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* ArtificialStupidity: Skaven controlled by the AI have a nasty tendency of using Menace Below nowhere near the enemy troops during battles.
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** One of the Skaven lines paraphrases the theme song of ''WesternAnimation/TheWombles''.
--->Underground, overground, Skaven are we
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** One of the randomly generated names for female Dark Elf Lords and Heroes is "[[Franchise/MastersOfTheUniverse Eville-Lyn]]".
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** The flavor text for the High Elven "Militia Camp" military recruitment chain building? "[[Disney/{{Mulan}} Let's get down to business and defeat these scum!]]"
** The flavour text for the winery expert follower: "[[Film/WithnailAndI I want the finest wines available to the Asur, I want them here and I want them now!"]]
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* YourSizeMayVary: The scale of the maps of the Vortex Campaign and the Mortal Empires differ somewhat with that of the original map from the lore. Ulthuan is a pretty notable example. In the Vortex Campaign, it's much larger than it really is while also being much closer to Norsca and the Southlands. In the Mortal Empires Campaign, Ulthian is instead positioned between Bretonnia and Estalia, and the Southlands are a bit further away. Ulthuan is also only slightly smaller than what is depicted in canon.

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* YourSizeMayVary: The scale of the maps of the Vortex Campaign and the Mortal Empires differ somewhat with that of the original map from the lore. Ulthuan is a pretty notable example. In the Vortex Campaign, it's much larger than it really is while also being much closer to Norsca and the Southlands. In the Mortal Empires Campaign, Ulthian Ulthuan is instead positioned between Bretonnia and Estalia, and the Southlands are a bit further away. Ulthuan is also only slightly smaller than what is depicted in canon.
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* YourSizeMayVary: The scale of the maps of the Vortex Campaign and the Mortal Empires differ somewhat with that of the original map from the lore. Ulthuan is a pretty notable example. In the Vortex Campaign, it's much larger than it really is while also being much closer to Norsca and the Southlands. In the Mortal Empires Campaign, Ulthian is instead positioned between Bretonnia and Estalia, and the Southlands are a bit further away. Ulthuan is also only slightly smaller than what is depicted in canon.
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* JackOfAllStats: High Magic, available only to the High Elves and Lizardmen in multiplayer. The lore can heal, buff, has a decent magic missile, two [=AoE=] spells (one for flying units and one for ground-based ones) and a direct damage spell for lord and mage hunting. It can't compete with the Lore of Life for healing, the Lore of Heavens or Light or Beasts for buffs and debuffs, Dark Magic or Fire for damage or Death for direct damage, but a wizard with High Magic can do ''all'' of the above (if not as well as a more specialized one).
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Minor grammatical fixes


** Towards the end of the campaign it is revealed [[spoiler:the Skaven are ultimately the primary cause of the conlfict, engineering the sighting of the false twin-tailed comet to provoke the other three races into dumping magical power into the Great Vortex, destabilizing it and permitting them the chance to summon the Great Horned Rat to the material realm.]]

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** Towards the end of the campaign it is revealed that [[spoiler:the Skaven are ultimately the primary cause of the conlfict, engineering the sighting of the false twin-tailed comet to provoke the other three races into dumping magical power into the Great Vortex, destabilizing it and permitting them the chance to summon the Great Horned Rat to the material realm.]]



* GoodVersusGood: Well for a given value of "good" anyway. The High Elves and Lizardmen both have more of less the same goal, to restore the vortex and protect the world, but will inevitably come into conflict anyway due to differing views on how to accomplish this.

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* GoodVersusGood: Well for a given value of "good" anyway. The High Elves and Lizardmen both have more of less the same goal, goal - to restore the vortex and protect the world, world - but will inevitably come into conflict anyway due to differing views on how to accomplish this.



** Finubar the Seafarer, the actual king of the High Elves, is only ever mentioned. Considering Finubar is a [[NonActionGuy politician first and a warrior second]] and was never actually playable on the tabletop, this is understandable. His counterpart, the Everqueen Alarielle, also never makes a direct appearance. Though unlike Finubar, she ''was'' playable on the tabletop and, unusually for an Everqueen, has been known to lead armies to war.

