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* ElementalHair: Invoked by the fire-loving Clan Volkn, whose members dye their fur bright red.

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* ElementalHair: ElementalHairColors: Invoked by the fire-loving Clan Volkn, whose members dye their fur bright red.


* {{Foil}}: Oxyotl is the closest candidate that Snikch has for an arch-rival. Both are masters of infiltration and assassination who can turn invisible and are extremely elusive. The differences are that Snikch is a scourge among mortals who will do contract work for both skaven and non-skaven clients while Oxyotl is a living anathema to daemonkind who is dedicated to fighting Chaos for the lizardmen and the Old Ones.

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* {{Foil}}: Oxyotl is the closest candidate that Snikch has for an arch-rival. Both are masters of infiltration and assassination who can turn invisible and are extremely elusive. The differences are that Snikch is a scourge among mortals who will do contract work for both skaven and non-skaven clients while Oxyotl is a living anathema to daemonkind who is dedicated to fighting Chaos for the lizardmen and the Old Ones.

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* GenuineHumanHide: Clan Spittl lives beneath Lustria and spends a great deal of time battling the Lizardmen, and its warriors often wear their enemies' flayed, scaly hides as clothing.
* HighlyVisibleNinja: Clan Scully yearns to imitate Clan Eshin's stealthy ways, but its members' habit of wearing heavy, clanking armor and bright red cloaks makes this a touch difficult.


* ChronicBackstabbingDisorder: The root of all of their problems. The Skaven are so treacherous they constantly try to undermine their superiors and grab their positions with treacherous methods such as causing lucky accidents, or sabotage their subordinates if it looks like their successes will result in them and/or their clan looking better than the leader and/or the leader's clan. Their society only persists [[ExplosiveBreeder because they still manage to make more Skaven than gets killed]] and [[GenghisGambit they still hate all other species by a bit more]]. Yet still, [[HorribleJudgeOfCharacter some individuals from other races may try to make arrangements with them]], which always ends [[ForegoneConclusion exactly as expected]].

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* ChronicBackstabbingDisorder: The root of all of their problems. The Skaven are so treacherous they constantly try to undermine their superiors and grab their positions with treacherous methods such as causing lucky accidents, or sabotage their subordinates if it looks like their successes will result in them and/or their clan looking better than the leader and/or the leader's clan. They'll do this whenever they deem it convenient to their individual needs, even if it'll ruin efforts to advance Skavendom's cause (i.e. assassinate a warband's leader right before a major battle). Their society only persists [[ExplosiveBreeder because they still manage to make birth more Skaven than gets killed]] their losses]] and [[GenghisGambit they still hate all other species by a bit slightly more]]. Yet still, [[HorribleJudgeOfCharacter some individuals from other races may try to make arrangements with them]], which always ends [[ForegoneConclusion exactly as expected]].



* EnemyCivilWar: The Skaven as a whole are in a civil war at all times, as they are constantly fighting and scheming to betray their many enemies, real or imagined. One of the most notable episodes of Skaven history is the civil war that began between the Council of Thirteen and the rising Clan Pestilens, freshly returned from Lustria. The Skaven were practically split in two factions until Clan Eshin returned from the East and offered their services to the Council of Thirteen. The war ended but Pestilens managed to negotiate peace and grab a seat in the Council.
* ExplosiveBreeder: Both a benefit and a massive drawback to the ratmen. Skaven reproduce ''quickly'', with female Skaven giving birth to huge litters after a short gestation cycle. The vast majority are runts who are small and twisted in form and fur and destined for a brutal and mercifully short life, while those who are larger and healthier are made clanrats. This borders on PowerIncontinence as the Skaven frequently reproduce faster than their infrastructure can be expanded to provide for them, leading to food shortages and cannibalism or pushing them into surface conquest. When dark magic surges across the world, that breeding is [[UpToEleven even faster than usual]].

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* EnemyCivilWar: The Skaven as a whole are in a labyrinthian civil war at all times, as they are constantly fighting and scheming to betray their many enemies, real or imagined. One of the most notable episodes of Skaven history is the civil war that began between the Council of Thirteen and the rising Clan Pestilens, freshly returned from Lustria. The Skaven were practically split in two factions until Clan Eshin returned from the East and offered their services to the Council of Thirteen. The war ended but Pestilens managed to negotiate peace and grab a seat in the Council.
* ExplosiveBreeder: Both a benefit and a massive drawback to the ratmen. Skaven reproduce ''quickly'', with female Skaven giving birth to huge litters after a short gestation cycle. The vast majority are runts who are small and twisted in form and fur and fur, destined for a brutal and mercifully short life, while those who are larger and healthier are made clanrats. This borders on PowerIncontinence as the Skaven frequently reproduce faster than their infrastructure can be expanded to provide for them, leading to food shortages and cannibalism or pushing them into surface conquest. When dark magic surges across the world, that breeding is [[UpToEleven even faster than usual]].


* BioPunk: Clan Moulder. Their capital, Hellpit, has the classic punk aesthetic of tall towers in which the powerful masters of the clan live and the various workshops and bestiaries below where the rest of the clan toils, incorporating OrganicTechnology and powerful beasts created via mutation, selective breeding, and extensive vivisection and surgical augmentation.



* BlackComedy: Skaven are emphasized as being so utterly terrible and virtueless individuals (along with some seriously wacky tech [[MadeOfExplodium that is usually as much of a threat to themselves as to their enemies]]) that they go right back to hilarious.
* BodyHorror: Clan Moulder loves inducing horrific mutations in their warbeasts. One of their masterpieces is the Hellpit Abomination, a worm-like giant mass of flesh and limbs of all sort with a clump of rat-like heads, twice as many clawed arms, and a swarm of rats living under its skin.

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* BlackComedy: Skaven are emphasized as being so such utterly terrible and virtueless individuals (along with some seriously wacky tech [[MadeOfExplodium that is usually as much of a threat to themselves as to their enemies]]) that they go right back to hilarious.
* BodyHorror: Clan Moulder loves inducing horrific mutations in their warbeasts. One of their masterpieces is the Hellpit Abomination, a worm-like giant mass of flesh and limbs of all sort with a clump of rat-like heads, twice as many clawed arms, and a swarm of rats living under its skin.
hilarious.



* ChurchMilitant: Clan Pestilens is sometimes known as the ''Plague Monks'' and they dedicate themselves to [[PlagueMaster spreading poxes and plagues]] with a [[ReligionOfEvil religious zeal]] both off and on the battlefield. In combat, they wield noxious censers like they were flails, smashing them into enemies and spreading their virulent contents as a weapon of terror. Their zealotry also confers them the ''Frenzy'' special rule.



* {{Cyborg}}:
** Stormfiends, hulking brutes stitched together from a variety of body parts and mechanical components, most prominently guns and armor plating.
** Warlock engineers often replace parts of their body with machinery.

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* {{Cyborg}}:
**
{{Cyborg}}: Stormfiends, hulking brutes stitched together from a variety of body parts and mechanical components, most prominently guns and armor plating.
** Warlock engineers often replace parts of their body with machinery.
plating.



* DeadlyGas: Wielded by the [[GasMaskMook Poison Wind Globadiers]] of [[{{Magitek}} Clan Skryre]], who fill globules full of warpstone-infused gas to hurl at the enemy on the battlefield and spread into a cloud on impact. While it can be used against large units in tight formation, more often these precious globes are reserved for dealing with elite units wearing heavy armor that is no proof against inhaled death.



* TheEngineer: The warlock engineers qualify but the most badass of them all, Ikit Klaw, has invented a mobile hamster wheel the size of a car that can shoot lightning.
* EpicFlail: The Pestlens Plague Censer Bearers carry huge censers dispersing foul plague fumes which are more dangerous than the weight of the censers themselves.



* FantasyCounterpartCulture:
** In general terms, with their [[StupidJetpackHitler crazy technology]], {{Evilutionary Biologist}}s, DeadlyGas and [[EliteMooks "Stormvermin"]], there's more than a little resemblance to ThoseWackyNazis.
** Clan Eshin has a lot of Eastern elements, particularly focusing upon {{Ninja}} aesthetics.
** The invasion of Lustria by Clan Pestilens resembles the Conquistadors arriving in the Americas. An army of greedy religious fanatics show up uninvited to kill and enslave a continent through war and disease.
* FantasticCasteSystem: The Skaven society is rather simply divided.

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* FantasyCounterpartCulture:
**
FantasyCounterpartCulture: In general terms, with their [[StupidJetpackHitler crazy technology]], {{Evilutionary Biologist}}s, DeadlyGas and [[EliteMooks "Stormvermin"]], there's more than a little resemblance to ThoseWackyNazis.
** Clan Eshin has a lot of Eastern elements, particularly focusing upon {{Ninja}} aesthetics.
** The invasion of Lustria by Clan Pestilens resembles the Conquistadors arriving in the Americas. An army of greedy religious fanatics show up uninvited to kill and enslave a continent through war and disease.
* FantasticCasteSystem: The Skaven society is rather simply sharply divided.



* GratuitousNinja: Clan Eshin are {{Ninja}} rats, complete with shuriken and cool karate/kung-fu poses.



* LightningGun: The Lightning ''cannon'', shooting a magic ray of lightning disintegrating everything on a straight path in front of it.

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* LightningGun: The Lightning ''cannon'', shooting which shoots a magic ray of lightning disintegrating that disintegrates everything on a straight path in front of it.



* MadScientist: The Skryre and Moulder clans have arguably the most advanced Magitek in the setting, having developed automatic firearms, rockets and laser cannons among others for Skryre, and conducting many genetic experiments for Moulder. The safety of their inventions is quite lacking however, with even their most "reliable" machines killing their operators (and everyone in a fifty-foot radius) shockingly often.
* MakerOfMonsters: Clan Moulder specialize in the creation of horrific rat monsters through the use of selective breeding, alchemical and magical mutagens and Frankensteinian surgeries, coupled with weapon implants provided by the {{magitek}} engineers of Clan Skyre. These range from "regular" RodentsOfUnusualSize and hulking Rat Ogres to immense and bloated Brood Horrors or the horrific, writhing behemoths known as Hell Pit Abominations, all of which are then sold to other Skaven clans for hefty prices to be used as war animals and living siege engines.



* MutagenicGoo: Various warpstone-derived compounds employed by Clan Moulder that they expose captured beasts and prisoners to, looking to cause mutations they can find useful. Those which seem to work to their benefit they isolate, attempting to duplicate or breed the mutation into further creatures.



* PlagueMaster: Clan Pestilens who have a ReligionOfEvil centered around spreading various poxes and turning themselves into vessels for contagion. They are expert in brewing deadly diseases and liberally use biological weapons on the battlefield even at the cost of their own troops. Though they worship The Horned Rat, the similarity they bear to Nurglite Chaos cults has not gone unnoticed... Similarly, any Skaven sorcerer can take spells from the Lore of Plague, based on unleashing magic disease on the enemy.
* 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.



!The Scheming Lords of the Under-Empire

[[folder:Skreech Verminking]]
The greatest of the Verminlords, Skreech Verminking was created in the moment of Nagash’s first death millennia ago. Since then he has plotted and schemed to see the Skaven ascend to power and conquer the world from below.

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[[folder:Skaven Clans]]
* 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, but holds true for the lesser Warlord Clans as well -- Clan Skab are soldiers with a lot of Stormvermin, Clan Skaar are warpstone miners, Clan Sleekit are underground navigators and sailors, Clan Volkn are a bunch of pyromaniacs, Clan Skurvy are pirates, Clan Carrion are thieves and scavengers, and so on.

!The Scheming Lords Four Great Clans
Skaven society is dominated by the four largest, oldest and most influential
of the Under-Empire

[[folder:Skreech Verminking]]
The greatest
clans, which enjoy a level of the Verminlords, Skreech Verminking was created in the moment of Nagash’s first death millennia ago. Since then he has plotted and schemed to see the Skaven ascend to power and conquer 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 Clan Eshin, whose stealthy assassins never find dearth of work in Skaven politics; Clan 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; Clan Pestilens, which is as much a cult to disease as a political force; and Clan Skryre, which provides the bulk of Skaven military technology.

!!Clan Eshin
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/clan_eshin.png]]

Clan Eshin vanished into the distant East early in Skaven history, and when it returned it had become finely honed in the arts of subterfuge and stealth. The deadly assassins of Clan Eshin soon established themselves as an invaluable tool for enforcing the rule of the Council of Thirteen, ruthlessly assassinating any challengers to their power and dispatching any surface-dwellers who become too well-informed on the menace below. Eshin agents are the boogeymen of the Under-Empire, and will perform assassinations, sabotage and espionage for anyone who meets their prices -- and in the cutthroat
world from below.of Skaven politics, Clan Eshin is never short on business. The symbol of Clan Eshin is a white hand clutching a dagger upon a black field.



