CAVALRY UNITS Veteran (Fortress:  200W 200G) Effect (+HP & +Damage) 20%
Guard (Industrial:  600W 600G) Effect (+HP & +Damage) 30%
Hussar (Stable) Royal Guard (Industrial:  1000W 1000G)[1] Effect (+HP & +Damage) 10%
Statistics Normal Vet Guard RG Imperial Imperial (Imperial: 1500W 1500G) Effect (+HP & +Damage) 50%
Role Hand Cavalry, Heavy Cavalry, Cavalry
Cost 120 Food 80 Gold
Age Available Colonial  Artillery Upgrade 1 (Industrial:  250F 250W) Effect (+HP & +Damage) 25%
Hit points 320 384 480 ---- 640 Artillery Upgrade 2 (Imperial: 1500W 1500G) Effect (+HP & +Damage) 50%
Pop. Use 2
Resists -20% vs. Ranged
Speed 6.75 /  3.38 (trample) French
LOS 15 Royal Guard Units • Skirmisher (Voltigeur)
• Cuirassier (Gendarme)
Melee Damage 30 36 45 ---- 60
Trample Damage  (Area 3 / ROF 2.0) 20 24 30 ---- 40 Features • Coureur settlers:  Expensive but gather 20% faster, walk faster, and fight better
Siege Damage 20 24 30 ---- 40
Siege Range 0 to 6 Max Settlers 80
Modes Melee, Trample, Defend, & Stand Ground Starting Settlers 5
Exp - Build  20
Exp - Kill  20 Miscellaneous Notes:
1 The rate of fire (ROF) for all melee units is 1.5
The rate of fire for all ranged units is 3.0 unless otherwise noted
Dragoon (Stable) The rate of fire for all infantry or cavalry siege units is 3.0
Statistics Normal Vet Guard RG Imperial
Role Gunpowder Cavalry, Ranged Cavalry, Cavalry, Light Cavalry 2 For unit train time information, view the worksheet "Unit Train Times".
Cost 90 Food 90 Gold
Age Available Fortress (values given as normal for calc purposes only)
Hit points 200 240 300 ---- 400
Pop. Use 2
Resists -30% vs. Ranged
Speed 7.25
LOS 15
Range Damage 22 26 33 ---- 44
Range Damage vs. Heavy Cavalry 66 78 99 ---- 132
Range Damage vs. Settlers 11 13 16 ---- 22
Range Damage vs. Artillery 44 52 66 ---- 88
Range Damage vs. Coyote Man / Disciple 60 71 90 ---- 121
Range 0 to 12
Melee Damage 11 13 16 ---- 22
Melee Damage vs. Heavy Cavalry 33 39 48 ---- 66
Melee Damage vs. Artillery 22 26 32 ---- 44
Melee Damage vs. Coyote Man / Disciple 30 35 44 ---- 60
Siege Damage 9 10 13 ---- 18
Siege Range 0 to 6
Modes Stagger, Melee, Defend, Stand Ground
Exp - Build  18
Exp - Kill  18
• Uses an imaginary colonial unit in calculation as the base value to get the correct HP and damage.  
Cuirassier (Stable) - Gendarme
Statistics Normal Vet Guard RG Imperial
Role Hand Cavalry, Cavalry, Heavy Cavalry
Cost 150 Food 150 Gold
Age Available Fortress
Hit points ---- 500 ---- 700 950
Pop. Use 3
Resists -20% vs. Ranged
Speed 6.25 /  3.13 (trample)
LOS 15
Melee Damage (Area 2) ---- 30 ---- 42 57
Trample Damage  (Area 2 / ROF 2.0) ---- 20 ---- 28 38
Siege Damage ---- 30 ---- 42 57
Siege Range 0 to 6
Modes Melee, Trample, Defend, & Stand Ground
Exp - Build  20
Exp - Kill  20
• Loses area bonus when attacking treasure Guardians
• HP and damage is calculated from the veteran base unit.  Using their formulas, cannot create an imaginary colonial cuirassier (would have lower HP as RG and imperial).
