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Lords
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
1
1 Dragon-blooded Shugengan Lord (Yang)
Lords / Wizard / wh3_main_cth_cha_dragon_blooded_shugengan_lord_yang_0
Dragon-blooded Shugengan Lord (Yang)
Celestial blood grants both unassailable authority and rare mastery of the Elemental Winds.
700 1000 300 1 4368 800 30 70 38 55 40 400 30
2
1 Dragon-blooded Shugengan Lord (Yang) (Warhorse)
Lords / Wizard / wh3_main_cth_cha_dragon_blooded_shugengan_lord_yang_1
Dragon-blooded Shugengan Lord (Yang) (Warhorse)
Celestial blood grants both unassailable authority and rare mastery of the Elemental Winds.
900 1100 300 1 4972 800 70 70 38 55 40 400 50
3
1 Dragon-blooded Shugengan Lord (Yang) (Jade Longma)
Lords / Wizard / wh3_main_cth_cha_dragon_blooded_shugengan_lord_yang_2
Dragon-blooded Shugengan Lord (Yang) (Jade Longma)
Celestial blood grants both unassailable authority and rare mastery of the Elemental Winds.
1200 1400 300 1 5572 800 70 70 38 55 40 440 70
4
1 Dragon-blooded Shugengan Lord (Yin)
Lords / Wizard / wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_0
Dragon-blooded Shugengan Lord (Yin)
Powerful Sorcerers second only to the Dragons themselves, Shugengan can bend the eight winds to their whims.
700 1000 300 1 4368 800 30 70 38 55 40 400 30
5
1 Dragon-blooded Shugengan Lord (Yin) (Warhorse)
Lords / Wizard / wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_1
Dragon-blooded Shugengan Lord (Yin) (Warhorse)
Powerful Sorcerers second only to the Dragons themselves, Shugengan can bend the eight winds to their whims.
900 1100 300 1 4972 800 70 70 38 55 40 400 50
6
1 Dragon-blooded Shugengan Lord (Yin) (Jade Longma)
Lords / Wizard / wh3_main_cth_cha_dragon_blooded_shugengan_lord_yin_2
Dragon-blooded Shugengan Lord (Yin) (Jade Longma)
Powerful Sorcerers second only to the Dragons themselves, Shugengan can bend the eight winds to their whims.
1200 1400 300 1 5572 800 70 70 38 55 40 440 70
7
1 Zhao Ming, the Iron Dragon
Lords / Wizard / wh3_main_cth_cha_iron_dragon_0
Zhao Ming, the Iron Dragon
Though the Iron Dragon possesses untold authority, decades of Warpstone experimentation have taken a toll upon his mind.
1600 1000 500 1 8424 1000 70 90 46 55 60 430 35
8
1 Zhao Ming, the Iron Dragon
Lords / Wizard / wh3_main_cth_cha_iron_dragon_1
Zhao Ming, the Iron Dragon
Incomparable elemental wisdom paired with the raw Celestial power of a Dragon.
1600 1000 500 1 8424 3500 100 90 65 50 50 580 35
9
1 Lord Magistrate
Lords / Sword Infantry / wh3_main_cth_cha_lord_caravan_master
Lord Magistrate
A master strategist requires unquestioning allegiance from the vast armies of their great city.
750 2000 0 1 4068 600 20 70 34 45 45 375 25
10
1 Lord Magistrate
Lords / Sword Infantry / wh3_main_cth_cha_lord_magistrate_0
Lord Magistrate
A master strategist requires unquestioning allegiance from the vast armies of their great city.
550 1000 250 1 4068 600 20 70 34 45 45 375 25
11
1 Lord Magistrate (Warhorse)
Lords / Cavalry / wh3_main_cth_cha_lord_magistrate_1
Lord Magistrate (Warhorse)
A master strategist requires unquestioning allegiance from the vast armies of their great city.