* BladeOnAStick: The ''Doom Glaive'', which has the ''Multiple Wounds (D3)'' rule
* TheDragon: To the Horned Rat, as the greatest of the Verminlords.
* DualWielding: Skreech Verminking is armed with both a ''Plaguereaper'' and a ''Doom Glaive'', deadly weapons of incredible power
* FusionDance: Verminking was created by the Horned Rat when he, pleased with the Council of Thirteen for having thwarted Nagash, moulded them into something greater than they had individually been.
* HornedHumanoid: He has six horns.
* MagicKnight: As a Verminlord, he's both an impressive fighter and a powerful wizard. In addition to his Monster statline, he's also a Level 4 Wizard in the ''Lores of Ruin and Plague''.
* SinisterScythe: His ''Plaguereaper''. In-game, attacks made with it ''Always Strike First''.
[[/folder]]

[[folder:Thanquol & Boneripper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/thanquol.jpg]]

A powerful and ambitious Grey Seer and a favored agent of the Council of Thirteen. Although a talented sorcerer, Thanquol is also a GeneralFailure whose every plan failed in part because of ''Literature/GotrekAndFelix'' but also his own incompetence. The only reason he's survived is that so far, he's managed to deflect the blame onto someone else. Thanquol is always accompanied by a bodyguard, a Rat Ogre which he names Boneripper, and there have been quite a few Bonerippers in his life.

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* BladeOnAStick: FantasyCounterpartCulture: Clan Eshin has a lot of Eastern 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}}: Clan Eshin learned the arts of ninjutsu in a FantasyCounterpartCulture of Japan, Nippon, and 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, Clan 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 ''Doom Glaive'', which has the ''Multiple Wounds (D3)'' rule
* TheDragon: To the Horned Rat,
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 greatest actual assassinations.
* ProfessionalKiller: While they also provide scouts, spies and light skirmishing troops, the most notable service provided by Clan 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.
* StealthExpert: The hat of all Clan 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 Verminlords.
game whereas the Gutter Runners have the ''Scout'' special rule allowing them to appear as reinforcement from anywhere on the table.
* DualWielding: Skreech Verminking is armed with both a ''Plaguereaper'' StockNinjaWeaponry: Clan Eshin makes heavy use of these as part of their general ninja gimmick, most prominently shuriken, handheld and throwing daggers, and shuko hand-claws.
* SuperReflexes: Clan Eshin units all have
a ''Doom Glaive'', ''Dodge'' special rule representing their training at dodging attacks, thus granting them a nice Ward save that even the deadly weapons of incredible power
* FusionDance: Verminking was created by the Horned Rat when he, pleased with the Council of Thirteen for having thwarted Nagash, moulded them into something greater than they had individually been.
* HornedHumanoid: He has six horns.
* MagicKnight: As a Verminlord, he's both an impressive fighter and a powerful wizard. In addition to his Monster statline, he's also a Level 4 Wizard in the ''Lores of Ruin and Plague''.
* SinisterScythe: His ''Plaguereaper''. In-game, attacks made with it ''Always Strike First''.
[[/folder]]

[[folder:Thanquol & Boneripper]]
[[quoteright:350:https://static.
Khainite Assassins don't have.

!!Clan Moulder
[[quoteright:220:https://static.
tvtropes.org/pmwiki/pub/images/thanquol.jpg]]

A powerful
org/pmwiki/pub/images/clan_moulder.png]]

Clan Moulder specializes in the creation of monsters
and ambitious Grey Seer living weapons, performing horrific experiments on captive creatures and a favored agent intelligent prisoners alike within their fortress of Hell Pit in the far north. Through creative use of warpstone salves, grotesque surgeries, obscene cross-breeding and the channeling of the Council powers of Thirteen. Although Chaos into living flesh, the master mutators of Clan Moulder have produced a talented sorcerer, Thanquol is also a GeneralFailure whose every plan failed vast array of monsters, from swarms of giant rats and the reliable mainstay of rat ogres to the colossal, writhing Hell Pit Abominations, which they either use in part because of ''Literature/GotrekAndFelix'' but also his their own incompetence. The only reason he's survived is that so far, he's managed armies or sell to deflect the blame onto someone else. Thanquol other Skaven as bodyguards, attack animals or weapons of war. There is always accompanied by a bodyguard, a Rat Ogre which he names Boneripper, demand for Moulder's grisly products, and there have been quite a few Bonerippers this has made the clan one of the wealthiest in his life.the Under-Empire. The symbols of Clan Moulder are twofold, comprising both a rat shrouded in green glow and a crisscrossing set of lines in the shape of a spine.



* AmuletOfConcentratedAwesome: Thanquol has a ''Warp-amulet'', giving him basically the ability to regenerate lost wounds.
* ArchEnemy: To Gotrek and Felix. At least [[UnknownRival in his mind]] -- they, more accurately, [[SpannerInTheWorks just happened to kill a bunch of rats he was using repeatedly]], and never even knew that it was Thanquol's rats they were slaughtering.
* TheArchmage: While Thanquol's ability is questionable in... most other things, he is genuinely highly powerful as a Grey Seer.
* BornLucky: Incompetence on a scale like Thanquol's would be shocking to survive once, let alone repeatedly, yet he always somehow does...
* ChessMaster: His plans involve getting his enemies do the dirty work for him like with Gotrek and Felix.
* {{Cyborg}}: Thanquol's preferred bodyguard is always a rat ogre that he names Boneripper, and sometimes he spends some extra money and gets the current ogre made into a MagiTek cyborg.
* TheDragon: To the Verminlord Skreech Verminking.
* 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.
* EvilSorcerer: He's a Grey Seer. It comes with the territory. And when he's amped up on [[FantasticDrug warpstone dust]], he can pull off some impressive feats of magical power. In game, he's a Level 4 Wizard able to generate spells from either the ''Lores of Ruin or Plague''.
* FailureIsTheOnlyOption: Thanquol is seemingly cursed with horrible luck that ensures he survives but nothing else. His plots and schemes almost come to fruition, but the key word is ''almost''. He has no actual successes as a Grey Seer beyond making sure he doesn't get executed for failure.
* 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.
* GeneralFailure: Thanquol is humorously so incompetent that a Slaan (a member and leader of the Lizardmen, a species essentially dedicated to fighting Chaos that also kill Skaven on sight) once decided to let him live after peering into Thanquol's future, [[BetterTheDevilYouKnow since the Skaven would be worse off with his continued existence]]. A revealing example would be when he ruined a Skaven attack on a citadel by giving the Gutter Runners' assigned to get the drawbridge down a poison so watered down it was no longer poisonous [[CuttingCorners to save on warpstone tokens]], and tying up the Eshin Assassin who was supposed to murder its commander with bumping off his rivals that he ([[ProperlyParanoid definitely rightly]]) feared.
* HumiliationConga: His entire life seems to be one long conga line of failure. Even when he succeeds, he still fails. [[TookALevelInBadass But he eventually gets better]].
* KarmaHoudini: Whether due to blind luck, cunning, the blessing of the Great Horned Rat or a combination of the aforementioned, Thanquol has managed to avoid his due retribution for his plans and subsequent failures every time. It is represented as him having a natural 4+ Ward save, [[DoomMagnet saved wounds being allocated to someone nearby]]. Even in ''combat'', others end up taking the fall for him...
* LegacyCharacter: Boneripper. Thanquol goes through Bonerippers at a rate of about one per book. Time will tell if Boneripper of ''The End Times'' lasts any longer.
* MagicStaff: His ''Staff of the Horned One'' allows Thanquol to know an additional spell, making it five.
* NeverMyFault: Like any, uh, "good" Skaven. Thanquol especially makes plenty of use of this trope and must have managed to make the Council of Thirteen believe it [[GeneralFailure despite having a track record to indicate otherwise]].
* TookALevelInBadass: In The End Times, with some help from the daemon Skretch Verminking, Thanquol conquers Nuln and [[spoiler:allies the Skaven with Archaon the Everchosen.]]
* UnknownRival: He hates Gotrek and Felix, but the duo have ''no idea who he is'', nor that many of their troubles come from Thanquol's repeated attempts to kill them. Thanquol all but has an aneurysm when he finds this out after twenty years of trying to kill the duo.
* UnluckilyLucky: [[BornLucky Thanquol's survived quite a lot]], to nigh-impossible degrees. He's also had to survive quite a lot from Gotrek and Felix [[UnknownRival entirely incidentally]]. He always lives to see how he's failed ([[NeverMyFault and explain how it wasn't his fault]]).
* WhatHappenedToTheMouse: He is not once mentioned in ''End Times: Archaon'' after being a major player in ''End Times: Thanquol''. Archaon offhandedly mentions he has beheaded "the rat that negotiated the alliance with him", though the odds that rat is actually Thanquol is unlikely, since it's the Skaven we're talking about here; this is especially so considering that Thanquol is still canonically alive and kicking by the time of ''Age of Sigmar'' millennia after the End Times, making what actually happened with him in the final days of the ''Warhammer'' world even more unclear.
[[/folder]]

[[folder:Lord Skrolk]]
->''"Brother-under-the-fur. Ha! Now you are brother-true. Reject false-words of seers and embrace true face of the Horned One! Bring Skrolk to the Wormstone, and you will be plague priest. Betray, and you become pus-bag."''
-->--Lord Skrolk talking to a prospective Plague Priest.

The first of the Plaguelords, the rulers of Clan Pestilens under the direct command of Arch-plaguelord Nurglitch.

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* AmuletOfConcentratedAwesome: Thanquol has a ''Warp-amulet'', giving him basically the ability TheBeastmaster: Moulder Packmasters are trained to regenerate lost wounds.
* ArchEnemy: To Gotrek
direct and Felix. At least [[UnknownRival in his mind]] -- they, more accurately, [[SpannerInTheWorks just happened to kill a bunch of rats he was control their clan's varied abominations, using repeatedly]], and never even knew that it was Thanquol's rats they were slaughtering.
* TheArchmage: While Thanquol's ability is questionable in... most other things, he is genuinely highly powerful as a Grey Seer.
* BornLucky: Incompetence on a scale like Thanquol's would be shocking to survive once, let alone repeatedly, yet he always somehow does...
* ChessMaster: His plans involve getting his enemies do the dirty work for him like with Gotrek and Felix.
* {{Cyborg}}: Thanquol's preferred bodyguard is always a rat ogre that he names Boneripper, and sometimes he spends some extra money and gets the current ogre made into a MagiTek cyborg.
* TheDragon: To the Verminlord Skreech Verminking.
* 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.
* EvilSorcerer: He's a Grey Seer. It comes with the territory. And when he's amped up on [[FantasticDrug warpstone dust]], he can pull off some impressive feats of magical power. In game, he's a Level 4 Wizard able to generate spells from either the ''Lores of Ruin or Plague''.
* FailureIsTheOnlyOption: Thanquol is seemingly cursed with horrible luck that ensures he survives but nothing else. His plots and schemes almost come to fruition, but the key word is ''almost''. He has no actual successes as a Grey Seer beyond making sure he doesn't get executed for failure.
* 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.
* GeneralFailure: Thanquol is humorously so incompetent that a Slaan (a member and leader of the Lizardmen, a species essentially dedicated to fighting Chaos that also kill Skaven on sight) once decided to let him live after peering into Thanquol's future, [[BetterTheDevilYouKnow since the Skaven would be worse off with his continued existence]]. A revealing example would be when he ruined a Skaven attack on a citadel by giving the Gutter Runners' assigned to get the drawbridge down a poison so watered down it was no longer poisonous [[CuttingCorners to save on warpstone tokens]], and tying up the Eshin Assassin who was supposed to murder its commander with bumping off his rivals that he ([[ProperlyParanoid definitely rightly]]) feared.
* HumiliationConga: His entire life seems to be one long conga line of failure. Even when he succeeds, he still fails. [[TookALevelInBadass But he eventually gets better]].
* KarmaHoudini: Whether due to blind luck, cunning, the blessing of the Great Horned Rat or
a combination of the aforementioned, Thanquol has managed to avoid his due retribution for his plans whips and subsequent failures every time. It is represented as him having a natural 4+ Ward save, [[DoomMagnet saved wounds being allocated to someone nearby]]. Even in ''combat'', others end up taking the fall for him...
* LegacyCharacter: Boneripper. Thanquol goes through Bonerippers at a rate of about one per book. Time will tell if Boneripper of ''The End Times'' lasts any longer.
* MagicStaff: His ''Staff of the Horned One'' allows Thanquol to know an additional spell, making it five.
* NeverMyFault: Like any, uh, "good" Skaven. Thanquol especially makes plenty of use of this trope
goads, vicious abuse and must behavioral conditioning to get them to obey their orders. A few particularly gifted Packmasters have managed to make earn their beasts' loyalty more directly, however, actively leading and directing them rather than just driving them towards a target.
* BioPunk: Their capital, Hell Pit, has
the Council classic punk aesthetic of Thirteen believe it [[GeneralFailure despite having a track record to indicate otherwise]].
* TookALevelInBadass: In The End Times, with some help from
tall towers in which the daemon Skretch Verminking, Thanquol conquers Nuln powerful masters of the clan live and [[spoiler:allies the Skaven with Archaon various workshops and bestiaries below where the Everchosen.]]
* UnknownRival: He hates Gotrek
rest of the clan toils, incorporating OrganicTechnology and Felix, but the duo have ''no idea who he is'', nor that many powerful beasts created via mutation, selective breeding, and extensive vivisection and surgical augmentation.
* BodyHorror: Clan Moulder loves inducing horrific mutations in their warbeasts. One
of their troubles come masterpieces is the Hell Pit Abomination, a worm-like giant mass of flesh and limbs of all sorts with a clump of rat-like heads, twice as many clawed arms, and a swarm of rats living under its skin.
* MadScientist: Clan Moulder chiefly represents the mad biologist side of this trope, and its Master Mutators spend much of their time in dimly lit laboratories performing horrific experiments on living subjects and stitching together Frankensteinian creations
from Thanquol's repeated attempts to kill them. Thanquol all but has an aneurysm when he finds this out after twenty years of trying to kill the duo.
* UnluckilyLucky: [[BornLucky Thanquol's survived quite a lot]], to nigh-impossible degrees. He's
metal and dead flesh. While these often create viable guard and combat monsters, many are also had performed out of a simple obsessive need to survive quite a lot tamper with life for the sheer hell of it.
* MakerOfMonsters: Clan Moulder specialize in the creation of horrific rat monsters through the use of selective breeding, alchemical and magical mutagens and Frankensteinian surgeries, coupled with weapon implants provided by the {{magitek}} engineers of Clan Skyre. These range
from Gotrek "regular" RodentsOfUnusualSize and Felix [[UnknownRival entirely incidentally]]. He always lives hulking Rat Ogres to see how he's failed ([[NeverMyFault immense and explain how it wasn't his fault]]).
* WhatHappenedToTheMouse: He is not once mentioned in ''End Times: Archaon'' after being a major player in ''End Times: Thanquol''. Archaon offhandedly mentions he has beheaded "the rat that negotiated
bloated Brood Horrors or the alliance with him", though the odds that rat is actually Thanquol is unlikely, since it's the horrific, writhing behemoths known as Hell Pit Abominations, all of which are then sold to other Skaven we're talking about here; this is especially so considering that Thanquol is still canonically alive clans for hefty prices to be used as war animals and kicking by living siege engines.
* MutagenicGoo: Various warpstone-derived salves and compounds are one of Clan Moulder's most common tools. They routinely expose captured beasts and prisoners to these substances, looking to cause mutations they can find useful as
the time basis of ''Age of Sigmar'' millennia after the End Times, making what actually happened with him in the final days of the ''Warhammer'' world even more unclear.
[[/folder]]

