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		<title>Vermintide 2</title>
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		<updated>2018-03-31T03:22:32Z</updated>

		<summary type="html">&lt;p&gt;2600:1014:B126:8DBF:F16F:2E64:7969:D459: /* Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
[[File:DPuLc-pX4AA3ba3.png|745px|center|thumb|&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;HAHA! ASININE MORTALS!! TIME TO EMBRACE THE TRUE LOVE FROM OUR [[Nurgle|FATHER]]!!&amp;lt;/span&amp;gt;  [[Skaven|YES-YES, WEAK MEN-THING DIE FROM VERMIN POX, YES-YES.]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vermintide 2&#039;&#039;&#039; is the sequel to [[The End Times: Vermintide]], made possibly due to the fact that the first game surpassed expectations and did pretty fucking well for a relatively niche title (2 million fucking copies sold!). Fatshark sensibly shortened the name from &amp;quot;Warhammer The End Times: Vermintide 2&amp;quot; to avoid sounding like a Japanese light novel.&lt;br /&gt;
&lt;br /&gt;
On October 10th, Vermintide 2 was announced, bringing a host of new additions. Most notably the Warriors of Chaos are being added as an enemy type. [[Nurgle|Specifically the jolly ones that don&#039;t mind being pox bloated messes]]. Along with the new enemy race, the Skaven also have a few new additions, such as the Storm Fiends. The main website also displays the two enemy races in a small, looping video including a Chaos Warrior and a Stormvermin at the forefront which also suspiciously has the right side of the foreground rather bare, possibly indicating another enemy faction is set to be announced.&lt;br /&gt;
&lt;br /&gt;
Beta sign-ups are open, and the game&#039;s release date is on March 8 2018.&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
The sequel seems to be set in the End Times, but an indeterminate amount of time has passed since the last game. After falling into the Grey Seer&#039;s trap, the Ubersreik Five (or Four, doesn&#039;t matter)  have ended up in their own castle, banded together again to face the Skaven forces of Clan Fester, along with their new allies: a Chaos Warband dedicated to [[Nurgle]] known as The Rotbloods. Both forces have their eyes gazed on the fortress town of Helmgart (the border town Bretonnia always conquers within the first 10 turns of an Empire [[Total War: WARHAMMER]] campaign).&lt;br /&gt;
&lt;br /&gt;
Due to the presence of a Nurgle-aligned warband, it is possible that the game is set during/after the Fall of Marienburg. What we know so far is that the Skaven are up to their usual hijinks, like trying to build something called the Skittergate, which apparently can warp in large numbers of soldiers, explaining how the Skaven and their new allies overran Helmgart and the surrounding area so quickly. The Rotbloods are here to help the Skaven with murder-fucking everyone in the Reikland and bringing great death-death to poor Helmgart. Clan Fester&#039;s also out for blood as payback for Ubersreik, even though Ubersreik apparently fell anyway. &lt;br /&gt;
&lt;br /&gt;
So far, there are 12 maps confirmed for launch spanning either three or four Acts. What we&#039;ve seen so far in the betas are: the town of Helmgart itself, where the heroes create a diversion at the Temple of Sigmar before the Hammerman himself purges it of vikings and rats. An Elven temple ruin in the woods where the gang uses a slow-moving puzzle to raise a magic shield. Ussingen, a farming town where the heroes rescue prisoners and later blow up a Chaos supply cache. A Nurgle-blighted canyon with a fortified Chaos Lord&#039;s tomb, which the gang destroys to stop the Rotbloods from harvesting his energy. And a dense swamp, where the heroes assault the Rotbloods&#039; main war camp and slay their leader, a Nurgle Champion.&lt;br /&gt;
&lt;br /&gt;
The heroes now travel via their own gate, the Bridge of Shadows, maintained by returning Kislevite witch Olesya and totally-not-a-wizard Lohner, who returns as the boss of sorts for the group.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Aside from the new enemy types there are a couple of other new features, such as specializations for the classes (referred to as &amp;quot;careers&amp;quot;) which have their own active and passive ability. For example, the Dwarf can be a Slayer, or the Wood Elf can be a Shade, each one apparently representing alternative plotlines and events for each character after the successful defense of Ubersreik. Along with a talent tree for each character, and new weapons to go around for everyone. Speaking of weapons, the loot system got an overhaul too, with the devs acknowledging the first game&#039;s system was kind of bullshit. We now have [[rage|lootboxes]] like every other dev under the sun, but entirely earned through gameplay and they come unlocked. A &amp;quot;Heroic Deeds&amp;quot; system has also been announced, consisting of consumable quests that mix gameplay up by dramatically changing objectives, mix of enemies faced or limiting your own tools. Aside from those additions, aside from the quality of life improvements it seems to mostly be the same game, which is okay since most people just wanted it to be the first one with more stuff to begin with. That said, the fact they also included mod support from the get go is a nice cherry on top.&lt;br /&gt;
&lt;br /&gt;
==Characters and Careers==&lt;br /&gt;
Each character now has three different Careers, which affect their weapon choices, abilities, and talent trees, allowing a great deal of customization for each one.&lt;br /&gt;
&lt;br /&gt;
===Victor Saltzpyre===&lt;br /&gt;
*&#039;&#039;&#039;Witch Hunter Captain&#039;&#039;&#039;: The deaths of several Captains over the course of the End Times has allowed Victor to rise in rank, but he has had to accept that the Witch Hunters won’t recognize the fact that there’s an entire fucking empire of ratmen just below their cities; Saltzpyre now uses his new political position to fight the menace in secret. In addition to a fancier hat, Victor as a Witch Hunter Captain can do everything he could in the first game and also gets some considerable mobility boosts.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Witch Hunt&#039;&#039;- Enemies attacked by Victor take extra damage from allies&#039; attacks, blocking light frontal attacks does not consume stamina, critical hit headshots instantly kill human-sized enemies&lt;br /&gt;
**Unique active ability: &#039;&#039;Animosity&#039;&#039;- All nearby allies have their critical rate enhanced for 8 seconds. &lt;br /&gt;
*&#039;&#039;&#039;Bounty Hunter&#039;&#039;&#039;: When his order attempted to cover up what happened at Ubersreik, Salty removed his heraldry to fight the Skaven himself, taking odd-jobs on the side to pay for his endeavors. As a Bounty Hunter, Victor gains heavier armor and focuses on ranged weaponry to blast away Skaven and Chaos Warriors alike.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Blessed Shots&#039;&#039;- Guaranteed ranged critical every 8 seconds or after a melee kill, double ammo capacity, improved reload rate&lt;br /&gt;
**Unique active ability: &#039;&#039;Locked and Loaded&#039;&#039;- Fires a powerful shot that pierces multiple enemies.&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;: The horrors of Ubersreik have caused Victor to place his trust in Sigmar alone, with the rest of the world fit only to be cleansed in righteous fire. Victor as a Zealot favors the use of flails in combat, and while his armor is less than ideal it&#039;s nothing a heaping helping of faith and holy rage can&#039;t fix - after all, the end is upon us, why not shed as much blood as possible before it goes?&lt;br /&gt;
**Unique passive ability: &#039;&#039;Fiery Faith&#039;&#039;- Attack power increased by 5% for every 25 health lost (up to 20%), heavy attacks cannot be interrupted, can survive an attack that would do lethal damage &lt;br /&gt;
**Unique active ability: &#039;&#039;Holy Fervor&#039;&#039;- Charge forward and gain 50% attack speed boost for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
===Markus Kruber===&lt;br /&gt;
*&#039;&#039;&#039;Mercenary&#039;&#039;&#039;: The life of a mercenary has suited Markus well, in no small part due to not having to answer to incompetent leaders like he used to. Being a Mercenary allows Markus a good degree of versatility, with medium armor that grants protection without losing maneuverability and a balance between melee and ranged skill.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Paced Strikes&#039;&#039;- Hitting 3 enemies in 1 swing boosts attack speed by 10% for 6 seconds, attacks hit more enemies per swing, improved critical rate&lt;br /&gt;
**Unique active ability: &#039;&#039;Morale Boost&#039;&#039;- Staggers nearby enemies and grants nearby allies temporary bonus health. &lt;br /&gt;
*&#039;&#039;&#039;Foot Knight&#039;&#039;&#039;: For his part in the defense of Ubersreik, Markus was made a knight of the Order of the Reikshammer. Markus may not have been aiming for the position, but his heavy armor and ability to use either a great weapon or a sword-and-shield combo makes him an excellent melee fighter and tank as a Foot Knight. Thoroughly top tier as of right now, being well competative at high difficulties and an unmitigated fountain of OP at low difficulties who can speed run entire levels with ease and solo boss fights.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Protective Presence&#039;&#039;- Reduced damage taken, generates damage resistance aura, improved stamina&lt;br /&gt;
**Unique active ability: &#039;&#039;Valiant Charge&#039;&#039;- Charges forward, knocking back any enemies hit by the charge. Also interupts and stuns bosses and specials respectively.&lt;br /&gt;
*&#039;&#039;&#039;Huntsman&#039;&#039;&#039;: After Ubersreik, Markus found a degree of inner peace by devoting himself to Taal and Rhya, the gods of nature. As a Huntsman, Markus trades away his access to heavier armor for greater proficiency with ranged weapons of all kinds as well as boosted mobility.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Waste Not, Want Not&#039;&#039;- Ranged headshots return 1 ammo, no ranged damage falloff, critical rate boost aura&lt;br /&gt;
**Unique active ability: &#039;&#039;Hunter&#039;s Prowl&#039;&#039;: Become invisible for a short time&lt;br /&gt;
&lt;br /&gt;
===Kerillian===&lt;br /&gt;
*&#039;&#039;&#039;Waystalker&#039;&#039;&#039;: Frustrated with the clumsiness of her companions, Kerillian has resolved to further hone her skills to compensate further for the &amp;quot;lumberfoots&amp;quot;. As a Waystalker, Kerillian further specializes in her longbow, both for precision sniping and for raining arrows on enemies.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Amaranthe&#039;&#039;- Automatically regenerate health, doubled ammo capacity, no ranged damage falloff, can zoom in when using ranged weapons&lt;br /&gt;
**Unique active ability: &#039;&#039;Trueflight Volley&#039;&#039;- Fires a volley of homing arrows.&lt;br /&gt;
*&#039;&#039;&#039;Shade&#039;&#039;&#039;: One of Kerillian&#039;s dreams spoke of an ancestor of hers who dwelled in Clar Karond, and with it came the voice of [[Khaine]] urging her to reclaim the mantle of her ancestor. Kerillian as a Shade is an assassin, best used to swiftly dispatch powerful enemies that are either unaware of her presence or too distracted to react to it. &lt;br /&gt;
**Unique passive ability: &#039;&#039;Murderous Prowess&#039;&#039;- 50% damage bonus when attacking enemies from behind, critical hit backstabs instantly kill human-sized enemies&lt;br /&gt;
**Unique active ability: &#039;&#039;Infiltrate&#039;&#039;- Become invisible and intangible for 10 seconds, or until performing an attack&lt;br /&gt;
*&#039;&#039;&#039;Handmaiden&#039;&#039;&#039;: Through the subtle guidance of the Everqueen, Kerillian came across a long-lost shrine to Isha and gave herself up to serve her. Kerillian&#039;s Handmaiden Career focuses primarily on direct melee combat, using spears to keep enemies at a safe distance.&lt;br /&gt;
**Unique passive ability: &#039;&#039;The Dance of Seasons&#039;&#039;- Longer dodge distance, stamina regeneration aura, cannot be interrupted when reviving allies&lt;br /&gt;
**Unique active ability: &#039;&#039;Dash&#039;&#039;- Quickly dash forward through enemies&lt;br /&gt;
&lt;br /&gt;
===Bardin Goreksson===&lt;br /&gt;