INFANTRY UNITS
Crossbowman (Barracks)
Statistics Normal Vet Guard RG Imperial
Role Infantry, Archer, Ranged Infantry
Cost 40 Food 40 Wood
Age Available Colonial 
Hit points 100 120 ---- ---- ----
Pop. Use 1
Resists -20% vs. Ranged
Speed 4
LOS 20
Range Damage 16 19 ---- ---- ----
Range Damage vs. Heavy Infantry 20 23 ---- ---- ----
Range Damage vs. Heavy Cavalry / Coyote Man 12 14 ---- ---- ----
Range Damage vs. Eagle Knight 32 38 ---- ---- ----
Range Damage vs. Light Cavalry[2] 24 28 ---- ---- ----
Range 2 to 16
Melee Damage 7 8 ---- ---- ----
Melee Damage vs. Heavy Infantry 8 10 ---- ---- ----
Melee Damage vs. Heavy Cavalry / Coyote Man 5 6 ---- ---- ----
Melee Damage vs. Eagle Knight 14 16 ---- ---- ----
Melee Damage vs. Light Cavalry[3] 10 12 ---- ---- ----
Siege Damage 8 9 ---- ---- ----
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  8
Exp - Kill  8
Pikeman (Barracks)
Statistics Normal Vet Guard RG Imperial
Role Hand Infantry, Pikeman, Infantry, Heavy Infantry
Cost 40 Food 40 Wood
Age Available Colonial Age 
Hit points 120 144 ---- ---- ----
Pop. Use 1
Resists -10% vs. Hand
Speed 5
LOS 12
Melee Damage 8 10 ---- ---- ----
Melee Damage (Cover) 4 5 ---- ---- ----
Melee Damage vs. Cavalry 40 50 ---- ---- ----
Melee Damage vs. Abstract Infantry 28 35 ---- ---- ----
Siege Damage 32 38 ---- ---- ----
Siege Damage (Cover) 16 19 ---- ---- ----
Siege Range 0 to 6
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  8
Exp - Kill  8
Halberdier (Barracks)
Statistics Normal Vet Guard RG Imperial
Role Hand Infantry, Infantry, Heavy Infantry
Cost 50 Food 70 Gold
Age Available Fortress
Hit points ---- 200 260 ---- 360
Pop. Use 1
Resists -10% vs. Hand
Speed 4
LOS 12
Melee Damage ---- 25 32 ---- 45
Melee Damage vs. Cavalry ---- 50 64 ---- 90
Melee Damage vs. Abstract Infantry ---- 37 48 ---- 67
Siege Damage ---- 36 46 ---- 64
Siege Damage (Cover) ---- 18 23 ---- 32
Siege Range 0 to 6
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  12
Exp - Kill  12
• HP and damage is calculated from the veteran base unit.  Using their formulas, cannot create an imaginary colonial halberdier (would have lower HP as RG and imperial).