[[folder:Lord Skrolk]]
->''"Brother-under-the-fur. Ha! Now you are brother-true. Reject false-words of seers and embrace true face of the Horned One! Bring Skrolk to the Wormstone, and you will be plague priest. Betray, and you become pus-bag."''
-->--Lord Skrolk talking to a prospective Plague Priest.

specialized work.

!!Clan Pestilens
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/clan_pestilens.png]]

The first of the Plaguelords, the rulers origins of Clan Pestilens under lie in an ancient Skaven expedition to Lustria that was all but wiped out by tropical diseases and furious Lizardmen, and whose few survivors embraced the direct command same diseases that plagued them as a sign of Arch-plaguelord Nurglitch.divine favor. Clan Pestilens' monomaniacal devotion to plague and to the Horned Rat, whom they revere in his aspect of the Lord of the Decay, makes other Skaven factions intensely wary of them. Despite that, their many successes in using disease to harrow and destroy other races have won the Skaven many victories, and Pestilens remains a very powerful clan. The symbol of Clan Pestilens is a diseased rat's head superimposed on the Horned Rat's symbol upon a green field.



* BeneficialDisease: Each new pox only toughens the aged Plague Monk, who has himself become a disease that walks.
* BlindWeaponmaster: Even though he no longer has eyes, Skrolk's reflexes are still amazing.
* BodyHorror: Skrolk's flesh is leathery and covered in a layer of dripping buboes.
* TheDragon: To both Arch-Plaguelord Nurglitch and the Verminlord Corruptor Vermalanx.
* EpicFlail: He wields the ''Rod of Corruption'', forcing enemies in base contact to roll a Toughness test and lose a wound if they fail.
* ImpaledWithExtremePrejudice: Skrolk meets his end at the hands of Kroq-Gar, who impales him with his spear.
* PlagueMaster: Skrolk is a Wizard of the Lore of Plague, throwing disease spells at the enemy, but can also strengthen his troops with magic from the ''Liber Bubonicus''.
* StrongerWithAge: Skrolk is noted to be old for a Skaven, and time has only made him tougher.
* WalkingWasteland: Insects literally drop dead from the noxious fumes surrounding Skrolk, and only extreme devotees can abide his presence.
* YouHaveFailedMe: Skrolk executes Lord Skrimanx, Archdeacon of Disease and fellow Plaguelord, after he fails to breach the mist surrounding the Lizardmen city of Xlanhuapec.
[[/folder]]

[[folder:Deathmaster Snikch]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deathmaster_snikch.jpg]]

Deathmaster Snikch is the deadliest assassin of Clan Eshin, and widely feared among the Skaven.

to:

* BeneficialDisease: Each new pox only toughens the aged Plague Monk, who has himself become a disease that walks.
* BlindWeaponmaster: Even though he no longer has eyes, Skrolk's reflexes are still amazing.
* BodyHorror: Skrolk's flesh is leathery Members of Clan Pestilens eagerly accept disease into their bodies, and their devotion to their god allows them to survive no matter how extreme or disfiguring their ailments get. As a result, their monks and priests are horrific sights, hunched and hairless, covered in a layer swellings, lesions and weeping sores, and generally embodying every unpleasant aspect of dripping buboes.
disease as can be forced into a single tortured body.
* TheDragon: To ChurchMilitant: Clan Pestilens dedicate themselves to [[PlagueMaster spreading poxes and plagues]] with a [[ReligionOfEvil religious zeal]] both Arch-Plaguelord Nurglitch off and on the Verminlord Corruptor Vermalanx.
battlefield. In combat, their Plague Monks wield noxious censers like they were flails, smashing them into enemies and spreading their virulent contents as a weapon of terror. Their zealotry also confers them the ''Frenzy'' special rule.
* EpicFlail: He wields Pestilens Plague Censer Bearers carry huge censers dispersing foul plague fumes which are more dangerous than the ''Rod weight of Corruption'', forcing enemies the censers themselves.
* FantasyCounterpartCulture: The invasion of Lustria by Clan Pestilens resembles the Conquistadors arriving
in base contact the Americas. An army of greedy religious fanatics shows up uninvited to roll a Toughness test kill and lose enslave a wound if they fail.
* ImpaledWithExtremePrejudice: Skrolk meets his end at the hands of Kroq-Gar, who impales him with his spear.
continent through war and disease.
* PlagueMaster: Skrolk The clan follows a ReligionOfEvil centered around spreading plagues and turning themselves into vessels for contagion. They are expert in brewing deadly diseases and liberally use biological weapons on the battlefield even at the cost of their own troops. Though they worship The Horned Rat, the similarity they bear to Nurglite Chaos cults has not gone unnoticed.
* ReligionOfEvil: Clan Pestilens
is a Wizard deeply devoted to an interpretation of the Lore Horned Rat as an ultimate maker of Plague, throwing plague, and devote their lives to spreading suffering, disease spells at and decay in the enemy, but can also strengthen his troops with magic from name of their god. Their ultimate goal is to sway all of Skavendom to their faith, after which all the ''Liber Bubonicus''.
* StrongerWithAge: Skrolk is noted to be old for a Skaven,
world shall drown in plague and time has only made him tougher.
the Skaven shall reign supreme in the Horned Rat's name.
* WalkingWasteland: Insects literally drop dead from Plague Monks and Priests are utterly saturated with disease, and a miasma contagion follows them and their armies everywhere they go. Living things wither and water is poisoned where the noxious fumes surrounding Skrolk, hosts of Pestilens tread, and only extreme devotees can abide his presence.
* YouHaveFailedMe: Skrolk executes Lord Skrimanx, Archdeacon of Disease and fellow Plaguelord,
even when they are defeated their vanquishers are often brough low soon after he fails to breach by the mist surrounding the Lizardmen city of Xlanhuapec.
[[/folder]]

[[folder:Deathmaster Snikch]]
[[quoteright:350:https://static.
taint their foes brough with them.

!!Clan Skryre
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/deathmaster_snikch.jpg]]

Deathmaster Snikch is the deadliest assassin
org/pmwiki/pub/images/clan_skyre.png]]

The Warlock-Engineers
of Clan Eshin, Skryre are the driving force behind the Skaven's advanced technology, which they create through endless experimentation with warpstone, sorcery and widely feared among technological mechanisms. The weapons created as a result of Clan Skryre's work tend to be deadly beyond anything the Skaven.other races possess, but also extremely unstable and prone to devastating malfunctions. To the Skaven, however, friendly fire and the loss of low-ranking weapons crews aren't particularly grievous issues, and Skryre's creations have become mainstays of larger Skaven armies. The symbol of Clan Skryre is a horned Skaven head, with the symbol of the Great Horned Rat upon its forehead.



* BadassCape: The ''Cloak of Shadows'' is a specially woven cape hiding Snikch in plain sight. On the tabletop units wishing to shoot at him must pass a test first.
* TheDragon: To his master on the Council of Thirteen, Nightlord Sneek.
* TheDreaded: He is the most feared assassin of the Skaven, and his targets will never know that they are dead already.
* DualWielding: Not just dual, ''triple''; he holds three [[PoisonedWeapons poisoned blades]], two in his hands and one in his tail.
* NamesToRunAwayFromReallyFast: With the title Deathmaster, and his name is the sound of a knife slitting a throat.
* {{Ninja}}: Like all members of Clan Eshin, though he gets the honour of being the best of the entire clan.
* PrehensileTail: He wields a blade in his tail with as much dexterity as the two in his hands.
* ShroudedInMyth: Every Skaven knows about him, but that is all. Many of the most impressive and terrifying Eshin operations are attributed to him, but Nightlord Sneek knows that keeping silent will only increase Snikch's reputation and power to scare his rivals.
* SuperReflexes: Like all members of Clan Eshin, Snikch is a master at dodging attacks through reflexes, represented as a natural 4+ Ward save.
[[/folder]]

[[folder:Ikit Claw]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ikit_claw.jpg]]

The greatest warlock-engineer of Clan Skryre. After a disastrous experiment, he's been forced to encase himself in an armor of his making.

to:

* BadassCape: The ''Cloak BoringButPractical: While Clan Skryre's dramatic weapons tend to get most of Shadows'' is a specially woven cape hiding Snikch in plain sight. On the tabletop units wishing spotlight, the clan also produces a considerable quantity of more mundane technology that plays an important role in keeping the Under-Empire running, such as mass transit systems, long-range communications and drilling and mining equipment.
* {{Cyborg}}: Skryre engineers often replace extensive parts of their bodies, such as limbs and eyes, with mechanical replacements.
* DeadlyGas: Wielded by their [[GasMaskMook Poison Wind Globadiers]], who fill globules full of warpstone-infused gas
to shoot hurl at him must pass a test first.
* TheDragon: To his master
the enemy on the Council battlefield and spread into a cloud on impact. While it can be used against large units in tight formation, more often these precious globes are reserved for dealing with elite units wearing heavy armor that is no proof against inhaled death.
* TheEngineer: For all their madness and disregard for basic safety measures, Warlock-Engineers are genuinely very good at what they do, and are extremely skilled at devising new mechanical contraptions, adapting them on the fly and putting them back together when they inevitably fall apart.
* GatlingGood: Skryre weapon teams can carry [[IncrediblyLamePun ratling guns]], multi-barrel gatling cannons that rapidly deliver dozens
of Thirteen, Nightlord Sneek.
warpshards a second at incoming enemies, using a warpstone-heated steam engine to drive it.
* TheDreaded: He MadScientist: Clan Skryre chiefly represents the mad engineer side of this trope, producing what is arguably the most feared assassin of advanced Magitek in the Skaven, setting and his targets will never know that they are dead already.
* DualWielding: Not just dual, ''triple''; he holds three [[PoisonedWeapons poisoned blades]], two
do so almost exclusively in his hands the form of deadly, dramatic weapons such as automatic firearms, rockets and one in his tail.
* NamesToRunAwayFromReallyFast: With the title Deathmaster, and his name
laser cannons. The safety of their inventions is the sound of a knife slitting a throat.
* {{Ninja}}: Like all members of Clan Eshin, though he gets the honour of being the best of the entire clan.
* PrehensileTail: He wields a blade in his tail
quite lacking however, with as much dexterity as even their most "reliable" machines killing their operators (and everyone in a fifty-foot radius) shockingly often.
* {{Magitek}}: Warlock-Engineers make extensive use of dark magic in their work -- most of their inventions are directly powered by or weaponize warpstone,
the two in his hands.
solid form of raw, primal magic, and many others are enhanced by or serve as conduits for more complex sorcerous workings.
* ShroudedInMyth: Every NoOSHACompliance: As a byproduct of general Skaven knows about him, recklessness and disregard for casualties, Skryre inventors take absolutely no steps whatsoever to make their laboratories and factories safe to work in -- the slaves and underlings working in Skryre facilities routinely die by the dozens from falling off of unstable platforms, getting facefuls of steam or noxious gases or being caught within exposed gears or moving parts, and larger workplace accidents can kill of hundreds or thousands of workers at once. This goes on all the time, and Skryre higher-ups don't care -- you can always get more slaves, after all.

