Reaper Bolt Throwers

ID: wh2_main_def_art_reaper_bolt_thrower


Reaper Bolt Throwers
Field Artillery
32 700 175
Armour-Piercing Missiles
Multi-Shot Ammunition
Armour 30
Leadership 70
Speed 33
Melee Attack 10
Melee Defence 15
Weapon Strength 24
Charge Bonus 2
Ammunition 24


Unit Description

Their bolts strike with such force that, should their targets survive, they are unfit to live even as slaves.

Historical Description

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.


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!


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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 4.00
Deceleration 5.00
Charge Speed 4.10
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 140
Strafe Speed 1.00
Land Unit Stats
Unit Category Siege Engine
Unit Class Field Artillery
Move Action Points 2100
Melee Attack 10
Melee Defence 15
Charge Bonus 2
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 70
Bonus Hit Points 55
Unit Stats
Unit Caste War Machine
Unit Weight Very Heavy
Unit Group Field Artillery
Unit Group Parent Artillery & War Machines
Recruitment Turns 1
Recruitment Cost 700
Upkeep Cost 175
Unit Size 32
Melee CP 70
Missile CP 630


Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 19
Weapon AP Damage 5
Building Damage 10
Armour Value 30
Missile Block Chance 0