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== Enemies == '''Bosses''' * '''Grey Seer Rasknitt:''' The same asshole in charge of invading Ubersreik is back, and he's the final boss of the main campaign. 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. It's fixed soon after though, and much of the game is dedicated to destroying it. During the final showdown, he sent his precious Stormfiend called Deathrattler (who uses dual-ratling guns instead of the flamethrowers) against you, only to call it a worthless piece of junk after the heroes killed it. He then attacks the heroes with his Skaven magic, teleports around at lightning speed while summoning special Skaven of all types, then is blown the fuck up once the rat bastard's health is at its end. You then get his helmet as a trophy for the Keep, and the fact that it has voices whispering into it explains MUCH about how insane this rat-bastard is. * '''Chaos Champion Bödvarr Ribspreader:''' Here to spread ribs and smiles in Papa Nurgle'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' standards, he's here to slaughter and destroy, and has allied himself with Rasknitt for that purpose. He berates the Grey Seer for the portal's failure, but interestingly enough ''doesn't'' spread's his ribs for it, though it's probably because Rasknitt is more powerful than he is. Figures mainly into Act 3, where the gang messes with everything he has. After hitting a breaking point as the heroes foil his plans and kill his men and free his slaves, he sends out most of his army to scout for and attack the Keep, but thanks to Olesya reading the script, they learn about this, attack his under-staffed camp, and kill him in his own arena. Despite claiming that he can take care of the heroes all by himself, he displays cowardice, [[Carron|ranting and bawwing about the precious slaves and loots he lost to the Ubersreik Five/Four/Doesn't Matter]] 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 call back to him if he ever throws it out against the players. Saltzpyre would often refer to it as "flying axe witch" whenever it was thrown. You gain this axe as a trophy for the keep, and study of it reveals that Ribby is just one of many, many Chaos Warriors who wielded the thing. * '''Burblespue Halescourge:''' The Nurgle sorcerer lord that the Skaven met back at Stromdorf, and the boss of Act 1. Has a good manner like papa Nurgle himself and he can do everything that the Nurgle sorcerer can do in the game (AKA life drain & Nurgle Vortex) only tougher and more AOE green plague in the oxygen, with a couple of unique abilities like summoning 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, several of which have even made it into official patch notes (e.g. "Bunglesnatch Humbledink", "Vorpalblade Noobhurl", "Hailstorm Barbeque", "Bubbly-Spurge" and "Bubblespit Halleberry", among many others). You get his staff and tome from killing him, and you find out the latter was made from human skin and inked in blood. Lovely. * '''Skarrik Spinemanglr:''' The "Scary" Skaven Warlord in charge, and the boss of Act 2. Seem to be heavily inspired by Queek Headtaker in both his looks, size, and unskavenly bravery, although he uses a more traditional halberd alongside dual shortswords. 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't take care of them quickly it can snowball into a horde no player could ever hope to kill. He is also fully armored like Ribspreader, but unlike him, Skarrik is much faster, forcing the player to have a frustrating time of chipping his health away with their seemly ineffective charge attack. Also, he calls you [[What|cat fondlers]] and is responsible for Saltzpyre's lost eye. After he dies, civil war and general chaos erupts throughout the Skaven underground, decreasing the amount of forces guarding the Skittergate. You also get his armor and spears for the keep. * '''Nurgloth the Eternal:''' A new boss for the new Drachenfels DLC map and another one of Nurgle's stinky boy. He used to be the chief rival of shitstorm sorcerer from above, and has been trying to take over his rival's throne. Like every dumbass heretical sorcerer, he went after old Drachenfels' castle in search of his old research about demons and other crazy shit to make himself even more powerful, which he did and was possessed or at least is in contract with a demon, but was driven mad after he glimpsed the realm of chaos. Still, it allows him to see a bit of future sight as well as gaining much higher power than before. After our heroes defeated the two walking-toilets above, he began his no-good operation in Drachenfels' castle and started to sacrifice captured villagers from nearby for his ritual. His little scheme didn't go unnoticed under Lohner's ear and was dealt with by our heroes after a trilogy of missions. In combat, he wields a giant scythe for slicing while he hovers (only the last phase), shoots flies that explode and snare the player, summons his rotblood minions, and using a magic attack that resembles an AoE ability from a typical MOBA game. Currently the hardest boss due to the amount of health he has and the bullshit last phase where he seeks out players and knocks them to his magic fart zone with his rotblood minions still roaming around him. He also explodes when you kill him, and you acquire his scythe and armor for your victory. * '''Gatekeeper Nagfahr:''' A Ribspreader look-alike, even shares the same axe design....until the recent patch came and changed its entire outlook. He now only uses a normal axe with his head exposed: [[Eliphas the Inheritor| pale bald head]], probably the only chaos warriors that showed his face in the game. Responsible for guarding the skittergate key staff. Was [[chaos|blessed]] during the battle and turned into...