*&#039;&#039;&#039;Ranger Veteran&#039;&#039;&#039;: Karak Zorn is yet to be found, but the defense of Reikland currently comes first for Bardin. Bardin the Ranger Veteran favors the use of ranged weaponry to punish foes from a distance, but he&#039;s more than able to hold his own in melee if a hail of crossbow bolts doesn&#039;t do the trick. Cousin Okri would be proud.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Survivalist&#039;&#039;- Special enemies always drop ammo on death, double ammo capacity, increased reload speed&lt;br /&gt;
**Unique active ability: &#039;&#039;Disengage&#039;&#039;- Drops a smoke bomb that hampers enemies&#039; vision&lt;br /&gt;
*&#039;&#039;&#039;Ironbreaker&#039;&#039;&#039;: Bardin used to be an Ironbreaker in Kazak Norn, and following the defense of Ubersreik he took up his old oaths and gromril armor once more. The heavy armor and shield of the Ironbreaker makes Bardin a superb tank that can take whatever the enemy can dish out, and then return it in kind.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Gromril Armor&#039;&#039;- Negates all damage from 1 hit every 20 seconds, reduced damage taken, increased stamina, increased stun resistance&lt;br /&gt;
**Unique active ability: &#039;&#039;Taunt&#039;&#039;- Taunts enemies within 10 units; also improves defense and provides ability to block normally unblockable attacks for 10 seconds&lt;br /&gt;
*&#039;&#039;&#039;Slayer&#039;&#039;&#039;: Something broke in Bardin at Ubersreik, and by the time the Skaven came to Helmgart he had taken up the Slayer&#039;s Oath in the hopes of an honorable death. As a Slayer, Bardin can&#039;t use ranged weapons at all but becomes a melee powerhouse, using either a pair of axes or a single greataxe. He may not have much in the way of armor, but on the other hand dying in battle is part of being a Slayer anyway.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Trophy Hunter&#039;&#039;- Stacking damage buff gained upon hitting an enemy, increased attack speed&lt;br /&gt;
**Unique active ability: &#039;&#039;Leap&#039;&#039;- Leap forward, stunning enemies and gaining a temporary boost to attack speed&lt;br /&gt;
&lt;br /&gt;
===Sienna Fuegonasus===&lt;br /&gt;
*&#039;&#039;&#039;Pyromancer&#039;&#039;&#039;: While far from having the control of a proper Battle Wizard, Sienna has enough self-awareness to restrain herself from the most ostentatious of fire magic. Sienna the Pyromancer favors powerful single-target spells that incinerate even the toughest of enemies in an instant.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Critical Mass&#039;&#039;- critical chance increases based on overcharge level, ranged damage boost&lt;br /&gt;
**Unique active ability: &#039;&#039;Homing Firespear&#039;&#039;- A powerful homing fire blast.&lt;br /&gt;
*&#039;&#039;&#039;Battle Wizard&#039;&#039;&#039;: Ubersreik taught Sienna the value of self-control, and while she was reluctant to do so she has learned to control the flame for the first time. The greater degree of self-discipline Sienna has as a Battle Wizard allows her to use a variety of area-of-effect spells that burn hordes to a crisp.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Tranquility&#039;&#039;- Overcharge is removed automatically after 8 seconds of not casting spells or taking damage, overcharge increases spell charge rate, increased ranged damage&lt;br /&gt;
**Unique active ability: &#039;&#039;Fire Walk&#039;&#039;- Quickly teleport forward, leaving flames in your former location&lt;br /&gt;
*&#039;&#039;&#039;Unchained&#039;&#039;&#039;: Sienna&#039;s addiction to magic has finally overwhelmed her, and now she lives only from one magical high to the next. As an Unchained, Sienna eschews long-range spellcasting for magically-boosted melee, like generating flame armor to protect her from damage or causing a fiery explosion that immolates anyone too close to her.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Blood Magic&#039;&#039;- Taking damage grants overcharge equal to 50% of damage received, no overcharge slowdown, high overcharge increases melee attack power, can expend overcharge to reduce block cost on high overcharge&lt;br /&gt;
**Unique active ability: &#039;&#039;Living Bomb&#039;&#039;- Expends all overcharge to produce a massive explosion that damages all nearby enemies&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bosses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Grey Seer Rasknitt:&#039;&#039;&#039; The same asshole in charge of invading Ubersreik is back. Having captured the heroes in the first game, he attempts to sacrifice them to fuel the Skittergate, a portal contraption capable of bringing in huge armies in a flash. With it, he and the Rotbloods swarmed Helmgart and the countryside, though as is typical of technology made by mice, it breaks in the prologue. Much of the game seems dedicated to destroying it however, so it&#039;s likely that it can still function. During the final showdown, he sent his precious Stormfiend called Deathrattler (also the only death rattler in the game, for now) against you, only to call it a worthless pricey junk after the heroes killed it. He then attack the heroes with his Skaven magic, teleport around in lighting speed, then blown the fuck up once the rat bastard&#039;s health is at its end. &lt;br /&gt;
* &#039;&#039;&#039;Chaos Champion B&amp;amp;ouml;dvarr Ribspreader:&#039;&#039;&#039; Here to spread ribs and smiles in Papa Nurgle&#039;s name, Ribspreader is a Champion of Chaos and the scary dude on the box cover. The leader of the Rotbloods, who are said to be insane even by Chaos Warbands&#039; standards, he&#039;s here to slaughter and destroy, and has allied himself with Rasknitt for that purpose. He berates the Grey Seer for the portal&#039;s failure, but interestingly enough &#039;&#039;doesn&#039;t&#039;&#039; rip his spine out for it. After hitting a breaking point as the heroes foil his plans and kill his men and free his slaves, he sends out his army to scout for and attack the Keep, but thanks to Lohner reading the script, they learn about this, attack his lighter-garrisoned camp, and kill him in his own arena. Despite claiming that he can take care of the heroes all by himself, he displays cowardice when he starts losing and calls his warriors for aid, with a horde attacking as he loses health. Interesting to note that despite being a Nurgle worshipper, he has a magic axe (which the axe itself is alive, noted by the growing eye skull on the axe) that he can will it back to him if he ever throw it out against the players.&lt;br /&gt;
* &#039;&#039;&#039;Burblespue Halescourge:&#039;&#039;&#039; The Nurgle sorcerer lord that was accompanied Ribspreader. Has a good manner like papa Nurgle himself and he can do everything that the Nurgle sorcerer can do in the game (AKA like drain &amp;amp; Nurgle Vortex) only tougher and more AOE green plague in the oxygen, with a couple of unique abilities like summon a swarm of flies to chase and stun one of the players, summon green images of himself to attack the players as well as erect an even bigger green vortex in the center of the battlefield.  He will absolutely make you fucking rage with his lack of visual cues for his attacks, his billion and one hit points, and his habit of teleporting around like a fucking asshole whenever someone so much as sneezes on the fucker.   Has a large number of very angry nicknames from the fandom.&lt;br /&gt;
* &#039;&#039;&#039;Skarrik Spinemanglr:&#039;&#039;&#039; The Skaven Warlord in charge. Seem to be heavily inspired by Queek Headtaker in both his looks, size and unskavenly bravery, although he uses more traditional halberd alongside dual shortswords. Can perform every nasty abilities that the elite melee Skaven like the packmaster and eshin assassin can do to the players. Just like Queek, he is the largest non-monster Skaven of them all, towering over the players. He will regularly summon stormvermin and skavenslaves, if you don&#039;t take care of them quickly it can snowball into a horde no player could ever hope to kill&lt;br /&gt;
* &#039;&#039;&#039;Gatekeeper Nagfahr:&#039;&#039;&#039; A Ribspreader look alike, even shares the same axe design. Responsible for guarding the skittergate key staff. Was [[chaos|blessed]] during the battle and turned into......[[Chaos Spawn|whatever the hell what&#039;s its name]].&lt;br /&gt;
* &#039;&#039;&#039;Baron Francke:&#039;&#039;&#039; Not an enemy you fight but nonetheless important to the plot. Besides the Skaven having a portal underneath Helmgart, Fucko Francke is the other reason Ussingen and the countryside were overrun so quickly. It&#039;s revealed he made some kind of deal with the Rotbloods and Clan Fester, and like a lot of shitty nobles, might&#039;ve been in league with the Chaos Gods even before the invasion. His fortified mansion, the only undamaged building in Ussingen, is blown up accordingly by the heroes. His fate is unknown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skaven&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Clan Fester&#039;s back, and they&#039;re pissed. Sore after getting thwarted at Ubersreik, they want revenge.&lt;br /&gt;
* &#039;&#039;&#039;Skavenslaves:&#039;&#039;&#039; Still the most piss-poor enemies in the game. Even though they come in huge swarms they&#039;re only dangerous if they blindside you or if you&#039;re too busy dealing with actual threats.&lt;br /&gt;
* &#039;&#039;&#039;Clanrats:&#039;&#039;&#039; Rank and file of the clan Fester, only slightly better than slaves. Now come with a shield and hand weapon variant that could hopefully block one or two hits from the front and make dealing with the horde slightly more difficult.&lt;br /&gt;
* &#039;&#039;&#039;Plague Monks:&#039;&#039;&#039; A more durable Skaven with fast attacks designed to exhaust the player&#039;s stamina. Weak to ranged fire but hit like a freight train and knock you back. They let out a loud howl when they charge, but can be hard to spot in a swarm. Usually spawn in triplets and tend to focus a single target just to make sure even 7+ stamina would not be enough to withstand their attack.&lt;br /&gt;
* &#039;&#039;&#039;Stormvermin&#039;&#039;&#039; - The most common breed of Special Skaven, Stormvermin will spawn at random among the crowds of Clanrats seeded throughout the various levels. Unlike the rest of their ratty brethren, the Stormvermin have actual armor, actual weapons, and actual training, making them a serious threat. Their halberds do more damage than the standard Clanrat improvised weaponry, and hits against them that don&#039;t aim for the head (or have the Armor Piercing trait) will glance off their armor. Even blocking their attacks is difficult, since they do significant Stamina damage and therefore have a high chance of breaking your block and putting you into stun, making you an easy kill. At higher difficulties, they become one of the most significant threats in the game, and require careful combat to take down safely or make ranged weapons good at taking them down quick very desirable.&lt;br /&gt;
* &#039;&#039;&#039;Stormvermin&#039;&#039;&#039; (Sword &amp;amp; Shield): Elite troops who still sound vaguely like Bane, except some of them now have swords and shields that give them multiple attacks and near-immunity to frontal hits. All around assholes.&lt;br /&gt;
* &#039;&#039;&#039;The Stormvermin Patrol&#039;&#039;&#039; - Once or twice per map, if you&#039;re listening carefully, you&#039;ll hear the sound of rats shouting out a ratty little marching drill. And if you&#039;re smart, you&#039;ll hide. If you&#039;re not smart, you&#039;ll die, because the Patrol is a massive mob of Stormvermin that all aggro at once if they spot any of the heroes, and will never back down from a fight. Their numbers are slightly randomized, but rule of thumb is for +5 rats for each difficulty level, so at Legendary difficulty you&#039;re facing patrol sizes that wouldn&#039;t be out of place in an actual game of Warhammer Fantasy Battles. Yeah. [[Anal Circumference|Have fun with that]].&lt;br /&gt;
* &#039;&#039;&#039;Gutter Runner&#039;&#039;&#039; - Representing Clan Eshin, we have these stabby little ninja-rats with warp-dust coated knives strapped to their hands. They lurk in the shadows, trying to find a hero that&#039;s cut off from the rest of the group or waiting for you to be otherwise distracted, then pounce and pin one hero to the ground while they stab and stab and stab until the puny man-thing stops moving. Once you&#039;re pinned, you&#039;re helpless. It&#039;s up to the rest of the team to save you. So if you hear that strange whispering in the distance, make sure to stay close to your team.&lt;br /&gt;
