CAVALRY UNITS Veteran (Fortress:  200W 200G) Effect (+HP & +Damage) 20%   Musketeer / Strelet Veteran 25%
Guard (Industrial:  600W 600G) Effect (+HP & +Damage) 30%   Musketeer / Strelet Guard 38%
Oprichnik (Stable) Royal Guard (Industrial:  1000W 1000G)[1] Effect (+HP & +Damage) 10% Musketeer / Strelet Imperial 65%
Statistics Normal Vet Guard RG Imperial Imperial (Imperial: 1500W 1500G) Effect (+HP & +Damage) 50% Halberdier Guard 37%
Role Hand Cavalry, Siege Trooper, Heavy Cavalry, Cavalry Halberdier Imperial 63%
Cost 90 Food 60 Gold *Imaginary percent increases for upgrades if calculate the upgrade from the normal unit and not the base unit (which uses the 20% invisible technology).
Age Available Fortress Artillery Upgrade 1 (Industrial:  250F 250W) Effect (+HP & +Damage) 25%
Hit points ---- 250 325 ---- 450 Artillery Upgrade 2 (Imperial: 1500W 1500G) Effect (+HP & +Damage) 50%
Pop. Use 2
Resists -20% vs. Ranged
Speed 6.75 /  3.38 (trample) Russians
LOS 15 Royal Guard Units • Grenadier (Pavlov)
• Cavalry Archer (Tartar Loyalist)
Melee Damage ---- 20 26 ---- 36
Melee Damage vs. Villager ---- 60 78 ---- 108 Features • Settlers & infantry train in batches
• Blockhouse combines with Outpost & Barracks (gives 5 pop space)
• Infantry 20% weaker but also cheaper
Melee Damage vs. Artillery & Siege Trooper ---- 40 52 ---- 72
Trample Damage (Area 3 / ROF 2.0) ---- 13 16 ---- 23
Trample Damage vs. Villagers (Area 3 / ROF 2.0) ---- 39 48 ---- 69 Max Settlers 99
Siege Damage ---- 75 97 ---- 135 Starting Settlers 5
Siege Range 0 to 6
Modes Melee, Trample, Defend, & Stand Ground Miscellaneous Notes:
Exp - Build  15 1 The rate of fire (ROF) for all melee units is 1.5
Exp - Kill  15 The rate of fire for all ranged units is 3.0 unless otherwise noted
• HP and damage is calculated from the veteran base unit.  Using their formulas, cannot create an imaginary colonial oprichnik (would have lower HP as RG and imperial). The rate of fire for all infantry or cavalry siege units is 3.0
2 Russian blockhouse units have the same base statistics as normal units except when trained an invisible technology is applied that makes them cost 25% less gold and food, but gives them 20% less hp and attack.  When the veteran upgrade is researched, the 20% upgrade cancels out the "invisible" technology.  Russian upgrades apply to the units base universal stats (which happens to be the veteran stats - 90 hp strelets, 150 hp muskets, 200 hp halberdiers - 20% + upgrade based on 200) and not their reduced stats.  In other words, the Russian "invisible technology" does not affect base stats, it is added on top.  If it did, Russian units would get worse late game with regards to population efficiency.
Calvary Archer (Stable) - Tartar Loyalist
Statistics Normal Vet Guard RG Imperial
Role Cavalry, Archer, Light Cavalry, Ranged Cavalry
Cost 100 Food 60 Gold
Age Available Fortress
Hit points 265 318 ---- 424 556 3 For example, veteran Russian musketeers become like other European civilizations normal musketeers and a Russian guard musketeer is only a 30% increase from a standard Musketeer.  Also, if you create strelets in the scenario editor they have 90 hp, but if you classify that civilization as Russia their hp decreased to 72.
Pop. Use 2
Resists -30% vs. Hand
Speed 6.75
LOS 14 4 Due to the reasons above, it appears that the percent increase for upgrades from normal units on Russian blockhouse infantry is not displayed correctly.  Their percent increase from normal to veteran, veteran to Guard, and Guard to Imperial is not 20%, 30%, and 50%, it is higher (if calculating hp and damage increase from the normal values and not the base values).  This actually makes the Russians get more upgrade for the same price.  Musketeer / Strelet to Veteran is ~25%, Musketeer / Strelet to Guard is ~38%, Musketeer / Strelet to Imperial is ~65%, Halberdier to Guard is ~37%, and Halberdier to Imperial is ~63%.  The in-game UI should be altered.  
Range Damage (ROF 1.5) 13 15 ---- 20 27
Range Damage vs. Heavy Cavalry 39 45 ---- 60 81
Range Damage vs. Settlers 6 7 ---- 10 13
Range Damage vs. Artillery 26 30 ---- 40 54
Range Damage vs. Coyote Man / Disciple 22 26 ---- 35 47
Range 0 to 12
Melee Damage 6 7 ---- 10 13 5 For unit train time information, view the worksheet "Unit Train Times".
Melee Damage vs. Heavy Cavalry 27 31 ---- 45 58
Melee Damage vs. Artillery 12 14 ---- 20 26
Melee Damage vs. Coyote Man / Disciple 21 24 ---- 35 45
Siege Damage 8 9 ---- 12 16
Siege Range 0 to 6
Modes Stagger, Melee, Defend, & Stand Ground
Exp - Build  16
Exp - Kill  16
• Uses an imaginary colonial unit in calculation as the base value to get the correct HP and damage.  
