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* BigBadWannabe: The other Chaos gods regard him as pathetic, inasmuch as they're aware of him at all. Much of his motivation can be read as trying to do one over the big league with a race of unwanted vermin that are like him in every way.

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* BigBadWannabe: The other Chaos gods regard him as pathetic, inasmuch as they're aware of him at all. Much of his motivation can be read as trying to do one over the big league with a race of unwanted vermin that are like him in every way. Though he is only a Wannabe in comparison to the four Great Powers; the Horned Rat being summoned into the material realm would very much be an End Times scenario to the planet.
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Introduced in ''VideoGame/TotalWarWarhammerII'', the Skaven are playable in custom/multiplayer games, the ''Eye of the Vortex'' campaign and the ''Mortal Empires'' super-campaign. In ''VideoGame/TotalWarWarhammerIII'', they will be playable in the upcoming ''Immortal Empires'' combined mega-campaign for owners of ''I'', ''II'' and ''III''.

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Introduced in ''VideoGame/TotalWarWarhammerII'', the Skaven are playable in custom/multiplayer games, the ''Eye of the Vortex'' campaign and the ''Mortal Empires'' super-campaign. In ''VideoGame/TotalWarWarhammerIII'', they will be are playable in the upcoming ''Immortal Empires'' combined mega-campaign for owners of ''I'', ''II'' and ''III''.
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** Perhaps the most damning example of this trope is how other evil factions handle loyalty - Dark Elf and Vampire Coast Lords also have loyalty, but they eventually get the option to take a trait that removes this mechanic. Skaven never do, because no matter how much power and authority they are given, they will always want more.


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* MonstrousCannibalism: Skaven will eat anything, including their own kind. Just winning a battle as a Skaven faction against another Skaven faction will have you indulge in this, since Skaven always get a supply of food from a victory.
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** As a further hint of how ingrained backstabbing is to the Slaven, prior to the mechanic being renamed control in ''VideoGame/TotalWarWarhammerIII'', the Skaven were one of two factions whose Public Order is referred to as Public Obedience - they don't measure how content their citizens are, just that they are reminded of their place and don't get uppity. Only the Vampire Counts share this naming convention.
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* CripplingOverspecialization: Clan Eshin's faction bonuses are geared towards the mass use of Runners and Assassins at the cost of making everything else that's non-Eshin too expensive to field in large numbers. In other words, you can have a small army that's great at running circles around opponents and kiting them non-stop but might not be so great in other situations such as endurance and sieging.

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* CripplingOverspecialization: Clan Eshin's faction bonuses are geared towards the mass use of Runners and Assassins at the cost of making everything else that's non-Eshin too expensive to field in large numbers. In other words, you can have a small army that's great at running circles around opponents and kiting them non-stop but might not be so great in other situations such as endurance and sieging. [[DownplayedTrope That being said,]] the bounty mechanic is designed to help alleviate this problem by granting bonuses for each Clan contract you complete, though it'll likely take a while to build up.
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* FantasyCounterpartCulture: Actually averted, in that unlike all the other factions, the Skaven don't have any distinct similarities to real-world cultures.

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* FantasyCounterpartCulture: Actually averted, in that unlike all the other factions, the Skaven don't have any distinct similarities to real-world cultures. The closest they come (and even then it's a less overt example than others) is to Nazi Germany, with their disregard for lives other than their own, reckless use of new technology, and blind belief in their own racial supremacy.
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* FantasyCounterpartCulture: Actually averted, in that unlike all the other factions, the Skaven don't have any distinct similarities to real-world cultures.

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copied the section from the chaos dwarfs page


* {{Foil}}: They are a pretty strong one to the Dwarfen Kingdoms, as they are both technologically-advanced civilizations who live underground. Their contrasts are plenty:
** The Dwarfs rely on elite troops with small unit sizes, 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 that is rather safe to use and often free from magic, obsessively testing and tweaking their creations for decades or even centuries before letting them be used widely. The Skaven, on the other hand, use risky slipshod technology powered by warpstone, going through many different designs in their pursuit of power, which can easily be as much of a threat to its user as it is to its target.
** The Dwarfs, despite their tendency to make enemies with races on the surface, at the very least try to forge alliances with other races. 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, and consider the concept of a front-line general downright freakish.
** 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 have his people's well-being as his highest priority, right next to settling grudges. The Skaven are ruled by [[OmniscientCouncilOfVagueness the Council of Thirteen]], most of whom are more interested in squabbling among themselves and jockeying for positions of prominence instead of furthering Skaven society in the slightest. 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 do almost anything in their power to ensure that they never have to do any fighting of their own. And despite being an active combatant, the High King tends to live on for hundreds of years wile the members of the Council of Thitreen are almost constantly changing due to their members getting killed off by eachother or by their underlings looking for a quick powergrab.
** 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, Stealth and Plague, and make extensive use of GreenRocks to power their society and its weapons.
** Dwarf units are very resistant to magic attacks, especially vortex spells, while the Skaven's lightly-armored hordes are very vulnerable to area-of-effect spells.
** Dwarf units tend to have high morale and are thus very hard to frighten from the field, even when you kill their leaders. Some of them, such as The Slayers, will even fight to the very end. Skaven, however, consists almost entirely of cowards and are very easy to defeat with units that cause fear and terror.
** The Dwarfen roster consists of slow units and are vulnerable against cavalry charges without Slayers or cannons. Skaven consist mostly of fast-moving units and have plenty more ways to deal with cavalry than the dwarfs have.