Musketeer (Barracks)
Statistics Normal Vet Guard RG Imperial
Role Gunpowder Trooper, Infantry, Heavy Infantry, Ranged Infantry
Cost 75 Food 25 Gold
Age Available Colonial Age 
Hit points 150 180 225 ---- 300
Pop. Use 1
Resists -20% vs. Hand
Speed 4
LOS 16
Range Damage 23 27 34 ---- 46
Range 0 to 12
Melee Damage 13 15 19 ---- 26
Melee Damage vs. Cavalry 39 45 57 ---- 78
Melee Damage vs. Abstract Infantry 29 33 42 ---- 58
Siege Damage (ROF 3) 20 24 30 ---- 40
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  10
Exp - Kill  10
Skirmisher (Barracks) - Voltigeur
Statistics Normal Vet Guard RG Imperial
Role Ranged Infantry, Gunpowder Trooper, Infantry
Cost 50 Food 65 Gold
Age Available Fortress
Hit points 120 144 ---- 192 252
Pop. Use 1
Resists -30% vs. Ranged
Speed 4
LOS 24
Range Damage 15 18 ---- 24 31
Range Damage vs. Heavy Infantry 30 36 ---- 48 62
Range Damage vs. Heavy Cavalry / Coyote Man 11 13 ---- 18 23
Range Damage vs. Eagle Knight 30 36 ---- 48 62
Range Damage vs. Light Cavalry[4] 22 27 ---- 36 46
Range 2 to 20
Melee Damage 6 7 ---- 9 12
Melee Damage vs. Heavy Infantry 12 14 ---- 18 24
Melee Damage vs. Heavy Cavalry / Coyote Man 4 5 ---- 6 9
Melee Damage vs. Eagle Knight 12 14 ---- 18 24
Melee Damage vs. Light Cavalry[5] 9 10 ---- 13 18
Siege Damage 12 14 ---- 19 25
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  12
Exp - Kill  12
• Uses an imaginary colonial unit in calculation as the base value to get the correct HP and damage.  However, the French can play the "Team Early Skirmisher" Home City card and receive skirmishers in the Colonial Age (will use Normal HP and damage above).
ARTILLERY UNITS
Falconet (Artillery Foundry)
Statistics ---- Falconet Field Gun ---- Imperial
Role Artillery
Cost 100 Wood 400 Gold
Age Available Fortress Age
Hit points ---- 200 250 ---- 350
Pop. Use 5
Resists -75% vs. Ranged
Speed Limber 4, Bombard 1.6
LOS 30
Siege Damage (Area 3) (ROF 4) ---- 100 125 ---- 175
Range Damage vs. Infantry / Ships ---- 300 375 ---- 525
Range Damage vs. Buildings ---- 200 250 ---- 350
Range Damage vs. Arrow Knight ---- 50 62 ---- 87
Range 0 to 26
Modes Limber & Bombard
Exp - Build  50
Exp - Kill  50
Culverin (Artillery Foundry)
Statistics ---- Culverin Royale ---- Imperial
Role Artillery (Anti-Siege)
Cost 100 Wood 400 Gold
Age Available Fortress Age
Hit points ---- 280 350 ---- 490
Pop. Use 4
Resists -75% vs. Ranged
Speed Limber 3.5, Bombard 1.4 
LOS 36
Siege Damage (Area 1) (ROF 6) ---- 40 50 ---- 70
Siege Damage vs. Artillery ---- 160 200 ---- 280
Siege Damage vs. Ships ---- 400 500 ---- 700
Siege Damage vs. Cavalry / Abstract Infantry ---- 20 25 ---- 35
Range 0 to 34
Modes Limber & Bombard
Exp - Build  50
Exp - Kill  50
Mortar (Artillery Foundry)
Statistics ---- ---- Mortar Howitzer[6] Imperial
Role Artillery
Cost 100 Wood 350 Gold
Age Available Industrial
Hit points ---- ---- 300 375 525
Pop. Use 4
Resists -75% vs. Ranged
Speed Limber 3, Bombard 1.2
LOS 44
Siege Damage (Area 1) (ROF 6) ---- ---- 500 625 875
Range Damage vs. Ships ---- ---- 250 312 437
Range 4 to 40
Modes Limber, Bombard
Exp - Build  45
Exp - Kill  45
• Can only attack ships and buildings
Petard (Artillery Foundry)
Statistics Normal Fortress Industrial[7] ---- Imperial[8]
Role Siege Trooper, Hand Siege, Infantry
Cost 50 Food 100 Wood 
Age Available Fortress Age 
Hit points ---- 225 281 ---- 393
Pop. Use 1
Resists -40% vs. Hand
Speed 4
LOS 15
Siege Damage (ROF 3.0) ---- 1600 2000 ---- 2000
Siege Damage (Cover) ---- 800 1000 ---- 1000
Range 0
Melee Damage ---- 6 7 ---- 7
Melee Damage (Cover) ---- 3 3 ---- 3
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  18
Exp - Kill  18
• No upgrade cost, upgrade upon aging up automatically.  However, only hit points, not damage increases in Imperial.
