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* EvenEvilHasLovedOnes: The Darkoath are still humans, with a sense of kinship and shared strife. The bonds of the Darkoath are forged in blood and are just as strong as those of Sigmar's faithful.



* HellishHorse: The equine beasts ridden by Chaos Knights are infused with the power of Chaos and usually possess a dark coat, a muscular body and breath as hot as a forge. These mounts are also often depicted with vicious red eyes and are said to possess a violent temperament that makes them every bit as dangerous as their riders.

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* HellishHorse: HellishHorse:
** The Darkoath's warhorses feed on corrupted vegetation and mouldering corpse-flesh, are tainted with daemonic ichor and are as vicious as their riders.
**
The equine beasts ridden by Chaos Knights are infused with the power of Chaos and usually possess a dark coat, a muscular body and breath as hot as a forge. These mounts They are also often depicted with vicious red eyes and are said to possess a violent temperament that makes them every bit as dangerous as their riders.



* HumanSacrifice: Wizards from Cabalist hordes often willingly sacrifice the lives of their followers to the Dark Gods during a battle in exchange for greater arcane power to cast spells and take control over wild Endless Spells.

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* HumanSacrifice: HumanSacrifice:
** A Wilderfiend that watches over a Darkoath tribe demands constant offerings in flesh and the trophies of defeated foes, or its wrath will fall upon the tribesfolk. If the clan has no prisoners to be sacrificed, one of their own must be ritually flayed and delivered up. In times of desperation, a Wilderfiend may be summoned to battle, but demands offerings of great sacrifice. Often, those chosen willingly accept their gruesome fate, which will ensure that their loved ones live on.
**
Wizards from Cabalist hordes often willingly sacrifice the lives of their followers to the Dark Gods during a battle in exchange for greater arcane power to cast spells and take control over wild Endless Spells.



** The most common non-magical missile weapons seen in Slaves to Darkness armies are the javelins used by some Chaos Marauder Horsemen, who harry their opponents at close range before charging forward to wield them as spears in close combat.

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** The most common non-magical missile weapons seen in Slaves to Darkness armies are the javelins used by some Chaos Marauder Horsemen, Darkoath Fellriders, who harry their opponents at close range before charging forward to wield them as spears in close combat.


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* KlingonPromotion: Those who seek a position of leadership in a Darkoath tribe must challenge the incumbent Chieftain. After a ritual duel witnessed by the entire tribe, the winner must offer up the loser's head to the tribe's Wilderfiend. If the aspirant emerges from the Wilderfiend's lair alive, they can claim their due.


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* TheOathBreaker: All Darkoath know that pledge-breakers are haunted by a curse of ill fortune unto death, unless erased by spectacular penance.


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* WalkingWasteland: The aura of unnaturalness that surrounds a Wilderfiend is so potent that wherever it prowls, the grass withers and animals flee in dread.
* WasOnceAMan: A Darkoath chieftain or elder who break their sworn pledges are twisted by the Chaos Gods into Wilderfiends, a creature more beast than man.

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do not change the spelling in other people's writing (first come first served)


* AntiMagic: Karanak wears the Brass Collar of Blood Vengeance, the most powerful of all the magic cancelling Collars of Khorne. The Collar is so powerful in fact that, not only will it disrupt the abilities of magic users in the vicinity, it can also cause a backlash that harms the spellcaster as well.

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* AntiMagic: Karanak wears the Brass Collar of Blood Vengeance, the most powerful of all the magic cancelling Collars Collar of Khorne. The Collar is so powerful in fact that, not only will it disrupt In addition to disrupting the abilities of magic users in the vicinity, vicinity like normal Collars of Khorne, it can also cause a backlash that harms the spellcaster as well.



* DemotedToExtra: In 4th Edition (which was announced in April 2024, three months after ''TabletopGame/{{Warhammer}}'' was rebooted in the form of ''The Old World''), the entire Beasts of Chaos model range for ''Age of Sigmar'' was retired. The only Beastmen left in the game are the Tzaangors and Slaangors, who remain part of their patron deities' armies.
-->''The Beasts of Chaos are leaving Warhammer Age of Sigmar, but they'll be back in the future... or rather, the past. Yes, the Beastmen are returning to their old feeding grounds in the World of Legend and Warhammer: The Old World.''