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* {{Foil}}: They {{Foil}}:
**They
are a pretty strong one to the Dwarfen Kingdoms, as they are both technologically-advanced civilizations who live underground. Their contrasts are plenty:
** *** The Dwarfs rely on elite troops with small unit sizes, 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 that is rather safe to use and often free from magic, obsessively testing and tweaking their creations for decades or even centuries before letting them be used widely. The Skaven, on the other hand, use risky slipshod technology powered by warpstone, going through many different designs in their pursuit of power, which can easily be as much of a threat to its user as it is to its target.
** *** The Dwarfs, despite their tendency to make enemies with races on the surface, at the very least try to forge alliances with other races. 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, and consider the concept of a front-line general downright freakish.
** *** 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 have his people's well-being as his highest priority, right next to settling grudges. The Skaven are ruled by [[OmniscientCouncilOfVagueness the Council of Thirteen]], most of whom are more interested in squabbling among themselves and jockeying for positions of prominence instead of furthering Skaven society in the slightest. 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 do almost anything in their power to ensure that they never have to do any fighting of their own. And despite being an active combatant, the High King tends to live on for hundreds of years wile the members of the Council of Thitreen are almost constantly changing due to their members getting killed off by eachother or by their underlings looking for a quick powergrab.
** *** 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, Stealth and Plague, and make extensive use of GreenRocks to power their society and its weapons.
** *** Dwarf units are very resistant to magic attacks, especially vortex spells, while the Skaven's lightly-armored hordes are very vulnerable to area-of-effect spells.
** *** Dwarf units tend to have high morale and are thus very hard to frighten from the field, even when you kill their leaders. Some of them, such as The Slayers, will even fight to the very end. Skaven, however, consists almost entirely of cowards and are very easy to defeat with units that cause fear and terror.
** *** The Dwarfen roster consists of slow units and are vulnerable against cavalry charges without Slayers or cannons. Skaven consist mostly of fast-moving units and have plenty more ways to deal with cavalry than the dwarfs have.have.
** To the Chaos Dwarfs as well, as another evil race worshiping a minor Chaos Deity. Whereas the Skaven are [[ChaoticEvil backstabbing to the extreme, reckless, cowardly and treacherous]], Chaos Dwarfs are [[LawfulEvil cold, pragmatic, and have a strict social hierarchy and society]]. The difference can be best exemplified by their war machines: Skaven engineers think [[NoOshaCompliance of safety regulations as jokes]] and see no problem making extremely powerful but unreliable machinery as long as they personally aren't in the vicinity when the devices ineviatably malfunction, and any other Skaven that die are considered a benefit ([[ChronicBackstabbingdisorder either a superior is killed, giving an opportunity to climb in ranks, or an underling or rival dies, removing a potential threat to their power]]). Chaos Dwarfs retain their uncorrupted kin's perfectionism in their craft, pride themselves on making reliable instruments of murder and abhor taking the life of another Chaos Dwarf (hell, getting a fellow Chaos Dwarf killed by one's creation is one of the quickest ways to the [[LegionOfLostSouls Infernal Guard]].)
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* HatedByAll: Order factions along with almost every ''villainous'' faction despise the skaven, and it's extremely rare for any faction to not have a massive diplomacy penalty towards them. The Greenskins, the Norscans, the Warriors of Chaos, and even ''Daemons of Chaos'' consider the skaven utter scum.
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* AlwaysChaoticEvil: Possibly more so than any other ''Warhammer'' race. You'd be hard pressed to find a single redeeming or sympathetic feature about them -- they're all hateful, backstabbing, savage monsters. They worship a GodOfEvil who encourages betrayal and cruelty, they practice WeHaveReserves to the ''extreme'' and make heavy use Chaos-based sorcery and [[{{Magitek}} magitek]], and their ultimate goal is to wipe out or enslave "the surface races" (read: everyone) and claim the world for themselves. To illustrate how foul the Skaven are, it's best to compare them to the other Destruction factions: Vampires will enslave whole populations to use as food and servants, but are capable of feeling very genuine love and even a sense of noblesse oblige toward their "flocks". Dark Elves are cruel and have a culture based on torture and slavery, but are more driven more by historical grievances than innate nature and some of them can even potentially become questionably heroic. Orcs are violent brutes, but they'll develop what could be considered friendships and attachments to their fellows, and even the most brutal Black Orc will cry if his pet squig dies (though not in front of the other boyz because that just makes him look like a runty git). The Beastmen may be savage animals that want to destroy civilization but they have a tragic FreudianExcuse of being discarded for their mutations and deformities as well as not having free will. Even the Dark Gods of Chaos can draw from humanity's positive attributes as well as the negative ones.[[note]]Khorne can represent martial bravery and skill, Slaanesh can represent love and joy, Tzeentch can represent knowledge and hope, and Nurgle can represent emotional and physical endurance[[/note]] Skaven hate everyone and everything: they are more cowardly and paranoid than any goblin, crueler and more hostile than Dark Elves, and more fractious than Chaos. Love, friendship, and honor are completely alien to the Skaven's psyche.