750 1200 300 1 4672 600 50 70 34 45 45 375 45
12
5 Lord Magistrate (Sky Lantern)
Lords / Flying War Machine / wh3_main_cth_cha_lord_magistrate_2
Lord Magistrate (Sky Lantern)
A master strategist requires unquestioning allegiance from the vast armies of their great city.
900 1000 250 5 35040 600 30 70 34 20 20 26 1 50 275 108
13
1 Miao Ying, the Storm Dragon
Lords / Wizard / wh3_main_cth_cha_storm_dragon_0
Miao Ying, the Storm Dragon
Favoured child of the Celestial Emperor, revered defender of the Great Bastion and imperious majesty incarnate.
1800 1200 600 1 8424 1000 70 90 46 65 55 430 50
14
1 Miao Ying, the Storm Dragon
Lords / Wizard / wh3_main_cth_cha_storm_dragon_1
Miao Ying, the Storm Dragon
There comes a time when only a true Dragon can defend Grand Cathay.
1800 1200 600 1 8424 3500 100 90 65 60 45 580 50
Heroes
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
15
1 Alchemist
Heroes / Wizard / wh3_main_cth_cha_alchemist_0
Alchemist
Once outcasts for dabbling in forbidden elements, now prized for their fearsome mastery of metal and fire.
300 1000 250 1 3420 600 15 60 34 35 30 300 15
16
1 Alchemist (Warhorse)
Heroes / Wizard / wh3_main_cth_cha_alchemist_1
Alchemist (Warhorse)
Once outcasts for dabbling in forbidden elements, now prized for their fearsome mastery of metal and fire.
500 1100 275 1 3840 600 50 60 34 35 30 300 35
17
1 Astromancer
Heroes / Wizard / wh3_main_cth_cha_astromancer_0
Astromancer
Favoured Wizard of the Emperor himself, granted knowledge of Celestial sorcery perfected across millennia.
350 1000 250 1 3420 600 15 70 34 40 25 300 10
18
1 Astromancer (Warhorse)
Heroes / Wizard / wh3_main_cth_cha_astromancer_1
Astromancer (Warhorse)
Favoured Wizard of the Emperor himself, granted knowledge of Celestial sorcery perfected across millennia.
550 1100 275 1 3840 600 50 70 34 40 25 300 30
19
1 Astromancer (Wu Xing War Compass)
Heroes / Wizard / wh3_main_cth_cha_astromancer_2
Astromancer (Wu Xing War Compass)
Favoured Wizard of the Emperor himself, granted knowledge of Celestial sorcery perfected across millennia.
950 1300 325 1 6624 2600 80 70 30 30 20 300 20
Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
20
160 Peasant Long Spearmen
Infantry / Spear Infantry / wh3_main_cth_inf_peasant_spearmen_1
Peasant Long Spearmen
Warriors of wind and field, united in harmony, their bristling spears keeping the Dragon Emperor's foes at bay.
350 350 88 160 8960 100 15 55 30 20 24 25 3
21
120 Jade Warriors
Infantry / Sword Infantry / wh3_main_cth_inf_jade_warriors_0
Jade Warriors
Finding harmony in stone and steel, their minds are as ordered as their finely-armoured ranks.
500 500 125 120 8280 125 80 64 28 24 34 28 12
22
120 Jade Warriors (Halberds)
Infantry / Halberd Infantry / wh3_main_cth_inf_jade_warriors_1
Jade Warriors (Halberds)
The living embodiment of Cathay's nigh-impregnable Great Bastion, for few enemies can hope to breach their armoured line.
700 700 175 120 8280 125 80 64 28 22 38 28 8
23
100 Celestial Dragon Guard
Infantry / Halberd Infantry / wh3_main_cth_inf_dragon_guard_0
Celestial Dragon Guard
The Dragon Emperor's personal bodyguard, the greatest of mortal warriors, and a shining inspiration to all Cathay.