Horse Artillery (Artillery Foundry)
Statistics ---- Normal Heavy[9] ---- Imperial
Role Artillery
Cost 100 Wood 500 Gold
Age Available Industrial Age
Hit points ---- 200 250 ---- 350
Pop. Use 6
Resists -75% vs. Ranged
Speed Limber 6, Bombard 2.4
LOS 30
Siege Damage (Area 3) (ROF 4) ---- 125 156 ---- 218
Range Damage vs. Infantry / Ships ---- 375 468 ---- 654
Range Damage vs. Buildings ---- 250 312 ---- 436
Range Damage vs. Arrow Knight ---- 62 78 ---- 109
Range 0 to 26
Modes Limber & Bombard
Exp - Build  50
Exp - Kill  50
Heavy Cannon (Factory / Shipment)
Statistics ---- ---- Industrial ---- Imperial
Role Artillery
Cost Free from factory
Age Available Industrial
Hit points ---- ---- 475 ---- 712
Pop. Use 7
Resists -75% Ranged Damage
Speed Limber 3.5, Bombard 1.4
LOS 32
Siege Damage (Area 4) (ROF 6) ---- ---- 200 ---- 300
Siege Damage vs. Infantry / Ships ---- ---- 600 ---- 900
Range Damage vs. Buildings ---- ---- 400 ---- 600
Siege Damage vs. Artillery (Area 4) ---- ---- 150 ---- 225
Range Damage vs. Arrow Knight ---- ---- 100 ---- 150
Range 0 to 28
Modes Limber & Bombard
Exp - Build  N/A
Exp - Kill  70
CHURCH UNITS
Priest (Church)
Role Heals wounded units
Cost 200 Gold
Age Available Colonial
Hit points 360 ---- ---- ---- ----
Pop. Use 1
Resists -10% Ranged Damage
Speed 4
LOS 12
Melee Damage 5 ---- ---- ---- ----
Heal (HP / Sec) 10 ---- ---- ---- ----
Exp - Build  20
Exp - Kill  20
Spy (Church)
Statistics Colonial  Fortress[10] Industrial[11] Imperial[12] ----
Role Infantry, Hand Infantry, CanSeeStealth, MercType2
Cost 125 Gold
Age Available Colonial 
Hit points 150 150 187 262 ----
Pop. Use 2
Resists -20% vs. Ranged
Speed 6.25 (3.13 in Stealth or Cover)
LOS 28
Melee Damage 5 5 5 5 ----
Melee Damage vs. Mercenary 100 100 100 100 ----
Melee Damage vs. Hero 200 200 200 200 ----
Melee Damage vs. Native Warrior 20 20 20 20 ----
Siege Damage 10 10 10 10 ----
Siege Range 0 to 6
Modes Stealth, Melee, Cover, Defend, & Stand Ground
Exp - Build  20
Exp - Kill  20
• Assassins upgrade card available in Fortress Age.
• Can see stealth units.  