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* AlwaysChaoticEvil: Possibly more so than any other ''Warhammer'' race. You'd be hard pressed to find a single redeeming or sympathetic feature about them -- they're all hateful, backstabbing, savage monsters. They worship a GodOfEvil who encourages betrayal and cruelty, they practice WeHaveReserves to the ''extreme'' and make heavy use Chaos-based sorcery and [[{{Magitek}} magitek]], and their ultimate goal is to wipe out or enslave "the surface races" (read: everyone) and claim the world for themselves. To illustrate how foul the Skaven are, it's best to compare them to the other Destruction factions: Vampires will enslave whole populations to use as food and servants, but are capable of feeling very genuine love and even a sense of noblesse oblige toward their "flocks". Dark Elves are cruel and have a culture based on torture and slavery, but are more driven more by historical grievances than innate nature and some of them can even potentially become questionably heroic. Orcs are violent brutes, but they'll develop what could be considered friendships and attachments to their fellows, and even the most brutal Black Orc will cry if his pet squig dies (though not in front of the other boyz because that just makes him look like a runty git). The Beastmen may be savage animals that want to destroy civilization but they have a tragic FreudianExcuse of being discarded for their mutations and deformities as well as not having free will. Even the Dark Gods of Chaos can draw from humanity's positive attributes as well as the negative ones.[[note]]Khorne can represent martial bravery and skill, Slaanesh can represent love and joy, Tzeentch can represent knowledge and hope, and Nurgle can represent emotional and physical endurance[[/note]] Skaven hate everyone and everything: they are more cowardly and paranoid than any goblin, crueler and more hostile than Dark Elves, and more fractious than Chaos. [[EvenEvilHasStandards Some Chaos Champions and Dark Elves even openly consider the skaven scum.]] Love, friendship, and honor are completely alien to the Skaven's psyche.psyche.
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* AlwaysChaoticEvil: Possibly more so than any other ''Warhammer'' race. You'd be hard pressed to find a single redeeming or sympathetic feature about them -- they're all hateful, backstabbing, savage monsters. They worship a GodOfEvil who encourages betrayal and cruelty, they practice WeHaveReserves to the ''extreme'' and make heavy use Chaos-based sorcery and [[{{Magitek}} magitek]], and their ultimate goal is to wipe out or enslave "the surface races" (read: everyone) and claim the world for themselves. To illustrate how foul the Skaven are, it's best to compare them to the other Destruction factions: Vampires will enslave whole populations to use as food and servants, but are capable of feeling very genuine love. Dark Elves are cruel and have a culture based on torture and slavery, but are more driven more by historical grievances than innate nature and some of them can even potentially become questionably heroic. Orcs are violent brutes, but they'll develop what could be considered friendships and attachments to their fellows, and even the most brutal Black Orc will cry if his pet squig dies (though not in front of the other boyz because that just makes him look like a runty git). The Beastmen may be savage animals that want to destroy civilization but they have a tragic FreudianExcuse of being discarded for their mutations and deformities as well as not having free will. Even the Dark Gods of Chaos can draw from humanity's positive attributes as well as the negative ones.[[note]]Khorne can represent martial bravery and skill, Slaanesh can represent love and joy, Tzeentch can represent knowledge and hope, and Nurgle can represent emotional and physical endurance[[/note]] Skaven hate everyone and everything: they are more cowardly and paranoid than any goblin, crueler and more hostile than Dark Elves, and more fractious than Chaos. Love, friendship, and honor are completely alien to the Skaven's psyche.

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* AlwaysChaoticEvil: Possibly more so than any other ''Warhammer'' race. You'd be hard pressed to find a single redeeming or sympathetic feature about them -- they're all hateful, backstabbing, savage monsters. They worship a GodOfEvil who encourages betrayal and cruelty, they practice WeHaveReserves to the ''extreme'' and make heavy use Chaos-based sorcery and [[{{Magitek}} magitek]], and their ultimate goal is to wipe out or enslave "the surface races" (read: everyone) and claim the world for themselves. To illustrate how foul the Skaven are, it's best to compare them to the other Destruction factions: Vampires will enslave whole populations to use as food and servants, but are capable of feeling very genuine love.love and even a sense of noblesse oblige toward their "flocks". Dark Elves are cruel and have a culture based on torture and slavery, but are more driven more by historical grievances than innate nature and some of them can even potentially become questionably heroic. Orcs are violent brutes, but they'll develop what could be considered friendships and attachments to their fellows, and even the most brutal Black Orc will cry if his pet squig dies (though not in front of the other boyz because that just makes him look like a runty git). The Beastmen may be savage animals that want to destroy civilization but they have a tragic FreudianExcuse of being discarded for their mutations and deformities as well as not having free will. Even the Dark Gods of Chaos can draw from humanity's positive attributes as well as the negative ones.[[note]]Khorne can represent martial bravery and skill, Slaanesh can represent love and joy, Tzeentch can represent knowledge and hope, and Nurgle can represent emotional and physical endurance[[/note]] Skaven hate everyone and everything: they are more cowardly and paranoid than any goblin, crueler and more hostile than Dark Elves, and more fractious than Chaos. Love, friendship, and honor are completely alien to the Skaven's psyche.