!Warlord Clans
Beneath the four Great Clans are hundreds of lesser warlord clans, who constantly rise and fall as their fortunes change. Most are minor powers, holding onto specialized niches or specific territories or thralls under a greater clan's thumb,
but that is all. Many of the most impressive and terrifying Eshin operations are attributed a few have risen to him, but Nightlord Sneek knows that keeping silent will only increase Snikch's reputation and power to scare his rivals.
* SuperReflexes: Like all members of Clan Eshin, Snikch is a master at dodging attacks through reflexes, represented as a natural 4+ Ward save.
[[/folder]]

[[folder:Ikit Claw]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ikit_claw.jpg]]

The greatest warlock-engineer of Clan Skryre. After a disastrous experiment, he's been forced to encase himself
become formidable powers in an armor of his making.their own right.



* BladeOnAStick: The ''Storm Daemon'' is a magic halberd that ignores armor and also can project bolts of electricity akin to a SwordBeam.
* DualWielding: He carries a sword made of pure warpstones, and a warpfire projector.
* FireBreathingWeapon: Ikit Claw has used his technological genius to incorporate a small warpfire projector into the mechanical claw that he built to [[ArtificialLimbs strengthen his withered arm]].
* MadScientist: Ikit Klaw is one of Clan Skryre's best warlock engineers, inventor among others of the Doom Wheel and pioneer in the rocket technology.
* NinjaPirateZombieRobot: He's a warlock-engineer. He can cast warp lightning at his foes, and if that doesn't work he'll use his warpfire thrower to finish the job.
* PoweredArmor: His ''Iron Frame'' grants him a natural Strength of 5, a good 3+ armor save and 5+ ward save, and it also includes a flamethrower.

to:

* BladeOnAStick: The ''Storm Daemon'' ConspicuousConsumption: Clan Grutnik is very rich due to its extensive warpstone mining, and high-ranking members of the clan often sport their wealth by wearing the precious material as lacquered armor, jewelry, talismans, or even prosthetic eyes and teeth.
* ElementalHair: Invoked by the fire-loving Clan Volkn, whose members dye their fur bright red.
* JackOfAllStats: Clan Mors' identity is rooted in its generalism and lack of the other clans' intense specialization, allowing them to adapt their tactics and mindsets to changing situations.
* PestController: Clan Verms, a clan reviled even by other Skaven, shares a close affinity with insects, spiders and other tiny, crawling things, and is believed to have been responsible for creating several of the larger varieties known to exist.
* {{Pirate}}: Clan Skurvy
is a magic halberd nautically-oriented clan that ignores armor and also can project bolts of electricity akin to a SwordBeam.
* DualWielding: He carries a sword
has made of pure warpstones, its fortune by sailing the seas and robbing anything they find upon it, earning them a respectable amount of power despite the fact that every rat on a Skurvy ship can be counted on to be planning mutiny.
* PlagueMaster: Several clans within Pestilens' orbit, such as Flem, Morbidus and Septik, specialize in the breeding and spreading of plagues.
* PragmaticVillainy: One of the reasons behind Clan Mors' rapid rise in power is that its members are able to reject the more maniacal and self-destructive aspects of the Skaven mindset, such as by discouraging betrayal when this hinders the greater clan, accepting enemy surrender rather than slaughtering everyone and recruiting defeated foes when these seem to be valuable assets.
* {{Pyromaniac}}: The Skaven of Clan Volkn, which lives within the volcano of Fire Mountain, have a decidedly unhealthy fascination with fire and the setting thereof, and the clan is particularly known for its propensity for using large number of
warpfire projector.
throwers in battle.
* FireBreathingWeapon: Ikit Claw RefugeInAudacity: Clan Skrapp is poor as dirt and equipped with some of the worst gear in the Under-Empire, and has used his technological genius to incorporate a small warpfire projector into avoided conquest by the mechanical claw other clans chiefly by spreading outrageous rumors about their military strength and by claiming to have great numbers of Grey Seers in their midst -- Skrapp clanrats even daub themselves grey and white and tie horns to their helmet to imitate their appearance, something that he built would normally earn the powerful Seers' violent wrath. Most Skaven assume they're either deluded or out of their minds, but leave them alone on the off chance that their claims may actually be true.
* TheScrounger: Clan Carrion makes its living as nomadic scavengers, wandering between fallen fortresses and battlefields
to [[ArtificialLimbs strengthen his withered arm]].
glean anything of potential value that the feuding forces have left behind.
* MadScientist: Ikit Klaw is one SkeletonsInTheCoatCloset: Members of Clan Skryre's best warlock engineers, inventor among others Mortkin adorn themselves with the bones of their enemies in an attempt to emulate the fearsome appearance of the Doom Wheel undead, in addition to painting their fur and pioneer in the rocket technology.
* NinjaPirateZombieRobot: He's a warlock-engineer. He can cast warp lightning at his foes, and if that doesn't work he'll use his warpfire thrower to finish the job.
* PoweredArmor: His ''Iron Frame'' grants him a natural Strength of 5, a good 3+
armor save black and 5+ ward save, white to make themselves resemble skeletons.
* StickyFingers: Clan Carrion are shameless thieves,
and it also includes will gladly help themselves to anything they think they can get away with filching -- even within the clan, a flamethrower.Skaven of Clan Carrion only truly owns what he's currently clutching in his own claws.



[[folder:Throt the Unclean]]
Throt is one of the Master Mutators of Clan Moulder. Terrifyingly huge and fat, he's among the foremost creators of the Hellpit Abomination among other twisted mutants of his creation.

to:

[[folder:Throt the Unclean]]
Throt is one
!The Scheming Lords of the Master Mutators of Clan Moulder. Terrifyingly huge and fat, he's among the foremost creators Under-Empire

[[folder:Skreech Verminking]]
The greatest
of the Hellpit Abomination among other twisted mutants Verminlords, Skreech Verminking was created in the moment of his creation.Nagash’s first death millennia ago. Since then he has plotted and schemed to see the Skaven ascend to power and conquer the world from below.



* TheBeastmaster: He's so good at manipulating his creations every Moulder unit near him can use his leadership like a general.
* EvilutionaryBiologist: Throt is a master mutator, and expert in piecing together flesh to create war monsters.
* FatBastard: Throt is extremely huge and fat by Skaven standard, in no small part because of his HorrorHunger.
* HorrorHunger: Throt is constantly hungry, to an obsessional level even for a Skaven.
* MultiArmedAndDangerous: Throt has a third arm growing out of his shoulder, allowing him to wield no less than three weapons at once.
* RestrainingBolt: His ''Creature-Killer'', a huge metal collar attached to the end of a pole, grants him ''Killing Blow'' and a ''Multiple Wounds'' bonus against creatures larger than humans.
* WhipItGood: His ''Whip of Domination'' allows him to attack someone who's not in direct contact with him. Furthermore, an unsaved wound causes a drop in Leadership for the victim.

to:

* TheBeastmaster: He's so good at manipulating his creations every Moulder unit near him can use his leadership like a general.
* EvilutionaryBiologist: Throt is a master mutator, and expert in piecing together flesh to create war monsters.
* FatBastard: Throt is extremely huge and fat by Skaven standard, in no small part because of his HorrorHunger.
* HorrorHunger: Throt is constantly hungry, to an obsessional level even for a Skaven.
* MultiArmedAndDangerous: Throt
BladeOnAStick: The ''Doom Glaive'', which has a third arm growing out of his shoulder, allowing him to wield no less than three weapons at once.
* RestrainingBolt: His ''Creature-Killer'', a huge metal collar attached to
the end of a pole, grants him ''Killing Blow'' and a ''Multiple Wounds'' bonus against creatures larger Wounds (D3)'' rule
* TheDragon: To the Horned Rat, as the greatest of the Verminlords.
* DualWielding: Skreech Verminking is armed with both a ''Plaguereaper'' and a ''Doom Glaive'', deadly weapons of incredible power
* FusionDance: Verminking was created by the Horned Rat when he, pleased with the Council of Thirteen for having thwarted Nagash, moulded them into something greater
than humans.
they had individually been.
* WhipItGood: HornedHumanoid: He has six horns.
* MagicKnight: As a Verminlord, he's both an impressive fighter and a powerful wizard. In addition to his Monster statline, he's also a Level 4 Wizard in the ''Lores of Ruin and Plague''.
* SinisterScythe:
His ''Whip of Domination'' allows him to attack someone who's not in direct contact ''Plaguereaper''. In-game, attacks made with him. Furthermore, an unsaved wound causes a drop in Leadership for the victim.it ''Always Strike First''.



[[folder:Queek Headtaker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/queek_headtaker.png]]
->''"Who is Queek? Queek is warlord here, not grey ones from far away. He claim he come from Council. He claims his good intent, but Queek is not stupid-slow, Queek know grey seers and their treacherous ways. White-fur will never be warlord here! He is never free of Queek's sight. Queek sees him always."''

Second most senior warlord in Clan Mors, with his patron and superior being a member of the Council of Thirteen. Is noted for his vicious temper and being responsible for controlling the Skaven territory in Karak Eight Peaks when not leading Skaven to war elsewhere. This has ensured he has an enduring hatred for Dwarfs and Greenskins.

to:

[[folder:Queek Headtaker]]
[[folder:Thanquol & Boneripper]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/queek_headtaker.png]]
->''"Who is Queek? Queek is warlord here, not grey ones from far away. He claim he come from Council. He claims his good intent, but Queek is not stupid-slow, Queek know grey seers
org/pmwiki/pub/images/thanquol.jpg]]

A powerful
and their treacherous ways. White-fur will never be warlord here! He is never free of Queek's sight. Queek sees him always."''

Second most senior warlord in Clan Mors, with his patron
ambitious Grey Seer and superior being a member favored agent of the Council of Thirteen. Is noted for Although a talented sorcerer, Thanquol is also a GeneralFailure whose every plan failed in part because of ''Literature/GotrekAndFelix'' but also his vicious temper own incompetence. The only reason he's survived is that so far, he's managed to deflect the blame onto someone else. Thanquol is always accompanied by a bodyguard, a Rat Ogre which he names Boneripper, and being responsible for controlling the Skaven territory there have been quite a few Bonerippers in Karak Eight Peaks when not leading Skaven to war elsewhere. This has ensured he has an enduring hatred for Dwarfs and Greenskins.his life.