* &#039;&#039;&#039;Packmaster&#039;&#039;&#039; - Clan Moulder&#039;s representatives, the Packmasters have taken up capturing humans for slaving. To this end, they cart around giant spiked collars on poles; if they get close enough, they&#039;ll snap that collar shut around your neck, disabling you like the Gutter Runner. The good news is that the collar doesn&#039;t hurt nearly as much as the knives. The &#039;&#039;bad&#039;&#039; news is that the Packmaster will drag you off into the distance, probably through a mob of Clanrats, and then hang you up to die - or at least for the rest of their companions to stab while you wriggle helplessly.&lt;br /&gt;
* &#039;&#039;&#039;Poison Wind Globadier&#039;&#039;&#039; - A Skryre-rat in a gas mask, with a miniature plague factory on its back. At a distance, it will constantly lob spheres full of gas so poisonous that it eats into the skin like acid, covering the battlefield in green clouds of death. The good news is that these are as poisonous to the other Skaven as they are to our heroes. The bad news is that you&#039;ll still die like a bitch if you stand in one. And if you get too close, they&#039;ll rig the tanks on their backs to explode, taking you with them in one final kamikaze assault. &lt;br /&gt;
* &#039;&#039;&#039;Ratling Gunner&#039;&#039;&#039; - Clan Skryre is pulling overtime here. This rat&#039;s got a miniaturized, one-man version of the tabletop Ratling Gun strapped to its back, and the rest of its body is covered in heavy armor. When it finds a good firing line, it&#039;ll wind up that gun and then unleash a hellstorm of warp-shot onto one of the heroes, tracking them as best as it can. The good news is that it&#039;s not very accurate and tends to jam after a while. The bad news is that it&#039;s firing so many bullets that it&#039;s probably going to hit you anyway, and while it&#039;s not as powerful as a full sized &amp;quot;kill both knight and his horse with a single bullet&amp;quot; ratling gun it still hurt a lot. Got a significant buff compared to the original game by taking body amour and revving up his gun quite faster.&lt;br /&gt;
* &#039;&#039;&#039;Warpfire Thrower:&#039;&#039;&#039; Another Skryre-rat, now with a flamethrower strapped to its back, which it uses to spew out gouts of green fire at anything in range. Good news is it have limited range compare to other weapon teams and gives even less fucks about torching other skaven and rotbloods in his path. Bad news is it hurts even more then ratling and blocks your vision. The warpstone crystal on its back is its weak spot, but it violently explodes if said weak spot is hit,leaving a sizeable puddle of the flaming warpstone on the ground. While it can take out a lot of enemies with the explosion, it also makes engaging it in melee even more suicidal, especially if you use wide sweeping weapon.&lt;br /&gt;
* &#039;&#039;&#039;Rat Ogre&#039;&#039;&#039; - The triumph of Clan Moulder&#039;s scientific prowess. The Rat Ogre, like the Stormvermin Patrol, is a once-a-map event, barring special mission rules, and is always announced by a throat-peeling bellow of rage. It&#039;s a giant, hulking brute that rampages across the battlefield, pummeling and punching its way through any heroes it can find. It &#039;&#039;is&#039;&#039; possible to kite the Ogre, but the problem is that it&#039;s rarely alone; the true difficulty arises in managing the Ogre and the accompanying Clanrats at the same time, since they limit your mobility just by existing. &lt;br /&gt;
* &#039;&#039;&#039;Stormfiend:&#039;&#039;&#039; If you thought the Rat Ogres were a huge pain in the ass, say hello to their upgraded cousins, the masterwork of Clan Moulder and Clan Skyre! They are clad in heavy armor from the front and wield twin warp-fire throwers attached to their arms. Unlike the warpfire throwers on regular skaven these ones leave a burning trail on the ground for quite a time, turning a battlefield into a maze of green fire if you let it disengage and rain fire on you from distance. Their major weakness is the smaller Skaven acting as a second brain that&#039;s stuck on their backs.&lt;br /&gt;
*&#039;&#039;&#039;Sack Rat&#039;&#039;&#039; - A Skaven with a big sack full of loot. Pretty rare to spawn. It doesn&#039;t attack on its own, [[Fail|but kills teams anyway as the people in it tunnel vision on it before being killed by all the other enemies in the level]] (seriously, a loading screen tip jokingly tells you to do this). If you can kill it before it runs off you&#039;ll get to claim its stuff. One of it&#039;s notable dialogue is &#039;&#039;&#039;MINE! MINE! MINE!&#039;&#039;&#039; whenever it walks, so it&#039;s easy to spot him from such obvious dialogue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors of Chaos&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;The Rotbloods, a Nurgle warband so fanatical for the Rot-Father that they make typical fanatics look tame. They&#039;re in league with Clan Fester to work on the Skittergate while plundering Reikland&#039;s countryside. They&#039;re generally tougher and hit harder compared to Skaven, but come in smaller groups, are slower on the flat ground, even slower at climbing vertical obstacles and most importantly spawn from sane points rather than crawling from every nook and crannie including those on the ceiling. &lt;br /&gt;
* &#039;&#039;&#039;Nurgle Cultists:&#039;&#039;&#039; Your typical cannon fodder of Nurgle about as tough as a Clanrat. Fill the same role as Skavenslaves in the Chaos horde.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Marauders:&#039;&#039;&#039; Plague-ridden warriors that come in four flavors:&lt;br /&gt;
**&#039;&#039;&#039;Raiders&#039;&#039;&#039; (hand weapon) and &#039;&#039;&#039;Bulwarks&#039;&#039;&#039; (hand weapon and shield) are the basic units for the Chaos Forces, and fulfill a similar role to the Clanrats, but they are significantly more durable than the former.&lt;br /&gt;
**&#039;&#039;&#039;Savages&#039;&#039;&#039; (dual-wielding weapons) are pretty much carbon copies of Plague Monks and work exactly the same.&lt;br /&gt;
**&#039;&#039;&#039;Maulers&#039;&#039;&#039; (great weapons) huge guys with huge axes and huge horned helmets. Fill the niche of a Stormvermin in Chaos horde, leading packs of marauders and acting as a primary threat in them, except they hit even harder, depleting all the stamina in one hit, are only armoured on the head, and have more health.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Warriors:&#039;&#039;&#039; ASININE MORTALS!! The great axe variant. The toughest non-boss enemy in the game. Tougher than Stormvermin, so much that their armor is very hard to penetrate, even for guns. They can down you in a hit or two from full health but are very slow targets. For extra fun, they sometimes spawn two or three at a time.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Patrol:&#039;&#039;&#039; when you thought Stormvermin patrol was bad, these guys come in with their chaosy march song... Include at least two Warriors and Maulers even at the lower difficulty with the rest filled with Raiders and Bulwarks.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Sorcerers of Nurgle:&#039;&#039;&#039; Come in two variants The Life Leech (also known as &amp;quot;[[/d/|Chester the molester]]&amp;quot; by many players) who teleport around and attempt bind a character to leech their health, and the Blightstorm Caller who cast a Nurglely flavored green vortex spell that sucks in both the enemies and player characters, damaging and preventing them from moving. (The Blightstormer also likes to talk about how Papa blessed them with sneezeies and brings forth much joy.)&lt;br /&gt;
* &#039;&#039;&#039;Bile Trolls:&#039;&#039;&#039; Chaos Trolls of Nurgle. Wield huge blunt weapons and spew acidic bile on their foes. They can also heal themselves over time unless burned, so either take them out quickly or not at all. &lt;br /&gt;
* &#039;&#039;&#039;[[Chaos Spawn|The Unnameable Beasts]]:&#039;&#039;&#039; They......are tough boss monsters that like to chew you to regain their health. THAT&#039;S ALL.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ranger Veteran.png&lt;br /&gt;
File:Ironbreaker.png&lt;br /&gt;
File:Slayer.png&lt;br /&gt;
File:Vermintide 2 fat nurgle worshipper.png|[[Glottkin|HELLO I&#039;M FUCKING FAT TOO]]&lt;br /&gt;
File:Vermintide 2 fat nurgle worshipper2.png|[[Ogre|WHAT ARE YOU DOING IN MY SWAMP???]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.vermintide.com/ Website]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AovSuioMM2w&amp;amp;t=105s Announcement Trailer plus a little bit of gameplay]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2600:1014:B126:8DBF:F16F:2E64:7969:D459</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Death_Korps_of_Krieg&amp;diff=170698</id>
		<title>Death Korps of Krieg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Death_Korps_of_Krieg&amp;diff=170698"/>
		<updated>2018-03-29T02:33:31Z</updated>

		<summary type="html">&lt;p&gt;2600:1014:B126:8DBF:F16F:2E64:7969:D459: &lt;/p&gt;
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&lt;div&gt;{{Topquote|Animals flee this hell; the hardest stones cannot bear it for long; only men endure.|Diary of an unknown German soldier at Stalingrad }}&lt;br /&gt;
[[Image:Krieg_trooper.gif|frame|left|Yes, they have faces.]]&lt;br /&gt;
[[File:Krieg Commissar.jpg|300px||thumb|right|Even their [[Commissar|Commissars]] are more badass than your average Commissar. Though a Commissar isn&#039;t even necessary for the Kriegers for morale.]]&lt;br /&gt;
&#039;&#039;&#039;The Death Korps of Krieg, the most Grimdark of Grimdark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Death Korps of Krieg&#039;&#039;&#039; is an [[Imperial Guard]] unit which hails from the planet of [[Krieg]]. They like trenches and gas masks and are known for their iron discipline and suicidal tolerance for casualties. In fact they will take any objective/vanquish any enemy as long they have enough men to throw in the meat grinder. Hell, Krieg means WAR in German (as you have gathered, the Imperium does not do &#039;subtle&#039;). That&#039;s how badass they are. What&#039;s the difference between them and other Guard units, you ask? These motherfuckers don&#039;t even give a shit. They&#039;re some sort of badass human lemmings, and they are so [[grimdark]] that that they alone are responsible for about 20% of the grimdarkness in [[Warhammer 40,000|Warhammer 40k]].&lt;br /&gt;
&lt;br /&gt;
As the most popular (Fluffwise) regiment, [[Forge World]] has models for them that cost (approximately) the souls of three firstborn children (&#039;&#039;each&#039;&#039;), but you knew that already.&lt;br /&gt;
Thankfully, [http://anvilindustry.co.uk Anvil Industry] comes to the rescue with their Regiments range, allowing anyone to build very authentic-looking Kriegers, complete with their signature death masks, unique lasguns and wheeled heavy weapons. &lt;br /&gt;
&lt;br /&gt;
They have not got a will to live. This is said to be from the tragedies of the civil war on [[Krieg]]. Long story short, the original hive world of Krieg was a den of traders, corruption and life. Rebels rose. A lot of blood was shed, and I mean A LOT (More blood than the battles won by the petty [[Ultramarines]] ). Planet got nuked, survivors became the Death Korps. Yep. They FUCKING WANT TO DIE NOW. OK?&lt;br /&gt;
&lt;br /&gt;
Also it needs to be said that in current non-jokey 40k canon there is an in universe romance novel about Kriegers titled &amp;quot;My Wish to Produce Children with you is Exceeded Only by my Love for Him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
===The Civil War===&lt;br /&gt;
Some time ago Krieg was a pretty sweet planet to live on, until the heretical dickwad of a Planetary Governor (and most of the ruling elite) decided to detach from the [[Imperium]]. Needless to say the loyal citizens wouldn&#039;t let the rebel scum get away with that and a bloody civil war broke out. The loyalists were severely outnumbered, and only managed to seize control of a single hive called Ferrograd (ferro is Latin for iron - GW being subtle), due to the fact that a loyal Krieg Imperial Guard regiment under the command of a Colonel Jurten was there, waiting to depart. While getting some turnips out of the basement Jurten tripped over some nukes and decided to even the odds by blowing the world back to the Stone Age. Afterwards, after just 500 years of continual terrible war, the loyalists managed to lay Krieg back into the paralysed lap of the Emperor. Today the citizens of Krieg celebrate the day their hero Colonel Jurten destroyed their planet&#039;s ecosystem on &amp;quot;Jurten Day&amp;quot;, when everybody digs out entrenchments and practices NBC weapons drills, just like every other day.&lt;br /&gt;