Garde Imperial (Grenadiers from Church Technology)
Statistics ---- Young[13] Middle[14] Old[15] ----
Role Ranged Infantry, Heavy Infantry, Infantry, Siege Trooper
Cost 500 (4) / 1000 (8) / 2000 (15) Food
Age Available Colonial (Young) / Fortress (Middle) / Industrial (Old)
Hit points 200 240 300 320 ----
Pop. Use 2
Resists -50% vs. Ranged
Speed 4
LOS 15
Siege Damage (Area 3) 16 19 24 25 ----
Siege Damage vs. Cavalry  8 9 12 12 ----
Siege Damage vs. Abstract Infantry  8 9 12 12 ----
Range 0 to 12
Melee Damage 8 9 12 12 ----
Siege Damage (Buildings) 54 64 81 86 ----
Siege Range 0 to 12
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  18
Exp - Kill  18
Caravel (Dock)
Statistics Normal ---- ---- ---- ----
Role Warship, Fishing Boat, Transport
Cost 300 Wood 100 Gold
Age Available Colonial
Hit points 800 ---- ---- ---- ----
Pop. Use 1
Pop. Limit 5
Resists -50% vs. Ranged
Speed 8.5
LOS 26
Siege Damage (Area 1) (ROF 2.0) 75 ---- ---- ---- ----
Siege Damage vs. Artillery 37 ---- ---- ---- ----
Siege Range 0 to 20
Broadside Attack (Area 1) (ROF 0.05) 50 ---- ---- ---- ----
Broadside Attack vs. Ships (Area 1) 100 ---- ---- ---- ----
Broadside Attack Range 0 to 20
Gather Fish 0.67
Gather Whale  0.5
Exp - Build  40
Exp - Kill  40
WAR SHIPS
Galleon (Dock)
Statistics Normal ---- ---- ---- ----
Role Siege Trooper, Warship
Cost 300 Wood 500 Gold
Age Available Colonial
Hit points 1500 ---- ---- ---- ----
Pop. Use 1
Pop. Limit 3
Resists -75% vs. Ranged
Speed 8.5
LOS 26
Siege Damage (Area 1) (ROF 2.0) 50 ---- ---- ---- ----
Siege Damage vs. Artillery 25 ---- ---- ---- ----
Siege Range 0 to 20
Exp - Build  80
Exp - Kill  80
• Can train all units from the barracks or stable.  
Frigate (Dock)
Statistics Normal ---- ---- ---- Imperial
Role Warship
Cost 500 Wood 500 Gold
Age Available Fortress
Hit points 2000 ---- ---- ---- 3000
Pop. Use 1
Pop. Limit 3
Resists -75% vs. Ranged
Speed 7.5
LOS 34
Siege Damage (Area 1) (ROF 2.0) 90 ---- ---- ---- 135
Siege Damage vs. Artillery 45 ---- ---- ---- 67
Siege Range 0 to 30
Broadside Attack (Area 1) (ROF 0.05) 40 ---- ---- ---- 60
Broadside Attack vs. Ships (Area 1) 80 ---- ---- ---- 120
Broadside Attack Range 0 to 30
Exp - Build  100
Exp - Kill  100
Monitor (Dock)
Statistics Normal ---- ---- ---- Imperial
Role Siege Trooper, Warship
Cost 800 Wood 200 Gold
Age Available Industrial
Hit points 1200 ---- ---- ---- 1800
Pop. Use 1
Pop. Limit 2
Resists -75% vs. Ranged
Speed 6.5
LOS 38
Siege Damage (Area 3) (ROF 5.0) 80 ---- ---- ---- 120
Siege Damage vs. buildings 800 ---- ---- ---- 1200
Siege Range 0 to 36
Long Range Attack (Area 10) (ROF 20) 200 ---- ---- ---- 300
Long Range Damage vs. buildings 2000 ---- ---- ---- 3000
Long Range Attack Range 100        
Exp - Build  100
Exp - Kill  100
HERO / PETS
Explorer
Statistics Discovery Colonial[16] Fortress[17] Industrial[18] Imperial[19]
Role Infantry, CanSeeStealth, Gunpowder Trooper, Ranged Infantry, Hero
Age Available Always
Hit points 400 500 620 780 980
Pop. Use 0
Resists -10% vs. Ranged
Speed 4.5
LOS 18
Range Damage 12 15 18 23 23
Range Damage vs. Guardians 36 45 54 70 70
Range Damage vs. Villagers 3 3 4 5 5
Range 0 to 16
Melee Damage 6 8 9 12 12
Melee Damage vs. Guardians 18 22 27 35 35
Melee Damage vs. Villagers 1 1 2 2 2
Siege Damage 15 19 23 29 29
Siege Range 0 to 6
Sharpshooter (only treasure guardians) 750 938 1163 1463 1463
Crackshot (any infantry / cavalry) 5,000 6,250 7750 9750 9,750
Crackshot vs. MercType2 50 63 78 98 98
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  N/A
Exp - Kill  45
• Voyageur HC card gives 50% more HP and damage, a dog, and allows hero to heal units.
