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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 Cao Cao
Commander / Commander / (3k_main_hero_earth_cao_cao)
Cao Cao

1 830 0 0 60 24000 154 30 1344 1344 0% 0% 55 0 0% NAN
2
1 Dian Wei
Champion / Champion / (3k_main_hero_wood_dian_wei)
Dian Wei

1 580 0 0 70 24000 215 24 945 945 0% 0% 75 0 0% NAN
3
1 Xiahou Dun
Champion / Champion / (3k_main_hero_wood_xiahou_dun)
Xiahou Dun

1 695 0 0 70 24000 215 24 472 1886 0% 0% 55 0 0% NAN
4
1 Xiahou Yuan
Vanguard / Vanguard / (3k_main_hero_fire_xiahou_yuan)
Xiahou Yuan

1 645 0 0 40 24000 241 24 472 1886 0% 0% 68 0 0% NAN
5
1 Xun Yu
Strategist / Strategist / (3k_dlc04_hero_water_xun_yu)
Xun Yu

1 310 0 0 40 12000 34 30 1178 871 0% 0% 20 0 0% NAN
6
1 Yue Jin
Sentinel / Sentinel / (3k_main_hero_metal_yue_jin)
Yue Jin

1 635 0 0 45 24000 150 30 1178 871 0% 0% 60 0 0% NAN
7
1 cao ren
Commander / Commander / (3k_dlc07_hero_cao_ren_hero_earth)
cao ren

1 790 0 0 55 24000 241 30 883 653 0% 0% 41 0 0% NAN
8
1 cao pi
Commander / Commander / (3k_dlc07_hero_cao_pi_hero_earth)
cao pi

1 790 0 0 60 24000 241 30 883 653 0% 0% 25 0 0% NAN
9
1 Guo Jia
Strategist / Strategist / (3k_cp01_hero_water_guo_jia)
Guo Jia

1 305 0 0 40 12000 34 30 1716 429 0% 0% 15 0 0% NAN
10
1 Jia Xu
Strategist / Strategist / (3k_cp01_hero_water_jia_xu)
Jia Xu

1 215 0 0 40 12000 34 30 1716 429 0% 0% 15 0 0% NAN
11
1 Sima Yi
Strategist / Strategist / (3k_main_hero_water_sima_yi)
Sima Yi

1 305 0 0 40 12000 34 30 1716 429 0% 0% 15 0 0% NAN
12
1 Xu Chu
Champion / Champion / (3k_main_hero_wood_xu_chu)
Xu Chu

1 840 0 0 70 24000 215 20 0 3600 0% 0% 38 0 0% NAN
13
1 Xu Huang
Sentinel / Sentinel / (3k_main_hero_metal_xu_huang)
Xu Huang

1 810 0 0 45 24000 150 20 1158 2701 0% 0% 65 0 0% NAN
14
1 Xun You
Strategist / Strategist / (3k_dlc06_hero_water_xun_you)
Xun You

1 305 0 0 40 24000 154 30 1178 871 0% 0% 15 0 0% NAN
15
1 yu jin
Sentinel / Sentinel / (3k_dlc07_hero_yu_jin_hero_metal)
yu jin

1 790 0 0 45 24000 241 24 1832 1354 0% 0% 50 0 0% NAN
16
1 Zhang Liao
Sentinel / Sentinel / (3k_main_hero_metal_zhang_liao)
Zhang Liao

1 635 0 0 45 24000 150 30 1178 871 0% 0% 47 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.
17
41 Cao Cao
Commander / Commander / (3k_main_general_earth_cao_cao)
Cao Cao

41 695 0 0 60 70200 154 30 15 11 0% 0% 55 0 0% NAN
18
41 Dian Wei
Champion / Champion / (3k_main_general_wood_dian_wei)
Dian Wei

