AoE3 DatabaseAoE3: DE 100.19.18309 · read from the game files · unofficial

Infantry · Fortress Age

Roger's Ranger

Roger's Ranger (proto ID ypConsulateRogersRanger) is an infantry unit in AoE3: Definitive Edition 100.19.18309 from the Fortress Age: 95 hit points, ranged 19 every 3 s at range 18 (×2 vs Heavy Infantry, ×2.5 vs Light Cavalry, ×2.5 vs Ranged Shock Infantry); melee 9 every 1.5 s (×2 vs Heavy Infantry, ×2 vs Light Cavalry, ×2 vs Ranged Shock Infantry), 30% ranged resist. It costs 60 food, 60 coin and takes 33 s to train. 3 civilizations have it.

Quick answers (3)
How much does Roger's Ranger cost in AoE3?
60 food, 60 coin; 33 s to train; 1 population (AoE3: Definitive Edition 100.19.18309).
Which civilizations have Roger's Ranger?
Chinese, Indians and Japanese.
What is the proto ID of Roger's Ranger?
ypConsulateRogersRanger — the name scenario triggers, AI scripts and mods use.
Hit points
95
Cost
Food60Coin60
Train time
33 s
Speed
4.25

British skirmisher. Equipped with a rifle to counter Heavy Infantry more effectively, but has less range.

Population
1
Line of sight
26
Ranged resist
30%
Available from
IIIFortress
XP when killed
12
Game ID
ypConsulateRogersRanger

In the game's words

How to use it

The Skirmisher is an infantry unit with excellent range and damage, but relatively few hitpoints and a poor melee attack. They cannot stand long against tougher infantry or the cavalry units that close with them. Skirmishers tend to do well against non-ranged infantry because they are able to cause a lot of damage while the enemy infantry close. They are even effective against Musketeers, if only because of the Skirmisher's greater range. Cavalry will mow down Skirmishers if they can get close.

History

Skirmishers were lightly armed and armored riflemen who used their speed to move quickly about the battlefield and perform a number of military roles. They defended flanks, helped artillerymen with cannon, dragged wounded soldiers off of the battlefield, and performed hit-and-run attacks on advancing enemy armies. Napoleonic-era skirmishers were effective against rigid ranks of musketeers because the fire of musketeers was less effective on the loose, informal skirmisher lines. Many skirmishers in the nineteenth century were armed with rifles; the range and accuracy of these weapons made skirmishers dangerous enemies. Early rifles could only be fired once every minute or two, though later breechloading and repeating models could fire much more rapidly. One model fired so fast, a commander ordered his men to focus their fire on a single enemy skirmisher so that they could recover his rifle to examine it.

From the game's History encyclopedia (Infantry).

Roger's Ranger, from the game's History

Attacks

AttackDamageEveryRangeMultipliers
Ranged19 ranged3 s18×0.6 vs Cavalry×2 vs Heavy Infantry×2.5 vs Light Cavalry×0.6 vs Light Infantry×2.5 vs Ranged Shock Infantry
Melee9 melee1.5 s—×0.75 vs Cavalry×2 vs Heavy Infantry×2 vs Light Cavalry×0.75 vs Light Infantry×2 vs Ranged Shock Infantry
Siege13 siege3 s——

Civilizations

ChineseIndiansJapanese

Cards and technologies that change it

Flint LockGunpowder Trooper: hit points +10%
Paper CartridgeGunpowder Trooper: damage +15%
Smokeless PowderGunpowder Trooper: damage +10%
TEAM Gunpowder Infantry HitpointsGunpowder Trooper: hit points +15%
TemenyasGunpowder Trooper: damage +5%
ArmatoloiRanged Infantry: damage +5%
French and Hausa-only extra +5% Ranged Infantry damageRanged Infantry: damage +5%
Peninsular GuerrillasRanged Infantry: damage +20%
TEAM Coffee ConsumptionRanged Infantry: speed +5%
TEAM Senegalese RiflemenRanged Infantry: damage +10%
Good Faith AgreementsConsulate Unit: train time −50%
Good Faith AgreementsConsulate Unit: train time −50%
Industrial AgeConsulate Unit: hit points +30%, damage +30%
Starting TechsConsulate Unit: damage +10%, hit points +10%
Starting TechsConsulate Unit: damage +10%, hit points +10%
Ignatian SpiritualityUnit Class: hit points +5%
End RelationsMilitary: line of sight −7
Ottoman AlliesMilitary: line of sight +7
TEAM Spanish InquisitionMilitary: line of sight +10
Town WatchMilitary: line of sight +3
AcupunctureUnit: train time −25%
Cult of the Supreme BeingUnit: XP for building +10%, XP for kills −10%
Feudal ArmiesUnit: train time −15%
Gadaa SystemUnit: hit points +5%, damage +5%
Golden LibertyUnit: Coin cost −5%
Mapuche Ad-mapuUnit: Coin cost −10%
TEAM Shivaji's TacticsUnit: damage +5%, hit points +5%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
Torii GatesUnit: XP for building +60%
WampumUnit: XP for building +35%, train time −20%
Western ReformsUnit: damage +8%, hit points +8%
Winter CountsUnit: XP for building +40%
Akan FontomfromInfantry: speed +5%, train time −20%
BastimentoInfantry: train time −25%
Conservative TacticsInfantry: damage +10%, hit points +10%
CouriersInfantry: train time −45%

…and 32 more that change every Gunpowder Trooper.

Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).