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** Finubar the Seafarer, the actual king of the High Elves, is only ever mentioned. Considering Finubar is a [[NonActionGuy politician first and a warrior second]] and was never actually playable on the tabletop, this is understandable. His counterpart, the Everqueen Alarielle, also never makes a direct appearance. Though appearance, though unlike Finubar, she ''was'' playable on the tabletop and, unusually for an Everqueen, has been known to lead armies to war.



* YouHaveResearchedBreathing: Teclis, Mazamundi, and Morathi are considered some of the most powerful spellcasters in the entire world, and yet they start out with all but ''one'' of their spells locked, and needing an investment of skillpoints.

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* YouHaveResearchedBreathing: Teclis, Mazamundi, Mazdamundi, and Morathi are considered some of the most powerful spellcasters in the entire world, and yet they start out with all but ''one'' of their spells locked, and with the rest needing an investment of skillpoints.skillpoints to obtain.



** Unlike in the first game, the "expendable" rule has been rewritten, so now units around an expendable unit will not ''loose'' leadership as they get slaughtered, encouraging this trope much more.

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** Unlike in the first game, the "expendable" rule has been rewritten, rewritten so now that units around an expendable unit will not ''loose'' lose leadership as they get slaughtered, encouraging this trope much more.further.
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Um, no. Unless you were trolling, you got that exactly backwards.


** Caledor and the Archmages who helped create the Great Vortex are eternally bound to it, in a state between life and death, forever chanting spells in order to stabilize the Vortex or else doom not only Ulthuan (the Vortex itself is what keeps Ulthuan from being consumed by the ocean) but the world. [[spoiler: In the High Elf campaign it's possible to relieve him and his cohort of mages of their pain every ritual, and finally free them from there eternal suffering at the end.]]

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** Caledor and the Archmages who helped create the Great Vortex are eternally bound to it, in a state between life and death, forever chanting spells in order to stabilize the Vortex or else doom not only Ulthuan (the Vortex itself is what keeps Ulthuan from being consumed by the ocean) but the world. [[spoiler: In the High Elf campaign it's possible to relieve him and his cohort of mages of their pain every ritual, and finally free them from there their eternal suffering at the end.]]

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** Caledor and the Archmages who helped create the Great Vortex are eternally bound to it, in a state between life and death, forever chanting spells in order to stabilize the Vortex or else doom not only Ulthuan (the Vortex itself is what keeps Ulthuan from being consumed by the ocean) but the world. [[spoiler: In the High Elf campaign it's possible to relieve him and his cohort of mages of their pain every ritual, and finally free them from their eternal suffering at the end.]]

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** Caledor and the Archmages who helped create the Great Vortex are eternally bound to it, in a state between life and death, forever chanting spells in order to stabilize the Vortex or else doom not only Ulthuan (the Vortex itself is what keeps Ulthuan from being consumed by the ocean) but the world. [[spoiler: In the High Elf campaign it's possible to relieve him and his cohort of mages of their pain every ritual, and finally free them from their there eternal suffering at the end.]]



* TheUsualAdversaries: Anytime any faction begins one of the Vortex-influencing rituals, it's magical protection will slip, allowing a brief surge of the energies of Chaos leaking into the world. This will cause armies of Chaos Warriors to spontaneously rise up and march toward whomever is channeling toward the Vortex, drawn as they are to the magical power. Anyone seeking to control the Vortex will need to prepare to defend against them, a feat which is complicated by the potential intervention of their rival factions during this time.

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* TheUsualAdversaries: Anytime any faction begins one of the Vortex-influencing rituals, it's magical protection will slip, allowing a brief surge of the energies of Chaos leaking into the world. This will cause armies of Chaos Warriors to spontaneously rise up and march toward whomever is channeling toward the Vortex, drawn as they are to the magical power. Alongside the Chaos warbands, stacks belonging to a mysterious Skaven clan (Refereed to as the "Unknown Skaven Clan"), will begin to drop in mass. Anyone seeking to control the Vortex will need to prepare to defend against them, a feat which is complicated by the potential intervention of their rival factions during this time.