41 760 0 0 70 73200 215 24 27 27 0% 0% 75 0 0% NAN
19
41 Xiahou Dun
Champion / Champion / (3k_main_general_wood_xiahou_dun)
Xiahou Dun

41 725 0 0 70 73200 215 24 6 24 0% 0% 55 0 0% NAN
20
41 Xiahou Yuan
Vanguard / Vanguard / (3k_main_general_fire_xiahou_yuan)
Xiahou Yuan

41 690 0 0 24 73200 241 24 6 24 0% 0% 68 0 0% NAN
21
41 Xun Yu
Strategist / Strategist / (3k_dlc04_general_water_xun_yu)
Xun Yu

41 680 0 0 23 70200 34 30 1178 871 0% 0% 20 0 0% NAN
22
41 Yue Jin
Sentinel / Sentinel / (3k_main_general_metal_yue_jin)
Yue Jin

41 665 0 0 34 73200 150 30 15 11 0% 0% 60 0 0% NAN
23
41 cao ren
Commander / Commander / (3k_dlc07_general_cao_ren_hero_earth)
cao ren

41 740 0 0 34 70200 241 24 6 24 0% 0% 41 0 0% NAN
24
41 cao pi
Commander / Commander / (3k_dlc07_general_cao_pi_hero_earth)
cao pi

41 740 0 0 34 70200 241 24 6 24 0% 0% 25 0 0% NAN
25
21 Guo Jia
Strategist / Strategist / (3k_cp01_general_water_guo_jia)
Guo Jia

21 305 0 0 23 36600 34 30 21 5 0% 0% 15 0 0% NAN
26
21 Jia Xu
Strategist / Strategist / (3k_cp01_general_water_jia_xu)
Jia Xu

21 215 0 0 23 36600 34 30 21 5 0% 0% 15 0 0% NAN
27
21 Sima Yi
Strategist / Strategist / (3k_main_general_water_sima_yi)
Sima Yi

21 215 0 0 23 36600 34 30 21 5 0% 0% 15 0 0% NAN
28
41 Xu Chu
Champion / Champion / (3k_main_general_wood_xu_chu)
Xu Chu

41 655 0 0 70 73200 215 20 0 90 0% 0% 38 0 0% NAN
29
41 Xu Huang
Sentinel / Sentinel / (3k_main_general_metal_xu_huang)
Xu Huang

41 715 0 0 34 73200 150 20 29 68 0% 0% 65 0 0% NAN
30
21 Xun You
Strategist / Strategist / (3k_dlc06_general_water_xun_you)
Xun You

21 305 0 0 50 36600 154 30 15 11 0% 0% 15 0 0% NAN
31
41 yu jin
Sentinel / Sentinel / (3k_dlc07_general_yu_jin_hero_metal)
yu jin

41 740 0 0 34 73200 241 24 6 24 0% 0% 50 0 0% NAN
32
41 Zhang Liao
Sentinel / Sentinel / (3k_main_general_metal_zhang_liao)
Zhang Liao