&lt;br /&gt;
===The Death Korps===&lt;br /&gt;
[[Image:Vraks.jpg|300px|thumb|right|You don&#039;t know hell until you have lived through [[Vraks]]]]The inhabitants of Krieg are mad sorry for their disgraceful past and try to make up for it by being the baddest motherfuckers since the [[God-Emperor of Mankind|Empra]] himself. In fact they&#039;ve been so successful in producing hardass guardsmen that the Adeptus Mechanicus Biologis gave them some pills that make their women hornier and more fertile, so that they can produce even more top notch cannon fodder, which is important, because Krieg is a radioactive shithole, and most of them are sterile. So sterile that most Kriegers are born of complex gene-cloning and subsequent growth-vats. Their society is &#039;&#039;absolutely&#039;&#039; militarized. Children are being born only to be filled with the guilt of their ancestors (just like real Germans), trained and sent to die for their Emperor (or some [[Nazi|other people]], just like real Germans). Contrary to other less &amp;lt;s&amp;gt;brainwashed&amp;lt;/s&amp;gt; &#039;&#039;&#039;LOYAL&#039;&#039;&#039; units they&#039;re truly happy to do so and would die with a smile on their lips for the glory of the Emperor, if they&#039;d ever smile. Seriously, those guys are stone cold. You&#039;d rather chat with a necron than a Krieg trooper. They don&#039;t even have names. They&#039;re just called Trooper #1337 or Major Alpha and such (although some of the higher-ranked survivors get names, like Colonel Tyborc, hero of [[Vraks]]) both to underscore what expendable clones they are and because they don&#039;t give a flying fuck about anything other than marching, dying gloriously and shooting heretics in the head (fluff dependent; McNeill and Mitchell portray them as stoic to the point of being cold but still personal whereas Steve Lyons depicted them as described as near drone-like automata).  As such gung-ho individuals they technically don&#039;t even have the need for Commissars to maintain morale, since their deserting rate is practically zero and the officers (and probably even the regular troopers) will happily execute their soldiers themselves if need occurs. Commissars that are sent their way are usually sent in to say &amp;quot;Captain, I know you want to charge in and stab those Orks in the face with bayonets, but if you do that maybe one in ten is getting out of there alive. The Emperor needs you alive and we are going to goddamn wait until a situation comes where we can have enough survivors for the next battle and if you order a charge, it&#039;s [[blam]]ming time for you.&amp;quot; If a Commissar is the voice of reason in your ear, you know your priorities are interesting.&lt;br /&gt;
&lt;br /&gt;
[[File:S c h w e r e by nicklausofkrieg-d764sze.png|250px|thumb|left|If you thought [[Warhammer 40k]] just couldn&#039;t get any [[Grimdark|grimdarker]], have a beer with one of these fine gentlemen.]]&lt;br /&gt;
&lt;br /&gt;
If one thing is even more serious business for Kriegers than dying, it&#039;s killing heretics with extreme prejudice, even by Imperial standards. As mentioned in the &#039;&#039;Codex: Stronghold Assault&#039;&#039;,  once there was a [[Hive|Hive City]] that hadn&#039;t paid its tithe, and got a visit from the Death Korps for it. After five years of constant bombardment, the city surrendered unconditionally, but the Kriegers wouldn&#039;t just stop bombarding over such a small thing. After three more years, there was nobody left alive in the ruins anymore. The Death Korps still wouldn&#039;t leave until two years later - when they had eventually shot &#039;&#039;the entire mountain-sized Hive&#039;&#039; to rubble! (That seems unusually wasteful for Krieger&#039;s. Aren&#039;t hives supposed to be sacred archeotech in and of themselves?)&lt;br /&gt;
&lt;br /&gt;
A surprising degree of bio and cybernetic enhancements also appear to be common among Kriegers (namely, their gas mask has an emotion limiter), which while taking away from their raw awesomeness, should give you idea of how high the esteem in which the Imperium holds the Death Korps.&lt;br /&gt;
&lt;br /&gt;
The Munitorium has a hard on for these guys because unlike guardsmen from other places they always obey orders to the letter, &amp;lt;s&amp;gt;even&amp;lt;/s&amp;gt; especially when it means dying in droves. The Macharius super-heavy mostly exists because the Munitorium wanted to give them more super-heavies but ran out of Baneblade variants to give them. (&amp;lt;s&amp;gt;Most&amp;lt;/s&amp;gt; Kriegers &#039;&#039;&#039;never&#039;&#039;&#039; retreat, they fight to the death every time.  Once when a Commissar ordered a retreat, an unknown Krieger shot the Commissar for cowardice. Seriously, these guys don&#039;t fuck around. The only thing that does happen once in a while that could be potentially seen as approaching a retreat is a regiment/army being reassigned if the high-ups conclude the objectives have been met or are simply no longer attainable and dying elsewhere serves the Emperor better.)&lt;br /&gt;
&lt;br /&gt;
Now these suicidal, violent siege specialists are ordered to fight in the most dangerous battles. The Death Korps of Krieg may want to die, but death is a bitch to them. When they do die though, they are easily replaced. Join the Death Korps of Krieg now (rebreather, lasgun and no will to live included)!&lt;br /&gt;
&lt;br /&gt;
== Vitae Womb ==&lt;br /&gt;
It is stated that the Kriegers make use of &amp;quot;Vitae Womb&amp;quot; technology to keep up the annual crop of 50 million suicidally fanatical gas mask mooks specifically given to them by the Adeptus Mechanicus. What that means is a matter of [[skub|debate]], ranging from substitute uteri to drugs which increase fertility and accelerate pregnancy. What is not disputed is that it keeps population production up well beyond what can usually be achieved by human uteri. At least take comfort in the fact that it, in all likelihood, can&#039;t be as bad as [[Honsou|a certain Warsmith]]&#039;s [[Daemonculaba|pet project]].&lt;br /&gt;
&lt;br /&gt;
Or [[Grimdark|couldn&#039;t it?]]&lt;br /&gt;
&lt;br /&gt;
==Facts/Notes==&lt;br /&gt;
*Death Korps of Krieg kill. &lt;br /&gt;
*They seriously do not fuck around&lt;br /&gt;
*They have [[Rough riders|cuirassiers that ride horses with fucking rebreathers.]] Yep...&lt;br /&gt;
*The lasgun model they use is called the &amp;quot;Lucius&amp;quot; Pattern No.98&lt;br /&gt;
*Death Korps of Krieg resemble the old WW1 soldiers. Because of their name and the &#039;&#039;stahlhelm&#039;&#039;-style of their neck-protection, most people think they are German. However, the overall design of the DKoK is actually a mix between various armies from WW1 and even 19th century; their helmet is a &#039;&#039;stahlhelm&#039;&#039;-Adrian hybrid, their uniform is mostly French, their gas mask looks like British-American models, the grenadiers&#039; armour plates are undoubtely German and the Death Riders and officer are French cuirassiers from the Napoleonic wars with the same WW1 flavour.&lt;br /&gt;
*I bet they allow the use of hardcore cocaine&lt;br /&gt;
*They have cool looking &amp;quot;Grenadiers&amp;quot; for, well, Grenadiring?&lt;br /&gt;
*They don&#039;t desert, ever (they are not into sweet things anyway)&lt;br /&gt;
*They&#039;re German-French, of course they&#039;re gonna win (after taking a stupidly high amount of casualties).&lt;br /&gt;
*Only the female kriegsmen ever take off their clothes&lt;br /&gt;
*They don&#039;t use condoms&lt;br /&gt;
*&amp;quot;Kill confirmed&amp;quot; is the only thing they ever say in combat&lt;br /&gt;
*They don&#039;t fly aerial vehicles, they just crash them into enemy AA guns. 50\50 chance of them still surviving. &lt;br /&gt;
*They get all the ladies(if they use them is up for debate)&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Death Korps are very clearly based off of German and French WWI soldiers, all the way down to their trenchcoats, gasmasks, helmets, their riders, love of big guns and of course, affinity for trench warfare. Just like the good ol&#039; &amp;lt;s&amp;gt;Somme&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Ypres&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Marne&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Verdun&amp;lt;/s&amp;gt;  Passchendaele, eh?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Love and Krieg]], [https://1d4chan.org/wiki/Love_and_Krieg_Spinoffs and its various spin-offs].&lt;br /&gt;
* [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Guard(8E)#Death_Korps_of_Krieg Tactics/Death Korps of Krieg]&lt;br /&gt;
* [http://i.imgur.com/esFMLb8.png Writefaggotry about the mind of a Deathkorps Medicae]&lt;br /&gt;
* [http://www.projectafterforums.com/index.php?act=attach&amp;amp;type=post&amp;amp;id=10367 A rare female Krieger]&lt;br /&gt;
{{Template:40k-Imperial-Regiments}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2600:1014:B126:8DBF:F16F:2E64:7969:D459</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Krieg&amp;diff=295995</id>
		<title>Krieg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Krieg&amp;diff=295995"/>
		<updated>2018-03-29T02:32:42Z</updated>

		<summary type="html">&lt;p&gt;2600:1014:B126:8DBF:F16F:2E64:7969:D459: &lt;/p&gt;
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&lt;div&gt;[[File:Krieg (planet).jpg|right|]]&lt;br /&gt;
&#039;&#039;&#039;Krieg&#039;&#039;&#039; (quite literally German for &amp;quot;war&amp;quot;) was once a relatively nice [[Hive World]], a thriving hub of commerce and manufacturing that was home to billions, but that all changed in 433.M40 when the High Autocrat [[Heresy | declared their independence]] from the [[Imperium of Man]]. A global civil war broke out and the heretical separatists swiftly exerted dominance over much of the world and its planetary defense network. The loyalist [[Imperial Guard]] 83rd regiment under the command of Colonel Jurten staged a coup, taking control of Hive Ferrograd, however they were under siege and no outside aid was coming to help them retake the world. Alone and with orders to retaliate and reclaim the world at all costs, the loyalists [[Exterminatus | fired their atomic rockets into the heretic hives]], annihilating them, preventing Krieg from falling to [[Chaos]]. This Purging resulted in the surface of Krieg becoming a [[Grimdark | blasted, uninhabitable]] [[Death World]], trapped in an [[Fallout|eternal nuclear winter]]; only the underground bunkers and deepest depths of its former hive cities were capable of supporting any kind of life.&lt;br /&gt;
&lt;br /&gt;
The Purge wrought two changes in the psyche of the Kriegers: first, they had a debt to discharge, in order to make up for their Autocrat&#039;s heresy, and second, they got very used to digging underground and building bunkers and forts. Thus, the [[Death Korps of Krieg]] were born, an army of fatalistic siege-warrior clones. Visually, they are styled after WWI soldiers, with a propensity for trench-digging and hazmat gear. Fierce and callous, the Kriegers vowed to retake their world even if Imperial [[Administratum|pencil pushers]] had already written it off as a loss. The Purge had merely evened the odds. The civil war raged on generation after generation as the loyalist&#039;s descendants purged the heretics trench to trench and tunnel by tunnel and after 500 years of warfare Krieg was finally retaken for the Imperium and for [[God-Emperor of Mankind|Big E]].&lt;br /&gt;
&lt;br /&gt;
In 949.M40 Krieg finally rejoined the Imperium with little fanfare. The only ones who really took notice were the [[Departmento Munitorum]], who were annoyed that Krieg had skimped out on its tithe of recruits to the Imperial Guard for the 500 years they had been at war and demanded an entire regiment to make up for it. Krieg sent them twenty regiments, all already equipped and trained, and demanded they be sent to the most dangerous warzones, because war is how Krieg rolls.&lt;br /&gt;
&lt;br /&gt;
==On [[/tg/]]==&lt;br /&gt;
For some reason, fa/tg/uys are enamored with the Death Korps of Krieg; there is a minor [[meme]] in which urgent shipments are found to have been replaced with Kriegers, who are ready to take orders and, absent any pressing duties, spend their spare time building earthwork fortifications (even in places where earth is nowhere to be found, like starships), based on an actual stereotype about Germans during their vacation in other countries ([http://i.imgur.com/ybsIci1.png no seriously]). It strays a bit towards nazi [[wet dreams]] given the whole [[/pol/]] thing but you didn&#039;t read that here.&lt;br /&gt;
