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
All values
Click any row to load it as Entry A.
| Name | Value | Context | Source |
|---|---|---|---|
| Light Footmen Lowest here. Order Knights deal near 11 times this. | 10 damage | Regular foot regiment, 100 soldiers, counters heavy infantry | CK3 Wiki Army page (v1.20): Light Footmen damage 10 |
| Pikemen Tied with Light Horsemen at 22. | 22 damage | Regular foot regiment, 100 soldiers, counters light and heavy cavalry | CK3 Wiki Army page (v1.20): Pikemen damage 22 |
| Light Horsemen Tied with Pikemen at 22. Strong pursuit stat. | 22 damage | Regular mounted regiment, 100 soldiers, counters bowmen and handgunners | CK3 Wiki Army page (v1.20): Light Horsemen damage 22 |
| Bowmen Above Pikemen by 3 damage. | 25 damage | Regular bow regiment, 100 soldiers, counters light footmen | CK3 Wiki Army page (v1.20): Bowmen damage 25 |
| Jomsviking Pirates Above Bowmen by 5 damage. | 30 damage | Special reaver regiment, Northern Lords decision troops | CK3 Wiki Army page (v1.20): Jomsviking Pirates damage 30 |
| Armored Footmen Core line infantry at 32 damage. | 32 damage | Regular foot regiment, 100 soldiers, needs Quilted Armor | CK3 Wiki Army page (v1.20): Armored Footmen damage 32 |
| Horse Archers Tied with Order Foot Knights at 36. | 36 damage | Regular mounted bow regiment, nomadic rule or Horse Lords tradition | CK3 Wiki Army page (v1.20): Horse Archers damage 36 |
| Order Foot Knights Tied with Horse Archers at 36. | 36 damage | Holy order foot regiment, Christian military order troops | CK3 Wiki Army page (v1.20): Order Foot Knights damage 36 |
| Handpicked Faithful Above Order Foot Knights by 2 damage. | 38 damage | Domicile guard regiment, Bodyguard Drills camp upgrade | CK3 Wiki Army page (v1.20): Handpicked Faithful damage 38 |
| Fire Lancers Even 40 damage before gunpowder units. | 40 damage | Regular fire regiment, needs Fire Medicine innovation | CK3 Wiki Army page (v1.20): Fire Lancers damage 40 |
| Crossbowmen Above Fire Lancers by 2 damage. | 42 damage | Regular crossbow regiment, needs Advanced Bowmaking | CK3 Wiki Army page (v1.20): Crossbowmen damage 42 |
| Varangian Guards Above Crossbowmen by 3 damage. | 45 damage | Imperial guard regiment, Byzantine army with Guard founded | CK3 Wiki Army page (v1.20): Varangian Guards damage 45 |
| Handgunners Top foot regiment here at 52 damage. | 52 damage | Regular firearm regiment, needs Gunpowder and a manufacturer | CK3 Wiki Army page (v1.20): Handgunners damage 52 |
| Armored Horsemen Second top here. Near double Handgunners. | 100 damage | Regular heavy cavalry regiment, 50 soldiers, needs Arched Saddle | CK3 Wiki Army page (v1.20): Armored Horsemen damage 100 |
| Order Knights Top here at 112 damage. No cost listed in game data. | 112 damage | Holy order heavy cavalry regiment, 50 soldiers, Christian order troops | CK3 Wiki Army page (v1.20): Order Knights damage 112 |
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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