* RandomizedDamageAttack: The Screaming Bell is a wildly unpredictable device whose exact effect is randomized by a die roll every time it's activated.

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* RandomizedDamageAttack: RandomEffectSpell: The Screaming Bell is a wildly unpredictable device whose exact effect is randomized randomised by a die roll every time it's activated.

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* ChainmailBikini: In keeping with the classic female barbarian warrior image, the armour worn by Darkoath Warqueens does not protect their legs, arms or belly, so that they can better display the scars they have acquired over a lifetime of service to the Dark Gods.

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* CarnivorousHealingFactor: The cannibalistic warriors of the Seventh Circle of the Varanguard believe that they can gain the strength of their defeated opponents by eating their flesh. Whether this is true or not is unknown but their wounds do heal far quicker when they eat their foes' flesh and their in-game rules allow them to heal lost wounds after destroying an enemy unit as they stop to feed on the fallen.
* ChainmailBikini: In keeping with the classic female barbarian warrior image, the armour worn by Darkoath Warqueens does do not protect their legs, arms or belly, bellies, so that they can better display the scars they have acquired over a lifetime of service to the Dark Gods.

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* TooKinkyToTorture: Why he's still sane (to the extent a Chaos God can be described as such); the chains the Aelves bound him with are ''agonizing'', which means he has a steady diet of sensation to keep his mind sated.

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* TooKinkyToTorture: Why he's they are still sane (to the extent a Chaos God can be described as such); the chains the Aelves bound him with are ''agonizing'', which means he has a steady diet of sensation to keep his mind sated.



The deity of the Skaven, the Great Horned Rat ascended to the Dark Pantheon after the destruction of the world-that-was. While the other Dark Powers do not consider him to be their equal, the Great Horned Rat has many plots and schemes to raise his status amongst the gods.

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The deity of the Skaven, the Great Horned Rat ascended to the Dark Pantheon after the destruction of the world-that-was. While the other Dark Powers do not consider him to be their equal, the Great Horned Rat he has many plots and numerous schemes to raise his status amongst ensure he is the gods.ruler of all Chaos.



* AscendedToAHigherPlaneOfExistence: While he was already a God, after Slaanesh's disappearance he was upgraded as the new Fourth Chaos God (over pestilence), filling out the empty space left by the Dark Prince.

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* AllYourPowersCombined: Part of the reason why he is so hated by the other Chaos Gods us that he is the worst of each of them with none of their (somewhat) redeeming qualities - He is Khorne (hatred and war) without honor, he is Tzeentch (sorcery and deceit) without hope, he is Slaanesh (excess and depravity) without joy, and he is Nurgle (plague and decay) without rebirth.
* AscendedToAHigherPlaneOfExistence: While he was already a God, god, after Slaanesh's disappearance he was upgraded as the new Fourth Chaos God (over (at least in part over pestilence), filling out the empty space left by the Dark Prince.
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* HorseOfADifferentColor: Skaven Clawlords often charge into battle atop raging BroodHorrors, absolutely ''enormous'' rat monsters. The sight is usually intimidating enough to keep the Clanrats from routing. Usually.

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* HorseOfADifferentColor: Skaven Clawlords often charge into battle atop raging BroodHorrors, Brood Horrors, absolutely ''enormous'' rat monsters. The sight is usually intimidating enough to keep the Clanrats from routing. Usually.

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* OurWormholesAreDifferent: Gnawholes are "uncanny burrows" that create tunnels in reality, allowing the Skaven to traverse between realms without needing a realmgate. Each clan has their own method of creating them, for example, [[PlagueMaster Clans Pestilens]] create virulent plagues that chew through reality, while [[MadScientist Clans Skryre]] use gigantic, reality-piercing drills.



* TunnelNetwork: The Skaven have created ''tunnels through reality itself'' that they call Gnawholes that allow them to travel between realms.



* PunnyName: They're all guilty of this, but Clans Eshin and Pestilens are especially egregious. Examples for Eshin include Slynk, Scurrie, and Stryk. Pestilens has Skab, Septik, Retchid, and Vomix.

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* PunnyName: They're all guilty of this, but Clans Eshin and Pestilens are especially egregious. Examples for Eshin [[StealthExpert Eshin]] include Slynk, Scurrie, and Stryk. Pestilens [[PlagueMaster Pestilens]] has Skab, Septik, Retchid, and Vomix.



