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HomeHome / Total War: THREE KINGDOMS / Prince of Qi / Units / Melee Cavalry
Prince of Qi Prince of Qi Units

Melee Cavalry

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.
1
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
2
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
3
40 Dao Swordguard Cavalry
Melee Cavalry / Sword Cavalry / (ep_unit_earth_dao_swordguard_cavalry)
Dao Swordguard Cavalry
The swing of a dao, from horseback, is the last thing many see before their head is cleaved from their neck.
40 775 1165 310 32 67200 156 30 30 10 15% 20% 26 5 65% NAN
4
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