Cossack (Stable)
Statistics Normal Vet Guard RG Imperial
Role Cavalry, Heavy Cavalry, Hand Cavalry
Cost 75 Food 75 Gold
Age Available Colonial 
Hit points 225 270 337 ---- 450
Pop. Use 1
Resists -30% vs. Ranged
Speed 6.75 /  3.38 (trample)
LOS 15
Melee Damage 26 31 39 ---- 52
Trample Damage (Area 3 / ROF 2.0) 18 21 27 ---- 36
Siege Damage 15 18 22 ---- 30
Siege Range 0 to 6
Modes Melee, Trample, Defend, & Stand Ground
Exp - Build  20
Exp - Kill  20
INFANTRY UNITS
Strelet (Barracks)[2]
Statistics Normal Vet Guard RG Imperial
Role Ranged Infantry, Infantry, Gunpowder Trooper
Cost 375 Food 100 Wood (for 10), 38 Food 10 Wood (each from Fort)
Age Available Colonial
Hit points 72 90 117 ---- 162
Pop. Use 1
Resists -30% vs. Ranged
Speed 4.5
LOS 16
Range Damage 8 10 13 ---- 18
Range Damage vs. Heavy Infantry 16 20 26 ---- 36
Range Damage vs. Heavy Cavalry / Coyote Man 6 7 9 ---- 13
Range Damage vs. Eagle Knight 16 20 26 ---- 36
Range Damage vs. Light Cavalry[3] 12 15 19 ---- 27
Range 2 to 14
Melee Damage 4 5 6 ---- 9
Melee Damage vs. Heavy Infantry 8 10 12 ---- 18
Melee Damage vs. Heavy Cavalry / Coyote Man 3 3 4 ---- 6
Melee Damage vs. Eagle Knight 8 10 12 ---- 18
Melee Damage vs. Light Cavalry[4] 6 7 9 ---- 13
Siege Damage 7 9 11 ---- 16
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  6
Exp - Kill  6
• Slightly cheaper to train from blockhouse than individually in Fort (38*10 = 380 Food and 10*10 = 100 Wood)
Halberdier (Barracks)[5]
Statistics Normal Vet Guard RG Imperial
Role Hand Infantry, Infantry, Heavy Infantry
Cost 150 Food 210 Gold (for 4), 38 Food 53 Gold (each from Fort)
Age Available Fortress
Hit points 200 160 220 ---- 320
Pop. Use 1
Resists -10% vs. Hand
Speed 4
LOS 12
Melee Damage 25 20 27 ---- 40
Melee Damage (Cover) ---- 10 14 ---- 20
Melee Damage vs. Cavalry ---- 40 54 ---- 80
Melee Damage vs. Abstract Infantry ---- 30 40 ---- 60
Siege Damage 36 28 39 ---- 57
Siege Damage (Cover) ---- 14 19 ---- 28
Siege Range 0 to 6
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  12
Exp - Kill  12
• It is slightly cheaper to train from the blockhouse than individually in the Fort (38*4 = 152 Food and 53*4 = 212 Wood)
Musketeer (Barracks)[6]
Statistics Normal Vet Guard RG Imperial
Role Gunpowder Trooper, Infantry, Heavy Infantry, Ranged Infantry
Cost 281 Food 93 Gold (for 5), 57 Food 19 Gold (each from Fort)
Age Available Colonial 
Hit points 120 150 195 ---- 270
Pop. Use 1
Resists -20% vs. Hand
Speed 4
LOS 16
Range Damage 18 23 29 ---- 41
Range 0 to 12
Melee Damage 10 13 16 ---- 23
Melee Damage vs. Cavalry 30 39 48 ---- 69
Melee Damage vs. Abstract Infantry 22 29 36 ---- 51
Siege Damage (ROF 3) 16 20 26 ---- 36
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  10
Exp - Kill  10
• It is slightly cheaper to train from the blockhouse than individually in the Fort (57*5 = 285 Food and 19*5 = 95 Wood)
ARTILLERY UNITS
Grenadier (Artillery Foundry) - Pavlov
Statistics Normal Vet Guard RG Imperial
Role Ranged Infantry, Heavy Infantry, Infantry, Siege Trooper
Cost 120 Food 60 Gold 
Age Available Colonial 
Hit points 200 240 ---- 320 420
Pop. Use 2
Resists -50% vs. Ranged
Speed 4
LOS 15
Siege Damage (Area 3) 16 19 ---- 25 33
Siege Damage (Area 3) vs. Cavalry  8 9 ---- 12 16
Siege Damage (Area 3) vs. Abstract Infantry  8 9 ---- 12 16
Range 0 to 12
Melee Damage 8 9 ---- 12 16
Siege Damage (Buildings) 54 64 ---- 86 113
Siege Range 0 to 12
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  18
Exp - Kill  18
54 64   86 113
Falconet (Artillery Foundry)
Statistics ---- Falconet Field Gun ---- Imperial
Role Artillery
Cost 100 Wood 400 Gold
Age Available Fortress
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
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[7] 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[8] ---- Imperial[9]
Role Siege Trooper, Hand Siege, Infantry
Cost 50 Food 100 Wood 
Age Available Fortress 
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