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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 Zheng Jiang
Champion / Champion / (3k_main_hero_wood_zheng_jiang)
Zheng Jiang

1 850 0 0 70 24000 215 24 965 2251 0% 0% 55 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.
2
41 Zheng Jiang
Champion / Champion / (3k_main_general_wood_zheng_jiang)
Zheng Jiang

41 750 0 0 70 73200 215 24 19 45 0% 0% 55 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.
3
160 White Tiger Warriors
Melee Infantry / Axe Infantry / (3k_dlc05_unit_metal_white_tiger_warriors)
White Tiger Warriors
When they had no home or purpose, the White Tiger provided. Now they will defend both.
160 580 400 105 34 96000 124 15 20 40 13% 0% 7 0 0% NAN
4
160 Bandit Warriors
Melee Infantry / Axe Infantry / (3k_dlc05_unit_metal_bandit_warriors)
Bandit Warriors
Banditry is a simple profession – wade into battle with whichever weapon you find, and take everything you can.
160 410 450 120 24 96000 65 30 14 32 14% 0% 20 0 0% NAN
5
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
6
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
7
160 Nanman Warriors
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_nanman_warriors)
Nanman Warriors
The men of the south have always fought to protect what they hold dear.
160 450 480 128 24 96000 100 30 24 8 25% 20% 29 2 60% NAN
8
160 Valley Tribesmen
Melee Infantry / Axe Infantry / (3k_dlc06_unit_metal_valley_tribesmen)
Valley Tribesmen
Though their origins may be humble, the warriors of the Nanman can hold their own.
160 550 520 139 30 96000 107 30 33 3 38% 20% 37 2 60% NAN
9
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
10
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
11
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
12
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
13
160 Yue Remnant Warriors
Melee Infantry / Sword Infantry / (3k_dlc05_unit_metal_yue_remnant_warriors)
Yue Remnant Warriors
A people only truly die the last time their name is spoken. Until then, they live on.
160 660 750 200 40 96000 105 30 53 13 22% 0% 45 0 0% NAN
14
160 Hidden Axes
Melee Infantry / Axe Infantry / (3k_main_unit_metal_hidden_axes)
Hidden Axes
Zheng Jiang arms her fiercest bandits with fu axes and deploys them to charge into enemy infantry.
160 850 850 225 37 96000 120 30 14 32 26% 0% 7 0 0% NAN
15
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
16
160 Fists of the Bandit Queen
Melee Infantry / Axe Infantry / (3k_main_unit_metal_fists_of_the_bandit_queen)
Fists of the Bandit Queen
These elite, battle-hardened bandits carry an axe in each hand, and advance ahead of the front lines to catch their foes unawares
160 1000 1000 265 48 96000 145 30 14 32 30% 0% 26 0 0% NAN
17
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
18
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
19
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.
20
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
21
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
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 Bandit Gang
Polearm Infantry / Spear Infantry / (3k_dlc05_unit_wood_bandit_gang)
Bandit Gang
These men have basic weapons, and determination in droves. But that's essentially all they have.
160 460 550 145 20 96000 65 20 7 24 6% 20% 20 5 55% NAN
24
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
25
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
26
160 Yue Tribesmen
Polearm Infantry / Spear Infantry / (3k_dlc05_unit_wood_yue_tribesmen)
Yue Tribesmen
The cragged edges of the southern mountains fashion peasants into warriors, flint-eyed and sharp.
160 520 600 160 34 96000 100 20 9 36 6% 0% 32 0 0% NAN
27
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
28
160 Black Mountain Outlaws
Polearm Infantry / Spear Infantry / (3k_main_unit_wood_black_mountain_outlaws)
Black Mountain Outlaws
Fearless bandits unafraid to brace themselves against heavy cavalry and pierce horses’ armour with their long qiang spears.
160 750 750 200 28 96000 100 20 9 36 41% 0% 7 0 0% NAN
29
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
30
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
31
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
32
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.
33
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
34
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
35
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
36
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
37
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
38
160 Bandit Hunters
Ranged Infantry / Bow Infantry / (3k_dlc05_unit_water_bandit_hunters)
Bandit Hunters
"Hold the bow steady, and don't hesitate. This is no pig you're skewering, friend."
