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HomeHome / Total War: THREE KINGDOMS / He Yi Yellow Turbans / Units
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 He Yi
Healer / Healer / (3k_ytr_hero_water_he_yi)
He Yi

1 150 0 0 40 24000 84 20 25 25 0% 0% 45 0 0% NAN
2
1 Gong Du
Veteran / Veteran / (3k_ytr_hero_wood_gong_du)
Gong Du

1 475 0 0 50 24000 260 24 1261 420 0% 0% 70 0 0% NAN
3
1 He Man
Scholar / Scholar / (3k_ytr_hero_metal_he_man)
He Man

1 90 0 0 50 24000 107 24 1374 1016 54% 0% 50 0 0% NAN
4
1 Huang Shao
Scholar / Scholar / (3k_ytr_hero_metal_huang_shao)
Huang Shao

1 600 0 0 50 24000 107 24 1374 1016 0% 0% 50 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.
5
41 He Yi
Healer / Healer / (3k_ytr_general_water_he_yi)
He Yi

41 620 0 0 23 73200 84 24 6 24 0% 0% 45 0 0% NAN
6
41 Gong Du
Veteran / Veteran / (3k_ytr_general_wood_gong_du)
Gong Du

41 700 0 0 34 73200 260 24 21 7 0% 0% 70 0 0% NAN
7
41 He Man
Scholar / Scholar / (3k_ytr_general_metal_he_man)
He Man

41 320 0 0 34 73200 107 24 23 17 54% 0% 50 0 0% NAN
8
41 Huang Shao
Scholar / Scholar / (3k_ytr_general_metal_huang_shao)
Huang Shao