&lt;br /&gt;
Also it needs to be said that in current non-jokey 40k canon there is an in universe romance novel about Kriegers titled &amp;quot;My Wish to Produce Children with you is Exceeded Only by my Love for Him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Love and Krieg]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Planets}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2600:1014:B126:8DBF:F16F:2E64:7969:D459</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Vermintide_2&amp;diff=523595</id>
		<title>Vermintide 2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Vermintide_2&amp;diff=523595"/>
		<updated>2018-03-29T00:11:30Z</updated>

		<summary type="html">&lt;p&gt;2600:1014:B126:8DBF:F16F:2E64:7969:D459: /* Markus Kruber */&lt;/p&gt;
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[[File:DPuLc-pX4AA3ba3.png|745px|center|thumb|&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;HAHA! ASININE MORTALS!! TIME TO EMBRACE THE TRUE LOVE FROM OUR [[Nurgle|FATHER]]!!&amp;lt;/span&amp;gt;  [[Skaven|YES-YES, WEAK MEN-THING DIE FROM VERMIN POX, YES-YES.]]]]&lt;br /&gt;
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&#039;&#039;&#039;Vermintide 2&#039;&#039;&#039; is the sequel to [[The End Times: Vermintide]], made possibly due to the fact that the first game surpassed expectations and did pretty fucking well for a relatively niche title (2 million fucking copies sold!). Fatshark sensibly shortened the name from &amp;quot;Warhammer The End Times: Vermintide 2&amp;quot; to avoid sounding like a Japanese light novel.&lt;br /&gt;
&lt;br /&gt;
On October 10th, Vermintide 2 was announced, bringing a host of new additions. Most notably the Warriors of Chaos are being added as an enemy type. [[Nurgle|Specifically the jolly ones that don&#039;t mind being pox bloated messes]]. Along with the new enemy race, the Skaven also have a few new additions, such as the Storm Fiends. The main website also displays the two enemy races in a small, looping video including a Chaos Warrior and a Stormvermin at the forefront which also suspiciously has the right side of the foreground rather bare, possibly indicating another enemy faction is set to be announced.&lt;br /&gt;
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Beta sign-ups are open, and the game&#039;s release date is on March 8 2018.&lt;br /&gt;
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== Setting ==&lt;br /&gt;
&lt;br /&gt;
The sequel seems to be set in the End Times, but an indeterminate amount of time has passed since the last game. After falling into the Grey Seer&#039;s trap, the Ubersreik Five (or Four, doesn&#039;t matter)  have ended up in their own castle, banded together again to face the Skaven forces of Clan Fester, along with their new allies: a Chaos Warband dedicated to [[Nurgle]] known as The Rotbloods. Both forces have their eyes gazed on the fortress town of Helmgart (the border town Bretonnia always conquers within the first 10 turns of an Empire [[Total War: WARHAMMER]] campaign).&lt;br /&gt;
&lt;br /&gt;
Due to the presence of a Nurgle-aligned warband, it is possible that the game is set during/after the Fall of Marienburg. What we know so far is that the Skaven are up to their usual hijinks, like trying to build something called the Skittergate, which apparently can warp in large numbers of soldiers, explaining how the Skaven and their new allies overran Helmgart and the surrounding area so quickly. The Rotbloods are here to help the Skaven with murder-fucking everyone in the Reikland and bringing great death-death to poor Helmgart. Clan Fester&#039;s also out for blood as payback for Ubersreik, even though Ubersreik apparently fell anyway. &lt;br /&gt;
&lt;br /&gt;
So far, there are 12 maps confirmed for launch spanning either three or four Acts. What we&#039;ve seen so far in the betas are: the town of Helmgart itself, where the heroes create a diversion at the Temple of Sigmar before the Hammerman himself purges it of vikings and rats. An Elven temple ruin in the woods where the gang uses a slow-moving puzzle to raise a magic shield. Ussingen, a farming town where the heroes rescue prisoners and later blow up a Chaos supply cache. A Nurgle-blighted canyon with a fortified Chaos Lord&#039;s tomb, which the gang destroys to stop the Rotbloods from harvesting his energy. And a dense swamp, where the heroes assault the Rotbloods&#039; main war camp and slay their leader, a Nurgle Champion.&lt;br /&gt;
&lt;br /&gt;
The heroes now travel via their own gate, the Bridge of Shadows, maintained by returning Kislevite witch Olesya and totally-not-a-wizard Lohner, who returns as the boss of sorts for the group.&lt;br /&gt;
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== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Aside from the new enemy types there are a couple of other new features, such as specializations for the classes (referred to as &amp;quot;careers&amp;quot;) which have their own active and passive ability. For example, the Dwarf can be a Slayer, or the Wood Elf can be a Shade, each one apparently representing alternative plotlines and events for each character after the successful defense of Ubersreik. Along with a talent tree for each character, and new weapons to go around for everyone. Speaking of weapons, the loot system got an overhaul too, with the devs acknowledging the first game&#039;s system was kind of bullshit. We now have [[rage|lootboxes]] like every other dev under the sun, but entirely earned through gameplay and they come unlocked. A &amp;quot;Heroic Deeds&amp;quot; system has also been announced, consisting of consumable quests that mix gameplay up by dramatically changing objectives, mix of enemies faced or limiting your own tools. Aside from those additions, aside from the quality of life improvements it seems to mostly be the same game, which is okay since most people just wanted it to be the first one with more stuff to begin with. That said, the fact they also included mod support from the get go is a nice cherry on top.&lt;br /&gt;
&lt;br /&gt;
==Characters and Careers==&lt;br /&gt;
Each character now has three different Careers, which affect their weapon choices, abilities, and talent trees, allowing a great deal of customization for each one.&lt;br /&gt;
&lt;br /&gt;
===Victor Saltzpyre===&lt;br /&gt;
*&#039;&#039;&#039;Witch Hunter Captain&#039;&#039;&#039;: The deaths of several Captains over the course of the End Times has allowed Victor to rise in rank, but he has had to accept that the Witch Hunters won’t recognize the fact that there’s an entire fucking empire of ratmen just below their cities; Saltzpyre now uses his new political position to fight the menace in secret. In addition to a fancier hat, Victor as a Witch Hunter Captain can do everything he could in the first game and also gets some considerable mobility boosts.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Witch Hunt&#039;&#039;- Enemies attacked by Victor take extra damage from allies&#039; attacks, blocking light frontal attacks does not consume stamina, critical hit headshots instantly kill human-sized enemies&lt;br /&gt;
**Unique active ability: &#039;&#039;Animosity&#039;&#039;- All nearby allies have their critical rate enhanced for 8 seconds. &lt;br /&gt;
*&#039;&#039;&#039;Bounty Hunter&#039;&#039;&#039;: When his order attempted to cover up what happened at Ubersreik, Salty removed his heraldry to fight the Skaven himself, taking odd-jobs on the side to pay for his endeavors. As a Bounty Hunter, Victor gains heavier armor and focuses on ranged weaponry to blast away Skaven and Chaos Warriors alike.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Blessed Shots&#039;&#039;- Guaranteed ranged critical every 8 seconds or after a melee kill, double ammo capacity, improved reload rate&lt;br /&gt;
**Unique active ability: &#039;&#039;Locked and Loaded&#039;&#039;- Fires a powerful shot that pierces multiple enemies.&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;: The horrors of Ubersreik have caused Victor to place his trust in Sigmar alone, with the rest of the world fit only to be cleansed in righteous fire. Victor as a Zealot favors the use of flails in combat, and while his armor is less than ideal it&#039;s nothing a heaping helping of faith and holy rage can&#039;t fix - after all, the end is upon us, why not shed as much blood as possible before it goes?&lt;br /&gt;
**Unique passive ability: &#039;&#039;Fiery Faith&#039;&#039;- Attack power increased by 5% for every 25 health lost (up to 20%), heavy attacks cannot be interrupted, can survive an attack that would do lethal damage &lt;br /&gt;
**Unique active ability: &#039;&#039;Holy Fervor&#039;&#039;- Charge forward and gain 50% attack speed boost for 5 seconds.&lt;br /&gt;
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===Markus Kruber===&lt;br /&gt;
*&#039;&#039;&#039;Mercenary&#039;&#039;&#039;: The life of a mercenary has suited Markus well, in no small part due to not having to answer to incompetent leaders like he used to. Being a Mercenary allows Markus a good degree of versatility, with medium armor that grants protection without losing maneuverability and a balance between melee and ranged skill.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Paced Strikes&#039;&#039;- Hitting 3 enemies in 1 swing boosts attack speed by 10% for 6 seconds, attacks hit more enemies per swing, improved critical rate&lt;br /&gt;
**Unique active ability: &#039;&#039;Morale Boost&#039;&#039;- Staggers nearby enemies and grants nearby allies temporary bonus health. &lt;br /&gt;
*&#039;&#039;&#039;Foot Knight&#039;&#039;&#039;: For his part in the defense of Ubersreik, Markus was made a knight of the Order of the Reikshammer. Markus may not have been aiming for the position, but his heavy armor and ability to use either a great weapon or a sword-and-shield combo makes him an excellent melee fighter and tank as a Foot Knight. Thoroughly top tier as of right now, being well competative at high difficulties and an unmitigated fountain of OP at low difficulties who can speed run entire levels with ease and solo boss fights.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Protective Presence&#039;&#039;- Reduced damage taken, generates damage resistance aura, improved stamina&lt;br /&gt;
**Unique active ability: &#039;&#039;Valiant Charge&#039;&#039;- Charges forward, knocking back any enemies hit by the charge. Also interupts and stuns bosses and specials respectively.&lt;br /&gt;
*&#039;&#039;&#039;Huntsman&#039;&#039;&#039;: After Ubersreik, Markus found a degree of inner peace by devoting himself to Taal and Rhya, the gods of nature. As a Huntsman, Markus trades away his access to heavier armor for greater proficiency with ranged weapons of all kinds as well as boosted mobility.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Waste Not, Want Not&#039;&#039;- Ranged headshots return 1 ammo, no ranged damage falloff, critical rate boost aura&lt;br /&gt;
**Unique active ability: &#039;&#039;Hunter&#039;s Prowl&#039;&#039;: Become invisible for a short time&lt;br /&gt;
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===Kerillian===&lt;br /&gt;
*&#039;&#039;&#039;Waystalker&#039;&#039;&#039;: Frustrated with the clumsiness of her companions, Kerillian has resolved to further hone her skills to compensate further for the &amp;quot;lumberfoots&amp;quot;. As a Waystalker, Kerillian further specializes in her longbow, both for precision sniping and for raining arrows on enemies.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Amaranthe&#039;&#039;- Automatically regenerate health, doubled ammo capacity, no ranged damage falloff, can zoom in when using ranged weapons&lt;br /&gt;
**Unique active ability: &#039;&#039;Trueflight Volley&#039;&#039;- Fires a volley of homing arrows.&lt;br /&gt;
*&#039;&#039;&#039;Shade&#039;&#039;&#039;: One of Kerillian&#039;s dreams spoke of an ancestor of hers who dwelled in Clar Karond, and with it came the voice of [[Khaine]] urging her to reclaim the mantle of her ancestor. Kerillian as a Shade is an assassin, best used to swiftly dispatch powerful enemies that are either unaware of her presence or too distracted to react to it. &lt;br /&gt;