• Can see stealth units.  
Explorer Dog (this dog cannot die)[20]
See "Unit - Pet Statistics" Worksheet
• French explorer dog is not available in Discovery
MISCELLANEOUS UNITS
Native Scout[21]
See "Unit - Minor Native Statastics" Worksheet
Coureur de Bois (Town Center)
Role Multi-purpose worker unit
Cost 120 Food
Age Available Colonial
Hit points 180 ---- ---- ---- ----
Pop. Use 1
Pop Limit 80
Resists -40% Range Damage
Speed 4.5
LOS 18
Range Damage 8 ---- ---- ---- ----
Range Damage vs. Animal 16 ---- ---- ---- ----
Range Damage vs. Pets & Artillery 16 ---- ---- ---- ----
Range Damage vs. Settler 4 ---- ---- ---- ----
Range 0 to 12
Melee Damage 10 ---- ---- ---- ----
Siege Damage 6 ---- ---- ---- ----
Siege Range 0 to 6
Exp - Build  12
Exp - Kill  12
Fishing Boat (Dock)
Statistics Normal Vet Guard RG Imperial
Role Villager, Fishing Boat
Cost 100 Wood
Age Available Colonial
Hit points 200 ---- ---- ---- ----
Pop. Use 1
Pop. Limit 99
Resists -50% vs. Ranged
Speed 4
LOS 18
Exp - Build  10
Exp - Kill  10
Minutemen (Town Center)
Role Ranged Infantry, Infantry
Cost 150 Food & 150 Coin (6)
Colonial Defense = 400 Food & 400 Coin (12)
Age Available Discovery
Hit points* 200
Pop. Use 1 each
Pop. Limit 1 summon of 6 Minutemen/Town Center
Resists -20% Hand Damage
Speed 4
LOS 15
Range Damage 26
Range Damage vs. Siege Trooper 52
Range 0 to 12
Melee Damage 13
Range Damage vs. Siege Trooper 26
Siege Damage 5
Siege Range 0 to 6
Modes Volley, Stagger, Melee, & Defend
Exp - Build  N/A
Exp - Kill  N/A
• Hit points are lost at a rate of approximately 4HP per second.  1HP in ~50 seconds.
• Minutemen do not require any population space to be spawned, but take up 1 slot after called.

[1]
NOTE:
Added to guard upgrade.  Must pay this amount instead of 600W 600G.  Cannot split into 2 technologies but makes stronger soldiers. 
[2]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[3]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[4]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[5]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[6]
NOTE:
First upgrade is available in Age4. 
[7]
NOTE:
+25% hit points
+25% damage
[8]
NOTE:
+50% hit points
[9]
NOTE:
First upgrade is available in Age4. 
[10]
NOTE:
No automatic Upgrade for Fortress.
[11]
NOTE:
+25% hit points
[12]
NOTE:
+50% hit points
[13]
Note:
Same statistics as Veteran Grenadier
[14]
Note:
Same statistics as Guard Grenadier
[15]
Note:
Same statistics as a Royal Guard Grenadier
[16]
NOTE:
+25% hit points and damage.
[17]
NOTE:
+30% hit points and damage.
[18]
NOTE:
+40% hit points and damage.
[19]
NOTE:
+50% hit points.
[20]
NOTE:
Age 2 Voyageur HC card gives 50% more HP and damage, allows hero to heal units, and an explorer dog (also with +50% HP/damage).
[21]
NOTE:
The Native Scout is also another unit that can be found in most games, either being held captive by Treasure Guardians or as an initial unit of the French. They cannot be trained or resurrected.