* BashBrothers: Ska Bloodtail, introduced by the book ''Headtaker'' and never mentioned outside of the novels, is Queek's most favored underling and they're the closest thing Skaven can have to best friends. Ska has saved Queek's life a number of times and Queek treats Ska with genuine trust and respect.
* BattleTrophy: He carries the severed heads of his latest opponents on a trophy rack to remind followers -- and his boss Gnawdwell -- of the prowess of the almighty Warlord Queek. His ''Trophy Heads'' add +1 to his rolls to hit and wound in a challenge.
* BloodKnight: He's unnaturally brave for a Skaven, preferring to pick fights at the front instead of leading from behind.
* TheBrute: While he's hardly stupid, he's still a direct, temperamental individual who prefers leading armies and killing enemies in battle to the schemes and politicking of his fellow Skaven.
* CompanionCube: He has been known to display a disturbing affection towards his collection of [[BattleTrophy severed heads]], treating them as his closest friends and [[ConsultingMisterPuppet advisers]]. In the ''Warlords of Karak Eight Peaks'' novel ''Headtaker'' by David Guymer, Queek is noticeably distraught and grief-stricken when the skull of Big Boss Morglum Blacktooth is destroyed in battle against the forces of the Dwarf King Kazador of Karak Azul.
* ConsultingMisterPuppet: Some background material mentions that he talks to the [[BattleTrophy severed heads on his trophy rack]] as though they speak to him, offering their advice and observations on his enemies. The ''Warlords of Karak Eight Peaks'' novel ''Headtaker'' states that the skull of an Orc named Big Boss Morglum Blacktooth supposedly told Queek the location of his signature weapon Dwarf-Gouger.
* DarkIsEvil: His fur is black and, while he's different from most Skaven, he's no better than them in terms of morality.
* TheDragon: Queek is the right claw to Warlord Gnawdwell, head of Clan Mors and member of the Council of Thirteen.
* DualWielding: Queek wields a vicious sword alongside his enchanted [[PowerfulPick spike-maul]] [[NamedWeapon Dwarf Gouger]], allowing him to attack with a flurry of blows that are represented in-game with a higher Attack characteristic than regular Skaven Warlords.
* EvenEvilHasStandards: Queek frowns on the scheming and cowardly habits of his species and is unusually blunt and straight to the point among Skaven warlords. It doesn't mean he isn't savvy to their plans and quite effortlessly manages to avoid plots against his person. His rule ''Extreme Distrust'' forbids him to join a unit with a Grey Seer in it as he doesn't trust them at all.
* FearlessFool: By [[DirtyCoward Skaven standards]], Queek's willingness to confront his enemies head-on is [[TooDumbToLive considered practically insane]].
* FrontlineGeneral: In contrast to most Skaven leaders, who generally stay behind the lines. Indeed, his Weapon Skill of 7 and special rules aiding him in a challenge make him quite at home in the heart of a close quarters battle.
* HairTriggerTemper: Queek is notorious for his horrible temper.
* KilledOffForReal: He dies to High King Thorgrim Grudgebearer at the Battle of Karaz-a-Karak.
* LargeAndInCharge: According to his boss Gnawdwell, Queek was the biggest in his litter, and they were all large themselves.
* MonstrousCannibalism: He ate his own littermates.
* MySpeciesDothProtestTooMuch: Unlike most Skaven, he has few -- if any -- problems putting himself in danger, and relishes a good fight. Also, while he isn't stupid, he's not the schemer you'd expect from a Skaven, and is generally blunt and to the point.
* NamesToRunAwayFromReallyFast: With the title of Head-Taker would you expect him to be a kind and compassionate rat-thing that is a dedicated pacifist?
* ProperlyParanoid: Even though this is something all Skaven are, Queek is considered incredibly paranoid by the standards of his race. Then again his own master pays Clan Eshin to try and kill him to keep Queek from getting complacent or ambitious. To speak nothing of the many other Skaven who try to assassinate him to keep him dead, the Dwarfs who hate him for turning Karak Eight Peaks into a festering 3 way no-man's land and the goblins who also want Karak Eight Peaks to themselves.
* RedAndBlackAndEvilAllOver: From a color standpoint, Queek is a black-furred Skaven clad in crimson armor, and one of the most infamous Skaven warlords in the world.
* RedIsViolent: He wears blood-red armor, which is fitting, considering his [[BloodKnight favorite activity]].
* SiblingMurder: Queek killed and ate his littermates.
* SoProudOfYou: Warlord Gnawdwell once said of Queek (in what was probably the nicest thing a Skaven has ever said of anyone else):
-->''You were so magnificent when I found you, the biggest in your litter, and they were all large [[ImAHumanitarian before you ate them]]. I raised you, I fed you the best dwarf-meat and man-flesh. And you have become even more magnificent. Such courage. There is none other like you, Queek. You are unnaturally brave. Others think you freakish for leading from the front, not the back. But I do not. I am proud of my Queek.''
* SpikesOfVillainy: Queek's ''Warp-shard Armour'' is covered in spikes potentially hitting the enemy with Strength 5 hits.
* StraightForTheCommander: Queek is a proud and actually exceptional fighter and so unlike his colleagues has a habit of aiming to kill the enemy leader as fast as possible and claim their heads. On the tabletop he thus must issue and challenges whenever possible.
* VillainousValour: Despite his paranoia, he's certainly no coward and will usually be at the front lines.
* WeaponOfXSlaying: Queek's [[CarryABigStick mace]], Dwarf-Gouger, was created centuries ago to be the bane of the dwarf-things. In-game this is represented by the weapon always wounding Dwarfs on a 2+.

to:

* BashBrothers: Ska Bloodtail, introduced by AmuletOfConcentratedAwesome: Thanquol has a ''Warp-amulet'', giving him basically the book ''Headtaker'' ability to regenerate lost wounds.
* ArchEnemy: To Gotrek and Felix. At least [[UnknownRival in his mind]] -- they, more accurately, [[SpannerInTheWorks just happened to kill a bunch of rats he was using repeatedly]],
and never mentioned outside of the novels, is Queek's most favored underling and they're the closest thing Skaven can have to best friends. Ska has saved Queek's life a number of times and Queek treats Ska with genuine trust and respect.
even knew that it was Thanquol's rats they were slaughtering.
* BattleTrophy: He carries the severed heads of his latest opponents on a trophy rack to remind followers -- and his boss Gnawdwell -- of the prowess of the almighty Warlord Queek. His ''Trophy Heads'' add +1 to his rolls to hit and wound in a challenge.
* BloodKnight: He's unnaturally brave for a Skaven, preferring to pick fights at the front instead of leading from behind.
* TheBrute:
TheArchmage: While he's hardly stupid, he's still Thanquol's ability is questionable in... most other things, he is genuinely highly powerful as a direct, temperamental individual who prefers leading armies and killing Grey Seer.
* BornLucky: Incompetence on a scale like Thanquol's would be shocking to survive once, let alone repeatedly, yet he always somehow does...
* ChessMaster: His plans involve getting his
enemies in battle to do the schemes dirty work for him like with Gotrek and politicking of his fellow Skaven.
Felix.
* CompanionCube: He has been known to display a disturbing affection towards his collection of [[BattleTrophy severed heads]], treating them as his closest friends and [[ConsultingMisterPuppet advisers]]. In the ''Warlords of Karak Eight Peaks'' novel ''Headtaker'' by David Guymer, Queek {{Cyborg}}: Thanquol's preferred bodyguard is noticeably distraught and grief-stricken when the skull of Big Boss Morglum Blacktooth is destroyed in battle against the forces of the Dwarf King Kazador of Karak Azul.
* ConsultingMisterPuppet: Some background material mentions
always a rat ogre that he talks to names Boneripper, and sometimes he spends some extra money and gets the [[BattleTrophy severed heads on his trophy rack]] as though they speak to him, offering their advice and observations on his enemies. The ''Warlords of Karak Eight Peaks'' novel ''Headtaker'' states that the skull of an Orc named Big Boss Morglum Blacktooth supposedly told Queek the location of his signature weapon Dwarf-Gouger.
* DarkIsEvil: His fur is black and, while he's different from most Skaven, he's no better than them in terms of morality.
current ogre made into a MagiTek cyborg.
* TheDragon: Queek is To the right claw to Warlord Gnawdwell, head of Clan Mors Verminlord Skreech Verminking.
* DumbMuscle: Not him, but he exploits this through his rat ogre companions
and member of the Council of Thirteen.
* DualWielding: Queek wields a vicious sword alongside
bodyguards, always named Boneripper. Thanquol specifically trains rat ogres to be his enchanted [[PowerfulPick spike-maul]] [[NamedWeapon Dwarf Gouger]], allowing him personal guards due to attack how strong and intimidating they are, along with a flurry of blows that are represented in-game with a higher Attack characteristic than regular being too stupid to betray him like other Skaven Warlords.
would be.
* EvenEvilHasStandards: Queek frowns on EvilSorcerer: He's a Grey Seer. It comes with the scheming and cowardly habits territory. And when he's amped up on [[FantasticDrug warpstone dust]], he can pull off some impressive feats of his species and is unusually blunt and straight magical power. In game, he's a Level 4 Wizard able to generate spells from either the point among Skaven warlords. It doesn't mean ''Lores of Ruin or Plague''.
* FailureIsTheOnlyOption: Thanquol is seemingly cursed with horrible luck that ensures
he isn't savvy to their plans and quite effortlessly manages to avoid survives but nothing else. His plots against his person. His rule ''Extreme Distrust'' forbids him and schemes almost come to join a unit with fruition, but the key word is ''almost''. He has no actual successes as a Grey Seer in it as beyond making sure he doesn't trust them at all.
get executed for failure.
* FearlessFool: By [[DirtyCoward Skaven standards]], Queek's willingness to confront his enemies head-on is [[TooDumbToLive considered practically insane]].
* FrontlineGeneral: In contrast to
FunctionalAddict: Like most Skaven leaders, who generally stay behind the lines. Indeed, his Weapon Skill of 7 and special rules aiding him in a challenge make him Grey Seers, Thanquol is addicted to Warpstone but is quite at home in resistant to their effects. On the heart of a close quarters battle.
* HairTriggerTemper: Queek is notorious for his horrible temper.
* KilledOffForReal: He dies to High King Thorgrim Grudgebearer at
tabletop, he can reroll the Battle of Karaz-a-Karak.
* LargeAndInCharge: According to his boss Gnawdwell, Queek was the biggest in his litter, and they were all large themselves.
* MonstrousCannibalism: He ate his own littermates.
* MySpeciesDothProtestTooMuch: Unlike most Skaven,
Wound roll when he has few -- if any -- problems putting himself in danger, and relishes uses a good fight. Also, while he isn't stupid, he's not the schemer you'd expect from a Skaven, and Warpstone token.
* GeneralFailure: Thanquol
is generally blunt and to the point.
* NamesToRunAwayFromReallyFast: With the title of Head-Taker would you expect him to be a kind and compassionate rat-thing
humorously so incompetent that is a Slaan (a member and leader of the Lizardmen, a species essentially dedicated pacifist?
* ProperlyParanoid: Even though this is something all
to fighting Chaos that also kill Skaven are, Queek is considered incredibly paranoid by on sight) once decided to let him live after peering into Thanquol's future, [[BetterTheDevilYouKnow since the standards of his race. Then again his own master pays Clan Eshin to try and kill him to keep Queek from getting complacent or ambitious. To speak nothing of the many other Skaven who try to assassinate him to keep him dead, the Dwarfs who hate him for turning Karak Eight Peaks into a festering 3 way no-man's land and the goblins who also want Karak Eight Peaks to themselves.
* RedAndBlackAndEvilAllOver: From a color standpoint, Queek is a black-furred Skaven clad in crimson armor, and one of the most infamous Skaven warlords in the world.
* RedIsViolent: He wears blood-red armor, which is fitting, considering
would be worse off with his [[BloodKnight favorite activity]].
* SiblingMurder: Queek killed and ate his littermates.
* SoProudOfYou: Warlord Gnawdwell once said of Queek (in what was probably the nicest thing
continued existence]]. A revealing example would be when he ruined a Skaven has ever said of anyone else):
-->''You were so magnificent when I found you,
attack on a citadel by giving the biggest in your litter, Gutter Runners' assigned to get the drawbridge down a poison so watered down it was no longer poisonous [[CuttingCorners to save on warpstone tokens]], and they were all large [[ImAHumanitarian before you ate them]]. I raised you, I fed you tying up the best dwarf-meat and man-flesh. And you have become even more magnificent. Such courage. There is none other like you, Queek. You are unnaturally brave. Others think you freakish for leading from the front, not the back. But I do not. I am proud of my Queek.''
* SpikesOfVillainy: Queek's ''Warp-shard Armour'' is covered in spikes potentially hitting the enemy
Eshin Assassin who was supposed to murder its commander with Strength 5 hits.
* StraightForTheCommander: Queek is a proud and actually exceptional fighter and so unlike
bumping off his colleagues has a habit of aiming to kill the enemy leader as fast as possible and claim their heads. On the tabletop rivals that he thus must issue and challenges whenever possible.
([[ProperlyParanoid definitely rightly]]) feared.
* VillainousValour: Despite his paranoia, he's certainly no coward and will usually be at the front lines.
* WeaponOfXSlaying: Queek's [[CarryABigStick mace]], Dwarf-Gouger, was created centuries ago
HumiliationConga: His entire life seems to be one long conga line of failure. Even when he succeeds, he still fails. [[TookALevelInBadass But he eventually gets better]].
* KarmaHoudini: Whether due to blind luck, cunning,
the bane blessing of the dwarf-things. In-game this Great Horned Rat or a combination of the aforementioned, Thanquol has managed to avoid his due retribution for his plans and subsequent failures every time. It is represented as him having a natural 4+ Ward save, [[DoomMagnet saved wounds being allocated to someone nearby]]. Even in ''combat'', others end up taking the fall for him...
* LegacyCharacter: Boneripper. Thanquol goes through Bonerippers at a rate of about one per book. Time will tell if Boneripper of ''The End Times'' lasts any longer.
* MagicStaff: His ''Staff of the Horned One'' allows Thanquol to know an additional spell, making it five.
* NeverMyFault: Like any, uh, "good" Skaven. Thanquol especially makes plenty of use of this trope and must have managed to make the Council of Thirteen believe it [[GeneralFailure despite having a track record to indicate otherwise]].
* TookALevelInBadass: In The End Times, with some help from the daemon Skretch Verminking, Thanquol conquers Nuln and [[spoiler:allies the Skaven with Archaon the Everchosen.]]
* UnknownRival: He hates Gotrek and Felix, but the duo have ''no idea who he is'', nor that many of their troubles come from Thanquol's repeated attempts to kill them. Thanquol all but has an aneurysm when he finds this out after twenty years of trying to kill the duo.
* UnluckilyLucky: [[BornLucky Thanquol's survived quite a lot]], to nigh-impossible degrees. He's also had to survive quite a lot from Gotrek and Felix [[UnknownRival entirely incidentally]]. He always lives to see how he's failed ([[NeverMyFault and explain how it wasn't his fault]]).
* WhatHappenedToTheMouse: He is not once mentioned in ''End Times: Archaon'' after being a major player in ''End Times: Thanquol''. Archaon offhandedly mentions he has beheaded "the rat that negotiated the alliance with him", though the odds that rat is actually Thanquol is unlikely, since it's the Skaven we're talking about here; this is especially so considering that Thanquol is still canonically alive and kicking
by the weapon always wounding Dwarfs on a 2+.time of ''Age of Sigmar'' millennia after the End Times, making what actually happened with him in the final days of the ''Warhammer'' world even more unclear.