41 660 0 0 34 73200 107 24 23 17 0% 0% 50 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.
9
160 Peasant Warriors
Melee Infantry / Glaive Infantry / (3k_ytr_unit_metal_peasant_warriors)
Peasant Warriors
With low morale and armed only with improvised clubs, these starving peasants may not be formidable, but they are many!
160 200 280 75 18 96000 90 24 37 0 13% 0% 7 0 0% NAN
10
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
11
160 Yellow Turban Warriors
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_yellow_turban_warriors)
Yellow Turban Warriors
These former bandits obey a greater law and lend their sabres and hard-fought experience to the Yellow Turban cause.
160 400 400 105 24 96000 104 30 25 8 29% 20% 20 2 60% NAN
12
160 Chanters
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_chanters)
Chanters
Devotees to the Great Peace who raise the spirits of their fighting allies with Taoist chants and incantations.
160 400 400 105 40 96000 50 30 5 10 15% 0% 7 0 0% NAN
13
160 Yellow Sky Heralds
Melee Infantry / Axe Infantry / (3k_ytr_unit_metal_yellow_sky_heralds)
Yellow Sky Heralds
Fearless heralds of the Yellow Sky, whose powerful charge strikes down all who would oppose the Great Peace.
160 450 450 120 44 96000 89 30 11 22 15% 0% 7 0 0% NAN
14
160 People's Warband
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_peoples_warband)
People's Warband
Merchants and craftsmen armed with looted sabres and armour, fuelled by a righteous fury against injustice.
160 600 600 160 34 96000 89 30 53 13 15% 0% 20 0 0% NAN
15
160 White Wave Veterans
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_white_wave_veterans)
White Wave Veterans
Veteran rebels armed with a sabre, shield and a swift, strong charge.
160 650 650 175 34 96000 134 30 25 8 30% 20% 20 2 60% NAN
16
80 Youxia
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_youxia)
Youxia
With a tally of many victories between them, this armoured infantry form the vanguard of the frontline with sword and shield.
80 900 750 200 64 72000 108 24 28 21 45% 20% 53 10 55% NAN
17
80 Venerable Wu
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_venerable_wu)
Venerable Wu
Shamans who can take many blows before they fall, striking fear into the hearts of foes who believe they possess supernatural powers.
80 900 900 240 54 72000 118 24 15 11 65% 0% 7 0 40% NAN
18
80 Scholar-warriors
Melee Infantry / Sword Infantry / (3k_ytr_unit_metal_scholar_warriors)
Scholar-warriors
Elite warriors whose belief and commitment to the Way inspires others and gives extra weight to the swing of their twin sabres.
80 1000 1200 320 59 64000 117 30 65 16 60% 0% 26 0 40% 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.
19
160 Peasant Spearmen
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_peasant_spearmen)
Peasant Spearmen
Forsaking farming tools for sharpened bamboo stakes, these peasants are cheap, with low morale, but risk their lives to fight against oppression.
160 200 300 80 16 96000 22 20 9 36 11% 0% 7 0 0% NAN
20
160 Yellow Turban Spearmen
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_yellow_turban_spearmen)
Yellow Turban Spearmen
Protected by leather armour and a small shield, these former bandits brace for impact against cavalry charges.
160 450 450 120 22 96000 41 20 7 24 14% 20% 20 5 55% NAN
21
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
22
80 Militia of Virtue
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_militia_of_virtue)
Militia of Virtue
Martial arts training has given these warriors unmatched stamina and made them experts users of the staff for attacking and defending.
80 550 550 145 30 72000 40 20 45 2 60% 0% 20 0 0% NAN
23
160 Guardians of the Land
Polearm Infantry / Halberd Infantry / (3k_ytr_unit_wood_guardians_of_the_land)
Guardians of the Land
Armoured former palace guards who use ji polearms raided from their previous masters in the fight for the Great Peace.
160 700 700 185 30 96000 80 20 25 25 34% 0% 45 0 0% NAN
24
160 Reclaimers
Polearm Infantry / Spear Infantry / (3k_ytr_unit_wood_reclaimers)
Reclaimers
This infantry gathers equipment dropped or left behind in battle to help their brothers and sisters continue the fight.
160 700 700 185 28 96000 70 20 7 24 16% 15% 25 20 60% NAN
25
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
26
40 Arm of the Supreme Peace
Polearm Infantry / Halberd Infantry / (3k_ytr_unit_metal_arm_of_the_supreme_peace)
Arm of the Supreme Peace
The imposing bulk of this elite infantry gives their swung maces the power of a gale, scattering their enemies before them.
40 1000 800 215 44 84000 157 15 74 25 43% 0% 32 0 0% 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.
27
160 Peasant Archers
Ranged Infantry / Bow Infantry / (3k_ytr_unit_water_peasant_archers)
Peasant Archers
Cheap to raise, but low in morale, these peasants are armed with only a simple bow and the will to fight for the promise of the Yellow Sky.
160 145 220 60 13 54000 10 20 9 2 10% 0% 7 0 0% 22 6 180 8.6 14 NAN
28
160 Yellow Turban Archers
Ranged Infantry / Bow Infantry / (3k_ytr_unit_water_yellow_turban_archers)
Yellow Turban Archers
After years of ambushing traders, these former bandits now train their arrows on the oppressors of the land.
160 300 360 95 18 54000 41 20 9 2 11% 0% 20 0 0% 25 8 200 8.6 25 NAN
29
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
30
160 Men of the Forest
Ranged Infantry / Bow Infantry / (3k_ytr_unit_water_men_of_the_forest)
Men of the Forest
Former poachers renowned for their stealth and skill with the bow, making them excellent ambushers.
160 530 660 175 23 59400 65 30 6 17 12% 0% 20 0 0% 25 8 200 8.6 26 NAN
31
160 Bringers of Righteousness
Ranged Infantry / Bow Infantry / (3k_ytr_unit_wood_bringers_of_righteousness)
Bringers of Righteousness
Skilled militia armed with polearms and bows, a flexible and effective unit for combat both close and from afar.
160 700 840 225 30 59400 90 24 37 16 19% 0% 25 0 0% NAN
32
160 Watchmen of the Peace
Ranged Infantry / Crossbow Infantry / (3k_ytr_unit_water_watchmen_of_the_peace)
Watchmen of the Peace
Well-trained infantry using powerful crossbows at long range, but also skilled with armour and shield in close combat.
160 600 960 260 25 59400 75 30 25 8 12% 20% 26 2 60% 18 42 220 4 17 NAN
33
80 Archery Masters
Ranged Infantry / Bow Infantry / (3k_ytr_unit_water_archery_masters)
Archery Masters
Archers with an unerring eye; their arrows rarely miss their targets.
80 1000 1200 320 57 64800 75 20 9 2 12% 0% 7 0 40% 38 5 225 8.6 42 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.
34
40 Horseback Huntsmen
Ranged Cavalry / Bow Cavalry / (3k_ytr_unit_water_horseback_huntsmen)
Horseback Huntsmen
The quarry of these mounted archers was once waterfowl, but is now considerably larger, which only makes for an easier target.
40 400 420 110 20 67200 40 20 9 2 12% 0% 20 0 0% 40 10 200 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.
35
40 White Wave Horsemen
Shock Cavalry / Spear Cavalry / (3k_ytr_unit_earth_white_wave_horsemen)
White Wave Horsemen
Seasoned shock cavalry whose speed and powerful charge make them perfect for battering enemy lines before withdrawing to strike again.
40 750 1125 300 32 67200 250 20 7 24 8% 25% 20 12 45% NAN
36
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
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.
37
40 Yellow Turban Horsemen
Melee Cavalry / Sword Cavalry / (3k_ytr_unit_earth_yellow_turban_horsemen)
Yellow Turban Horsemen
Strength and courage are not everything; sometimes speed makes all the difference, and this marauding cavalry has very fast horses.
40 550 825 220 26 67200 156 30 25 8 18% 20% 20 5 65% NAN
38
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
39
28 Virtuous Noblemen
Melee Cavalry / Axe Cavalry / (3k_ytr_unit_earth_virtuous_noblemen)
Virtuous Noblemen
Elite cavalry guards who have turned their weapons against their former masters to serve the Yellow Turbans.
28 1000 1200 320 50 50000 164 30 10 21 16% 25% 45 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.
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