Quarrellers (Great Weapons)

ID: wh_main_dwf_inf_quarrellers_1

Unit

Quarrellers (Great Weapons)
Missile Infantry
80 600 150
Armoured
Armour-Piercing Melee
Decent Melee Combatant
5,600
Armour 80
Leadership 66
Speed 28
Melee Attack 24
Melee Defence 22
Weapon Strength 30
Charge Bonus 16
Ammunition 22
Range 160
Missile Strength 34

About

Unit Description

Though these Dwarfs excel at a distance, it would be foolhardy to underestimate them in melee.

Historical Description

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.

Attributes

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 2.80
Acceleration 4.00
Deceleration 4.50
Charge Speed 3.70
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.30
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 24
Melee Defence 22
Charge Bonus 16
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 66
Bonus Hit Points 62
Unit Stats
Unit Caste Missile Infantry
Unit Weight Heavy
Unit Group Missile Infantry
Unit Group Parent Missile Infantry
Recruitment Turns 1
Recruitment Cost 600
Upkeep Cost 150
Unit Size 80
Melee CP 215
Missile CP 385

Equipment

Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 7
Weapon AP Damage 23
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 160
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 18
Armor-Piercing Damage 6
Base Reload Time 13
Armour
Armour Value 80
Shield
Missile Block Chance 0