Crusader Kings III Regiment Damage Comparison (DMG)

How much damage do Crusader Kings III regiments deal? Compare 15 official regiment damage stats, Light Footmen at 10 DMG to Order Knights at 112 DMG listed.

Visual comparison

Linear scale: bar lengths are directly proportional to value, relative to the largest entry.

Order Knights112 Damage
Armored Horsemen100 Damage
Handgunners52 Damage
Varangian Guards45 Damage
Crossbowmen42 Damage
Fire Lancers40 Damage
Handpicked Faithful38 Damage
Horse Archers36 Damage
Order Foot Knights36 Damage
Armored Footmen32 Damage
Jomsviking Pirates30 Damage
Bowmen25 Damage
Pikemen22 Damage
Light Horsemen22 Damage
Light Footmen10 Damage

All values

Click any row to load it as Entry A.

NameValueContextSource

About this converter

Crusader Kings III gives every regiment a fixed damage stat, and the spread is wide. This page pins 15 regular, holy order and special regiments on one scale, from Light Footmen at 10 damage to Order Knights at 112 damage. Foot regiments open low: Light Footmen at 10, Pikemen at 22, Bowmen at 25, Jomsviking Pirates at 30, Armored Footmen at 32. Mounted and missile regiments climb fast: Horse Archers at 36, Fire Lancers at 40, Crossbowmen at 42, Varangian Guards at 45, Handgunners at 52. Heavy cavalry tops the chart: Armored Horsemen at 100 and Order Knights at 112. Each damage point causes 0.03 damage in the battle phase, so 100 points is near 3 damage per tick before terrain and counters.

How to use it

Pick two regiments and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. One box holds a count of the first regiment, one holds the matching count of the second, one holds total damage. Try 1 Order Knights against 1 Light Footmen, then click any table row to load it with amount 1.

Damage figures are base regiment stats before terrain, counter, stationing and commander effects, verified for game version 1.20 on the CK3 Wiki. Standard regiments hold 100 soldiers while heavy cavalry regiments hold 50, so per soldier output differs from the regiment totals here. Counters can cut a hit regiment damage by up to 90 percent at two to one odds. Stationing a regiment in a holding with matching buildings raises its stats above these base rows. Siege weapons use a separate siege tier stat and sit outside this damage table.

FAQ

Which regiment deals the most damage?

Order Knights at 112 damage, ahead of Armored Horsemen at 100.

What does the damage number mean in battle?

Each damage point causes 0.03 damage in the battle phase, so 100 damage is near 3 damage per tick before terrain and counters.

Do counters change these damage values?

Yes. Counters cut the hit regiment damage, up to 90 percent at two to one odds. Terrain width and buildings shift totals too.

Do all regiments hold the same number of soldiers?

No. Standard regiments hold 100 soldiers while heavy cavalry regiments hold 50, so per soldier output differs from the regiment totals.

Sources

  • CK3 Wiki Army page verified for version 1.20: regular regiment damage table, Light Footmen 10 to Handgunners 52
  • CK3 Wiki Army page verified for version 1.20: heavy cavalry and holy order rows, Armored Horsemen 100 and Order Knights 112
  • CK3 Wiki Army page verified for version 1.20: damage dealing rule of 0.03 per point, counter and terrain rules
  • CK3 Wiki Regiments modding page: damage, toughness, pursuit and screen stat definitions

Last verified: 2026-10-15 · 15 entries

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