* WalkingWasteland: Skaven controlled cities are derelict ruins filled with green mist, and blighted land.
* WeAreStrugglingTogether: Despite the fact the subfactions of the various races should be united in trying to capture the vortex, there's just as much infighting as the previous games. Especially for the [[ChronicBackstabbingDisorder Skaven.]]
* WeHaveReserves: A legit, if taxing, method of winning battles is just to drown out the opposing force in waves of cheap infantry. This is the ''intended'' place style of the Skaven, as they can field massed hordes of Skaven Slaves, and Clan Rats to overwhelm the enemy, summon even more units of cheap infantry with the many summon options, both on the battlefield and the campaign.



* ZergRush: The Skaven's hat. Their armies are made of huge numbers of disposable (seriously, they have a quality called "Meat Shield" and are Expendable to boot) Skavenslaves and Clanrats, which are designed to either overwhelm the enemy with sheer numbers or hold them in place until the more dangerous Skaven units (Doomwheels, Rat Ogres, Hell Pit Abominations, Plague Monks, Stormvermin) can get around them and lay on the hurt.

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* YouHaveResearchedBreathing: Teclis, Mazamundi, and Morathi are considered some of the most powerful spellcasters in the entire world, and yet they start out with all but ''one'' of their spells locked, and needing an investment of skillpoints.
* ZergRush: The Skaven's hat. Their armies are made of huge numbers of disposable (seriously, they have a quality called "Meat Shield" and are Expendable to boot) Skavenslaves and Clanrats, which are designed to either overwhelm the enemy with sheer numbers or hold them in place until the more dangerous Skaven units (Doomwheels, Rat Ogres, Hell Pit Abominations, Plague Monks, Stormvermin) can get around them and lay on the hurt. Universally, Skaven units have higher model counts then the other factions equivalent unit.
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** Getting captured by Dark Elves entails this. The kindest fate you can suffer under them is sacrifice to Khaine. In their settlements, you can stumble on ''corpse fields'' of slaughtered slaves, who have a look of perpetual agony.

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** Getting captured by Dark Elves entails this. The kindest fate you can suffer under them is sacrifice being sacrificed to Khaine. In their settlements, you can stumble on ''corpse fields'' which are composed of slaughtered slaves, who have a look of perpetual agony.

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I


->''"Millennia ago a great vortex was forged to protect the world from a terrible threat, now that vortex falters and all stands on the brink of ruin! From all sides powerful forces gather to harass its energy for their own purposes. The noble High Elves, proud defenders of Ulthaun! From the jungles of Lustira, come the cold blooded Lizardmen! The Skaven stir in vast subterranean lairs! And the sadistic Dark Elf hordes spew forth from Naggoroth! The race is on, and the fate of the world will lay in the hands of the victor!"''
-->-- '''The Advisor''', Enter the Vortex Trailer



* AllThereInTheManual: Further backstory and flavor text on units, buildings and technology in the campaign are in the Warhammer Encyclopedia, which can be accessed only while playing the game.



* TheAgeless: Heroes and Lords do not age, and as such, can't die from old age or sickness.

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* TheAgeless: Heroes and Lords do not age, and as such, can't die from old age or sickness. This is especially true for some of the Legendary Lords, whom are ''ancient''. Lord Mazamundi for example is ''tens of thousands'' of [[TimeAbyss years old]].



* AndIMustScream: Caledor and the Archmages who helped create the Great Vortex are eternally bound to it, in a state between life and death, forever chanting spells in order to stabilize the Vortex or else doom not only Ulthuan (the Vortex itself is what keeps Ulthuan from being consumed by the ocean) but the world.

