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 |
Land Unit Group Parents Artillery & War Machines |
Land Unit Group Field Artillery |
Caste War Machine |
Category Siege Engine |
Class Field Artillery |
Custom Battle Cost 700 |
Recruitment Cost 700 |
Upkeep Cost 175 |
Number of Units 4 |
3536 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1d_elf_sword |
├ Engines of War wh2_main_def_art_reaper_bolt_thrower |
├ Engine Entity wh2_main_def_art_reaper_bolt_thrower |
├ Engine Hit Points 325 |
├ Num Engines 4 |
├ Man Entity wh2_dlc16_def_infantry_bolt_thrower_crew_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 32 |
└ Bonus Hit Points 55 |
2100 |
├ Engine Mass 2000.0000 |
└ Man Mass 100.0000 |
30 |
├ Armour wh2_main_plate_30 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 70 |
22 |
├ Engine Speed 22 |
└ Man Speed 33 |
Melee Attack 10 |
15 |
24 |
├ Melee Weapon wh2_main_def_shortsword |
├ Base Weapon Damage 19 |
├ Armour-Piercing Weapon Damage 5 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 2 |
Ammunition 24 |
Range 350 |
136 |
├ Engines of War wh2_main_def_art_reaper_bolt_thrower |
├ Missile Weapon wh2_main_def_reaper_bolt_thrower_bolt |
├ Projectile wh2_main_def_reaper_bolt_thrower_bolt |
├ Base Missile Damage 30 |
├ Armour-Piercing Missile Damage 120 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 11 |
Accuracy 10 |
Reload Skill 0 |
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.
Armour-Piercing Missile Damage x 120%
Charge Bonus x 125%
Melee Attack x 125%
Leadership +15 -
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
- 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. - 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.
Faction Availability | |
---|---|
Immortal Empires |