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* EvilSoundsDeep: Queek's voice is noticeably much deeper than the average Skaven, best shown when he speaks with his associates in the Skaven campaign introduction. Interestingly, in contrast to the campaign intro, his in-game voice is noticeably lighter and more nasally.


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* VocalEvolution: One that appears to have happened early in development: In the campaign intro of the ''Eye of the Vortex'' campaign, Queek's voice is noticably [[EvilSoundsDeep quite deep and gravelly]], compared to his more typically-skaven nasal pitch in gameplay.
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* ArchEnemy: Skaven are the enemy of all, even other Destructive factions, but they hold a particular enmity for mankind, for the simple reason that they gravitate towards their dirty, sprawling cities and wish to possess them. Skavenblight is really what they have in mind for every man-thing settlement. They are also not fond of the Dwarfs for very similar reasons, although the Dwarfs don't have the luxury of pretending they don't exist.
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* DemonicPossession: Ending his Vortex campaign sees Snikch [[spoiler:taking T'zarkhan from Malus]].

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* DemonicPossession: Ending his Vortex campaign sees Snikch [[spoiler:taking T'zarkhan from Malus]].Malus--just as his master, Nightlord Sneek, intended]].
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Blade On A Stick is now a disambiguation page.


* BladeOnAStick: Wields the '''Storm Daemon''', a Warpstone halberd of Ikit's own design that fires warp lightning from its blade.
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Blade On A Stick is now a disambiguation page.


* BladeOnAStick: Skaven make heavy use of spears, which includes the infamous rusty halberds of the Stormvermin, but what really takes the cake is the weapons of the Eshin Triad's; Chinese-styled ''Guandao's'', powerful bladed spears imported from far Cathay.
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Per TRS.


* BadassBaritone: Out of all the Legendary Lords of the Skaven, he has the darkest and deepest voice out of all of them.



* BadassBaritone: Keeps his original voice as a Khornate Berserker and the deepest voice of all Skaven characters.
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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


* WhipItGood: One of the weapons Throt wields is the '''Whip of Domination''', a whip made of Minotaur hide and bathed in Troll digestive juices -- the same digestive juices that can melt through flesh with ease.

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* WhipItGood: One of the weapons Throt wields WhipOfDominance: He is a Skaven [[TheBeastmaster Master Mutator]] whose unique weapon is the '''Whip [[NamedWeapons Whip of Domination''', Domination]], a special whip made of Minotaur hide from Minotaur-hide and bathed cured in Troll digestive juices -- the same digestive juices juices, that can melt through flesh with ease.causes a drop in Leadership for the victim. He uses it both as a weapon and to control his [[BeastOfBattle mutated beasts]].



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-->'''Queek:''' [spoiler:Clan Mors victorious, with me-me at its head!]]

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-->'''Queek:''' [spoiler:Clan [[spoiler:Clan Mors victorious, with me-me at its head!]]

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* ArchEnemy: The vengeful Dwarf King Belegar Ironhammer and the cunning Goblin Warboss Skarsnik, both of whom Queek has fought with for control of Karak Eight Peaks for many years. In ''Mortal Empires'' and ''Immortal Empires'', all three have campaign goals and victory conditions that include taking Karak Eight Peaks and wiping the other two's factions out. Queek's personal skill grants him and his army a 10% bonus to Melee Attack and Weapon Strength when fighting Dwarf or Greenskin armies, further representing his rivalry with them.



* BadBoss: Even compared to other Skaven, Queek is infamous for the casual disregard for his minions, often personally killing them solely to make an example of them to the rest of his men. One of his unique skills is aptly titled "Make Example!" which increases Queek's leadership effects, and makes Warlord's more loyal to him, at the cost of loyalty from Grey Seers.
* BattleTrophy: Has a fondness of collecting the remains of his notable enemies and proudly displays them on the trophy rack on his back. These range from skulls or severed hands to the entire spine of a dead skaven.
-->'''When selected on the campaign map:''' "N-need to restock my trophy-rack!"
* TheBerserker: When fighting, Queek is nothing more then a raging furball of death.
* BloodKnight: Skaven are cowardly creatures as a rule, and whilst some might be occasionally more brave than others, Queek is notable for being unnaturally courageous (by Skaven standards). This is entirely due to Queek's love of violence, and he is so eager to kill that he chooses to lead from the front (in a society that regards the leader's place to be ''at the back'').
* 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, a trait he ''utterly despises''. His master is more then fine with this, using Queek as an attack dog and enforcer, sending him to take care of threats to his power that require no subtlety.