* Evil orcerer: They are scheming, manipulative and treacherous to the last, and primarily wield magic intended to do intensely unpleasant things to people who earn their easily-obtained enmity.

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* Evil orcerer: Sorcerer: They are scheming, manipulative and treacherous to the last, and primarily wield magic intended to do intensely unpleasant things to people who earn their easily-obtained enmity.




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* OurDemonsAreDifferent: The daemonic Verminlords are avatars of the Horned Rat with the physical and sorcerous might enough to slaughter armies.

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* OurDemonsAreDifferent: The daemonic Verminlords are avatars of the Great Horned Rat with the physical and sorcerous might enough to slaughter armies.



* BrownNote: Warpgnaw Verminlords have access to the ''Splinter-Screech'' spell, which conjures an atonal shriek that rises in pitch until reality itself begins to crack.
* DragonInChief: Despite the boasting of the Grey Seers, Verminlords are ''not'' theirs to summon and they only maintain this illusion because it [[NeverMyFault gives them someone to blame when their plans go wrong]].
* DrunkOnTheDarkSide: Where [[FantasticDrug warpstone]] is involved, smart Grey Seers are quite wary of the megalomania (which is extreme even by Skaven standards) that comes with the power chewing on warpstone gives.
* Evil orcerer: They are scheming, manipulative and treacherous to the last, and primarily wield magic intended to do intensely unpleasant things to people who earn their easily-obtained enmity.
* ForcedTransformation: Grey Seers with The Dreaded Thirteenth Spell can, with some luck, turn any infantry unit within distance and their line of sight into Verminus clan rats.



* HornedHumanoid: Grey Seers are blessed with curling ram-like horns as a sign of their power. Verminlords have twisting crowns of horns atop their heads.



* TheMagocracy: All Grey Seers and Verminlords are powerful sorcerers and are members of the Masterclan.



* RandomizedDamageAttack: The Screaming Bell is a wildly unpredictable device whose exact effect is randomised by a die roll every time it's activated.

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* NotSoOmniscientCouncilOfBickering: The Council of Thirteen is always one second away from murdering each other. The only reason they don't is that they're more afraid of what the Great Horned Rat will do to the survivors.
* OmniscientCouncilOfVagueness: ''That said'', the Shadow Council is made exclusively of Verminlords - and while just as prone to bickering - usually take their job more seriously and are implied to be the real power behind the Skaventide.
* RandomizedDamageAttack: The Screaming Bell is a wildly unpredictable device whose exact effect is randomised randomized by a die roll every time it's activated.


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* SorcerousOverlord: The Grey Seers are both the official sorcerers and foremost leaders of the Skaven by virtue of being visibly blessed by the Great Horned Rat. Despite their natural religious authority, however, their reign is challenged everywhere.
* WeAreStrugglingTogether: Most of the day to day business of the Council of Thirteen is vicious arguing and scheming. The only reason they haven't all killed eachother is because the Great Horned Rat won't let them.
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[[quoteright:191:https://static.tvtropes.org/pmwiki/pub/images/masterclan.jpg]]

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* LastDitchMove: Models affected by a Verminlord Warbringer's Death Frenzy spell will try to pile in and attack a last time before expring in a rage that even death does not cool.

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* BodyguardingABadass: Stormvermin can tank wounds that were meant for a Skaven hero unit in game. The 'badass' part is debatable in universe depending on who hired the Stormvermin.
* CorneredRattlesnake: Verminus Clawlords have the ''Cornered Fury'' rule, meaning their attacks grow stronger the more wounds they take.
* GuardianEntity: Verminlord Warbringers go into battle protected by the Great Horned Rat's baleful gaze.
* HatePlague: The Verminlord Warbringer's ''Death Frenzy'' spell triggers the [[HorrorHunger Black Hunger]] in Skaven Clanrats, driving them into a froth-jawed murderous fury.
* HorseOfADifferentColor: Skaven Clawlords often charge into battle atop raging BroodHorrors, absolutely ''enormous'' rat monsters. The sight is usually intimidating enough to keep the Clanrats from routing. Usually.
* LastDitchMove: Models affected by a Verminlord Warbringer's Death Frenzy ''Death Frenzy'' spell will try to pile in and attack a last time before expring in a rage that even death does not cool.
* WeHaveReserves: Though this trope applies to Skavendom as a whole, no clans practice it the same as Verminus.
* ZergRush: Verminus Clanrats rush into battle with a frenzied fury, tearing into enemies with weapons and teeth and crushing their fellow clanrats underneath their feet.