**Unique passive ability: &#039;&#039;Murderous Prowess&#039;&#039;- 50% damage bonus when attacking enemies from behind, critical hit backstabs instantly kill human-sized enemies&lt;br /&gt;
**Unique active ability: &#039;&#039;Infiltrate&#039;&#039;- Become invisible and intangible for 10 seconds, or until performing an attack&lt;br /&gt;
*&#039;&#039;&#039;Handmaiden&#039;&#039;&#039;: Through the subtle guidance of the Everqueen, Kerillian came across a long-lost shrine to Isha and gave herself up to serve her. Kerillian&#039;s Handmaiden Career focuses primarily on direct melee combat, using spears to keep enemies at a safe distance.&lt;br /&gt;
**Unique passive ability: &#039;&#039;The Dance of Seasons&#039;&#039;- Longer dodge distance, stamina regeneration aura, cannot be interrupted when reviving allies&lt;br /&gt;
**Unique active ability: &#039;&#039;Dash&#039;&#039;- Quickly dash forward through enemies&lt;br /&gt;
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===Bardin Goreksson===&lt;br /&gt;
*&#039;&#039;&#039;Ranger Veteran&#039;&#039;&#039;: Karak Zorn is yet to be found, but the defense of Reikland currently comes first for Bardin. Bardin the Ranger Veteran favors the use of ranged weaponry to punish foes from a distance, but he&#039;s more than able to hold his own in melee if a hail of crossbow bolts doesn&#039;t do the trick. Cousin Okri would be proud.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Survivalist&#039;&#039;- Special enemies always drop ammo on death, double ammo capacity, increased reload speed&lt;br /&gt;
**Unique active ability: &#039;&#039;Disengage&#039;&#039;- Drops a smoke bomb that hampers enemies&#039; vision&lt;br /&gt;
*&#039;&#039;&#039;Ironbreaker&#039;&#039;&#039;: Bardin used to be an Ironbreaker in Kazak Norn, and following the defense of Ubersreik he took up his old oaths and gromril armor once more. The heavy armor and shield of the Ironbreaker makes Bardin a superb tank that can take whatever the enemy can dish out, and then return it in kind.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Gromril Armor&#039;&#039;- Negates all damage from 1 hit every 20 seconds, reduced damage taken, increased stamina, increased stun resistance&lt;br /&gt;
**Unique active ability: &#039;&#039;Taunt&#039;&#039;- Taunts enemies within 10 units; also improves defense and provides ability to block normally unblockable attacks for 10 seconds&lt;br /&gt;
*&#039;&#039;&#039;Slayer&#039;&#039;&#039;: Something broke in Bardin at Ubersreik, and by the time the Skaven came to Helmgart he had taken up the Slayer&#039;s Oath in the hopes of an honorable death. As a Slayer, Bardin can&#039;t use ranged weapons at all but becomes a melee powerhouse, using either a pair of axes or a single greataxe. He may not have much in the way of armor, but on the other hand dying in battle is part of being a Slayer anyway.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Trophy Hunter&#039;&#039;- Stacking damage buff gained upon hitting an enemy, increased attack speed&lt;br /&gt;
**Unique active ability: &#039;&#039;Leap&#039;&#039;- Leap forward, stunning enemies and gaining a temporary boost to attack speed&lt;br /&gt;
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===Sienna Fuegonasus===&lt;br /&gt;
*&#039;&#039;&#039;Pyromancer&#039;&#039;&#039;: While far from having the control of a proper Battle Wizard, Sienna has enough self-awareness to restrain herself from the most ostentatious of fire magic. Sienna the Pyromancer favors powerful single-target spells that incinerate even the toughest of enemies in an instant.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Critical Mass&#039;&#039;- critical chance increases based on overcharge level, ranged damage boost&lt;br /&gt;
**Unique active ability: &#039;&#039;Homing Firespear&#039;&#039;- A powerful homing fire blast.&lt;br /&gt;
*&#039;&#039;&#039;Battle Wizard&#039;&#039;&#039;: Ubersreik taught Sienna the value of self-control, and while she was reluctant to do so she has learned to control the flame for the first time. The greater degree of self-discipline Sienna has as a Battle Wizard allows her to use a variety of area-of-effect spells that burn hordes to a crisp.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Tranquility&#039;&#039;- Overcharge is removed automatically after 8 seconds of not casting spells or taking damage, overcharge increases spell charge rate, increased ranged damage&lt;br /&gt;
**Unique active ability: &#039;&#039;Fire Walk&#039;&#039;- Quickly teleport forward, leaving flames in your former location&lt;br /&gt;
*&#039;&#039;&#039;Unchained&#039;&#039;&#039;: Sienna&#039;s addiction to magic has finally overwhelmed her, and now she lives only from one magical high to the next. As an Unchained, Sienna eschews long-range spellcasting for magically-boosted melee, like generating flame armor to protect her from damage or causing a fiery explosion that immolates anyone too close to her.&lt;br /&gt;
**Unique passive ability: &#039;&#039;Blood Magic&#039;&#039;- Taking damage grants overcharge equal to 50% of damage received, no overcharge slowdown, high overcharge increases melee attack power, can expend overcharge to reduce block cost on high overcharge&lt;br /&gt;
**Unique active ability: &#039;&#039;Living Bomb&#039;&#039;- Expends all overcharge to produce a massive explosion that damages all nearby enemies&lt;br /&gt;
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== Enemies ==&lt;br /&gt;
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&#039;&#039;&#039;Bosses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Grey Seer Rasknitt:&#039;&#039;&#039; The same asshole in charge of invading Ubersreik is back. Having captured the heroes in the first game, he attempts to sacrifice them to fuel the Skittergate, a portal contraption capable of bringing in huge armies in a flash. With it, he and the Rotbloods swarmed Helmgart and the countryside, though as is typical of technology made by mice, it breaks in the prologue. Much of the game seems dedicated to destroying it however, so it&#039;s likely that it can still function. During the final showdown, he sent his precious Stormfiend called Deathrattler (also the only death rattler in the game, for now) against you, only to call it a worthless pricey junk after the heroes killed it. He then attack the heroes with his Skaven magic, teleport around in lighting speed, then blown the fuck up once the rat bastard&#039;s health is at its end. &lt;br /&gt;
* &#039;&#039;&#039;Chaos Champion B&amp;amp;ouml;dvarr Ribspreader:&#039;&#039;&#039; Here to spread ribs and smiles in Papa Nurgle&#039;s name, Ribspreader is a Champion of Chaos and the scary dude on the box cover. The leader of the Rotbloods, who are said to be insane even by Chaos Warbands&#039; standards, he&#039;s here to slaughter and destroy, and has allied himself with Rasknitt for that purpose. He berates the Grey Seer for the portal&#039;s failure, but interestingly enough &#039;&#039;doesn&#039;t&#039;&#039; rip his spine out for it. After hitting a breaking point as the heroes foil his plans and kill his men and free his slaves, he sends out his army to scout for and attack the Keep, but thanks to Lohner reading the script, they learn about this, attack his lighter-garrisoned camp, and kill him in his own arena. Despite claiming that he can take care of the heroes all by himself, he displays cowardice when he starts losing and calls his warriors for aid, with a horde attacking as he loses health. Interesting to note that despite being a Nurgle worshipper, he has a magic axe (which the axe itself is alive, noted by the growing eye skull on the axe) that he can will it back to him if he ever throw it out against the players.&lt;br /&gt;
* &#039;&#039;&#039;Burblespue Halescourge:&#039;&#039;&#039; The Nurgle sorcerer lord that was accompanied Ribspreader. Has a good manner like papa Nurgle himself and he can do everything that the Nurgle sorcerer can do in the game (AKA like drain &amp;amp; Nurgle Vortex) only tougher and more AOE green plague in the oxygen, with a couple of unique abilities like summon a swarm of flies to chase and stun one of the players, summon green images of himself to attack the players as well as erect an even bigger green vortex in the center of the battlefield.  He will absolutely make you fucking rage with his lack of visual cues for his attacks, his billion and one hit points, and his habit of teleporting around like a fucking asshole whenever someone so much as sneezes on the fucker.   Has a large number of very angry nicknames from the fandom.&lt;br /&gt;
* &#039;&#039;&#039;Skarrik Spinemanglr:&#039;&#039;&#039; The Skaven Warlord in charge. Seem to be heavily inspired by Queek Headtaker in both his looks, size and unskavenly bravery, although he uses more traditional halberd alongside dual shortswords. Can perform every nasty abilities that the elite melee Skaven like the packmaster and eshin assassin can do to the players. Just like Queek, he is the largest non-monster Skaven of them all, towering over the players. He will regularly summon stormvermin and skavenslaves, if you don&#039;t take care of them quickly it can snowball into a horde no player could ever hope to kill&lt;br /&gt;
* &#039;&#039;&#039;Gatekeeper Nagfahr:&#039;&#039;&#039; A Ribspreader look alike, even shares the same axe design. Responsible for guarding the skittergate key staff. Was [[chaos|blessed]] during the battle and turned into......[[Chaos Spawn|whatever the hell what&#039;s its name]].&lt;br /&gt;
* &#039;&#039;&#039;Baron Francke:&#039;&#039;&#039; Not an enemy you fight but nonetheless important to the plot. Besides the Skaven having a portal underneath Helmgart, Fucko Francke is the other reason Ussingen and the countryside were overrun so quickly. It&#039;s revealed he made some kind of deal with the Rotbloods and Clan Fester, and like a lot of shitty nobles, might&#039;ve been in league with the Chaos Gods even before the invasion. His fortified mansion, the only undamaged building in Ussingen, is blown up accordingly by the heroes. His fate is unknown.&lt;br /&gt;
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&#039;&#039;&#039;Skaven&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Clan Fester&#039;s back, and they&#039;re pissed. Sore after getting thwarted at Ubersreik, they want revenge.&lt;br /&gt;
* &#039;&#039;&#039;Skavenslaves:&#039;&#039;&#039; Still the most piss-poor enemies in the game. Even though they come in huge swarms they&#039;re only dangerous if they blindside you or if you&#039;re too busy dealing with actual threats.&lt;br /&gt;
* &#039;&#039;&#039;Clanrats:&#039;&#039;&#039; Rank and file of the clan Fester, only slightly better than slaves. Now come with a shield and hand weapon variant that could hopefully block one or two hits from the front and make dealing with the horde slightly more difficult.&lt;br /&gt;
* &#039;&#039;&#039;Plague Monks:&#039;&#039;&#039; A more durable Skaven with fast attacks designed to exhaust the player&#039;s stamina. Weak to ranged fire but hit like a freight train and knock you back. They let out a loud howl when they charge, but can be hard to spot in a swarm. Usually spawn in triplets and tend to focus a single target just to make sure even 7+ stamina would not be enough to withstand their attack.&lt;br /&gt;
* &#039;&#039;&#039;Stormvermin&#039;&#039;&#039; - The most common breed of Special Skaven, Stormvermin will spawn at random among the crowds of Clanrats seeded throughout the various levels. Unlike the rest of their ratty brethren, the Stormvermin have actual armor, actual weapons, and actual training, making them a serious threat. Their halberds do more damage than the standard Clanrat improvised weaponry, and hits against them that don&#039;t aim for the head (or have the Armor Piercing trait) will glance off their armor. Even blocking their attacks is difficult, since they do significant Stamina damage and therefore have a high chance of breaking your block and putting you into stun, making you an easy kill. At higher difficulties, they become one of the most significant threats in the game, and require careful combat to take down safely or make ranged weapons good at taking them down quick very desirable.&lt;br /&gt;
* &#039;&#039;&#039;Stormvermin&#039;&#039;&#039; (Sword &amp;amp; Shield): Elite troops who still sound vaguely like Bane, except some of them now have swords and shields that give them multiple attacks and near-immunity to frontal hits. All around assholes.&lt;br /&gt;