Added DiffLines:


[[folder:Lord Skrolk]]
->''"Brother-under-the-fur. Ha! Now you are brother-true. Reject false-words of seers and embrace true face of the Horned One! Bring Skrolk to the Wormstone, and you will be plague priest. Betray, and you become pus-bag."''
-->--Lord Skrolk talking to a prospective Plague Priest.

The first of the Plaguelords, the rulers of Clan Pestilens under the direct command of Arch-plaguelord Nurglitch.
----
* BeneficialDisease: Each new pox only toughens the aged Plague Monk, who has himself become a disease that walks.
* BlindWeaponmaster: Even though he no longer has eyes, Skrolk's reflexes are still amazing.
* BodyHorror: Skrolk's flesh is leathery and covered in a layer of dripping buboes.
* TheDragon: To both Arch-Plaguelord Nurglitch and the Verminlord Corruptor Vermalanx.
* EpicFlail: He wields the ''Rod of Corruption'', forcing enemies in base contact to roll a Toughness test and lose a wound if they fail.
* ImpaledWithExtremePrejudice: Skrolk meets his end at the hands of Kroq-Gar, who impales him with his spear.
* PlagueMaster: Skrolk is a Wizard of the Lore of Plague, throwing disease spells at the enemy, but can also strengthen his troops with magic from the ''Liber Bubonicus''.
* StrongerWithAge: Skrolk is noted to be old for a Skaven, and time has only made him tougher.
* WalkingWasteland: Insects literally drop dead from the noxious fumes surrounding Skrolk, and only extreme devotees can abide his presence.
* YouHaveFailedMe: Skrolk executes Lord Skrimanx, Archdeacon of Disease and fellow Plaguelord, after he fails to breach the mist surrounding the Lizardmen city of Xlanhuapec.
[[/folder]]

[[folder:Deathmaster Snikch]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deathmaster_snikch.jpg]]

Deathmaster Snikch is the deadliest assassin of Clan Eshin, and widely feared among the Skaven.
----
* BadassCape: The ''Cloak of Shadows'' is a specially woven cape hiding Snikch in plain sight. On the tabletop units wishing to shoot at him must pass a test first.
* TheDragon: To his master on the Council of Thirteen, Nightlord Sneek.
* TheDreaded: He is the most feared assassin of the Skaven, and his targets will never know that they are dead already.
* DualWielding: Not just dual, ''triple''; he holds three [[PoisonedWeapons poisoned blades]], two in his hands and one in his tail.
* NamesToRunAwayFromReallyFast: With the title Deathmaster, and his name is the sound of a knife slitting a throat.
* {{Ninja}}: Like all members of Clan Eshin, though he gets the honour of being the best of the entire clan.
* PrehensileTail: He wields a blade in his tail with as much dexterity as the two in his hands.
* ShroudedInMyth: Every Skaven knows about him, but that is all. Many of the most impressive and terrifying Eshin operations are attributed to him, but Nightlord Sneek knows that keeping silent will only increase Snikch's reputation and power to scare his rivals.
* SuperReflexes: Like all members of Clan Eshin, Snikch is a master at dodging attacks through reflexes, represented as a natural 4+ Ward save.
[[/folder]]

[[folder:Ikit Claw]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ikit_claw.jpg]]

The greatest warlock-engineer of Clan Skryre. After a disastrous experiment, he's been forced to encase himself in an armor of his making.
----
* BladeOnAStick: The ''Storm Daemon'' is a magic halberd that ignores armor and also can project bolts of electricity akin to a SwordBeam.
* DualWielding: He carries a sword made of pure warpstones, and a warpfire projector.
* FireBreathingWeapon: Ikit Claw has used his technological genius to incorporate a small warpfire projector into the mechanical claw that he built to [[ArtificialLimbs strengthen his withered arm]].
* MadScientist: Ikit Klaw is one of Clan Skryre's best warlock engineers, inventor among others of the Doom Wheel and pioneer in the rocket technology.
* NinjaPirateZombieRobot: He's a warlock-engineer. He can cast warp lightning at his foes, and if that doesn't work he'll use his warpfire thrower to finish the job.
* PoweredArmor: His ''Iron Frame'' grants him a natural Strength of 5, a good 3+ armor save and 5+ ward save, and it also includes a flamethrower.
[[/folder]]

[[folder:Throt the Unclean]]
Throt is one of the Master Mutators of Clan Moulder. Terrifyingly huge and fat, he's among the foremost creators of the Hellpit Abomination among other twisted mutants of his creation.
----
* TheBeastmaster: He's so good at manipulating his creations every Moulder unit near him can use his leadership like a general.
* EvilutionaryBiologist: Throt is a master mutator, and expert in piecing together flesh to create war monsters.
* FatBastard: Throt is extremely huge and fat by Skaven standard, in no small part because of his HorrorHunger.
* HorrorHunger: Throt is constantly hungry, to an obsessional level even for a Skaven.
* MultiArmedAndDangerous: Throt has a third arm growing out of his shoulder, allowing him to wield no less than three weapons at once.
* RestrainingBolt: His ''Creature-Killer'', a huge metal collar attached to the end of a pole, grants him ''Killing Blow'' and a ''Multiple Wounds'' bonus against creatures larger than humans.
* WhipItGood: His ''Whip of Domination'' allows him to attack someone who's not in direct contact with him. Furthermore, an unsaved wound causes a drop in Leadership for the victim.
[[/folder]]

[[folder:Queek Headtaker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/queek_headtaker.png]]
->''"Who is Queek? Queek is warlord here, not grey ones from far away. He claim he come from Council. He claims his good intent, but Queek is not stupid-slow, Queek know grey seers and their treacherous ways. White-fur will never be warlord here! He is never free of Queek's sight. Queek sees him always."''

Second most senior warlord in Clan Mors, with his patron and superior being a member of the Council of Thirteen. Is noted for his vicious temper and being responsible for controlling the Skaven territory in Karak Eight Peaks when not leading Skaven to war elsewhere. This has ensured he has an enduring hatred for Dwarfs and Greenskins.
----
* BashBrothers: Ska Bloodtail, introduced by the book ''Headtaker'' and never mentioned outside of the novels, is Queek's most favored underling and they're the closest thing Skaven can have to best friends. Ska has saved Queek's life a number of times and Queek treats Ska with genuine trust and respect.
* BattleTrophy: He carries the severed heads of his latest opponents on a trophy rack to remind followers -- and his boss Gnawdwell -- of the prowess of the almighty Warlord Queek. His ''Trophy Heads'' add +1 to his rolls to hit and wound in a challenge.
* BloodKnight: He's unnaturally brave for a Skaven, preferring to pick fights at the front instead of leading from behind.
* TheBrute: While he's hardly stupid, he's still a direct, temperamental individual who prefers leading armies and killing enemies in battle to the schemes and politicking of his fellow Skaven.
* CompanionCube: He has been known to display a disturbing affection towards his collection of [[BattleTrophy severed heads]], treating them as his closest friends and [[ConsultingMisterPuppet advisers]]. In the ''Warlords of Karak Eight Peaks'' novel ''Headtaker'' by David Guymer, Queek is noticeably distraught and grief-stricken when the skull of Big Boss Morglum Blacktooth is destroyed in battle against the forces of the Dwarf King Kazador of Karak Azul.
* ConsultingMisterPuppet: Some background material mentions that he talks to the [[BattleTrophy severed heads on his trophy rack]] as though they speak to him, offering their advice and observations on his enemies. The ''Warlords of Karak Eight Peaks'' novel ''Headtaker'' states that the skull of an Orc named Big Boss Morglum Blacktooth supposedly told Queek the location of his signature weapon Dwarf-Gouger.
* DarkIsEvil: His fur is black and, while he's different from most Skaven, he's no better than them in terms of morality.
* TheDragon: Queek is the right claw to Warlord Gnawdwell, head of Clan Mors and member of the Council of Thirteen.
* DualWielding: Queek wields a vicious sword alongside his enchanted [[PowerfulPick spike-maul]] [[NamedWeapon Dwarf Gouger]], allowing him to attack with a flurry of blows that are represented in-game with a higher Attack characteristic than regular Skaven Warlords.
* EvenEvilHasStandards: Queek frowns on the scheming and cowardly habits of his species and is unusually blunt and straight to the point among Skaven warlords. It doesn't mean he isn't savvy to their plans and quite effortlessly manages to avoid plots against his person. His rule ''Extreme Distrust'' forbids him to join a unit with a Grey Seer in it as he doesn't trust them at all.
* FearlessFool: By [[DirtyCoward Skaven standards]], Queek's willingness to confront his enemies head-on is [[TooDumbToLive considered practically insane]].
* FrontlineGeneral: In contrast to most Skaven leaders, who generally stay behind the lines. Indeed, his Weapon Skill of 7 and special rules aiding him in a challenge make him quite at home in the heart of a close quarters battle.
* HairTriggerTemper: Queek is notorious for his horrible temper.
* KilledOffForReal: He dies to High King Thorgrim Grudgebearer at the Battle of Karaz-a-Karak.
* LargeAndInCharge: According to his boss Gnawdwell, Queek was the biggest in his litter, and they were all large themselves.
* MonstrousCannibalism: He ate his own littermates.
* MySpeciesDothProtestTooMuch: Unlike most Skaven, he has few -- if any -- problems putting himself in danger, and relishes a good fight. Also, while he isn't stupid, he's not the schemer you'd expect from a Skaven, and is generally blunt and to the point.
* NamesToRunAwayFromReallyFast: With the title of Head-Taker would you expect him to be a kind and compassionate rat-thing that is a dedicated pacifist?
* ProperlyParanoid: Even though this is something all Skaven are, Queek is considered incredibly paranoid by the standards of his race. Then again his own master pays Clan Eshin to try and kill him to keep Queek from getting complacent or ambitious. To speak nothing of the many other Skaven who try to assassinate him to keep him dead, the Dwarfs who hate him for turning Karak Eight Peaks into a festering 3 way no-man's land and the goblins who also want Karak Eight Peaks to themselves.
* RedAndBlackAndEvilAllOver: From a color standpoint, Queek is a black-furred Skaven clad in crimson armor, and one of the most infamous Skaven warlords in the world.
* RedIsViolent: He wears blood-red armor, which is fitting, considering his [[BloodKnight favorite activity]].
* SiblingMurder: Queek killed and ate his littermates.
* SoProudOfYou: Warlord Gnawdwell once said of Queek (in what was probably the nicest thing a Skaven has ever said of anyone else):
-->''You were so magnificent when I found you, the biggest in your litter, and they were all large [[ImAHumanitarian before you ate them]]. I raised you, I fed you the best dwarf-meat and man-flesh. And you have become even more magnificent. Such courage. There is none other like you, Queek. You are unnaturally brave. Others think you freakish for leading from the front, not the back. But I do not. I am proud of my Queek.''
* SpikesOfVillainy: Queek's ''Warp-shard Armour'' is covered in spikes potentially hitting the enemy with Strength 5 hits.
* StraightForTheCommander: Queek is a proud and actually exceptional fighter and so unlike his colleagues has a habit of aiming to kill the enemy leader as fast as possible and claim their heads. On the tabletop he thus must issue and challenges whenever possible.
* VillainousValour: Despite his paranoia, he's certainly no coward and will usually be at the front lines.
* WeaponOfXSlaying: Queek's [[CarryABigStick mace]], Dwarf-Gouger, was created centuries ago to be the bane of the dwarf-things. In-game this is represented by the weapon always wounding Dwarfs on a 2+.
[[/folder]]


