Base statistics · Build time: 25s · Range and speed use game units. Mixed battalions are broken down below. Conditional bonuses are not folded into these totals.
OFFENSE
Weapons & attack range
Damage is per hit, before target armor. Different projectile upgrades are shown separately. Attack timing can also depend on animation; these values are not a DPS estimate.
Base equipment
PRIMARYRohanArcherBowNew · RohanArcherNew
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 320Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:4768RohanArcherBowNew
Base equipment
TERTIARYRohanArcherBowNewBombard · RohanArcherNew
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 345Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:4907RohanArcherBowNewBombard
weaponset toggle 1
PRIMARYRohanArcherBowPiercingVolley · RohanArcherNew
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 300Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:4808RohanArcherBowPiercingVolley
weaponset toggle 1
TERTIARYRohanArcherBowNewBombard · RohanArcherNew
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 345Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:4907RohanArcherBowNewBombard
close range contesting building
PRIMARYRohanArcherBowNew · RohanArcherNew
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 320Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:4768RohanArcherBowNew
close range contesting building
SECONDARYGondorArcherBowMelee · RohanArcherNew
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 22Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 500 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 1,000 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. Not specified
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:17669GondorArcherBowMelee
close range contesting building
TERTIARYRohanArcherBowNewBombard · RohanArcherNew
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 345Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:4907RohanArcherBowNewBombard