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* BodyDouble: Important leaders among the Eshin Clans are said to use look-a-likes when interacting with other Skaven.


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* LostInACrowd: [[EliteMooks Eshin Deathmasters]] often hide amongst formations of Skaven Clanrats until the opurtune moment to strike.

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* PunnyName: They're all guilty of this, but Clans Eshin and Pestilens are especially egregious. Examples for Eshin include Slynk, Scurrie, and Stryk. Pestilens has Skab, Septik, Retchid, and Vomix.



* NiceJobFixingItVillain: The Eshin Clan Slynk is partially responsible for causing the [[WorldWreckingWave Necro-Quake]].
* OOCIsSeriousBusiness: In a race made up entirely of [[ProperlyParanoid paranoid]] [[EvilIsHammy over the top]] RatMen, the Clans Eshin kind of stick out.



* OOCIsSeriousBusiness: In a race made up entirely of [[ProperlyParanoid paranoid]] [[EvilIsHammy over the top]] RatMen, the Clans Eshin kind of stick out.
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* OOCIsSeriousBusiness: In a race made up entirely of [[ProperplyParanoid paranoid]] [[EvilIsHammy over the top]] [[Ratmen rat-people]], the Clans Eshin kind of stick out.

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* OOCIsSeriousBusiness: In a race made up entirely of [[ProperplyParanoid [[ProperlyParanoid paranoid]] [[EvilIsHammy over the top]] [[Ratmen rat-people]], RatMen, the Clans Eshin kind of stick out.

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Specialising in stealth, spying and assassination, the Clans eshin claim to remain impartial when it comes to the constant infighting that characterises Skaven politics, hiring their services out to the highest bidder.

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\nSpecialising [[quoteright:191:https://static.tvtropes.org/pmwiki/pub/images/eshin.jpg]]

The Clans Eshin are mysterious and deadly,
in a society in which treachery is an art form they are the masters of stealth, spying assassination and assassination, spying. Seemingly apolitical, the Clans eshin claim to remain impartial when it comes to Eshin are, from the constant infighting that characterises Skaven politics, hiring outside anyway, stable and free from infighting. They offer all the other clans their services out to the highest bidder.expert skills of death dealing and espionage with agents and assassins that can-not be matched.



* FantasyCounterpartCulture: The Clans Eshin has a lot of Japanese elements, particularly focusing upon Ninja aesthetics.
* MasterPoisoner: Assassin adepts typically make extensive use of poison in their deadly art, and can prepare a great variety of specialized and intensely deadly toxins to deliver through tainted food, a blow dart from the shadows or the edge of a weeping blade.
* {{Ninja}}: Eshin Clanrats makes heavy use of ninja trappings and aesthetics such an emphasis on stealth, espionage and assassinations, shuriken, and all-concealing black outfits.
* ParanoiaFuel: In-universe, the Clans Eshin deliberately cultivates an image of being deadly, unavoidable killers that could be hiding in every shadow and whom no-one and nothing is safe from. The fear of being paid a visit by Eshin agents is never far from ambitious Skaven's minds, and this hanging threat is often as effective a tool in quelling rebellions as the actual assassinations.
* ProfessionalKiller: While they also provide scouts, spies and light skirmishing troops, the most notable service provided by Clans Eshin is the use of its assassins. Eshin assassins have a very well-earned reputation for being stealthy, ruthless and efficient killers, and will mercilessly hunt down and execute anyone whom their current employers wish dead.
* OOCIsSeriousBusiness: In a race made up entirely of [[ProperplyParanoid paranoid]] [[EvilIsHammy over the top]] [[Ratmen rat-people]], the Clans Eshin kind of stick out.