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* BadBoss: Even compared to other Skaven, Queek is infamous for the casual disregard for his minions, often personally killing them solely to make an example of them to the rest of his men. One of his unique skills is aptly titled "Make Example!" which increases Queek's leadership effects, and makes Warlord's Warlords more loyal to him, at the cost of further loyalty penalties from Grey Seers.
* BattleTrophy: Has a fondness of for collecting the remains of his notable enemies and proudly displays them on the trophy rack on his back. These range from skulls or severed hands to the entire spine of a dead skaven.
-->'''When -->'''Queek:''' ''[When selected on the campaign map:''' "N-need map]'' N-need to restock my trophy-rack!"
trophy-rack!
* TheBerserker: When fighting, Queek is nothing more then than a raging furball of death.
* BloodKnight: Skaven are cowardly creatures as a rule, and whilst some might be occasionally more brave braver than others, Queek is notable for being unnaturally courageous (by by Skaven standards). standards. This is entirely due to Queek's love of violence, and he is so eager to kill that he chooses to lead from the front (in front, ''very'' unusual in a society that regards the a leader's place to be ''at the back'').
back''.
* 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, a trait he ''utterly despises''. His master is more then than fine with this, using Queek as an attack dog and enforcer, sending him to take care of threats to his power that require no subtlety.



* DoesNotLikeMagic: Queek hates Grey Seers because he despises playing politics and doesn't respect their authority. In-game this is represented by all Grey Seers in his faction starting out at -2 loyalty.



* EliteMooks: Queek is infamous for his personal company of crimson armored Stormvermin, the Red Guard, which is represented by a handful of special skills.

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* EliteMooks: Queek is infamous for his personal company of crimson armored crimson-armored Stormvermin, the Red Guard, which is represented by a handful of special skills.



* FantasticRacism:
** He hates Dwarfs above all other races, and a good number of the trophies on his back are Dwarfen skulls.
** Queek also hates Grey Seers because he despises playing politics and doesn't respect their authority. In-game this is represented by all Grey Seers in your faction starting out at -2 loyalty.

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* FantasticRacism:
**
FantasticRacism: He hates Dwarfs above all other races, and a good number of the trophies on his back are Dwarfen skulls.
** Queek also hates Grey Seers because he despises playing politics
skulls. Greenskins as well. Both are partially influenced by his rivalry with Belegar and doesn't respect their authority. In-game this is represented by all Grey Seers in your faction starting out at -2 loyalty.Skarsnik.



-->"Squirt Musk of Fear, vermin, ''for the Headtaker comes before you!''"
* LargeAndInCharge: Queek is notably large and powerful for a Skaven, to the point of being the largest of his litter, who, being black-furred stormvermin, were all very large to begin with.

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-->"Squirt -->'''Queek:''' Squirt Musk of Fear, vermin, ''for the Headtaker comes before you!''"
you!''
* LargeAndInCharge: Queek is notably large and powerful for a Skaven, to the point of being the largest of his litter, who, being black-furred stormvermin, Stormvermin, were all very large large, to begin with.



* MeleeATrois: Subverted in the Eye of the Vortex campaign. You'd expect him to be fighting Belegar Ironhammer and Warlord Skarsnik for control of Karak Eight Peaks, but he's not even on the right continent for that, so it's not a factor. Played straight in the Mortal Empires campaign, which moves him to the deserts of Khemri and gives him the same "Take Karak Eight Peaks" overarching mission Belegar and Skarsnik have, with a unique building chain available to him once he take it just like them. Notably, he gets improved Melee Attack and Weapon Strength stats when fighting Dwarfs and Greenskins as a reflection of his rivalry with them.
* MySpeciesDothProtestTooMuch: A decidedly evil example of this trope. 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. It's what makes him such a wildcard in Skaven politics, and why the Council of Thirteen fears him.

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* MeleeATrois: Subverted in the Eye of the Vortex campaign. You'd expect him to be fighting Belegar Ironhammer and Warlord Skarsnik for control of Karak Eight Peaks, but he's not even on orders to fight for control of the right continent for that, Vortex, so it's not a factor. Played straight in the Mortal Empires campaign, ''Mortal Empires'' and ''Immortal Empires'', which moves move him closer to the deserts of Khemri Eight Peaks and gives him the same "Take Karak Eight Peaks" overarching mission Belegar and Skarsnik have, with a unique building chain available to him once he take takes it just like them. Notably, he gets improved Melee Attack and Weapon Strength stats when fighting Dwarfs and Greenskins as a reflection of his rivalry with them.
them.
* MySpeciesDothProtestTooMuch: A decidedly evil example of this trope. Unlike most Skaven, he has few — if any — problems no problem with putting himself in danger, danger and relishes a good fight. Also, while he isn't stupid, he's not the schemer you'd expect from a Skaven, Skaven and is generally blunt and to the point. It's what makes him such a wildcard in Skaven politics, and why the Council of Thirteen fears him.



* SoProudOfYou: In a loading quote Queek's ParentalSubstitute Lord Gnawdwell invokes this, in what is possibly the nicest thing a Skaven has ever said of anyone else that wasn't them. Presumably he takes pride in his pet project growing up to be a ruthless and powerful warrior in the same way a blacksmith takes pride in a well-made weapon.

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* SoProudOfYou: In a loading quote Queek's ParentalSubstitute Lord Gnawdwell invokes this, in what is possibly the nicest thing a Skaven has ever said of anyone else that wasn't them. Presumably this. Presumably, he takes pride in his pet project growing up to be a ruthless and powerful warrior in the same way a blacksmith takes pride in a well-made weapon.weapon, but still, it's possibly the nicest thing a Skaven has ever said of anyone else that wasn't them.