* &#039;&#039;&#039;The Stormvermin Patrol&#039;&#039;&#039; - Once or twice per map, if you&#039;re listening carefully, you&#039;ll hear the sound of rats shouting out a ratty little marching drill. And if you&#039;re smart, you&#039;ll hide. If you&#039;re not smart, you&#039;ll die, because the Patrol is a massive mob of Stormvermin that all aggro at once if they spot any of the heroes, and will never back down from a fight. On the highest difficulty, you&#039;ll be staring down something like twenty Stormies, all of whom kill you in a single hit. Yeah. [[Anal Circumference|Have fun with that]].&lt;br /&gt;
* &#039;&#039;&#039;Gutter Runner&#039;&#039;&#039; - Representing Clan Eshin, we have these stabby little ninja-rats with warp-dust coated knives strapped to their hands. They lurk in the shadows, trying to find a hero that&#039;s cut off from the rest of the group or waiting for you to be otherwise distracted, then pounce and pin one hero to the ground while they stab and stab and stab until the puny man-thing stops moving. Once you&#039;re pinned, you&#039;re helpless. It&#039;s up to the rest of the team to save you. So if you hear that strange whispering in the distance, make sure to stay close to your team.&lt;br /&gt;
* &#039;&#039;&#039;Packmaster&#039;&#039;&#039; - Clan Moulder&#039;s representatives, the Packmasters have taken up capturing humans for slaving. To this end, they cart around giant spiked collars on poles; if they get close enough, they&#039;ll snap that collar shut around your neck, disabling you like the Gutter Runner. The good news is that the collar doesn&#039;t hurt nearly as much as the knives. The &#039;&#039;bad&#039;&#039; news is that the Packmaster will drag you off into the distance, probably through a mob of Clanrats, and then hang you up to die - or at least for the rest of their companions to stab while you wriggle helplessly.&lt;br /&gt;
* &#039;&#039;&#039;Poison Wind Globadier&#039;&#039;&#039; - A Skryre-rat in a gas mask, with a miniature plague factory on its back. At a distance, it will constantly lob spheres full of gas so poisonous that it eats into the skin like acid, covering the battlefield in green clouds of death. The good news is that these are as poisonous to the other Skaven as they are to our heroes. The bad news is that you&#039;ll still die like a bitch if you stand in one. And if you get too close, they&#039;ll rig the tanks on their backs to explode, taking you with them in one final kamikaze assault. &lt;br /&gt;
* &#039;&#039;&#039;Ratling Gunner&#039;&#039;&#039; - Clan Skryre is pulling overtime here. This rat&#039;s got a miniaturized, one-man version of the tabletop Ratling Gun strapped to its back, and the rest of its body is covered in heavy armor. When it finds a good firing line, it&#039;ll wind up that gun and then unleash a hellstorm of warp-shot onto one of the heroes, tracking them as best as it can. The good news is that it&#039;s not very accurate and tends to jam after a while. The bad news is that it&#039;s firing so many bullets that it&#039;s probably going to hit you anyway, and while it&#039;s not as powerful as a full sized &amp;quot;kill both knight and his horse with a single bullet&amp;quot; ratling gun it still hurt a lot. Got a significant buff compared to the original game by taking body amour and revving up his gun quite faster.&lt;br /&gt;
* &#039;&#039;&#039;Warpfire Thrower:&#039;&#039;&#039; Another Skryre-rat, now with a flamethrower strapped to its back, which it uses to spew out gouts of green fire at anything in range. Good news is it have limited range compare to other weapon teams and gives even less fucks about torching other skaven and rotbloods in his path. Bad news is it hurts even more then ratling and blocks your vision. The warpstone crystal on its back is its weak spot, but it violently explodes if said weak spot is hit,leaving a sizeable puddle of the flaming warpstone on the ground. While it can take out a lot of enemies with the explosion, it also makes engaging it in melee even more suicidal, especially if you use wide sweeping weapon.&lt;br /&gt;
* &#039;&#039;&#039;Rat Ogre&#039;&#039;&#039; - The triumph of Clan Moulder&#039;s scientific prowess. The Rat Ogre, like the Stormvermin Patrol, is a once-a-map event, barring special mission rules, and is always announced by a throat-peeling bellow of rage. It&#039;s a giant, hulking brute that rampages across the battlefield, pummeling and punching its way through any heroes it can find. It &#039;&#039;is&#039;&#039; possible to kite the Ogre, but the problem is that it&#039;s rarely alone; the true difficulty arises in managing the Ogre and the accompanying Clanrats at the same time, since they limit your mobility just by existing. &lt;br /&gt;
* &#039;&#039;&#039;Stormfiend:&#039;&#039;&#039; If you thought the Rat Ogres were a huge pain in the ass, say hello to their upgraded cousins, the masterwork of Clan Moulder and Clan Skyre! They are clad in heavy armor from the front and wield twin warp-fire throwers attached to their arms. Unlike the warpfire throwers on regular skaven these ones leave a burning trail on the ground for quite a time, turning a battlefield into a maze of green fire if you let it disengage and rain fire on you from distance. Their major weakness is the smaller Skaven acting as a second brain that&#039;s stuck on their backs.&lt;br /&gt;
*&#039;&#039;&#039;Sack Rat&#039;&#039;&#039; - A Skaven with a big sack full of loot. Pretty rare to spawn. It doesn&#039;t attack on its own, [[Fail|but kills teams anyway as the people in it tunnel vision on it before being killed by all the other enemies in the level]] (seriously, a loading screen tip jokingly tells you to do this). If you can kill it before it runs off you&#039;ll get to claim its stuff. One of it&#039;s notable dialogue is &#039;&#039;&#039;MINE! MINE! MINE!&#039;&#039;&#039; whenever it walks, so it&#039;s easy to spot him from such obvious dialogue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors of Chaos&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;The Rotbloods, a Nurgle warband so fanatical for the Rot-Father that they make typical fanatics look tame. They&#039;re in league with Clan Fester to work on the Skittergate while plundering Reikland&#039;s countryside. They&#039;re generally tougher and hit harder compared to Skaven, but come in smaller groups, are slower on the flat ground, even slower at climbing vertical obstacles and most importantly spawn from sane points rather than crawling from every nook and crannie including those on the ceiling. &lt;br /&gt;
* &#039;&#039;&#039;Nurgle Cultists:&#039;&#039;&#039; Your typical cannon fodder of Nurgle about as tough as a Clanrat. Fill the same role as Skavenslaves in the Chaos horde.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Marauders:&#039;&#039;&#039; Plague-ridden warriors that come in four flavors:&lt;br /&gt;
**&#039;&#039;&#039;Raiders&#039;&#039;&#039; (hand weapon) and &#039;&#039;&#039;Bulwarks&#039;&#039;&#039; (hand weapon and shield) are the basic units for the Chaos Forces, and fulfill a similar role to the Clanrats, but they are significantly more durable than the former.&lt;br /&gt;
**&#039;&#039;&#039;Savages&#039;&#039;&#039; (dual-wielding weapons) are pretty much carbon copies of Plague Monks and work exactly the same.&lt;br /&gt;
**&#039;&#039;&#039;Maulers&#039;&#039;&#039; (great weapons) huge guys with huge axes and huge horned helmets. Fill the niche of a Stormvermin in Chaos horde, leading packs of marauders and acting as a primary threat in them, except they hit even harder, depleting all the stamina in one hit, are only armoured on the head, and have more health.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Warriors:&#039;&#039;&#039; ASININE MORTALS!! The great axe variant. The toughest non-boss enemy in the game. Tougher than Stormvermin, so much that their armor is very hard to penetrate, even for guns. They can down you in a hit or two from full health but are very slow targets. For extra fun, they sometimes spawn two or three at a time.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Patrol:&#039;&#039;&#039; when you thought Stormvermin patrol was bad, these guys come in with their chaosy march song... Include at least two Warriors and Maulers even at the lower difficulty with the rest filled with Raiders and Bulwarks.&lt;br /&gt;
* &#039;&#039;&#039;Chaos Sorcerers of Nurgle:&#039;&#039;&#039; Come in two variants The Life Leech (also known as &amp;quot;[[/d/|Chester the molester]]&amp;quot; by many players) who teleport around and attempt bind a character to leech their health, and the Blightstorm Caller who cast a Nurglely flavored green vortex spell that sucks in both the enemies and player characters, damaging and preventing them from moving. (The Blightstormer also likes to talk about how Papa blessed them with sneezeies and brings forth much joy.)&lt;br /&gt;
* &#039;&#039;&#039;Bile Trolls:&#039;&#039;&#039; Chaos Trolls of Nurgle. Wield huge blunt weapons and spew acidic bile on their foes. They can also heal themselves over time unless burned, so either take them out quickly or not at all. &lt;br /&gt;
* &#039;&#039;&#039;[[Chaos Spawn|The Unnameable Beasts]]:&#039;&#039;&#039; They......are tough boss monsters that like to chew you to regain their health. THAT&#039;S ALL.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ranger Veteran.png&lt;br /&gt;
File:Ironbreaker.png&lt;br /&gt;
File:Slayer.png&lt;br /&gt;
File:Vermintide 2 fat nurgle worshipper.png|[[Glottkin|HELLO I&#039;M FUCKING FAT TOO]]&lt;br /&gt;
File:Vermintide 2 fat nurgle worshipper2.png|[[Ogre|WHAT ARE YOU DOING IN MY SWAMP???]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.vermintide.com/ Website]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AovSuioMM2w&amp;amp;t=105s Announcement Trailer plus a little bit of gameplay]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>2600:1014:B126:8DBF:F16F:2E64:7969:D459</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Clan_Mors&amp;diff=126781</id>
		<title>Clan Mors</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Clan_Mors&amp;diff=126781"/>
		<updated>2018-03-28T22:17:34Z</updated>

		<summary type="html">&lt;p&gt;2600:1014:B126:8DBF:F16F:2E64:7969:D459: &lt;/p&gt;
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&lt;div&gt;{{Whfb-stub}}&lt;br /&gt;
[[File:Clan Mors.jpg|thumb|right|400px]]&lt;br /&gt;
&#039;&#039;&#039;Clan Mors&#039;&#039;&#039; is arguably the most successful of all Warlord clans. Its influence is so great that it is not lacking for warbeasts and/or weapon teams and its ranks are bolstered by warriors from other clans- hired, bribed or coerced to fight in the first wave. Clan Mors&#039; rise in power, size and status is due in no small part to the taking of the Dwarf stronghold of Karak Eight Peaks, known to the Skaven as the City of Pillars- a major nexus for the passageways that make up the Under-Empire. Clan Mors&#039; aggressive warriors bear many trophy scars and they have better weaponry and more armor than other Skaven- the spoils looted over many long campaigns. The upper levels of the City of Pillars are constantly assailed by vengeful Dwarf warbands and spiteful Night Goblin tribes. This provides Clan Mors with a brutal proving ground for its Chieftains and a chance to grind the teeth of a growing cadre of elite warriors.&lt;br /&gt;
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The Skaven of Mors are uncharacteristically united as one and exhibit a loyalty to their leaders unheard of in Skaven society. Even those Skaven who have been conscripted into Mors from less fortunate clans are soon heard voicing praises to Gnawdwell and his staff. None are certain if this loyalty is a result of sorcery most foul, as of yet undiscovered drugs or the product of something else that has yet to be discovered. All things considered, it might just be their approach to warfare. In most clans, your average ratboy who gets sent into battle is going to have to scrounge up his own weapons and whatever rags can pass for armor. After that, he and 20,000 of his closest frenemies are gonna get sent up against a foe they&#039;re horribly outclassed against, with no training, no leadership, and maybe an extra plague or limb slapped on depending on tbe clan. Compare that to Clan Mors, who put effort into making sure the bulk of their warriors are well fed, well drilled, and well armed (by Skaven standards anyway). They brutally punish internal strife that openly interferes with the battle plan, but at the same time encourage leadership from the front and having a meritocratic soldier elite anyone can try out for. This means that uniquely among skaven society, you have an environment where an ambitious young rat has better odds of promotion if he keeps his head down, trains hard as a soldier, and distinguishes himself in front of his superiors. Granted, their race lacks the self sacrifice and courage that defines a professional army like the High Elves or Bretonia, but Clan Mors is about as close as the rats are ever gonna get. &lt;br /&gt;