41 665 0 0 34 73200 150 30 15 11 0% 0% 47 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.
33
160 Axe Band
Melee Infantry / Axe Infantry / (3k_main_unit_metal_axe_band)
Axe Band
Hardened by the bandit life, the furious charge of these axe-swinging troops is deadly to enemy infantry.
160 450 450 120 26 96000 115 30 6 17 15% 20% 7 5 55% NAN
34
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
35
160 Northern Sabre Infantry
Melee Infantry / Sword Infantry / (3k_dlc07_unit_metal_northern_sabre_infantry)
Northern Sabre Infantry
Let the rattle of countless sabres presage war's coming.
160 575 563 168 30 96000 110 30 25 8 38% 20% 32 5 55% NAN
36
160 Qingzhou Assault Infantry
Melee Infantry / Halberd Infantry / (3k_dlc07_unit_metal_quingzhou_assault_infantry)
Qingzhou Assault Infantry
In the name of the cause they lost, the fight will continue, no matter how hopeless.
160 580 592 180 26 96000 135 24 23 23 30% 20% 32 2 60% NAN
37
160 Sabre Infantry
Melee Infantry / Sword Infantry / (3k_main_unit_metal_sabre_infantry)
Sabre Infantry
Well-trained armoured infantry, carrying rattan shields and zhibeidao swords for close combat with enemy infantry.
160 600 600 160 34 96000 115 30 25 8 40% 20% 32 2 60% NAN
38
160 Jian Sword Guards
Melee Infantry / Sword Infantry / (3k_main_unit_metal_jian_swordguards)
Jian Sword Guards
Few have the skills to master the ancient fighting style of the jian sword while parrying blows with a shield.
160 700 700 185 42 96000 88 24 20 15 38% 20% 26 10 55% NAN
39
160 Northern Veteran Sabre Infantry
Melee Infantry / Sword Infantry / (3k_dlc07_unit_metal_northern_veteran_sabre_infantry)
Northern Veteran Sabre Infantry
Battle has not dulled these blades, nor the resolves of their bearers.
160 850 763 180 40 96000 125 30 25 8 45% 20% 45 8 65% NAN
40
160 Zhanmajian Infantry
Melee Infantry / Glaive Infantry / (3k_dlc05_unit_metal_zhanmajian_infantry)
Zhanmajian Infantry
"To kill a man? That's one thing. But to kill an animal? That seems another cruel business altogether."
160 900 800 185 34 96000 144 15 39 29 20% 0% 26 0 0% NAN
41
160 Pearl Dragons
Melee Infantry / Glaive Infantry / (3k_main_unit_metal_pearl_dragons)
Pearl Dragons
Elite warriors that parry and block projectiles with polearms before answering with a devastating charge.
160 900 900 240 49 96000 125 24 37 16 65% 0% 7 0 50% NAN
42
160 Yellow Dragons
Melee Infantry / Axe Infantry / (3k_main_unit_earth_yellow_dragons)
Yellow Dragons
Elite infantry who cross all terrain types with ease, only to furiously attack enemy infantry with their axes.
160 900 1100 295 49 96000 304 30 10 21 17% 20% 7 8 65% NAN
43
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.
44
160 Peasant Band
Polearm Infantry / Spear Infantry / (3k_main_unit_wood_peasant_band)
Peasant Band
Leaving behind the fields to swell the ranks, these peasants are armed with long spears to defend against cavalry charges.
160 400 380 100 18 96000 22 20 9 36 6% 0% 7 0 0% NAN
45
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
46
160 Qingzhou Halberds
Polearm Infantry / Halberd Infantry / (3k_dlc07_unit_wood_quingzhou_halberds)
Qingzhou Halberds
These warriors will raise their halberds once more, if not for their cause then for themselves.
160 460 479 144 22 96000 65 20 25 25 6% 0% 25 0 0% NAN
47
160 Northern Ji Infantry
Polearm Infantry / Halberd Infantry / (3k_dlc07_unit_wood_northern_ji_infantry)
Northern Ji Infantry
Theirs are the spears that guard the realm of Han.
160 550 488 150 26 96000 34 20 25 25 16% 0% 32 0 0% NAN
48
