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HomeHome / Total War: THREE KINGDOMS / Gong Du Yellow Turbans / Units / Multiple Bolt Crossbow
Multiple Bolt Crossbow Gong Du Yellow TurbansGong Du Yellow Turbans Ranged Artillery

Multiple Bolt Crossbow

Be they man or monster, no one can withstand the thundering force of not one, but many, ten-foot bolts.

At a glance, this siege weapon appears to be the simple crossbow, yet bigger than before – and far, far more powerful. Its ten-foot long bolts, when fired, are powerful enough to cleave through ranks of soldiery, and thus are devastating against enemy lines.

Loading more than one bolt per crossbow requires a significant amount more effort and reduces the accuracy of the weapon. However, when firing indiscriminately into advancing enemy lines, accuracy is secondary – by an order of magnitude – to raw destructive power.

Unit Abilities

  • Miasma
    The dense and tough undergrowth that plagues the jungles of the South is a hindrance to all those who try to penetrate into the heartlands of the Nanman.

Attributes

  • HIDE IN FOREST
    Can hide in forests.

Strengths & Weaknesses

  • Role: rear line
    These troops are best placed at the rear of an army, where they can cause damage from a position of relative safety.
  • Missile attack
    This unit excels at destroying lightly-armoured enemies, raining death upon them from a safe distance.
  • Poor in melee
    This unit is poor when fighting hand-to-hand. Try to keep it away from enemy formations.
Multiple Bolt Crossbow

Unit Name

Multiple Bolt Crossbow

Main Unit Key

3k_dlc04_unit_water_multiple_bolt_crossbow

Land Unit Key

3k_dlc04_unit_water_multiple_bolt_crossbow

Naval Unit Key

3k_main_campaign_ship_transport

Land Unit Group

Artillery

Naval Unit Group

Artillery

Soldiers

44

Caste

warmachine

Category

artillery

Class

art_siege

Custom Battle Cost

1060

Recruitment Cost

1200

Upkeep Cost

320

Morale

18

Entity

Hit Points

24000

Speed

NAN

WEAPONS

3k_main_unit_1h095_sword_single_edge_weak

Melee Attack Rate

20

Melee Charge Bonus

12

Melee Damage - Base

9

Melee Damage - Armour-piercing

2

├ Bonus vs Cavalry

0

├ Bonus vs Large

0

└ Bonus vs Infantry

0

Shield

none

Melee Evasion - Base

5%

Melee Evasion - Shield

0%

Ranged Block Chance

0%

ARMOUR

3k_main_unit_tunic

Armour Base

7

Shield Armour

0

Missile Weapon

3k_dlc04_unit_bolt_water_crossbow_multi

├ Projectile

3k_dlc04_unit_bolt_crossbow_multi_normal

Ranged Damage - Base

200

Ranged Damage - Armour-piercing

300

Range

400

├ Base Reload Time

10

Ranged Attack Rate

6

Ammunition

10

Accuracy