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* StealthExpert: The hat of all Eshin units from Night Runners to Assassins, whose stealth is represented in some way by special rules. For instance, the Night Runners are infiltrators and can move once before the start of the game whereas the Gutter Runners have the Scout special rule allowing them to appear as reinforcement from anywhere on the table.
* StockNinjaWeaponry: Clans Eshin makes heavy use of these as part of their general ninja gimmick, most prominently shuriken, handheld and throwing daggers, and shuko hand-claws.
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Despite the resurgence of Order since the dawning of the Age of Sigmar, the worshippers of the Dark Gods make up the majority of the human population outside of the Celestial Realm of Azyr. Whether they are barbarian tribes, corrupted warrior orders, cabals of sorcerers or members of any number of obscure cults, these mortals are known collectively as the Slaves to Darkness and pay homage to the Chaos Gods. Whatever their origins, all the Slaves to Darkness seek power, glory and ultimately immortality as a mighty Daemon Prince, but most find nothing but death and damnation.

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Despite the resurgence of Order since the dawning of the Age of Sigmar, the worshippers of the Dark Gods make up the majority of the human population outside of the Celestial Realm of Azyr. Whether they are barbarian tribes, corrupted warrior orders, cabals of sorcerers or members of any number of obscure cults, these mortals are known collectively as the Slaves to Darkness and pay homage to the Chaos Gods. Whatever their origins, all the Slaves to Darkness seek power, glory and ultimately immortality as a mighty Daemon Prince, but most find nothing but death and damnation.
damnation. They serve as (more or less) the ''Age of Sigmar'' counterpart to the Warriors of Chaos of ''Warhammer Fantasy''.



The former Champion of Slaanesh from the World-that-was. Sigvald's fractured soul was imprisoned in a cursed mirror by Nagash following the End Times, only to be freed following a chain of events when his mirror came into contact with the prison of his patron deity. Reborn as a [[DemonOfHumanOrigin Daemon Prince]], he now seeks to gather his armies in preparation for the Dark Prince's return.

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The former Champion of Slaanesh from the World-that-was.World-That-Was. Sigvald's fractured soul was imprisoned in a cursed mirror by Nagash following the End Times, only to be freed following a chain of events when his mirror came into contact with the prison of his patron deity. Reborn as a [[DemonOfHumanOrigin Daemon Prince]], he now seeks to gather his armies in preparation for the Dark Prince's return.



Corrupted duardin based in the Ashcloud Mountains of Aqshy, the Legion of Azgorh worship Hashut, the Father of Darkness. The Legion seek to enslave everybody that crosses their path, and create monstrous war machines to help them dominate the Mortal Realms.

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Corrupted duardin based in the Ashcloud Mountains of Aqshy, the Legion of Azgorh worship Hashut, the Father of Darkness. The Legion seek to enslave everybody that crosses their path, and create monstrous war machines to help them dominate the Mortal Realms. They serve as (more or less) the ''Age of Sigmar'' counterpart to the Chaos Dwarfs of ''Warhammer Fantasy''.



The haunted forests and wastelands of the Mortal Realms are home to savage creatures that live only to trample and despoil. Some call them the horned ones, others the true children of Chaos, but to mortal men they are known as Beastmen. The Beasts of Chaos are warped visions of man and animal, consumed by hatred and rage. Their entire culture subsists on anarchy, living to fight anyone, including other Beasts. They are called the true children of Chaos, being the malformed manifestation of Chaos in the mortal realms.

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The haunted forests and wastelands of the Mortal Realms are home to savage creatures that live only to trample and despoil. Some call them the horned ones, others the true children of Chaos, but to mortal men they are known as Beastmen. The Beasts of Chaos are warped visions of man and animal, consumed by hatred and rage. Their entire culture subsists on anarchy, living to fight anyone, including other Beasts. They are called the true children of Chaos, being the malformed manifestation of Chaos in the mortal realms.
realms. They serve as (more or less) the ''Age of Sigmar'' counterpart to the Beastmen Warherds of ''Warhammer Fantasy''.



A malevolent entity of corruption from the world-that-was, Morghur survived its destruction and is now worshiped as a god by the Gor-kin of the Gavespawn Greatfray.

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A malevolent entity of corruption from the world-that-was, World-That-Was, Morghur survived its destruction and is now worshiped as a god by the Gor-kin of the Gavespawn Greatfray.