160 Northern Spear Guards
Polearm Infantry / Spear Infantry / (3k_dlc07_unit_wood_northern_spear_guards)
Northern Spear Guards
These spears hold fast against whatever lies beyond that misted, dotted line.
160 570 550 168 28 96000 35 20 7 24 10% 20% 32 5 55% NAN
49
160 Qingzhou Spears
Polearm Infantry / Spear Infantry / (3k_dlc07_unit_wood_quingzhou_spears)
Qingzhou Spears
To live, for these warriors, is to fight, even though the cause is long past.
160 500 550 168 24 96000 40 20 7 24 6% 20% 25 2 60% NAN
50
160 Spear Warriors
Polearm Infantry / Spear Infantry / (3k_main_unit_wood_spear_warriors)
Spear Warriors
With spears thrust to the fore, these iron-clad warriors target armoured enemies.
160 520 550 145 30 96000 82 20 9 36 6% 0% 32 0 0% NAN
51
160 Ji Infantry
Polearm Infantry / Halberd Infantry / (3k_main_unit_wood_ji_infantry)
Ji Infantry
Infantry armed with polearms to pierce the armour of heavy cavalry, while their armour protects them against enemy missiles.
160 600 600 160 30 96000 31 20 25 25 6% 0% 32 0 0% NAN
52
160 Spear Guards
Polearm Infantry / Spear Infantry / (3k_main_unit_wood_spear_guards)
Spear Guards
These infantry protect the flanks; their shields guard against enemy missiles, while enemy cavalry skewer themselves on their spears.
160 600 600 160 30 96000 31 20 5 20 6% 20% 20 17 55% NAN
53
160 Northern Veteran Ji Infantry
Polearm Infantry / Halberd Infantry / (3k_dlc07_unit_wood_northern_veteran_ji_infantry)
Northern Veteran Ji Infantry
"There are powers in the mountains – you are all that holds them back."
160 800 738 174 36 96000 42 20 25 25 20% 0% 53 0 0% NAN
54
160 Heavy Ji Infantry
Polearm Infantry / Halberd Infantry / (3k_main_unit_wood_heavy_ji_infantry)
Heavy Ji Infantry
Heavily-armoured masters of the polearm, these warriors hold the main battle line.
160 800 800 215 36 96000 40 20 25 25 8% 0% 53 0 0% NAN
55
160 Northern Veteran Spears
Polearm Infantry / Spear Infantry / (3k_dlc07_unit_wood_northern_veteran_spears)
Northern Veteran Spears
"Stand firm, friends. We will show you how it's done!"
160 800 842 198 38 96000 45 20 7 24 16% 20% 45 8 65% NAN
56
160 Heavy Spear Guards
Polearm Infantry / Spear Infantry / (3k_main_unit_wood_heavy_spear_guards)
Heavy Spear Guards
Clad in iron, these warriors use robust tower shields to defend and hold the line at all costs.
160 850 850 225 38 96000 40 20 7 24 14% 15% 32 20 60% NAN
57
160 Azure Dragons
Polearm Infantry / Glaive & Bow Infantry / (3k_main_unit_wood_azure_dragons)
Azure Dragons
The reach of these warriors extends and contracts; accuracy with the bow and spear targets distant and nearby enemies alike.
160 1000 1000 265 49 96000 70 24 37 16 39% 0% 53 0 0% 40 10 200 8.6 9 NAN
58
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
59
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.
60
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
61
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
62
160 Repeating Crossbowmen
Ranged Infantry / Crossbow Infantry / (3k_main_unit_water_repeating_crossbowmen)
Repeating Crossbowmen
These troops are armed with fast-loading, repeating crossbows to quickly shoot down their foes.
160 350 420 110 25 54000 21 20 9 2 6% 0% 32 0 0% 21 0 120 4.3 12 NAN
63
160 Crossbowmen
Ranged Infantry / Crossbow Infantry / (3k_main_unit_water_crossbowmen)
Crossbowmen
Soldiers armed with long-range crossbows powerful enough to pierce enemy armour and defences.
160 350 420 110 25 54000 21 20 9 2 6% 0% 32 0 0% 18 42 220 4 13 NAN
64
160 Heavy Crossbowmen