* UndyingLoyalty: One thing that sets him apart from other Skaven is his eternal loyalty to his master, Warlord Gnawdwell. A ''very'' rare trait for a Skaven to have.
** [[SubvertedTrope However]], his loyalty does have its limits, as when [[spoiler:he finds out that the Council of Thirteen, and by extension Gnawdwell, have decided to sacrifice the entirety of Clan Mors to summon the Horned Rat, he revolts against it and his master. By the time of the battle at the Vortex, he's decided that a change in leadership is in order.]]
-->"[[spoiler:Clan Mors victorious, with me-me at its head!]]"

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* UndyingLoyalty: One thing that sets him apart from other Skaven is his eternal loyalty to his master, Warlord Gnawdwell. A ''very'' rare trait for a Skaven to have.
**
have. [[SubvertedTrope However]], his loyalty does have its limits, as when [[spoiler:he finds out that the Council of Thirteen, and by extension Gnawdwell, have decided to sacrifice the entirety of Clan Mors to summon the Horned Rat, he revolts against it and his master. By the time of the battle at the Vortex, he's decided that a change in leadership is in order.]]
-->"[[spoiler:Clan -->'''Queek:''' [spoiler:Clan Mors victorious, with me-me at its head!]]"head!]]



* WeHaveReserves: Even more so then other Warlords, Queek cares little for his men, besides his Stormvermin, and sends them out to die in droves. One of his unique skills emphasises this, increasing replenishment, and significantly buffing up [[SlaveMook Skaven Slaves]] and [[{{Mook}} Clan Rats]].

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* WeHaveReserves: Even more so then than other Warlords, Queek cares little for his men, besides his Stormvermin, and sends them out to die in droves. One of his unique skills emphasises this, increasing replenishment, and significantly buffing up [[SlaveMook Skaven Slaves]] and [[{{Mook}} Clan Rats]].
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* NoPronunciationGuide: A lot of people, including [=CA=] staff members and even his own [=VA=], have been saying his name wrong which is both funny and sad at the same time.
** The proper pronunciation is "Snik-ch". Not "Snitch", "sneak-itch", or "snick-itch".
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[[center: [-[[{{Characters/TotalWarWarhammer}} Main characters index]] | [[Characters/TotalWarWarhammerTheEmpire The Empire of Man]] | [[Characters/TotalWarWarhammerTheKingdomOfBretonnia The Kingdom of Bretonnia]] | [[Characters/TotalWarWarhammerTheTzardomOfKislev The Tzardom of Kislev]] | [[Characters/TotalWarWarhammerTheEmpireOfGrandCathay The Empire of Grand Cathay]] | [[Characters/TotalWarWarhammerTheDwarfenKingdoms The Dwarfen Kingdoms]] | [[Characters/TotalWarWarhammerTheHighElves The High Elves]] | [[Characters/TotalWarWarhammerTheDarkElves The Dark Elves]] | [[Characters/TotalWarWarhammerTheWoodElves The Wood Elves]] | [[Characters/TotalWarWarhammerTheLizardmen The Lizardmen]] | [[Characters/TotalWarWarhammerTheVampireCounts The Vampire Counts]] | [[Characters/TotalWarWarhammerTheTombKings The Tomb Kings]] | [[Characters/TotalWarWarhammerTheVampireCoast The Vampire Coast]] | [[Characters/TotalWarWarhammerTheDaemonsOfChaos The Daemons Of Chaos]] | [[Characters/TotalWarWarhammerTheWarriorsOfChaos The Warriors of Chaos]] | [[Characters/TotalWarWarhammerTheNorscanTribes The Norscan Tribes]] | [[Characters/TotalWarWarhammerTheBeastmen The Beastmen]] | [[Characters/TotalWarWarhammerTheGreenskins The Greenskins]] | '''The Skaven''' | [[Characters/TotalWarWarhammerTheOgreKingdoms The Ogre Kingdoms]] ]]-]