* BackFromTheDead: Despite [[DroppedABridgeOnHim being implied to have been killed offscreen]] ''The End Times: Archaon'', Thanquol comes back in ''Age of Sigmar'', alive and well. Boneripper too, although [[RunningGag that's to be expected]]. After all, it is unthinkable to kill Thanquol and Boneripper off after they just received a new model in ''End Times: Thanquol''.

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* BackFromTheDead: Despite [[DroppedABridgeOnHim being implied to have been killed offscreen]] in ''The End Times: Archaon'', Thanquol comes back alive and well in ''Age of Sigmar'', alive and well.Sigmar''. Boneripper too, although [[RunningGag that's to be expected]]. After all, it is unthinkable to kill Thanquol and Boneripper off after they just received a new model in ''End Times: Thanquol''.



* DumbMuscle: Not him, but he exploits this through his rat ogre companions and bodyguards, always named Boneripper. Thanquol specifically trains rat ogres to be his personal guards due to how strong and intimidating they are, along with being too stupid to betray him like other Skaven would be.

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* DumbMuscle: Not him, Thanquol, but he exploits this through his rat ogre companions and bodyguards, always named Boneripper. Thanquol specifically trains rat ogres to be his personal guards due to how strong and intimidating they are, along with being too stupid to betray him like other Skaven would be.

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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/bladesofkhorne.jpg]]
[[caption-width-right:300:"Skulls for the Skull Thrones!"]]

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[[caption-width-right:300:"Skulls [[caption-width-right:325:"Skulls for the Skull Thrones!"]]



[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/maggotkin_of_nurgle_1.jpg]]
[[caption-width-right:300:Grandfather Nurgle's Beloved Followers]]

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[[caption-width-right:300:Grandfather [[caption-width-right:325:Grandfather Nurgle's Beloved Followers]]



[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/skaventide.jpg]]
[[caption-width-right:300:Clanrats of the Skaventide]]

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[[caption-width-right:300:Clanrats [[caption-width-right:325:Clanrats of the Skaventide]]



* CreationMyth: During the Age of Myth, the Great Horned Rat carried the Blight City from the World-That-Was in his jaws before safely depositing both it and the Skaven within on an island of pure warpstone floating in his realm of Chaos.




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* AmuletOfConcentratedAwesome: Thanquol has a Warp-amulet, giving him basically the ability to regenerate lost wounds.
* TheArchmage: While Thanquol's ability is... questionable in most other things, he is genuinely highly powerful as a Grey Seer.



%%* {{Cyborg}}: Either the last Boneripper survived the destruction of the Warhammer World, or Thanquol managed to get his hands on yet another one.%%None of this is relevant to the trope.

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%%* {{Cyborg}}: Either the last Boneripper survived the destruction of the Warhammer World, or * DrunkOntheDarkSide: Thanquol managed is highly addicted to get Warpstone. While it increases his hands on yet another one.%%None of magical abilities significantly, it also leaves him a gibbering loon.
* DumbMuscle: Not him, but he exploits
this is relevant through his rat ogre companions and bodyguards, always named Boneripper. Thanquol specifically trains rat ogres to be his personal guards due to how strong and intimidating they are, along with being too stupid to betray him like other Skaven would be.
* EvilSorcerer: He's a Grey Seer. It comes with
the trope.territory. And when he's amped up on [[FantasticDrug warpstone dust]], he can pull off some impressive feats of magical power.


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* FunctionalAddict: Like most Grey Seers, Thanquol is addicted to Warpstone but is quite resistant to their effects. On the tabletop, he can reroll the Wound roll when he uses a Warpstone token.


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* MagicStaff: His Staff of the Great Horned Rat allows Thanquol to know an increase the effects of the spells he casts.

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* PlanetOfHats: Each Skaven clan has a very clear-cut identity and specialty, which all its members above rank-and-file cannon fodder adhere to. This is especially so for the Great Clans, which each define themselves along very specific lines of thought, profession and personal interest.
!The Six Great Clans
Skaven society is dominated by the six largest, oldest and most influential of the clans, which enjoy a level of power and social standing beyond that of any of the lesser ones and who provide specialist services for other Skaven to purchase for considerable prices. These are Clans Eshin, whose stealthy assassins never find dearth of work in Skaven politics; Clans Moulder, a collection of mutators and monster breeders who make their fortune selling off their assortments of war beasts and the services of their animal handlers; Clans Pestilens, which is as much a cult to disease as a political force; Clans Skryre, which provides the bulk of Skaven military technology; Clans Verminus, who produce the most aggressive and well-trained stormvermin; and finally Masterclan, the rulers of the entire Skaven Race..