Ranged Infantry / Crossbow Infantry / (3k_main_unit_water_heavy_crossbowmen)
Heavy Crossbowmen
Heavily-armoured troops carrying long-range crossbows powerful enough to pierce enemy armour.
160 450 540 145 34 59400 30 20 9 2 7% 0% 53 0 0% 18 42 220 4 16 NAN
65
160 Heavy Repeating Crossbowmen
Ranged Infantry / Crossbow Infantry / (3k_main_unit_water_heavy_repeating_crossbowmen)
Heavy Repeating Crossbowmen
These troops' rapid-firing repeating crossbows lay waste to scores of enemies, while iron armour protects them against retaliatory fire.
160 500 600 160 34 59400 30 20 9 2 7% 0% 53 0 0% 21 0 120 4.3 12 NAN
66
160 Onyx Dragons
Ranged Infantry / Bow Infantry / (3k_main_unit_water_onyx_dragons)
Onyx Dragons
Onyx Dragons are as adept at swinging their blades as pulling their bows; elite and versatile infantry.
160 900 1080 290 49 64800 100 24 20 15 52% 0% 7 0 0% 48 9 250 8.6 30 NAN
67
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
68
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
69
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
Ranged 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.
70
40 Mounted Archers
Ranged Cavalry / Bow Cavalry / (3k_main_unit_water_mounted_archers)
Mounted Archers
Armoured cavalry archers who harass the enemy with arrows while using their mounts to remain out of reach.
40 550 660 175 25 67200 56 30 25 8 6% 0% 32 0 0% 25 8 200 8.6 50 NAN
71
40 Mounted Crossbows
Ranged Cavalry / Crossbow Cavalry / (ep_unit_water_mounted_crossbows)
Mounted Crossbows
A crossbow is an effective and deadly weapon. So, too, a horse.
40 670 805 215 25 67200 56 30 25 8 6% 0% 32 0 0% 18 42 220 4 26 NAN
72
40 Heavy Mounted Archers
Ranged Cavalry / Bow Cavalry / (ep_unit_water_heavy_mounted_archers)
Heavy Mounted Archers
These archers excel at harassing enemy troops, but are unafraid of charging into the melee if needed.
40 700 840 225 27 67200 84 30 25 8 6% 0% 45 0 0% 25 8 200 8.6 44 NAN
73
40 Northern Mounted Archers
Ranged Cavalry / Bow Cavalry / (3k_dlc07_unit_water_northern_mounted_archers)
Northern Mounted Archers
Ride. Fire. Feign retreat. Repeat.
40 720 1115 243 40 67200 125 20 7 24 18% 25% 32 12 45% 25 8 200 8.6 44 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.
74
40 Peasant Raiders
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_peasant_raiders)
Peasant Raiders
Seizing their only chance for glory, these mounted peasants charge headlong into foes and chase down fleeing enemies.
40 400 600 160 20 67200 130 20 9 36 6% 0% 7 0 0% NAN
75
40 Northern Lancer Cavalry
Shock Cavalry / Halberd Cavalry / (3k_dlc07_unit_fire_northern_lancer_cavalry)
Northern Lancer Cavalry
If the initial charge does not break the foe, the follow-up soon will.
40 580 680 196 28 67200 215 20 25 25 8% 0% 32 0 0% NAN
76
40 Raider Cavalry
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_raider_cavalry)
Raider Cavalry
Cavalry troops that rely on the speed of their mounts to charge into lightly-armoured enemies and chase down fleeing enemies.
40 500 750 200 30 67200 150 20 9 36 12% 0% 7 0 0% NAN
77
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
78
40 Lance Cavalry
Shock Cavalry / Halberd Cavalry / (3k_main_unit_fire_lance_cavalry)
Lance Cavalry
Warriors chosen for the bravery needed to charge headlong into the enemy, polearms thrust to the fore.
40 650 1050 280 30 67200 235 20 25 25 8% 0% 32 0 0% NAN
79
40 Tiger & Leopard Cavalry
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_tiger_and_leopard_cavalry)
Tiger & Leopard Cavalry