* {{Foil}}: To the Dwarfs, some of their primary rivals. They are some of the most technologically advanced civilizations in the setting and both live underground, but otherwise their contrasts are many:
** The Dwarfs rely on highly trained, heavily armored elite troops, which encourages slow-moving and defensive tactics. The Skaven rely on cheap but plentiful units that can easily be thrown into the meatgrinder with reckless charges.
** The Dwarfs prefer technology to be safe, reliable and efficient and deeply distrust innovation, obsessively testing and tweaking their creations for centuries before letting them be used widely. The Skaven use untested and often slipshod technology and experiment obsessively, recklessly throwing away resources and lives to produce new weapons and accepting disastrous battlefield malfunctions as a fact of life.
** The Dwarfs, despite their tendency to make enemies with races on the surface, at the very least try to forge alliances with others. The Skaven see all other races as tools to be cast aside when convenient.
** The Dwarfs put loyalty and honor before all, even common sense, while the Skaven see betrayal and dishonesty to be cornerstones of their culture.
** The Dwarfs worship a pantheon of well-respected ancestor-gods, while the Skaven are monotheistic and generally venerate the Horned Rat out of fear.
** The Dwarfs are ruled by a singular [[TheHighKing High King]] who almost always has his people's wellbeing as his highest priority. The Skaven are ruled by the Council of Thirteen, which is chiefly interested in squabbling among themselves and jockeying for positions of prominence. Further, while the High King is perfectly willing to fight and die for his people on the battlefield, the members of the Council of Thirteen will do anything in their power to ensure that they never have to do any fighting of their own.
** The Dwarfs use outwardly plain but safe runecrafting, and generally shun other forms of magic. The Skaven use the destructive and dangerous Lores of Ruin and Plague, and make extensive use of GreenRocks to power their society and its weapons.



->''"Brother-under-the-fur. Ha! Now you are brother-true. Reject false-words of seers and embrace true face of the Horned One! Bring Skrolk to the Wormstone, and you will be plague priest. Betray, and you become pus-bag."''
-->--Lord Skrolk talking to a prospective Plague Priest.




to:

->''"Who is Queek? Queek is warlord here, not grey ones from far away. He claim he come from Council. He claims his good intent, but Queek is not stupid-slow, Queek know grey seers and their treacherous ways. White-fur will never be warlord here! He is never free of Queek's sight. Queek sees him always."''


* ColdSniper: Some Skaven use Warplock Jezzails, long-barreled guns firing warpstone bullets. There exists rather hilarious stories of Jezzail teams racking quite impressive kills, such as Natty Butoc of Clan Mors, who managed to kill a Dwarf Engineer who was watching Natty with a bullet [[ScopeSnipe through the Engineer's telescope]] and then killed several other Dwarfs who tried [[TooDumbToLive looking through the same telescope]], unable to believe a ratman would be so precise.

to:

* ColdSniper: Some Skaven use Warplock Jezzails, long-barreled guns firing warpstone bullets. There exists rather hilarious stories of Jezzail teams racking quite impressive kills, such as Natty Butoc Buboe of Clan Mors, who managed to kill a Dwarf Engineer who was watching Natty with a bullet [[ScopeSnipe through the Engineer's telescope]] and then killed several other Dwarfs who tried [[TooDumbToLive looking through the same telescope]], unable to believe a ratman would be so precise.



* CompanionCube: He has been known to display a disturbing affection towards his collection of [[BattleTrophy severed heads]]; treating them as his closest friends and [[ConsultingMisterPuppet advisers]]. In the ''Warlords of Karak Eight Peaks'' novel ''Headtaker'' by David Guymer, Queek was noticeably distraught and grief-stricken when the skull of Big Boss Morglum Blacktooth was destroyed in battle against the forces of the Dwarf King Kazador of Karak Azul.

to:

* CompanionCube: He has been known to display a disturbing affection towards his collection of [[BattleTrophy severed heads]]; heads]], treating them as his closest friends and [[ConsultingMisterPuppet advisers]]. In the ''Warlords of Karak Eight Peaks'' novel ''Headtaker'' by David Guymer, Queek was is noticeably distraught and grief-stricken when the skull of Big Boss Morglum Blacktooth was is destroyed in battle against the forces of the Dwarf King Kazador of Karak Azul.


->''"All decent folk find the common rat repulsive. Harbinger of disease, it scavenges on our waste-heaps and frightens our children. How immeasurably worse then is the foul Skaven - standing on its hindlegs in foul parody of a human. Rats as tall as man, and blessed with the most vile intellect and cunning. They are the dark side of our souls, come to destroy us for our sins."''

to:

->''"All decent folk find the common rat repulsive. Harbinger of disease, it scavenges on our waste-heaps and frightens our children. How immeasurably worse then is the foul Skaven - -- standing on its hindlegs in foul parody of a human. Rats as tall as man, and blessed with the most vile intellect and cunning. They are the dark side of our souls, come to destroy us for our sins."''



* ThirteenIsUnlucky: Inverted. 13 is considered a sacred number in Skaven society. There are 169 Grey Seers (13x13), 13 members of the Lords of Decay, the emerald pillar that the Horned Rat used to determine those to go on the Lords of Decay had 13 sides and, as mentioned below, the Dreaded 13th spell, which is their most powerful spell.

to:

* ThirteenIsUnlucky: Inverted. 13 is considered a sacred number in Skaven society. There are 169 Grey Seers (13x13), 13 members of the Lords of Decay, the emerald pillar that the Horned Rat used to determine those to go on the Lords of Decay had 13 sides and, as mentioned below, the Dreaded 13th spell, which is their most powerful spell. From the point of view of the other factions, however, this close association between the number and one of the most foul and dangerous races in the world plays the trope entirely straight.



* BreathWeapon: The aptly named "Pestilent Breath" spell, making its caster breathe a foul cloud of corruption at the enemy.

to:

* BreathWeapon: The aptly named "Pestilent Breath" spell, making which lets its caster breathe a foul cloud of corruption at the enemy.



* {{Cyborg}}: Stormfiends, hulking brutes stitched together from a variety of body parts and metals.

to:

* {{Cyborg}}: {{Cyborg}}:
**
Stormfiends, hulking brutes stitched together from a variety of body parts and metals.mechanical components, most prominently guns and armor plating.



* DarkerAndEdgier: At one point the Doomwheel and the Vermin Lords were removed from the army list because Games Workshop considered the former too silly and the latter too Chaos-y. The Doomwheel in particular was treated with some scorn from the developers, who thought that a giant hamster wheel was too much of a joke for a game now taking itself more seriously than in its early incarnations. After much fan protest, they eventually relented and added both back into future lists.

to:

* DarkerAndEdgier: At one point point. the Doomwheel and the Vermin Lords Verminlords were removed from the army list because Games Workshop considered the former too silly and the latter too Chaos-y. The Doomwheel in particular was treated with some scorn from the developers, who thought that a giant hamster wheel was too much of a joke for a game now taking itself more seriously than in its early incarnations. After much fan protest, they eventually relented and added both back into future lists.



* DirtyCoward: Considered a virtue. Where everyone else has their heroes in the first rank of a unit and suffers quite a few drawbacks if they decline a challenge for a duel, Skaven leaders lead from the back without problems.
* DoesThisRemindYouOfAnything: Warpfire is specifically said to stick to anything and cannot be doused - it's fantasy-napalm [[UpToEleven on steroids and Chaos]].

to:

* DirtyCoward: Considered Cowardice is considered a virtue. Where virtue among the Skaven. While everyone else has their heroes in the first rank of a unit and suffers quite a few drawbacks if they decline a challenge for a duel, Skaven leaders lead from the back without problems.
* DoesThisRemindYouOfAnything: Warpfire is specifically said to stick to anything and cannot be doused - -- it's fantasy-napalm [[UpToEleven on steroids and Chaos]].



* EatenAlive: Woe betide any Skavenslave who is injured on the job as his own compatriots will quickly take the opportunity to get [[IAmAHumanitarian what little fresh meat they can]]. Unfortunately for Skavenslaves, on-the-job injury is [[WeAreTeamCannonFodder fairly common]].

to:

* EatenAlive: Woe betide any Skavenslave who is injured on the job job, as his own compatriots will quickly take the opportunity to get [[IAmAHumanitarian what little fresh meat they can]]. Unfortunately for Skavenslaves, on-the-job injury is [[WeAreTeamCannonFodder fairly common]].



* ExplosiveBreeder: Both a benefit and a massive drawback to the ratmen. Skaven reproduce ''quickly'' with female Skaven giving birth to huge litters after a short gestation cycle. The vast majority are runts who are small and twisted in form and fur and destined for a brutal and mercifully short life while those who are larger and healthier are made clanrats. This borders on PowerIncontinence as the Skaven frequently reproduce faster than their infrastructure can be expanded to provide for them, leading to food shortages and cannibalism or pushing them into surface conquest. When dark magic surges across the world, that breeding is [[UpToEleven even faster than usual]].

to:

* ExplosiveBreeder: Both a benefit and a massive drawback to the ratmen. Skaven reproduce ''quickly'' ''quickly'', with female Skaven giving birth to huge litters after a short gestation cycle. The vast majority are runts who are small and twisted in form and fur and destined for a brutal and mercifully short life life, while those who are larger and healthier are made clanrats. This borders on PowerIncontinence as the Skaven frequently reproduce faster than their infrastructure can be expanded to provide for them, leading to food shortages and cannibalism or pushing them into surface conquest. When dark magic surges across the world, that breeding is [[UpToEleven even faster than usual]].



* GenghisGambit: Well, unite-ish. All Skaven distrust and hold all other species in contempt just slightly more than they feel the same for all other Skaven individuals who are not themselves, which is the only reason (along with [[ExplosiveBreeder extremely high breeding rates]]) that their society functions to a minimum degree [[ChronicBackstabbingDisorder in spite of themselves]]. However, this does not prevent them from actively betraying or utterly disregarding the lives of their own troops even in active battle for whatever reason once the opportunity presents itself - it's only enough to make them get to the battlefield in the first place.
* GloryHound: Virtually ''every'' Skaven wants to be seen to take the credit for something that furthers the Horned Rat's cause (because that's how they gain the approval of their superiors and rise in esteem before they're in a position to [[TheStarscream surpass those superiors]]), but almost all of them prefer that someone ''else'' bears the brunt of the risk for doing so. Lots of scheming, lying, backstabbing, and posturing is the inevitable result.
* GodOfEvil: These guys worship the Horned Rat. This wouldn't be a problem except the Horned Rat is ''real'' and it has its own Greater Daemon. Even the Council of Thirteen is afraid to call on the Vermin Lords...

to:

* GenghisGambit: Well, unite-ish. All Skaven distrust and hold all other species in contempt just slightly more than they feel the same for all other Skaven individuals who are not themselves, which is the only reason (along with [[ExplosiveBreeder extremely high breeding rates]]) that their society functions to a minimum degree [[ChronicBackstabbingDisorder in spite of themselves]]. However, this does not prevent them from actively betraying or utterly disregarding the lives of their own troops even in active battle for whatever reason once the opportunity presents itself - -- it's only enough to make them get to the battlefield in the first place.
* GloryHound: Virtually ''every'' every Skaven wants to be seen to take the credit for something that furthers the Horned Rat's cause (because that's how they gain the approval of their superiors and rise in esteem before they're in a position to [[TheStarscream surpass those superiors]]), but almost all of them prefer that someone ''else'' bears the brunt of the risk for doing so. Lots of scheming, lying, backstabbing, and posturing is the inevitable result.
* GodOfEvil: These guys worship the Horned Rat. This wouldn't be a problem except the Horned Rat is ''real'' and it has its own Greater Daemon. Even the Council of Thirteen is afraid to call on the Vermin Lords...
result.