1050 1050 263 100 8400 125 95 72 28 34 43 36 10
24
100 The Dune Dragons (Celestial Dragon Guard)
Infantry / Halberd Infantry / wh3_twa06_cth_inf_dragon_guard_ror_0
The Dune Dragons (Celestial Dragon Guard)
The Warpstone wall against which all enemies of Cathay shall falter, hounded by the essence of pure magic!
1350 1350 338 100 8400 125 95 82 28 43 53 36 10
Missile Infantry
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
25
120 Peasant Archers
Missile Infantry / Missile Infantry / wh3_main_cth_inf_peasant_archers_0
Peasant Archers
Though they are but humble villagers, the Moon Dragon herself guides their aim.
400 400 100 120 6480 90 15 45 33 10 13 24 3 22 140 14
26
90 Iron Hail Gunners
Missile Infantry / Close-Quarters Missile Infantry / wh3_main_cth_inf_iron_hail_gunners_0
Iron Hail Gunners
Should Cathay's enemies dare approach, Iron Hail volleys can shred steel plate as if it were rice-paper.
500 500 125 90 6210 90 30 50 33 16 16 24 4 22 90 32
27
90 Jade Warrior Crossbowmen
Missile Infantry / Missile Infantry / wh3_main_cth_inf_jade_warrior_crossbowmen_0
Jade Warrior Crossbowmen
Though Cathayan crossbows are infallible, they are nothing without the discipline of the Jade soldiers who wield them.
600 600 150 90 6210 100 80 54 30 16 16 24 6 22 160 18
28
90 Jade Warrior Crossbowmen (Shields)
Missile Infantry / Missile Infantry / wh3_main_cth_inf_jade_warrior_crossbowmen_1
Jade Warrior Crossbowmen (Shields)
Should the Dragon Emperor's foes survive the hail that greets their approach, they will be dashed against a near-impregnable wall of shields.
650 700 175 90 6210 100 80 54 30 16 24 24 6 22 160 18
29
32 Crane Gunners
Missile Infantry / Specialist Missile Infantry / wh3_main_cth_inf_crane_gunners_0
Crane Gunners
Only the hardiest of souls can survive the elegant volleys of Nan-Gau's devastatingly precise artillery.
1000 1000 300 32 4320 150 30 50 30 12 18 24 2 22 275 34
30
80 Celestial Dragon Crossbowmen
Missile Infantry / Missile Infantry / wh3_main_cth_inf_dragon_guard_crossbowmen_0
Celestial Dragon Crossbowmen
Only the Celestial Host enjoy the greatest armaments of the Dragon Empire, for only they can guarantee victory upon the field of battle.
1050 1050 263 80 6720 100 95 62 30 26 32 33 8 22 160 26
Cavalry & Chariots
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
31
60 Peasant Horsemen
Cavalry & Chariots / Cavalry / wh3_main_cth_cav_peasant_horsemen_0
Peasant Horsemen
Stoic Cathayan cavalry, as expendable as they are dutiful. The Celestial Emperor thanks them for their sacrifice.
400 400 100 60 5040 100 15 55 33 26 26 28 36
32
60 Jade Lancers
Cavalry & Chariots / Shock Cavalry / wh3_main_cth_cav_jade_lancers_0
Jade Lancers
Their thunderous charges are as fearsome within cramped city streets as they are upon the plains of war.
800 800 200 60 6000 100 100 64 33 26 28 30 55
33
24 Great Longma Riders
Cavalry & Chariots / Flying Cavalry / wh3_main_cth_cav_jade_longma_riders_0
Great Longma Riders
The riders of the Celestial Host are the elite of the elite. The Dragon Emperor trusts only his own kin more than they.
1400 1400 350 24 6072 100 110 72 33 36 34 65 75
34
24 Righteous Lances of Wei-Jin (Great Longma Riders)
Cavalry & Chariots / Flying Cavalry / wh3_twa07_cth_cav_jade_longma_riders_ror_0
Righteous Lances of Wei-Jin (Great Longma Riders)
Beside the Dragons of Cathay ride their righteous companions, generously armed with both lance and valour.