Equipped with partial iron armour and highly-protective shields, these disciplined elite cavalry hunt down enemies armed with missile weapons.
40 950 1100 290 38 67200 247 20 7 24 15% 25% 26 12 45% NAN
80
40 Northern Veteran Lancers
Shock Cavalry / Halberd Cavalry / (3k_dlc07_unit_fire_northern_veteran_lancers)
Northern Veteran Lancers
To these renowned warriors, the lance is simply a lethal extension of the arm.
40 950 1105 243 35 67200 250 20 25 25 12% 0% 53 0 0% NAN
81
40 Heavy Tiger & Leopard Cavalry
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_heavy_tiger_and_leopard_cavalry)
Heavy Tiger & Leopard Cavalry
Clad in full armour, these elite cavalry troops deflect arrows with their shields as they bear down on their enemies.
40 1100 1275 340 49 67200 256 20 7 24 12% 25% 45 12 45% NAN
82
40 Cataphracts
Shock Cavalry / Spear Cavalry / (ep_unit_fire_cataphracts)
Cataphracts
The horse is made only more terrifying by cladding it in armour and directing it at the enemy.
40 900 1350 360 34 67200 230 20 9 36 9% 0% 53 0 25% NAN
83
40 Jade Dragons
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_jade_dragons)
Jade Dragons
Hand-picked by the general, these seasoned shock-troops relentlessly batter enemy lines with all the fury of their namesake.
40 1200 1800 480 40 67200 232 20 7 24 28% 15% 53 27 60% NAN
84
40 Heavy Cataphracts
Shock Cavalry / Spear Cavalry / (ep_unit_fire_heavy_cataphracts)
Heavy Cataphracts
The horse is made only more terrifying by cladding it in armour and directing it at the enemy.
40 1250 1875 500 38 67200 287 20 9 36 10% 0% 62 0 20% NAN
85
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.
86
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
87
40 Northern Sabre Cavalry
Melee Cavalry / Sword Cavalry / (3k_dlc07_unit_earth_northern_sabre_cavalry)
Northern Sabre Cavalry
Complete victory only comes from ruthless determination, usually found at the end of a blade.
40 690 860 243 30 67200 165 30 25 8 22% 25% 32 12 45% NAN
88
40 Sabre Cavalry
Melee Cavalry / Sword Cavalry / (3k_main_unit_earth_sabre_cavalry)
Sabre Cavalry
These cavalry troops are armed with zhibeidao swords to neutralise archers and combat enemy cavalry units alike.
40 750 1125 300 38 67200 191 30 25 8 9% 20% 25 5 65% NAN
89
40 Jian Sword Guard Cavalry
Melee Cavalry / Sword Cavalry / (3k_main_unit_earth_jian_swordguard_cavalry)
Jian Sword Guard Cavalry
Masters of defence who wield jian swords and rattan shields to hold the line against almost all enemies.
40 800 1200 320 32 67200 156 24 20 15 19% 20% 26 5 65% NAN
90
40 Northern Veteran Sabre Cavalry
Melee Cavalry / Sword Cavalry / (3k_dlc07_unit_earth_northern_veteran_sabre_cavalry)
Northern Veteran Sabre Cavalry
"The charge? Oh the charge is only the beginning…"
40 900 1208 263 40 67200 200 30 25 8 28% 25% 45 12 45% NAN
91
40 Tiger Cubs
Melee Cavalry / Sword Cavalry / (3k_dlc07_unit_earth_tiger_cubs)
Tiger Cubs
Though not yet as potent as their elite cousins, the cubs are no less powerful in themselves.
40 800 1395 223 40 67200 170 30 25 8 33% 25% 26 12 45% NAN
92
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.
93
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
94
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
95
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
96
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
97
44 Juggernaut
Ranged Artillery / Juggernaut / (3k_dlc06_unit_water_juggernaut)
Juggernaut
Sometimes brute strength and relentless force will win the day.
44 1060 1200 320 24 48000 12 20 9 2 5% 0% 7 0 20% NAN