The numerous and aggressive Verminus Clans specialise in the art of war, consisting of teeming masses of clanrats and stormvermin and venerate the Great Horned Rat in its aspect of the Great Conqueror.

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The numerous and aggressive Verminus Clans specialise specialize in the art of war, consisting of teeming masses of clanrats and stormvermin and venerate the Great Horned Rat in its aspect of the Great Conqueror.
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* TheOmniscientCouncilOfVagueness: The Shadow Council of Thirteen, also called the 'Twelve Above the Twelve' is the daemonic, otherworldly version of the Council of Thirteen and are implied to be the [[TheManBehindTheMan true rulers of the Skaventide]]. They are made up of twelve [[OurDemonsAreDifferent Verminlords]] with the 13th seat being reserved for the Great Horned Rat. They meet in the Tower of Kavzar in Blight City, under a throne of pure warpstone.

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* BewareTheSillyOnes: The Skaven's Laughably Evil presentation and often pathetic misuse of their vast resource base can distract one from the fact that they are, if even mildly unified, by far the most powerful race in the setting, with technology in excess of everyone else's and enough troops to outnumber all of them combined.

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* BewareTheSillyOnes: The Skaven's Laughably Evil LaughablyEvil presentation and often pathetic misuse of their vast resource base can distract one from the fact that they are, if even mildly unified, by far the most powerful race in the setting, with technology in excess of everyone else's and enough troops to outnumber all of them combined.



* DepartmentofRedundancyDepartment: Their distinctive VerbalTic has them highlight words in their statements for emphasis by saying the word twice, or immediately following it with a synonym. (E.g. "Kill-slay the no-furs! All will die-die!")

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* DepartmentofRedundancyDepartment: DepartmentOfRedundancyDepartment: Their distinctive VerbalTic has them highlight words in their statements for emphasis by saying the word twice, or immediately following it with a synonym. (E.g. "Kill-slay the no-furs! All will die-die!")



* ManipulativeBastard: An entire race of them, constantly seeking to outwit, con, or backstab all the other races and each other in pursuit of their nefarious schemes. Woe betide anyone foolish enough to strike a deal with one...
* MeaningfulName: "Skaven" is one letter away from "[[DirtyCoward craven]]", a skave is also a somewhat obscure British slang term for someone with poor cleanliness habits.
* MonowheelMayhem: The Doomwheel is one of the Skavens's masterpieces. It's a giant wooden hamster wheel acting as a chariot, powered by a swarm of rats running at its bottom and giving it random movement, and a lightning gun platform as well.
* MonstrousCannibalism: Skaven are generally perfectly willing to eat their own dead... or just make other Skaven dead to eat them, if need be.
* NeverMyFault: The standard Skaven view of any time things don't go their way. The reasons why this is not the case are manifold, but most of them boil down to [[SurroundedByIdiots incompetent subordinates]], SelectiveObliviousness about past actions, superiors refusing to [[KlingonPromotion make way for someone who knows what they're doing]] and [[WhyWontYouDie enemies that just won't die]].
* NotSoOmniscientCouncilOfBickering: The Council of Thirteen is usually crippled by every Lord of Decay having their contradicting agendas and thus they rarely coordinate the Skaven on a large enough scale to conduct noteworthy attacks on the surface.
* OneWheeledWonder: The Doomwheel, which has lasers and is powered by rats running inside it. It is one of the most recognizable, random and popular Skaven unit in the game by virtue of being a silly but deadly weapon.



* RodentsOfUnusualSize: The Skaven are far larger than any rodent ought to be.