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[[center: [-[[{{Characters/TotalWarWarhammer}} Main characters index]] | [[Characters/TotalWarWarhammerTheEmpire The Empire of Man]] | [[Characters/TotalWarWarhammerTheKingdomOfBretonnia The Kingdom of Bretonnia]] | [[Characters/TotalWarWarhammerTheTzardomOfKislev The Tzardom of Kislev]] | [[Characters/TotalWarWarhammerTheEmpireOfGrandCathay The Empire of Grand Cathay]] | [[Characters/TotalWarWarhammerTheDwarfenKingdoms The Dwarfen Kingdoms]] | [[Characters/TotalWarWarhammerTheHighElves The High Elves]] | [[Characters/TotalWarWarhammerTheDarkElves The Dark Elves]] | [[Characters/TotalWarWarhammerTheWoodElves The Wood Elves]] | [[Characters/TotalWarWarhammerTheLizardmen The Lizardmen]] | [[Characters/TotalWarWarhammerTheVampireCounts The Vampire Counts]] | [[Characters/TotalWarWarhammerTheTombKings The Tomb Kings]] | [[Characters/TotalWarWarhammerTheVampireCoast The Vampire Coast]] | [[Characters/TotalWarWarhammerTheDaemonsOfChaos The Daemons Of Chaos]] | [[Characters/TotalWarWarhammerTheWarriorsOfChaos The Warriors of Chaos]] | [[Characters/TotalWarWarhammerTheNorscanTribes The Norscan Tribes]] | [[Characters/TotalWarWarhammerTheChaosDwarfs The Chaos Dwarfs]] | [[Characters/TotalWarWarhammerTheBeastmen The Beastmen]] | [[Characters/TotalWarWarhammerTheGreenskins The Greenskins]] | '''The Skaven''' | [[Characters/TotalWarWarhammerTheOgreKingdoms The Ogre Kingdoms]] ]]-]
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* AdaptationalIntelligence: Rat Ogres. In the lore the beasts paid for their great strength with utterly pathetic brains. On the tabletop this was so bad that every turn they started outside of combat a rat ogre unit had to roll to see if they could actually act that turn or if they'd forget what they were supposed to be doing and stand around staring into the middle distance. In a real time game this would naturally be very difficult to model.
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Queek Headtaker leads the Clan Mors sub-faction. In ''The Eye of the Vortex'', he begins the game in the Southern Jungles province in the Southlands. In ''Mortal Empires'', he instead begins in Charnel Valley, on the border between the Southlands and the Badlands.

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Queek Headtaker leads the Clan Mors sub-faction. In ''The Eye of the Vortex'', he begins the game in the Southern Jungles province in the Southlands. In ''Mortal Empires'', he instead begins in Charnel Valley, on the border between the Southlands and the Badlands.sub-faction "Clan Mors".



Lord Strolk leads the Clan Pestilens sub-faction. In ''The Eye of the Vortex'', he begins the game in the Lost Valley province in Lustria. In ''Mortal Empires'', he instead begins in the Headhunter's Jungle, also in Lustria.

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Lord Strolk leads the Clan Pestilens sub-faction. In ''The Eye of the Vortex'', he begins the game in the Lost Valley province in Lustria. In ''Mortal Empires'', he instead begins in the Headhunter's Jungle, also in Lustria.sub-faction "Clan Pestilens".



Becoming available as FLC, Tretch Craventail leads the Clan Rictus sub-faction. In both ''The Eye of the Vortex'' and ''Mortal Empires'', he begins the game on the Clawed Coast in Naggaroth.

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Becoming available as FLC, Added through free downloadable content, Tretch Craventail leads the Clan Rictus sub-faction. In both ''The Eye of the Vortex'' and ''Mortal Empires'', he begins the game on the Clawed Coast in Naggaroth.sub-faction "Clan Rictus".



Ikit Claw is a Legendary Lord available to those who purchase the DLC pack ''The Prophet and the Warlock''. Ikit Claw leads his own sub-faction, Clan Skryre, in the Eye of the Vortex and Mortal Empires campaigns.

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Ikit Claw is a Legendary Lord available to those who purchase Added by the DLC pack ''The Prophet and the Warlock''. & The Warlock'', Ikit Claw leads his own sub-faction, Clan Skryre, in the Eye of the Vortex and Mortal Empires campaigns.sub-faction "Clan Skryre".



Deathmaster Snikch is a Legendary Lord available to those who purchase the DLC pack ''The Shadow and the Blade''. Deathmaster Snikch leads the Clan Eshin sub-faction in the in the Eye of the Vortex and Mortal Empires campaigns.

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Deathmaster Snikch is a Legendary Lord available to those who purchase Added by the DLC pack ''The Shadow and the Blade''. & The Blade'', Deathmaster Snikch leads the Clan Eshin sub-faction in the in the Eye of the Vortex and Mortal Empires campaigns."Clan Eshin".



Throt the Unclean is a Legendary Lord available to those who purchase the DLC pack ''The Twisted and the Twilight''. He leads the Clan Moulder sub-faction in the Eye of the Vortex and Mortal Empires campaigns, starting in the Chill Road and Hell Pit, respectively.

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Throt the Unclean is a Legendary Lord available to those who purchase Added by the DLC pack ''The Twisted and & The Twilight'', Throt the Twilight''. He Unclean leads the Clan Moulder sub-faction in the Eye of the Vortex and Mortal Empires campaigns, starting in the Chill Road and Hell Pit, respectively."Clan Moulder".

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* ChronicBackStabbingDisorder: This is considered a virtue for Skaven to have, but Tretch's gameplay mechanics ''encourage'' this, gaining a moderate public order boost to his cities whenever he breaks a treaty.

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* ChronicBackStabbingDisorder: This is considered a virtue for Skaven to have, but Tretch's gameplay mechanics ''encourage'' this, gaining a moderate public order boost to his cities whenever he breaks a treaty. In the third game, this is changed to a set of useful bonuses that last for three turns after a new war is declared, encouraging the player to sue for peace, [[ISurrenderSuckers only to immediately declare war again]].