[[Chaos Spawn|It-Which-Must-Not-Be-Named]]. Far easier than Ribspreader, being a level's mid-boss to build up to the final battle with Rasknitt. * '''Baron Justus Francke:''' 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's revealed he made some kind of deal with the Rotbloods and Clan Fester, and like a lot of shitty nobles, might'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. *'''Sofia Fuegonasus''': Sienna's sister. They weren't the closest, but they were close enough that when Sofia was accused of being a necromancer, Sienna immediately burned the accusers... Then Sofia because as it turns out, [[Fail|she was one]]. Being a necromancer, she didn't quite stay dead. She first made her "appearance" in Franz Lohner's Chronicles and tried to blackmail him into having a talk with Sienna. He didn't take the bait, but it all came to a head as she became the main antagonist of the "Trails to Treachery". '''Skaven''' <br>Clan Fester's back, and they're pissed. Sore after getting thwarted at Ubersreik, they want revenge. They almost managed to get it by capturing the heroes and finally managing to capture Ubersreik, and with the Rotblood alliance for constructing a Skittergate portal to Norsca, things seem to be in the bag... Until [[Fail|it malfunctions and frees Kruber, leading him to free everyone else]]. Still, they're stronger now, with Clan Pestilens rats joining their ranks and being just as determined as ever to spread the power of the warp and stave off their extinction. * '''Skavenslaves:''' Still the most piss-poor enemies in the game. Even though they come in huge swarms they're only dangerous if they blindside you or if you're too busy dealing with actual threats. * '''Clanrats:''' Rank and file of 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. * '''Plague Monks:''' A more durable Skaven with fast attacks designed to exhaust the player'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. * '''Stormvermin''' - 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'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. * '''Stormvermin''' (Sword & 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 (but mercifully deals less damage than the halberd wielders), plus their shields are metal and can't be broken. All around assholes, and a definite reason to consider having a handgun on the team since it's one of the only ranged weapons capable of easily handling them from the front. * '''The Stormvermin Patrol''' - Once or twice per map, if you're listening carefully, you'll hear the sound of rats shouting out a ratty little marching drill. And if you're smart, you'll hide. If you're not smart, you'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're facing patrol sizes that wouldn't be out of place in an actual game of Warhammer Fantasy Battles. Yeah. [[Anal Circumference|Have fun with that]]. * '''Gutter Runner''' - 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'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're pinned (but you ''can'' hope to dodge their jumps at you by dodging to a side), you're helpless. It'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. * '''Packmaster''' - Clan Moulder'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'll snap that collar shut around your neck, disabling you like the Gutter Runner. The good news is that the collar doesn't hurt nearly as much as the knives and you can dodge it if you time it right. The ''bad'' 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. * '''Poison Wind Globadier''' - 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'll still die like a bitch if you stand in one. And if you get too close, they'll rig the tanks on their backs to explode, taking you with them in one final kamikaze assault. * '''Ratling Gunner''' - Clan Skryre is pulling overtime here. This rat'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'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's not very accurate, kills Skaven who enter its firing line, and tends to jam after a while. The bad news is that it's firing so many bullets that it's probably going to hit you anyway, and while it's not as powerful as a full-sized "kill both knight and his horse with a single bullet" ratling gun it still hurts a lot. Got a significant buff compared to the original game by taking body amour and revving up his gun quite a bit faster. * '''Warpfire Thrower:''' 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. The good news is that it has a shorter range compared to the Ratling Gunner and gives even less fucks about torching other Skaven and Rotbloods in its path. Bad news is it hurts even more than the Ratling Gunner, knocks you back, and blocks your vision as well - not a Special you'd want to see while you're out of ammo. 