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* ProperlyParanoid: Every Skaven is out to get every other Skaven and they all know it.
* RatMen: A possible TropeCodifier for tabletop gaming, being one of the most famous and influential examples in the medium, and an archetypal example of Rat Men as swarming, sapient vermin closely tied to decay and disease.
* ResourcefulRodent: The Skaven are a race of rats living in underground cities and able to make devices such as the Ratling and technological devices using the Warpstone such as tools and power generation. The only reason why they haven't taken over the world yet is because they are infamously treacherous.
* RodentsOfUnusualSize: Even discounting the Rat Ogres and "Giant Rats", the Skaven themselves are usually only a little smaller than humans. Stormvermin, who are better fed than most other Skaven, tend to be around an male adult human's height and it can be presumed that if the average Skaven was actually fed well consistently enough, they'd usually be around human height.
* RuleOfCool: Why on earth do they have hamster wheels with lasers? Because it's cool and absolutely hilarious on the battlefield!
* SicklyGreenGlow: Due to the amount of Warpstone they use, this shows up all over the place.
* SlaveryIsASpecialKindOfEvil: Skaven are really big on enslaving their own kind, each clan and Skaven of importance having slaves they mistreat and in the case of servants cripple to ensure they cannot kill their masters.
* SmallNameBigEgo: No matter how lowly a Skaven may be, he's utterly convinced that only his brilliant plans after becoming the head of the Skaven race will lead to their utter supremacy under his wise rule. Anything that gets in the way to reaching this goal is totally because of [[NeverMyFault someone else's fault entirely]], and anyone who thinks they would be a better leader is obviously in the way of Skavendom's best.
* SneakySpySpecies:
The Skaven are far larger by nature secretive, vicious, and backstabbing, and serve as an extremely non-mercenary example of this culture: they're planning world domination, but rather than any rodent ought achieve this through traditional warfare, they have built a vast under-empire of tunnels through which they launch surprise attacks on the surface world - sometimes depopulating entire settlements in the process. Because of this approach, they're widely perceived as a myth by most human societies. Like all aspects of the Skaven character, this sneaky, devious aspect is embodied by one of the four Great Clans - this case, the mercenary Clan Eshin, who are composed entirely of spies, assassins, and poisoners.
* TheStarscream: An entire race of them. Every Skaven has an instinctive ambitious and traitorous streak and every subordinate plans
to be.eventually overthrow their superiors through open challenges, "accidents", or plain backstabbing. The only reason their society hasn’t collapsed is that the Skaven are also too busy outdoing their equals to completely commit to overthrowing all of their superiors.
* StealthExpert: The hat of all Clans Eshin units from Night Runners to Assassins, whose stealthiness is represented in some way by special rules. For instance, the Night Runners are infiltrators and can move once before the start of the game whereas the Gutter Runners have the Scout special rule allowing them to appear as reinforcement from anywhere on the table.


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* TunnelKing: The Skaven are the masters of quickly digging tunnels, even if they don't manage this safely. Their empire is almost entirely made of tunnels and underground holds and be it done with their claws or a warpstone drill, a Skaven will quickly dig from point A to point B even if half the time, the tunnel will collapse and kill him. Skavenslaves are usually the ones forced to be the diggers for this reason.
* UndergroundCity: The Skaven almost exclusively live underground in complex networks of tunneled settlements which are dug and collapse daily. Some parts of these networks, controlled under one clan, could be generously called cities. Their capital Blight City is an notable aversion, having been placed on a floating island of warpstone by the Great Horned Rat when they carried the it from the World-That-Was in their jaws.
* VerbalTic: The Skaven have this, yes-yes. They'll kill-slay all the men-things, green-things and else-else. (To add emphasis for subjects they're mentioning in their statements, the Skaven are prone to [[DepartmentOfRedundancyDepartment repeating the word or immediately following a word with a synonym]], and refer to all other species as "[species]-thing" or "[adjective]-thing".)
* VillainExitStageLeft: The spell Skitterleap allows the Grey Seers to teleport a character. Given no Skaven Lord or Hero is a real match for their counterparts in other armies, the best use of it is to actually teleport the character away from a losing battle.
* WeAREStrugglingTogether: Or to put it into any Skaven's own words, their genius and designs are not being properly recognized and is also being actively sabotaged by the treachery of their rivals...[[ProperlyParanoid the latter is actually true to some degree]], though likely [[SmallNameBigEgo not as much as they think]].


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* WizardsLiveLonger: If they can survive the inherently dangerous politics of Skaven society, many Skaven magic users are able to live many years longer than the average lifespan of a Skaven. Whether this is due to life-extending magic, a quirk of Skaven biology or the blessing of their god, the Great Horned Rat, is unknown.

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