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==Notable members/Special units==&lt;br /&gt;
&#039;&#039;&#039;Fangsnapper&#039;s Clawpack&#039;&#039;&#039;- the battle-hardened Clanrats of Fangsnapper&#039;s Clawpack led the assault that retook several vaults from the Night Goblins in the City of Pillars and they were instrumental in Clan Mors&#039; victory over [[Clan Corpulent]]. &#039;&#039;&#039;Scrak Fangsnapper&#039;&#039;&#039; rose to command the clawpack during the sacking of the Empire town of Buchendorf, when he throttled his predecessor with his own tail. Since then, he has defeated over a dozen potential rivals and their broken fangs hang from his trophy rack as a warning to other would-be usurpers. And Skrak, Ex-lieutenant of the Red Guard .&lt;br /&gt;
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&#039;&#039;&#039;Queek Headtaker&#039;&#039;&#039;- Lord of the City of Pillars, Great Warlord of Clan Mors, Right-Claw of Warlord Gnawdwell- these titles and more have been worn by the Skaven known as Queek Headtaker, who was groomed from birth by Gnawdwell himself to be his protege. Given protection from the Council of Thirteen, the finest food, weapons (chief amongst them the Dwarf-Gouger and the Dwarf-Slayer, the former being of a collection of rare weapons that were designed for fighting Dwarves in the World&#039;s Edge Mountains, the latter being a more ancient blade [as well as Dwarfbanes- heavily barbed weapons made to smash Dwarves to bloody pieces]) and armor and provided with ample opportunities to dispose of rivals (courtesy of failed assassinations), Queek had become a fearsome foe indeed. His trophy rack contains heads of the finest fighters from the sentient species in the world- Dwarves, Humans, Orcs and especially the heads of particularly potent rivals all hang there. Despite his apparent warrior&#039;s skill, he lacks the subtlety expected of a truly great Skaven leader- a fact that Gnawdwell has pointed out before...&lt;br /&gt;
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*&#039;&#039;&#039;Red Guard&#039;&#039;&#039;- taking a page from the book of his master, Gnawdwell, Queek decided to build his own private army- the Red Guard, his personal army of bodyguards. Training for such a group is exhausting in the extreme- tests of strength, agility and martial prowess must all be taken and Queek himself is the judge! Despite this, the group is 1,000 troops strong (10 &amp;quot;Claws&amp;quot;, or groups of 100, to be exact) and has the best of everything. Since then, they have served Queek as both an honor guard and the spiked fist leading his army. They have only been seen during the &amp;quot;End Times&amp;quot; novel set, in volume four, to be precise. Led by Queek&#039;s boyfriend, &#039;&#039;&#039;Ska Bloodtail.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Sleek Sharpwit&#039;&#039;&#039;- Queek wasn&#039;t the first prized pupil of Warlord Gnawdwell; long before, Sleek Sharpwit (alias &amp;quot;Old-thing&amp;quot; [courtesy of his rivals]) was the one to fear. The whole Worlds Edge Mountains range lived in fear of him, his name was a synonym for dread from Hell Pit in the frigid north to Cripple Peak in the arid south. The only difference between Queek and Sleek (brain power and muscle build aside) was that Sleek earned his job. This has, understandably, made him quite bitter with his replacement. Three generations of disappointments haven&#039;t helped, either... neither have the ravages of time, come to think of it- Sleek is now bald, half-blind and stuck on crutches! Despite his problems, Sleek is still a formidable foe. Sadly, his time wasn&#039;t long enough to save him from a fight with Queek; even warpstone only helped him fight to a standstill with Gnawdwell&#039;s new favorite. Ironically, despite his death, Sleek has proven a valuable asset to Queek, as his head (though severed) still lives through unknown means [possibly warpstone save] and gives Queek hard-earned knowledge.&lt;br /&gt;
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&#039;&#039;&#039;Warlord Gnawdwell&#039;&#039;&#039;- the mastermind behind Clan Mors&#039; unbridled success and the unquestioned master of the City of Pillars, as well as a member of the Council of Thirteen. His ruthless methods have resulted in the deaths of many of his rivals, as well as the outright destruction of at least six lesser Clans. With these triumphs, Gnawdwell has increased the wealth and power of Clan Mors to unprecedented levels. The Skaven of defeated Clans have increased Mors&#039; military strength, not to mention its labor force, and conquered strongholds across the Under-Empire proudly fly their banner. Rumors have spread that the Great Clans live in fear of Gnawdwell&#039;s sinister reputation. Many great Skaven have been struck down as a result of the warlord&#039;s schemes and there&#039;s no telling what he&#039;ll do if he&#039;s forced to defend his clan&#039;s newfound prestige. Even if Gnawdwell were to perish, any of his subordinates would be likely to take his place. Given their extremely effective battle tactics, it&#039;d be foolish to think Mors would fall with Gnawdwell&#039;s death.&lt;br /&gt;
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&#039;&#039;&#039;Great Warlord Vrrmik&#039;&#039;&#039;- a former member of the Council of Thirteen, Vrrmik was the leader of the last-ditch attempt by the Skaven to reclaim the Empire of Man for themselves. At the Battle of the Howling Hills, Vrrmik charged valiantly at the then Elector Count Mandred of Middenheim... and was beheaded for his efforts. His death saw the Skaven retreat back underground for 25 years before their strike at Bretonnia and, to make matters worse, Vrrmik&#039;s skull was later fastened to Mandred&#039;s helmet as a trophy. Vrrmik&#039;s death also granted Mandred the title of &amp;quot;Skaven-Slayer&amp;quot; and saw him crowned Emperor of the Empire of Man.&lt;br /&gt;
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&#039;&#039;&#039;Natty Buboe&#039;&#039;&#039;- many clans claim to be the best shot with a Warplock Jezzail, but there are a multitude of Skaven legends that speak of Natty Buboe, a Clan Mors sharpshooter with the skill to put a bullet through the skull of a Dwarf Engineer using a telescope at a distance measuring over 7,000 paces. The Dwarves reportedly refused to admit that a Skaven was able to outreach them in terms of firepower, so a veritable conga line&#039;s worth of Dwarves stood at the same telescope, letting the sniper earn a plethora of kills.&lt;br /&gt;
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&#039;&#039;&#039;Warlord Krricht Dwarf-slicer&#039;&#039;&#039;- a former Warlord of Clan Mors, Krricht earned his position of power in the Imperial year of 1125.&lt;br /&gt;
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&#039;&#039;&#039;The Scribe&#039;&#039;&#039;- an as-of-yet unnamed Skavenslave scribe, this character (while minor) does appear in &amp;quot;Total War Warhammer 2&amp;quot;. He seems to understand the Council&#039;s plans involving the Great Vortex and the &amp;quot;Screaming One&amp;quot;, as well as the fact that such plans require considerable warpstone, but he should tread carefully... Skaven who know too much all meet the same fate- first they get cocky, then they end up dead (and eaten)! His actual name may be &#039;&#039;&#039;Sneek&#039;&#039;&#039;, as a video on YouTube called &amp;quot;Total War: WARHAMMER 2 - Skaven Scribe Reacts&amp;quot; has a thumbnail with &amp;quot;Sneek Reacts&amp;quot; in the upper-right corner.&lt;br /&gt;
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&#039;&#039;&#039;Ironskins&#039;&#039;&#039;- led by &#039;&#039;&#039;Ikk Hackflay&#039;&#039;&#039;, this regiment of Stormvermin was once known under a less impressive name- the &#039;&#039;&#039;Rusthelms&#039;&#039;&#039;. Having been the first to loot the armories of the Dwarves, they slowly began to create their own patchwork suits of impressive protection. Their ferocity and aggressiveness has caught the eye of Queek, which could easily be a blessing... or a curse.&lt;br /&gt;
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&#039;&#039;&#039;Ssizik&#039;s Deadeyes&#039;&#039;&#039;- amongst the finest of Clan Mors&#039; deadshots, these gunners had a gift for quick shots and alarming accuracy. Their leader, &#039;&#039;&#039;Ssizik Warpeye&#039;&#039;&#039;, was a gifted engineer with a nasty habit of plying the lash to each of his teams. Their target practice consisted of shooting either captive Dwarves or nabbed Night Goblins (though lousy or lazy shooters were thrown in, too). Though Dwarves never shy away from fighting, the second the shields of these snipers went up, Dwarves ran for cover... lest they become little more than another kill-scratch in the shield or along the barrel.&lt;br /&gt;
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&#039;&#039;&#039;Blacktail Berserkers&#039;&#039;&#039;- Clan Mors Clanrats hailing from the caves beneath the Dwarf hold of Karagril, the Blacktails were the sole owners of a rare mineral- Blackrock. Though its actual name is unknown, it does bear some similarities to obsidian. The Clanrats in question were known for two things- black tails and a psychotic response (and noteworthy tolerance) when consuming warpbrew (the Skaven version of beer). Interestingly, they proved immune to pain whilst drunk and suffered no usual pangs of the Black Hunger after any fight... though demands for more warpbrew were noted.&lt;br /&gt;
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&#039;&#039;&#039;Warpshields&#039;&#039;&#039;- particularly wealthy (even amongst Clan Mors), the Warpshields were a claw of Clanrats that were born in the &amp;quot;Glow-warrens&amp;quot;, one of the deepest lairs of the Skaven. Having been an original part of the Dwarves&#039; underground well network at Karak Eight Peaks, the Glow-warrens were poisoned by warpstone... and still glow to this day. Because of this, any Skaven from the Warpshields had glowing green eyes and considerable warpstone tokens to spend. Most of this money went into buying four Ratling Gun Teams... which meant plenty of suppression fire!&lt;br /&gt;
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&#039;&#039;&#039;Gribtak Stabit&#039;&#039;&#039;- if Gribtak was an emotion, it would most likely be anger. Aggressive to the extreme, Gribtak was a valuable soldier. Unfortunately, his temper was not helpful in getting promotions, so it is little surprise that Rotrik Maulclaw- a long-time rival -got the position instead. On the other hand, his temper did help in disposing of problems- namely Rotrik himself. Now Gribtak carries the totem, but it might not be for any longer than his friend!&lt;br /&gt;
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&#039;&#039;&#039;Rotrik Maulclaw&#039;&#039;&#039;- to be a carrier of a battle totem for a Skaven Clan was a great honor. Rotrik earned it by killing an entire contingent of Dwarven miners. The prestige was good, but Rotrik knew that several other Skaven had died before him using this thing... and he was soon to join them! His rival, Gribtak, killed him and added his head to the totem, likewise taking the position his foe once held.&lt;br /&gt;
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&#039;&#039;&#039;Hakfang&#039;&#039;&#039;- a new face amongst Clan Mors (hailing from the Age of Sigmar), Hakfang started out life as a simple Clanrat... this wouldn&#039;t last. Wielding a combination of cunning, violent tendencies and no small degree of personal luck, he threw his own comrades-in-arms to the mercy of the [[Stormcast Eternals]], disposed of the ones that wouldn&#039;t go, sabotaged several weapons from [[Clan Skryre]], killed off any superiors with weapons he stole (all the better to avoid suspicion) and threw any weapon engine masters into their own furnaces. As the crowning achievement, he stabbed the late &#039;&#039;&#039;Warlord Skuttklaw&#039;&#039;&#039; in the back- literally -and offered his body up to &#039;&#039;&#039;Verminlord Gnawsoul&#039;&#039;&#039;. With his new rank of Warlord, he intends to end the war that the Warlock Engineers started.&lt;br /&gt;
{{Skaven-Clans}}&lt;/div&gt;</summary>
		<author><name>2600:1014:B126:8DBF:F16F:2E64:7969:D459</name></author>
	</entry>
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