Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Wh main dwf quarrellers great weapons.png
Missile infantry bow.png
CategoryMissile Infantry
Unit size60
Icon treasury.png Cost (MP): 600 (600)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 150
Buildings required:
Icon stat health.png Health: 70
Icon stat morale.png Leadership: 66
Icon stat speed.png Speed: 28
Icon stat attack.png Melee Attack: 22
Icon stat defence.png Melee Defence: 22
Icon stat charge bonus.png Charge Bonus: 16
Resistance magic.png Magic Resistance: 25

Icon stat damage.png Weapon Damage: 7
Modifier icon armour piercing.png Armour-Piercing Damage: 23
Icon stat speed.png Melee Interval: 4.3 s
Icon stat range.png Range: 1
Icon stat ranged damage.png Missile Damage: 16
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 4
Icon stat ammo.png Reload Time: 9.9
Icon stat ammo.png Ammunition: 18
Icon stat range.png Range: 160
Icon stat armour.png
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Quarrellers (Great Weapons) is a Dwarfs missile infantry unit in Total War: Warhammer. A volley of Dwarfen crossbow bolts will travel far and hit hard, particularly against the lightly armoured.


When the Clans are called to fight, some Dwarfs arm themselves with crossbows and join the battle as Quarrellers. These formations are tasked with raining bolts down upon their foes - a task they perform with orderly zeal. Quarrellers seek to thin down the enemy's ranks, punish units attempting to outflank their own forces and engage in ranged duels with the foe's missile-armed troops. Dwarfs have never taken to bows, partly because they do not suit their short physical stature, but also due to the limitations of such weapons in confined tunnels. The powerfully-built Dwarf crossbow can easily fire shots that outdistance the puny bows used by Goblins, and the crossbow bolts pack enough punch to devastate lightly armoured foes. With typical Dwarf precision, a unit of Quarrellers will unleash its hail of bolts, reload, take aim and fire again. Protected by heavy armour and their own sturdy constitutions, it is a rare day when an enemy - even one with more skilled marksmen than the Dwarfs - can win a long-ranged shooting contest against a unit of Quarrellers. Of course, should the enemy approach near enough to engage the Quarrellers in close combat, they will find hardened warriors eager to put their axes to work. While the devotees to the handgun have grown over the years, they have not replaced the crossbow. There are many Clans that prefer the range of the crossbow, while the most traditionalist simply rile against any technological progress and the regrettable lack of "elbow grease" needed to fire a handgun instead of winding a crossbow winch to reset its formidable shot. Not surprisingly, some of the less wealthy Clans even grumble over the cost of black powder.


  • Armour-Piercing Melee: 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.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Decent Melee Combatant: Despite being primarily a missile unit or spellcaster, this unit can also hold its own ground when fighting in melee.


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A niche unit, but useful if you anticipate armoured units encroaching on your quarrelers and want them to be able to dish out more damage. Useful in box formations where you expect to be overrun, but for your units to be able to eventually outlast the enemy.