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* AndIMustScream: The ''Warhammer'' universe is not a pleasant place to live in...
**
Caledor and the Archmages who helped create the Great Vortex are eternally bound to it, in a state between life and death, forever chanting spells in order to stabilize the Vortex or else doom not only Ulthuan (the Vortex itself is what keeps Ulthuan from being consumed by the ocean) but the world.world. [[spoiler: In the High Elf campaign it's possible to relieve him and his cohort of mages of their pain every ritual, and finally free them from their eternal suffering at the end.]]
** Getting captured by Dark Elves entails this. The kindest fate you can suffer under them is sacrifice to Khaine. In their settlements, you can stumble on ''corpse fields'' of slaughtered slaves, who have a look of perpetual agony.
* AnnoyingArrows: Fully Averted, most of the time. Gunpowder is not present among the playable races, so arrows alongside crossbow bolts dominate ranged fights, with High Elven Archers commanding ''frightening'' accuracy and range, and Dark Elf Crossbowmen being able to match them with the sheer volume of fire their repeater crossbows are able to unleash. Lizardmen use blowdarts, and javelins the latter which do the least amount of projectile damage, but to make up for it are ''poisonous''. Unless their armor piercing, however, arrows won't do well against heavily armored foes.
* AntiFrustrationFeatures: Plenty of quality of life improvements have been added to the game.
** The UI has gotten a large facelift, and is much more pleasing to look at.
** Quest Battle teleportation is now defined by distance. Meaning you pay less gold the closer you are to the location of the quest.
** The game lets you cycle through actions you haven't completed yet (Such as not moving a hero, or having unspent skill points. You can even choose what things you want the game to notify you about, and what you don't)
** You can choose the speed of enemy movements on their turns on the campaign map.
* ArbitraryHeadcountLimit: Unchanged from the first game. A single army can consist of twenty units per stack, further increased to forty if you engage the enemy with a reinforcing force. Also summoned units ''cannot'' be spawned if there's twenty, or forty units on the field.
* ArmorIsUseless: Zigzagged like the first game, the higher the armor rating, the more physical damage the unit can shrug off. Some of Lizardmen monsters, like the Ankylosaurus-esque Bastiladon, function as ''living tanks'', and because of their thick armored plating, simply shrug off volley after volley of arrow fire due to their insanely high armor values.



* BlueAndOrangeMorality: The Lizardmen care only for protecting their sacred sites and advancing the mysterious plans of the Old Ones, and will show no mercy to anyone who infringes on either of those things. Notably, the Lizardmen are competing with the High Elves for control of the Vortex... [[GoodVersusGood even though both sides essentially have the same end-goal]].

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* BlueAndOrangeMorality: The Lizardmen care only for protecting their sacred sites and advancing the mysterious plans of the Old Ones, and will show no mercy to anyone who infringes on either of those things. Anything not mentioned in the Great Plan is to treated, at best, extreme caution, at worst, all out ''extermination''. Notably, the Lizardmen are competing with the High Elves for control of the Vortex... [[GoodVersusGood even though both sides essentially have the same end-goal]].
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* [[spoiler: ThatsNoMoon: The Skaven successfully pull this off in a ''[[BeyondTheImpossible fantasy setting]]''; the twin tailed comet which has galvanized all the other races into war is actually a steampunk Skaven spacecraft built for just that purpose.]]
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* [[spoiler: ThatsNoMoon: The Skaven successfully pull this off in a ''[[BeyondTheImpossible fantasy setting]]''.]]
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* CallForward: Interacting with a Skaven faction led by a grey seer will occasionally result in a reference to ''VideoGame/TheEndTimesVermintide'', despite ''Warhammer II'' being nominally set before the End Times and the attack on Uberseik:

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* CallForward: Interacting with a Skaven faction led by a grey seer will occasionally result in a reference to ''VideoGame/TheEndTimesVermintide'', despite ''Warhammer II'' being nominally set before the End Times and the attack on Uberseik:Uberseik[[labelnote:note]]Though, confusingly, the Horned Rat didn't get the "Great" appellation until ''after'' it.[[/labelnote]]:
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That is not YMMV.


* CoolVersusAwesome: A large part of the game's appeal. This is a game in which [[http://cdn.akamai.steamstatic.com/steam/apps/594570/extras/DRAGON_SLAM.jpg?t=1497276111 dragons body-slam T-rexes]].



* TheDogBitesBack: [[spoiler: At the climax of the Skaven campaign the scribe turns on Vulscreek for attempting to sacrifice his clan to the Horned Rat, ripping his throat out...and completing the ritual ''himself.'']]

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* TheDogBitesBack: [[spoiler: At the climax of the Skaven campaign the scribe turns on Vulscreek for attempting to sacrifice his clan to the Horned Rat, ripping his throat out... and completing the ritual ''himself.'']]

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* ATasteOfPower: Like the first game, you're given a small number of upper tier units as soon as you start the game. Like before, you wont be able to recruit them for a good amount of time, so it's best to use them sparingly.

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* ATasteOfPower: Like the first game, you're given a small number of upper tier units as soon as you start the game. Like before, you wont won't be able to recruit them for a good amount of time, so it's best to use them sparingly.



* ForDoomTheBellTolls: The Skaven's "Screaming Bell", a war machine that helps them to cast their spells.

