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King Shamoke King Shamoke Units

Ranged Infantry

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.
1
160 Nanman Slingers
Ranged Infantry / Slingers / (3k_dlc06_unit_water_nanman_slingers)
Nanman Slingers
Do not doubt the efficacy of a barrage of well-aimed sling-shots.
160 300 250 67 18 59400 47 30 5 10 10% 0% 7 0 0% 25 5 100 20 62 NAN
2
160 Wuling Slingers
Ranged Infantry / Slingers / (3k_dlc06_unit_water_wuling_slingers)
Wuling Slingers
They dart in, self assured and sure-footed, pelt the enemy, and are gone.
160 420 300 80 28 59400 56 30 16 2 11% 0% 23 0 0% 25 5 100 20 64 NAN
3
160 Fire Archers
Ranged Infantry / Bow Infantry / (3k_dlc06_unit_water_fire_archers)
Fire Archers
A concerted volley of arrows is bad enough. When the arrows are on fire, it is time to run.
160 500 400 107 23 54000 65 30 5 10 12% 0% 7 0 0% 45 3 200 5 28 NAN
4
160 Mercenary Archers
Ranged Infantry / Bow Infantry / (3k_main_unit_water_mercenary_archers)
Mercenary Archers
Arid heat has no effect on the performance or accuracy of these archers, who excel in capturing key strategic points.
160 450 540 145 20 59400 35 30 6 17 7% 0% 20 0 0% 40 10 200 8.6 30 NAN
5
160 Javelin Throwers
Ranged Infantry / Javelin Throwers / (3k_dlc06_unit_water_javelin_throwers)
Javelin Throwers
When the fight comes to them, these javelineers are too canny to leave themselves defenceless.
160 600 580 155 25 64800 75 24 32 2 12% 20% 23 2 60% 20 50 60 10 6 NAN
6
160 Sanjiang Poison Darts
Ranged Infantry / Blowpipes / (3k_dlc06_unit_water_sanjiang_poison_darts)
Sanjiang Poison Darts
No matter the size of the hunter's prey, a well-aimed dart tipped with a sufficiently strong poison can take them down.
160 550 700 187 27 59400 65 30 16 2 12% 0% 23 0 0% 5 0 60 15 30 NAN
7
40 Tiger Slingers
Ranged Infantry / Animal Handlers / (3k_dlc06_unit_water_tiger_slingers)
Tiger Slingers
When a tiger leads the charge, foes rarely look beyond the fearsome beast – which may be their last mistake!
40 770 800 213 23 54000 132 30 24 8 12% 0% 23 0 0% 25 5 100 20 46 NAN
8
160 Hidden Vipers
Ranged Infantry / Blowpipes / (3k_dlc06_unit_water_hidden_vipers)
Hidden Vipers
Foes may survive the blowpipe attack only to fall under the blades of the machetes.
160 850 900 240 38 96000 75 30 33 3 32% 20% 29 2 60% 5 0 60 15 25 NAN