 | 850 | 225 | 44 | 115200 | 98 | 30 | 11 | 22 | 33% | 20% | 32 | 10 | 55% | NAN | |||||||
11 |
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! |
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160 | 1250 | 1200 | 320 | 54 | 96000 | 214 | 24 | 20 | 15 | 55% | 15% | 53 | 20 | 60% | NAN | |||||||
Polearm Infantry | ||||||||||||||||||||||
No. | Unit |
Soldiers
|
Custom Cost
|
Recruitment Cost
|
Upkeep Cost
|
Morale
MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
Melee Attack Rate
MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
Melee Damage - Base
MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
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 Increases the chance of evading melee damage from the front. |
Armour Base
ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
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 Increases the chance of evading damage from non-artillery projectiles. |
Ranged Damage - Base
RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
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 Determines how many times a unit can fire over a minute. |
Ammunition
AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
Speed
SPEED Determines how quickly this unit can move. Affected by terrain. |
12 |
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. |
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160 | 450 | 450 | 120 | 22 | 96000 | 22 | 20 | 20 | 20 | 6% | 0% | 20 | 0 | 0% | NAN | |||||||
13 |
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. |
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160 | 475 | 450 | 120 | 20 | 96000 | 51 | 20 | 20 | 20 | 6% | 0% | 20 | 0 | 0% | NAN | |||||||
14 |
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. |
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160 | 550 | 460 | 125 | 30 | 96000 | 80 | 20 | 45 | 2 | 56% | 0% | 7 | 0 | 0% | NAN | |||||||
15 |
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. |
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160 | 500 | 500 | 135 | 30 | 96000 | 60 | 20 | 25 | 25 | 16% | 0% | 25 | 0 | 0% | NAN | |||||||
16 |
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. |
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160 | 550 | 550 | 145 | 32 | 96000 | 41 | 24 | 32 | 2 | 14% | 20% | 20 | 2 | 60% | NAN | |||||||
17 |
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. |
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160 | 650 | 800 | 215 | 47 | 115200 | 10 | 20 | 7 | 24 | 16% | 15% | 25 | 20 | 80% | NAN | |||||||
18 |
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. |
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160 | 1150 | 1150 | 305 | 54 | 96000 | 154 | 24 | 41 | 18 | 51% | 0% | 53 | 0 | 35% | NAN | |||||||
19 |
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. |
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160 | 1100 | 1200 | 320 | 54 | 96000 | 175 | 24 | 37 | 16 | 64% | 0% | 53 | 0 | 35% | NAN | |||||||
Ranged Infantry | ||||||||||||||||||||||
No. | Unit |
Soldiers
|
Custom Cost
|
Recruitment Cost
|
Upkeep Cost
|
Morale
MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
Melee Attack Rate
MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
Melee Damage - Base
MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
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 Increases the chance of evading melee damage from the front. |
Armour Base
ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
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 Increases the chance of evading damage from non-artillery projectiles. |
Ranged Damage - Base
RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
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 Determines how many times a unit can fire over a minute. |
Ammunition
AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
Speed
SPEED Determines how quickly this unit can move. Affected by terrain. |
20 |
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. |
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160 | 225 | 270 | 70 | 19 | 54000 | 12 | 20 | 9 | 2 | 5% | 0% | 7 | 0 | 0% | 22 | 6 | 180 | 8.6 | 19 | NAN | ||
21 |
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. |
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160 | 400 | 360 | 95 | 23 | 54000 | 36 | 20 | 9 | 2 | 11% | 0% | 7 | 0 | 0% | 25 | 8 | 200 | 8.6 | 26 | NAN | ||
22 |
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. |
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160 | 425 | 390 | 105 | 23 | 59400 | 36 | 20 | 9 | 2 | 11% | 0% | 20 | 0 | 0% | 25 | 8 | 200 | 8.6 | 26 | NAN | ||
23 |
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. |
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160 | 325 | 390 | 105 | 25 | 54000 | 21 | 20 | 9 | 2 | 6% | 0% | 32 | 0 | 0% | 25 | 8 | 200 | 8.6 | 26 | NAN | ||
24 |
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. |
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160 | 350 | 390 | 105 | 21 | 54000 | 32 | 20 | 14 | 5 | 7% | 0% | 7 | 0 | 0% | 25 | 8 | 200 | 8.6 | 19 | NAN | ||
25 |
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. |
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160 | 575 | 660 | 175 | 23 | 59400 | 35 | 30 | 25 | 8 | 12% | 0% | 25 | 0 | 0% | 38 | 5 | 225 | 8.6 | 33 | NAN | ||
26 |
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. |
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40 | 1100 | 1200 | 320 | 58 | 28800 | 144 | 24 | 20 | 15 | 48% | 0% | 26 | 0 | 0% | 0 | 0 | 150 | 4 | 14 | NAN | ||
27 |
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. |
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80 | 1100 | 1440 | 285 | 43 | 100800 | 140 | 30 | 25 | 8 | 48% | 0% | 53 | 0 | 0% | 18 | 42 | 220 | 4 | 46 | NAN | ||
28 |
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. |
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160 | 1200 | 1440 | 385 | 43 | 96000 | 100 | 30 | 25 | 8 | 48% | 0% | 53 | 0 | 0% | 20 | 45 | 250 | 5.5 | 32 | NAN | ||
Shock Cavalry | ||||||||||||||||||||||
No. | Unit |
Soldiers
|
Custom Cost
|
Recruitment Cost
|
Upkeep Cost
|
Morale
MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
Melee Attack Rate
MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
Melee Damage - Base
MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
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 Increases the chance of evading melee damage from the front. |
Armour Base
ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
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 Increases the chance of evading damage from non-artillery projectiles. |
Ranged Damage - Base
RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
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 Determines how many times a unit can fire over a minute. |
Ammunition
AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
Speed
SPEED Determines how quickly this unit can move. Affected by terrain. |
29 |
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. |
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40 | 550 | 825 | 220 | 26 | 67200 | 207 | 20 | 20 | 20 | 6% | 0% | 20 | 0 | 0% | NAN | |||||||
30 |
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. |
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40 | 475 | 900 | 240 | 30 | 67200 | 225 | 20 | 20 | 20 | 8% | 0% | 20 | 0 | 0% | NAN | |||||||
31 |
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! |
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40 | 750 | 1350 | 360 | 49 | 67200 | 232 | 20 | 7 | 24 | 30% | 25% | 45 | 12 | 45% | NAN | |||||||
32 |
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. |
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40 | 1000 | 1950 | 520 | 54 | 67200 | 424 | 20 | 9 | 36 | 48% | 0% | 53 | 0 | 0% | NAN | |||||||
Melee Cavalry | ||||||||||||||||||||||
No. | Unit |
Soldiers
|
Custom Cost
|
Recruitment Cost
|
Upkeep Cost
|
Morale
MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
Melee Attack Rate
MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
Melee Damage - Base
MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
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 Increases the chance of evading melee damage from the front. |
Armour Base
ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
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 Increases the chance of evading damage from non-artillery projectiles. |
Ranged Damage - Base
RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
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 Determines how many times a unit can fire over a minute. |
Ammunition
AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
Speed
SPEED Determines how quickly this unit can move. Affected by terrain. |
33 |
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. |
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40 | 500 | 750 | 200 | 28 | 67200 | 152 | 30 | 20 | 6 | 20% | 20% | 7 | 5 | 65% | NAN | |||||||
34 |
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. |
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40 | 500 | 825 | 220 | 34 | 67200 | 161 | 30 | 20 | 6 | 17% | 20% | 7 | 5 | 65% | NAN | |||||||
35 |
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. |
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20 | 550 | 900 | 240 | 60 | 50400 | 250 | 24 | 20 | 15 | 36% | 25% | 53 | 10 | 60% | NAN | |||||||
36 |
Melee Cavalry / Sword Cavalry / (3k_dlc04_unit_earth_messengers_of_heaven) Messengers of Heaven The message the Yellow Turbans deliver is one of justice over corruption, with thundering hooves and furious charge. |
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80 | 650 | 1050 | 280 | 67 | 100800 | 175 | 24 | 34 | 25 | 15% | 0% | 7 | 0 | 20% | NAN | |||||||
37 |
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. |
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40 | 1200 | 1950 | 520 | 70 | 67200 | 280 | 24 | 20 | 15 | 53% | 25% | 53 | 10 | 60% | NAN | |||||||
Ranged Artillery | ||||||||||||||||||||||
No. | Unit |
Soldiers
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Custom Cost
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Recruitment Cost
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Upkeep Cost
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Morale
MORALE Determines this unit's resilience to routing. When the general is dead, units cannot rally. |
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 Increases a unit's hit chance and damage when charging. Fades over time after the initial charge. |
Melee Attack Rate
MELEE ATTACK RATE Determines how many times a unit can attack over a minute. |
Melee Damage - Base
MELEE DAMAGE - BASE Can be blocked. Reduced by armour. |
Melee Damage - Armour-piercing
MELEE DAMAGE - ARMOUR-PIERCING It fully goes through armour but can be blocked. |
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 Increases the chance of evading melee damage from the front. |
Armour Base
ARMOUR - BASE Decreases standard melee, ranged and explosion damages. Doesn't help against armour-piercing damage. |
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 Increases the chance of evading damage from non-artillery projectiles. |
Ranged Damage - Base
RANGED DAMAGE - BASE Can be blocked. Reduced by armour. |
Ranged Damage - Armour-piercing
RANGED DAMAGE - ARMOUR-PIERCING Can be blocked. Ignores armour. |
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 Determines how many times a unit can fire over a minute. |
Ammunition
AMMUNITION Determines how many times a unit can fire. After the battle, ammunition is fully replenished. |
Speed
SPEED Determines how quickly this unit can move. Affected by terrain. |
38 |
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. |
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6 | 35 | 35 | 10 | 23 | 14000 | 70 | 20 | 9 | 2 | 13% | 0% | 7 | 0 | 0% | NAN | |||||||
39 |
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. |
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6 | 35 | 35 | 10 | 23 | 14000 | 70 | 20 | 9 | 2 | 13% | 0% | 7 | 0 | 0% | NAN | |||||||
40 |
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. |
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44 | 1060 | 1200 | 320 | 18 | 24000 | 12 | 20 | 9 | 2 | 5% | 0% | 7 | 0 | 0% | NAN | |||||||
41 |
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. |
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44 | 1060 | 1200 | 320 | 18 | 24000 | 12 | 20 | 9 | 2 | 5% | 0% | 7 | 0 | 0% | NAN |