Reaper Bolt Throwers
Their bolts strike with such force that, should their targets survive, they are unfit to live even as slaves.Reaper Bolt Throwers are used at sea to clear the decks of enemy vessels, and on land to scythe down ranks of enemy warriors. A mechanism of counterweights and cords allow the Reaper to shoot a hail of bolts, or a single missile with force enough to pierce a Dragon's hide. The bolts are barbed and difficult to remove from the wounds they inflict. Those injured - but not slain - by such a shot often suffer such horrendous maiming on the bolt's removal that they are worthless as slaves, and are therefore left to bleed to death or given over to the bloody caresses of the Witch Elves.
Unit Name Reaper Bolt Throwers |
Main Unit Key wh2_main_def_art_reaper_bolt_thrower |
Land Unit Key wh2_main_def_art_reaper_bolt_thrower |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Field Artillery |
Naval Unit Group Field Artillery |
Soldiers 32 |
Caste War Machine |
Category Siege Engine |
Class Field Artillery |
Cost 700 |
Recruitment Cost 700 |
Upkeep Cost 175 |
150 |
├ Engine wh2_main_def_art_reaper_bolt_thrower |
├ Missile Weapon wh2_main_def_reaper_bolt_thrower_bolt |
├ Projectile wh2_main_def_reaper_bolt_thrower_bolt |
├ Missile Damage 30 |
├ Missile Ap Damage 120 |
└ Base Reload Time 11 |
Accuracy 10 |
Range 350 |
Reload 10 |
Shots Per Minute 6.1 |
Ammunition 24 |
Melee Attack 10 |
24 |
├ Melee Weapon wh2_main_def_shortsword |
├ Melee Damage Base 19 |
├ Melee Damage Ap 5 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 2 |
15 |
├ Base Defence 15 |
├ Shield none |
└ Shield Defence 0 |
30 |
├ Armour wh2_main_plate_30 |
├ Armour Defence 30 |
└ Shield Armour 0 |
63 |
├ Man Entity wh2_dlc16_def_infantry_bolt_thrower_crew_blood_dismembers |
├ Man Speed 33 |
├ Man Health 8 |
└ Bonus Hit Points 55 |
Leadership (Base Morale) 70 |
Abilities
- Murderous Prowess
Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples. - Murderous Prowess Indicator
Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
Attributes
- Cannot Run
This unit cannot run and will only move at walking pace. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Multi-Shot Ammunition
This unit can switch its ammunition to fire multiple smaller shots instead of one large one. This is not as accurate or effective against large targets, but the spread of missiles can be helpful against hordes. - Armour-Piercing Missiles
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
Requires Buildings | |
---|---|
Lv. 0 |
Halls of Ravaging
(wh2_main_def_barracks_3) Level 2
Warrior Hall
(wh2_main_horde_def_military_3) Level 2 |
Faction Availability | |
---|---|
The Eye of the Vortex |