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* FinalBattle: Completing the last ritual [[spoiler: leads to an attack on the Vortex itself, with the player versus all the other factions rushing to stop them from conquering the Vortex. The player is on the interrupting side should a rival faction complete their ritual first.]]
* ForDoomTheBellTolls: The Skaven's "Screaming Bell", a war machine that helps them to cast their spells. [[spoiler: They plan to build a much bigger one to stick inside the Vortex and summon the Great Horned Rat.]]
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* DoingItForTheArt: The unique monster versus monster animations were initially not meant to be included due to there being no room in the budget for them. So the animators used their own free-time to make the animations so that they could be used in the final product.
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* DoingItForTheArt: The unique monster versus monster animations were initially not meant to be included due to there being no room in the budget for them. So the animators used their own free-time to make the animations so that they could be used in the final product.
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** Similarly the FlavorText for the "Wasteful" trait is : [[{{Film}}/Braveheart "Yes, we will hit our own troops, but we'll hit theirs as well. We have reserves. Attack!"]]

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** Similarly the FlavorText for the "Wasteful" trait is : [[{{Film}}/Braveheart [[{{Film/Braveheart}} "Yes, we will hit our own troops, but we'll hit theirs as well. We have reserves. Attack!"]]
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** Similarly the FlavorText for the "Wasteful" trait is : [[Film/Braveheart "Yes, we will hit our own troops, but we'll hit theirs as well. We have reserves. Attack!"]]

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** Similarly the FlavorText for the "Wasteful" trait is : [[Film/Braveheart [[{{Film}}/Braveheart "Yes, we will hit our own troops, but we'll hit theirs as well. We have reserves. Attack!"]]
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** Similarly the FlavorText for the "Wasteful" trait is : [[Film/Braveheart "Yes, we will hit our own troops, but we'll hit theirs as well. We have reserves. Attack!"]]
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* TheUsualAdversaries: Anytime any faction begins one of the Vortex-influencing rituals, it's magical protection will slip, allowing a brief surge of the energies of Chaos leaking into the world. This will cause armies of Chaos Warriors to spontaneously rise up and march toward whomever is channeling toward the Vortex, drawn as they are to the magical power. Anyone seeking to control the Vortex will need to prepare to defend against them, a feat which is complicated by the potential intervention of their rival factions during this time.

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** A possible one is the [[https://puu.sh/xM4ta/2eabb8d97d.png trait a lord gets from defeating Queek Headtaker]], which sounds pretty close to the "rat-flail" in the VGCats [[http://www.vgcats.com/comics/images/040825.jpg Skittles comic strip]]

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** A possible one is the [[https://puu.sh/xM4ta/2eabb8d97d.png trait a lord gets from defeating Queek Headtaker]], which sounds pretty close to the "rat-flail" in the VGCats [[http://www.vgcats.com/comics/images/040825.jpg Skittles comic strip]]strip.]]
** The FlavorText for the "Authoritarian" lord trait is [[ComicBook/JudgeDredd "I Am The Law!"]]
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* TheGhost: As with the first game, numerous characters not yet featured in game are mentioned. Some mentions may count as Foreshadowing.
** Finubar the Seafarer, the actual king of the High Elves, is only ever mentioned. Considering Finubar is a [[NonActionGuy politician first and a warrior second]] and was never actually playable on the tabletop, this is understandable. His counterpart, the Everqueen Alarielle, also never makes a direct appearance. Though unlike Finubar, she ''was'' playable on the tabletop and, unusually for and Everqueen, has been known to lead armies to war.

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* TheGhost: As with the first game, numerous characters not yet featured in game are mentioned. Some mentions may count as Foreshadowing.
{{Foreshadowing}}.
** Finubar the Seafarer, the actual king of the High Elves, is only ever mentioned. Considering Finubar is a [[NonActionGuy politician first and a warrior second]] and was never actually playable on the tabletop, this is understandable. His counterpart, the Everqueen Alarielle, also never makes a direct appearance. Though unlike Finubar, she ''was'' playable on the tabletop and, unusually for and an Everqueen, has been known to lead armies to war.
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* BlingOfWar: The High Elves, Dark Elves and Lizardmen all sport some *very* ornate armour amongst their ranks. The Skaven are the only ones who don't really indulge in this.