160 405 480 130 20 59400 56 30 5 11 11% 0% 20 0 0% 25 8 200 8.6 22 NAN
39
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
40
160 Yi Archers
Ranged Infantry / Bow Infantry / (3k_main_unit_water_yi_archers)
Yi Archers
These archers’ long siyah horn bows increase the velocity of their arrows, while they fend off attackers with zhibeidao swords.
160 450 540 145 34 59400 55 30 25 8 40% 0% 7 0 0% 40 10 200 8.6 28 NAN
41
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
42
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
43
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
44
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
45
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.
46
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
47
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
48
40 Xianbei Horse Archers
Ranged Cavalry / Bow Cavalry / (ep_unit_water_xianbei_horse_archers)
Xianbei Horse Archers
The Xianbei were infamous, feared for their lightning-fast attacks and ceaseless harassment of their foes.
40 600 720 190 20 67200 56 30 25 8 6% 0% 32 0 0% 25 8 200 8.6 50 NAN
49
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
50
40 Qiang Hunters
Ranged Cavalry / Bow Cavalry / (3k_main_unit_water_qiang_hunters)
Qiang Hunters
Tribal archers who excel at skirmishing due to their accuracy, endless endurance and long polearms to counter enemy cavalry assaults.
40 750 900 240 31 67200 120 24 37 16 32% 0% 26 0 0% 48 9 250 8.6 50 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.
51
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
52
40 Bandit Raiders
Shock Cavalry / Spear Cavalry / (3k_dlc05_unit_fire_bandit_raiders)
Bandit Raiders
These cavalry roll in like storm clouds, and strike with the force of lightning.
40 440 750 200 28 67200 180 20 9 36 8% 0% 20 0 0% NAN
53
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
54
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
55
40 Xiongnu Cavalry
Shock Cavalry / Spear Cavalry / (ep_unit_fire_xiongnu_cavalry)
Xiongnu Cavalry
Those from beyond our borders may seem strange, but if they fight well it is better that they are on our side.
40 750 1125 300 34 67200 250 20 7 24 8% 25% 32 12 45% NAN
56
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
57
40 Xianbei Riders
Shock Cavalry / Halberd Cavalry / (ep_unit_fire_xianbei_riders)
Xianbei Riders
Light, manoeuvrable cavalry can create chaos and confusion in the enemy ranks and, ultimately, victory.
40 800 1200 320 34 67200 250 20 25 25 25% 0% 32 0 0% NAN
58
40 Qiang Marauders
Shock Cavalry / Spear Cavalry / (3k_main_unit_fire_qiang_marauders)
Qiang Marauders
Tribal horsemen whose ferocity and unrelenting attacks on exposed flanks are matched only by their riding skills.
40 850 1275 340 31 67200 297 20 9 36 10% 0% 26 0 0% NAN
59
40 Xiongnu Cataphracts
Shock Cavalry / Spear Cavalry / (ep_unit_fire_xiongnu_cataphracts)
Xiongnu Cataphracts
Nomads, masters of cavalry, know exactly how, and where, to deploy their armoured horses for maximum devastation.
40 1350 1800 480 40 67200 262 20 7 24 10% 25% 53 12 45% NAN
60
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
61
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.
62
40 Bandit Marauders
Melee Cavalry / Axe Cavalry / (3k_dlc05_unit_earth_bandit_marauders)
Bandit Marauders
The lighter the armour, the faster the warrior, the quicker the strike, the sooner the kill.
40 432 750 200 30 67200 106 30 14 32 12% 0% 20 0 20% NAN
63
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
64
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
65
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
66
40 Qiang Raiders
Melee Cavalry / Sword Cavalry / (3k_main_unit_earth_qiang_raiders)
Qiang Raiders
Merciless tribal cavalry, crashing into enemies with a devastating charge and dispatching any survivors with swords.
40 1000 1500 400 36 67200 244 30 25 8 32% 20% 25 5 65% NAN
67
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.
68
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
69
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
70
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