** The third game gives Tretch's faction a number of bonuses for a short time after declaring a war, including Vanguard Deployment for all units, higher ambush chance and slower enemy reinforcements, which encourages blitzkreig-esque sudden invasions and [[ISurrenderSuckers false ceasefires]].



** In the third game, the armies of Clan Rictus have an improved version of [[ScrewThisImOutOfHere Scurry]] that provides additional speed and a 10% bonus to all damage resistance, suggesting that Tretch has begun to rub off a bit on his followers.



* InTheBack: In the third game, Tretch's personal army gains the Devastating Flanker trait, which doubles a unit's charge bonus when attacking an enemy in the sides or rear.
* ISurrenderSuckers: In the third game, Clan Rictus gains a number of useful tactical bonuses whenever the player declares a new war. In protracted conflicts, this encourages insincere offerings of peace followed by re-declaring war.



* KlingonPromotion: Noted to have gained his chieftain title by assassinating his predecessor [[ZanyScheme by disguising himself as a stalactite and dropping onto his head]].

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* KlingonPromotion: Noted to have gained his chieftain title by assassinating his predecessor predecessor, which he achieved [[ZanyScheme by disguising himself as a stalactite and dropping onto his head]].



* LonelyAtTheTop: Tretch's faction bonus rewards you with suddenly breaking agreements but this would mean having to give up the possibility of having trading partners or military allies as your reliability rating will gradually plummet downwards to nothing.



* PowerUpLetdown: Tretch's faction bonus, which gives +4 Public Order for breaking a treaty, has been thoroughly evaluated as completely useless because the tradeoff is simply not worth it: You're getting a very insignificant "reward" for a universally deplorable action that will bring serious consequences upon you in the long-term. And it takes a very, very long time to get your reliability rating back up to a level where other factions, including Skaven ones, will want to be friendly and trusting towards you.

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* PowerUpLetdown: Tretch's faction bonus, bonus in the second game, which gives +4 Public Order for breaking a treaty, has been thoroughly evaluated as completely useless because the tradeoff is simply not worth it: You're getting a very insignificant "reward" for a universally deplorable action that will bring serious consequences upon you in the long-term. And it takes a very, very long time to get your reliability rating back up to a level where other factions, including Skaven ones, will want to be friendly and trusting towards you. When the third game came along with ''Immortal Empires'', the mechanic was replaced with a completely different set of bonuses, instead gained by simply declaring war.
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* ToServeMan: The Skaven, like the Greenskins, Lizardmen and Beastmen, can replenish their casualties by devouring captives after battle. They can also take them as slaves, adding them to their food stockpile to be consumed later.

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* ToServeMan: The Skaven, like the Greenskins, Lizardmen Lizardmen, Ogres and Beastmen, can replenish their casualties by devouring captives after battle. They can also take them as slaves, adding them to their food stockpile to be consumed later.
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* BigBadWannabe: The other Chaos gods regard him as pathetic, inasmuch as they're aware of him at all. Much of his motivation can be read as trying to do one over the big league with a race of unwanted vermin that are like him in every way.

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** AchillesHeel: Because of how heavily they rely on overwhelming numbers, they can be greatly harmed by spells that [[HerdHittingAttack cover a great area]], such as breath spells and vortex spells. They have a similar issue when it comes to factions that have large artillery arsenals. Their leadership is also so abysmal (see below) that in addition to the casualties, a direct hit by a spell or artillery blast can cause a skaven unit to rout.

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* AchillesHeel:
** AchillesHeel: Because of how heavily they rely on overwhelming numbers, they can be greatly harmed by spells that [[HerdHittingAttack cover a great area]], such as breath spells and vortex spells. They have a similar issue when it comes to factions that have large artillery arsenals. Their leadership is also so abysmal (see below) that in addition to the casualties, a direct hit by a spell or artillery blast can cause a skaven unit to rout.

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* AchillesHeel: Because of how heavily they rely on overwhelming numbers, they can be greatly harmed by spells that [[HerdHittingAttack cover a great area]], such as breath spells and vortex spells. They are also easily affected by Fear and Terror due to their cowardly nature giving them low morale. As a whole, Skaven armies tend to rout much easier than other factions due to their inherent cowardice; if they're not winning at least slightly, they're more concerned with saving their own hides than winning the fight for you by risking their lives.

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* ** AchillesHeel: Because of how heavily they rely on overwhelming numbers, they can be greatly harmed by spells that [[HerdHittingAttack cover a great area]], such as breath spells and vortex spells. They have a similar issue when it comes to factions that have large artillery arsenals. Their leadership is also so abysmal (see below) that in addition to the casualties, a direct hit by a spell or artillery blast can cause a skaven unit to rout.
** They
are also easily affected by Fear and Terror due to their cowardly nature giving them low morale. As a whole, Skaven armies tend to rout much easier than other factions due to their inherent cowardice; if they're not winning at least slightly, they're more concerned with saving their own hides than winning the fight for you by risking their lives.
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Dewicked trope


* EpicFlail: His WeaponOfChoice, is the '''Rod of Corruption''', a disgusting censer, is this mixed with a staff.

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* EpicFlail: His WeaponOfChoice, weapon is the '''Rod of Corruption''', a disgusting censer, is this mixed with a staff.

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