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* BlingOfWar: The High Elves, Dark Elves and Lizardmen all sport some *very* ''very'' ornate armour amongst their ranks. The Skaven are the only ones who don't really indulge in this.
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* BlingOfWar: The High Elves, Dark Elves and Lizardmen all sport some *very* ornate armour amongst their ranks. The Skaven are the only ones who don't really indulge in this.


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* ChronicBackStabbingDisorder: The Skaven and Dark Elves both suffer from this trope. Fittingly, their generals all have a loyalty meter, giving them the potential to rebel against the player.


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* EvilVersusEvil: The Dark Elves and Skaven are at odds with each other just as much as the "good" factions.


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* GoodVersusGood: Well for a given value of "good" anyway. The High Elves and Lizardmen both have more of less the same goal, to restore the vortex and protect the world, but will inevitably come into conflict anyway due to differing views on how to accomplish this.
* TheGhost: As with the first game, numerous characters not yet featured in game are mentioned. Some mentions may count as Foreshadowing.
** Finubar the Seafarer, the actual king of the High Elves, is only ever mentioned. Considering Finubar is a [[NonActionGuy politician first and a warrior second]] and was never actually playable on the tabletop, this is understandable. His counterpart, the Everqueen Alarielle, also never makes a direct appearance. Though unlike Finubar, she ''was'' playable on the tabletop and, unusually for and Everqueen, has been known to lead armies to war.
** Hellebron, the Blood Queen of Har Ganeth and leader of the Cult of Khaine, receives numerous mentions throughout the Dark Elf campaign.
** [[spoiler: In the epilogue of the Lizardmen campaign the infamous N'kari, mightiest of Slaanesh's greater daemons, is referenced.]]
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* AllianceMeter: A fairly standard one for the genre, unchanged from the first game, though several new types of AI personalities have been added.
* AlternateUniverse: Like the first game, however, since ''2'' has a fairly large, and unique storyline, it's far more detailed about it's disconnection to the main ''Warhammer'' universe. As an example, [[spoiler: it's quite possible, in one ending, for the '''Great Horned Rat''' to be summoned into the physical world, to wreak all kinds of havoc.]]
* AlwaysChaoticEvil: The forces of the Skaven and the Dark Elves will ''always'' be composed of monsters, without a single redeeming quality about them. Their races "virtues" are all considered vices by practically any moral person.
* TheAgeless: Heroes and Lords do not age, and as such, can't die from old age or sickness.

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* ZergRush: The Skaven's hat. Their armies are made of huge numbers of disposable (seriously, they have a quality called "Meat Shield" and are Expendable to boot) Skavenslaves and Clanrats, which are designed to either overwhelm the enemy with sheer numbers or hold them in place until the more dangerous Skaven units (Doomwheels, Rat Ogres, Hell Pit Abominations, Plague Monks, Stormvermin) can get around them and lay on the hurt.

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* YouCallThatAWound: Like in the first game, Legendary Lords cannot be permanently killed unless you destroy their faction. However in the sequel, ''regular'' Lords can now become unkillable, by unlocking the "Immortality" skill, which has the effect of them only being able to be put in a wounded state.
* ZergRush: The Skaven's hat. Their armies are made of huge numbers of disposable (seriously, they have a quality called "Meat Shield" and are Expendable to boot) Skavenslaves and Clanrats, which are designed to either overwhelm the enemy with sheer numbers or hold them in place until the more dangerous Skaven units (Doomwheels, Rat Ogres, Hell Pit Abominations, Plague Monks, Stormvermin) can get around them and lay on the hurt.hurt.
** Unlike in the first game, the "expendable" rule has been rewritten, so now units around an expendable unit will not ''loose'' leadership as they get slaughtered, encouraging this trope much more.
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* AbnormalAmmo:
** The Skaven fully ''embrace'' this trope, utilizing a wide variety of different projectiles, including but not limited too condensed ''warp lightning'', and poisonous gas grenades
** Besides their poisonous darts, the Lizardmen fire beams of ''solar energy'', from stone cannons atop dinosaurs!


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* ATasteOfPower: Like the first game, you're given a small number of upper tier units as soon as you start the game. Like before, you wont be able to recruit them for a good amount of time, so it's best to use them sparingly.

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