1600 1600 400 24 6072 100 110 82 33 45 43 65 75
Constructs
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
35
1 Terracotta Sentinel
Constructs / Monster / wh3_main_cth_mon_terracotta_sentinel_0
Terracotta Sentinel
The fearless stone giants stand guard across the length and breadth of the Celestial Empire, awaiting the Dragon Emperor's call.
1600 1600 400 1 12620 6500 100 100 48 65 30 600 25
36
1 The Green Guardian (Terracotta Sentinel)
Constructs / Monster / wh3_twa08_cth_mon_terracotta_sentinel_0_ror
The Green Guardian (Terracotta Sentinel)
Centuries of silent sentry duty at the edge of the Warpstone Desert broken by a stunning display of choreographed violence – the foe will stand little chance against the enchanted behemoth towering above them.
2000 2000 500 1 12620 6500 100 100 48 78 38 600 25
Flying War Machines
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
37
5 Sky Lantern
Flying War Machines / Flying War Machine / wh3_main_cth_veh_sky_lantern_0
Sky Lantern
A floating symbol of Cathay's pre-eminence, powered by the burning wings of magical Warbirds.
800 900 225 5 30040 100 30 70 33 8 8 26 1 30 275 108
38
5 Sky-junk
Flying War Machines / Flying War Machine / wh3_main_cth_veh_sky_junk_0
Sky-junk
A flame-borne air-ship as immense as any sea-faring craft, capable of laying waste to entire legions.
1500 1500 375 5 50040 100 80 80 33 8 8 26 1 20 360 560
Artillery & War Machines
No. Unit Custom Battle Cost
Custom Battle Cost
Recruitment Cost
Recruitment Cost
Upkeep Cost
Upkeep Cost
Number of Units
Hit Points
This determines how many hits a unit can withstand alongside armour and melee defence.
Mass
The weight of the unit.
Armour
How resistant a unit is to missile fire and melee attacks.
Leadership
A unit with high leadership is less likely to rout in the face of danger.
Leadership is improved by experience in battle.
Speed
This is how fast a unit moves.
Melee Attack
This determines the chance of a successful hit on the enemy when the unit is engaged in melee.
Battle-hardened troops will gain experience through melee, improving this skill.
Melee Defence
This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!
Weapon Strength
The damage caused by a unit's weapon, split between base and armour piercing.
Armour-piercing damage is always applied; base damage can be blocked by armour.
Charge Bonus
This increases a unit's melee attack and damage when charging.
Ammunition
The amount of ammunition this unit can carry into battle.
Once this has been exhausted the unit will be forced to switch to melee to continue fighting.
After the battle, ammunition is fully replenished.
Range
A long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.
Missile Strength
The damage caused by a missile attack, split between base and armour piercing.
Armour-piercing damage is always applied, base damage can be blocked by armour.
39
4 Grand Cannon
Artillery & War Machines / Siege Artillery / wh3_main_cth_art_grand_cannon_0
Grand Cannon
Wrought in the sacred form of fire-belching Dragon-mouths, their flaming cannonballs can topple almost any foe.
900 900 225 4 4788 1600 20 50 30 10 6 24 5 22 450 200
40
1 Wu Xing War Compass
Artillery & War Machines / Magic Chariot / wh3_main_cth_veh_war_compass_0
Wu Xing War Compass
This mighty war Compass can harness the elements themselves, for even wind and lightning serve the Dragon Emperor's will.
950 950 238 1 6208 2800 80 75 30 30 20 160 20
41
4 Fire Rain Rocket
Artillery & War Machines / Rocket Battery / wh3_main_cth_art_fire_rain_rocket_battery_0
Fire Rain Rocket
The swiftly-propagating flames of Fire Rain Rockets more than make up for their undependable accuracy.
1100 1200 300 4 4588 1600 20 50 30 10 6 24 5 12 400 560