* ItsAllAboutMe: The standard attitude of any Skaven - if the universe was as it should be, the Skaven would be its masters and the specific Skaven in question the ruler of the entire race. No Skaven would never give up something of theirs to help someone else unless they planned to benefit from it and no Skaven has ever been shown to regret the death of another being unless it also entails them losing a benefit.

to:

* ItsAllAboutMe: The standard attitude of any Skaven - -- if the universe was as it should be, the Skaven would be its masters and the specific Skaven in question the ruler of the entire race. No Skaven would never give up something of theirs to help someone else unless they planned to benefit from it and no Skaven has ever been shown to regret the death of another being unless it also entails them losing a benefit. benefit.
* LawOfChromaticSuperiority: The vast majority of Skaven are born with brown fur, and these are for the most part consigned to life as slaves or nameless clanrats. Very occasionally, Skaven pups are born with distinctly black or white fur -- the former become much larger and stronger than common brown-furred specimens and are raised as Stormvermin, while the latter develop magical powers and are raised as Grey Seers.



* MonowheelMayhem: The Doomwheel is one of Ikit Klaw's masterpieces. It's a giant wooden hamster wheel acting as a chariot, powered by a swarm of rat 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.
* MutagenicGoo: Various warpstone-derived compounds employed by Clan Moulder that they expose captured beasts and prisoners too, looking to cause mutations they can find useful. Those which seem to work to their benefit they isolate, attempting to duplicate or breed the mutation into further creatures.
* MysteriousPast: The Skaven do not have a clear origin, some claiming that they were born mutated by Chaos but other scholars saying that the Skaven are a separate race altogether. The story “Doom of Kazvar” which details the legend of an ancient city overrun by rats is perhaps the most significant document about their origin, but even it makes little sense.

to:

* MonowheelMayhem: The Doomwheel is one of Ikit Klaw's masterpieces. It's a giant wooden hamster wheel acting as a chariot, powered by a swarm of rat 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.
* MutagenicGoo: Various warpstone-derived compounds employed by Clan Moulder that they expose captured beasts and prisoners too, to, looking to cause mutations they can find useful. Those which seem to work to their benefit they isolate, attempting to duplicate or breed the mutation into further creatures.
* MysteriousPast: The Skaven do not have a clear origin, some claiming that they were born mutated by Chaos but other scholars saying that the Skaven are a separate race altogether. The story “Doom "Doom of Kazvar” Kazvar", which details the legend of an ancient city overrun by rats rats, is perhaps the most significant document about their origin, but even it makes little sense.



* OneWheeledWonder: The Doom Wheel, which has lasers and is powered by a 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.

to:

* OneWheeledWonder: The Doom Wheel, Doomwheel, which has lasers and is powered by a 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.



* OpenSecret: Warhammer canon goes back and forth on just who knows about the existence of the Skaven. While it's clear that the Dwarfs, Lizardmen, Elves and certain human factions know about them, parts of the Empire seems to regard them as just another flavour of Beastmen, with scholars that postulate the race's existence being ridiculed (and possibly slain by Clan Eshin assassins in incidents meant to look like "accidents"). Just how precisely a race that outnumbers humanity and subsists mostly on raiding can remain hidden is generally [[{{Handwave}} handwaved]]. The Skaven splatbook lampshades this:
-->There are two lies concerning the Skaven. The first one is that they don't exist. The second one is that anyone believes the first.
* OurDemonsAreDifferent: The Vermin Lords are demons of the Great Horned Rat, occasionally summoned by Grey Seers although they view it as a GodzillaThreshold since the Seers cannot hope to control the Vermin Lords. The latter are LivingLieDetector and TheChessmaster on top of being on the same level as Greater Daemons of Chaos.

to:

* OpenSecret: Warhammer ''Warhammer'' canon goes back and forth on just who knows about the existence of the Skaven. While it's clear that the Dwarfs, Lizardmen, Elves and certain human factions know about them, parts of the Empire seems to regard them as just another flavour of Beastmen, with scholars that postulate the race's existence being ridiculed (and possibly slain by Clan Eshin assassins in incidents meant to look like "accidents"). Just how precisely a race that outnumbers humanity and subsists mostly on raiding can remain hidden is generally [[{{Handwave}} handwaved]]. The Skaven splatbook lampshades this:
-->There -->''There are two lies concerning the Skaven. The first one is that they don't exist. The second one is that anyone believes the first.
first.''
* OurDemonsAreDifferent: The Vermin Lords Verminlords are demons of the Great Horned Rat, occasionally summoned by Grey Seers although they view it as a GodzillaThreshold since the Seers cannot hope to control the Vermin Lords. The latter are LivingLieDetector and TheChessmaster on top of being on the same level as Greater Daemons of Chaos.



* 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:

to:

* 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:Clans.



* RatMen: A possible TropeCodifier for tabletop gaming, being one of the most famous and influential examples in the medium.
* ReligionOfEvil: The Skaven worship a Chaos god called the Horned Rat to the point where there is a religious schism between the Grey Seers and the Plague Monks over which aspect of their god is the true one.

to:

* RatMen: A possible TropeCodifier for tabletop gaming, being one of the most famous and influential examples in the medium.
* ReligionOfEvil: The Skaven worship a Chaos god called the Horned
medium, and an archetypal example of Rat Men as swarming, sapient vermin closely tied to the point where there is a religious schism between the Grey Seers decay and the Plague Monks over which aspect of their god is the true one.disease.



* StealthExpert: The hat of all Clan 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.

to:

* StealthExpert: The hat of all Clan Eshin units from Night Runners to Assassins, whose stealthiness is represented in some way by special rules. For instance 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.



* 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]])
* VillainTeamUp: [[spoiler:They ally with Chaos during the events of ''End Times: Thanquol]]. Skaven being Skaven, how long that will last remains to be seen.

to:

* 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]])
synonym]], and refer to all other species as "[species]-thing" or "[adjective]-thing".)
* VillainTeamUp: [[spoiler:They ally with Chaos Chaos]] during the events of ''End Times: Thanquol]]. Skaven Thanquol''.%%Skaven being Skaven, how long that will last remains to be seen.%%Speculation, accurate information should be available.



%%* WasOnceAMan: Was Once A Dwarf, rather. The origins of the Skaven are ShroudedInMyth, but it is implied that the Skaven are to Dwarfs what the [[Characters/TotalWarWarhammerTheBeastmen Beastmen]] are to Humans. The two most popular explanations are that the first Skaven was Skavor, exiled son of the Ancestor God Gazul, or that a meteor of warpstone caused rats to merge with the Dwarfs living in Kazvar, the city which is now Skavenblight.

to:

%%* WasOnceAMan: Was Once A a Dwarf, rather. The origins of the Skaven are ShroudedInMyth, but it is implied that the Skaven are to Dwarfs what the [[Characters/TotalWarWarhammerTheBeastmen Beastmen]] are to Humans. The two most popular explanations are that the first Skaven was Skavor, exiled son of the Ancestor God Gazul, or that a meteor of warpstone caused rats to merge with the Dwarfs living in Kazvar, the city which is now Skavenblight.



* ReligionOfEvil: His faith is heavily centered on the ideal of Skaven racial dominance, the spread of plague and ruin, and the infiltration and corruption of all the other races' works.



* SinisterScythe: His ''Plaguereaper''. In game, attacks made with it ''Always Strike First''.

to:

* SinisterScythe: His ''Plaguereaper''. In game, In-game, attacks made with it ''Always Strike First''.



* BattleTrophy: He carries the severed heads of his latest opponents on a trophy rack to remind followers - and his boss Gnawdwell - of the prowess of the almighty Warlord Queek. His ''Trophy Heads'' add +1 to his rolls to hit and wound in a challenge.

to:

* BattleTrophy: He carries the severed heads of his latest opponents on a trophy rack to remind followers - -- and his boss Gnawdwell - -- of the prowess of the almighty Warlord Queek. His ''Trophy Heads'' add +1 to his rolls to hit and wound in a challenge.


* BashBrothers: Ska Bloodtail, only mentioned in the novels, is Queek's most favored underling and they're the closest thing Skaven can have to best friends. Ska has saved Queek's life a number of times and Queek treats Ska with genuine trust and respect.

to:

* BashBrothers: Ska Bloodtail, only introduced by the book ''Headtaker'' and never mentioned in outside of the novels, is Queek's most favored underling and they're the closest thing Skaven can have to best friends. Ska has saved Queek's life a number of times and Queek treats Ska with genuine trust and respect.

Added DiffLines:

* BashBrothers: Ska Bloodtail, only mentioned in the novels, is Queek's most favored underling and they're the closest thing Skaven can have to best friends. Ska has saved Queek's life a number of times and Queek treats Ska with genuine trust and respect.

Added DiffLines:

* CantKillYouStillNeedYou: Skaven politics normally go all over the place, but Clan Skryre has been around since the founding of Skavenblight because of this. No matter what they do to any of the other clans their skills are ''always'' needed and they ''always'' have allies and resources to protect themselves from whoever they just pissed off because the work they do is just that important.


* BlackComedy: Skaven are emphasized as being so utterly terrible and virtueless individuals (along with some seriously wacky tech [[MadeOfExplodium that is usually as much of a threat to themselves as to their enemies]]) that [[CrossesTheLineTwice they go right back to hilarious]].

to:

* BlackComedy: Skaven are emphasized as being so utterly terrible and virtueless individuals (along with some seriously wacky tech [[MadeOfExplodium that is usually as much of a threat to themselves as to their enemies]]) that [[CrossesTheLineTwice they go right back to hilarious]].hilarious.


* OpenSecret: Warhammer canon goes back and forth on just who knows about the existence of the Skaven. While it's clear that the dwarves, lizardmen, elves and certain human factions know about them, part of the Empire seems to regard them as just another flavour of beastmen, with scholars that postulate the race's existence being ridiculed (and possibly slain by Clan Eshin assassins). Just how precisely a race that outnumbers humanity and subsists mostly on raiding can remain hidden is generally [[{{Handwave}} handwaved]]. The Skaven splatbook lampshades this:

to:

* OpenSecret: Warhammer canon goes back and forth on just who knows about the existence of the Skaven. While it's clear that the dwarves, lizardmen, elves Dwarfs, Lizardmen, Elves and certain human factions know about them, part parts of the Empire seems to regard them as just another flavour of beastmen, Beastmen, with scholars that postulate the race's existence being ridiculed (and possibly slain by Clan Eshin assassins).assassins in incidents meant to look like "accidents"). Just how precisely a race that outnumbers humanity and subsists mostly on raiding can remain hidden is generally [[{{Handwave}} handwaved]]. The Skaven splatbook lampshades this:



Second most senior warlord in Clan Mors, with his patron and superior being a member of the Council of Thirteen. Is noted for his vicious temper and being responsible for controlling the Skaven territory in Karak Eight Peaks when not leading Skaven to war elsewhere. This has ensured he has an enduring hatred for Dwarves and Greenskins.

to:

Second most senior warlord in Clan Mors, with his patron and superior being a member of the Council of Thirteen. Is noted for his vicious temper and being responsible for controlling the Skaven territory in Karak Eight Peaks when not leading Skaven to war elsewhere. This has ensured he has an enduring hatred for Dwarves Dwarfs and Greenskins.



* ProperlyParanoid: Even though this is something all Skaven are, Queek is considered incredibly paranoid by the standards of his race. Then again his own master pays Clan Eshin to try and kill him to keep Queek from getting complacent or ambitious. To speak nothing of the many other Skaven who try to assassinate him to keep him dead, the dwarves who hate him for turning Karak Eight Peaks into a festering 3 way no-man's land and the goblins who also want Karak Eight Peaks to themselves.

to:

* ProperlyParanoid: Even though this is something all Skaven are, Queek is considered incredibly paranoid by the standards of his race. Then again his own master pays Clan Eshin to try and kill him to keep Queek from getting complacent or ambitious. To speak nothing of the many other Skaven who try to assassinate him to keep him dead, the dwarves Dwarfs who hate him for turning Karak Eight Peaks into a festering 3 way no-man's land and the goblins who also want Karak Eight Peaks to themselves.


* YouDirtyRat: The Warhammer Fantasy faction. Seriously, even in this CrapsackWorld, Skaven are said to be the most absolutely vile creatures of them all.
* ZergRush: The tactic most Skaven Warlords use, who send waves of troops forward and lead from the back.

to:

* YouDirtyRat: The Warhammer Fantasy ''Warhammer Fantasy'' faction. Seriously, even in this CrapsackWorld, Skaven are said to be the most absolutely vile creatures of them all.
* ZergRush: The tactic most Skaven Warlords use, who use is to send waves of troops forward and lead from the back.






* BadBoss: He's willing to devour his own vermin children.

to:

* BadBoss: He's extremely unforgiving of mistakes and failure, and entirely willing to devour his own vermin children.children should they disappoint him or the mood just strike him.

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