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 weapons. * '''Barrel Rat:''' Special Skaven enemy type that exists only in special game modes like the Weave or in Weekly Events. Their role is simple: SUICIDE BOMBER! Try to shoot them down before they reach you! A bane to melee only characters like Bardin's Slayer (without the throwing axe) and Kruber's Grail Knight. * '''Rat Ogre''' - The triumph of Clan Moulder'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's a giant, hulking brute that rampages across the battlefield, pummeling and punching its way through any heroes it can find. It ''is'' possible to kite the Ogre, but the problem is that it'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. * '''Stormfiend:''' 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 - it's worth it to backtrack to more open areas if you come across a Stormfield because of this. Their major weakness is the smaller Skaven acting as a second brain that's stuck on their backs. *'''Sack Rat''' - A Skaven with a big sack full of loot. Pretty rare to spawn. It doesn'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'll get to claim its stuff. One of its notable dialogues is '''MINE! MINE! MINE!''' whenever it walks, so it's easy to spot it from such obvious dialogue. '''Warriors of Chaos''' <br>The Rotbloods, a Nurgle Warband so fanatical to the Rot-Father that they make typical fanatics look tame. They're in league with Clan Fester to work on the Skittergate while plundering Reikland's countryside. They're generally tougher and hit harder compared to Skaven, but come in smaller groups, are slower on flat ground, even slower at climbing vertical obstacles, and most importantly spawn from the same points rather than crawling out from every nook and cranny including those on the ceiling. * '''Nurgle Cultists:''' Your typical cannon fodder of Nurgle about as tough as a Clanrat. Fill the same role as Skaven slaves in the Chaos horde, though they might last an extra hit compared to slaves. * '''Chaos Marauders:''' Plague-ridden warriors that come in four flavors: **'''Raiders''' (hand weapon) and '''Bulwarks''' (hand weapon and shield) are the basic units for the Chaos Forces and fulfill a similar role to Clanrats, but they are significantly more durable than the former. **'''Savages(Frothers)''' (dual-wielding weapons) are pretty much carbon copies of Plague Monks and work exactly the same except its attacks aren't as fast. **'''Maulers''' (great weapons) huge guys with huge axes and huge horned helmets. Fill the niche of a Stormvermin in the 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 armored on the head and ''heavily so'' (seriously, it's not worth shooting them there with non-guns), and have more health. * '''Chaos Warriors:''' ASININE MORTALS!! The great axe variant. The toughest non-boss enemy in the game. Has nearly three times as much health as a Stormvermin, and their armor is so thick that even headshots from guns hardly faze them. They can down you in a hit or two from full health but are very slow targets, and they'll trash talk one of you to let you know who they're aiming for. For extra fun, they sometimes spawn two or three at a time. * '''Chaos Patrol:''' when you thought Stormvermin patrol was bad, these guys come in with their chaosy march song... Include at least '''SIX''' Warriors and Maulers even at the lowest difficulty with the rest filled with Raiders and Bulwarks. A tougher patrol by far compared to the Stormvermin's. * '''Chaos Sorcerers of Nurgle:''' Come in two variants - the Lifeleech (also known as "[[/d/|Chester the molester]]" by many players), who teleports around and attempt to bind a character to leech their health, and the Blightstormer, who casts a Nurgle-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 sniffles and brings forth much joy.) * '''Bile Trolls:''' Chaos Trolls of Nurgle. Wield huge blunt weapons and spew acidic bile that slows you and drains your stamina as long as you're exposed to it, much like Stormfields it's absolutely worth turning around to a more open part of the map to be able to better avoid the puke. They can also attempt to heal themselves over time, both as a passive effect and as an ability they channel when their health is low. When this happens, they fall to their knees and gain a temp health bar. You and everyone else better start [[Rape|dogpiling the FUCK out of it]] to empty it and prevent full health regen, or life will only suck harder. * '''[[Chaos Spawn|The Unnameable Beasts]]:''' Tough boss monsters that like to chew you to regain their health. They are also probably the worst thing to face with pubbies, as they devour you, smack you into other players damaging and potentially downing them, and each snack they grab heals them. You will definitely want to use your bombs and any other knockback abilities you have to stop their chow time. Oh and they are about one of the fastest boss enemies just like the rat ogres with the exception being their head isn't as noticeable, therefore harder to deal big damage with headshots. Have fun with that. '''Beastmen''' <br>The Cloven Ones are an enemy faction that premiered in the "Winds of Magic" expansion pack. They are the true children of Chaos, born amidst the collapse of the Polar Warp Gates and the subsequent release of Chaos energy into the world. As such, they serve the Chaos Gods without question, as their souls are forfeit to Chaos at the moment of their conception. Although the Beastmen vary in appearance, as true to their Chaos heritage, they are mainly comprised of humanoid mutants and abominations with bestial features such as cloven hooves, horns, and goatlike heads. Warpstone meteor falling into Reikland got their attention, and now they seek to claim it as a Herdstone. Afterwards, they have a chance to appear in any mission. * '''Ungors:''' Ungors are the weakest and most humanlike of the Beastmen, with most possessing diminutive horns or no horns at all. However, they are no less hateful and repulsive than their larger cousins. They use spears and bows, making them the first common enemy type to have a ranged attack. * ''' Ungor Raiders:''' The weakest specials in the game, they look similar to regular Ungors but have much darker skin and white body paint across their upper body. Despite falling over in a stiff breeze, their arrows do lowish damage and they have an average rate of fire. The real threat is when you're caught out of cover by large packs of 8~10+ Ungor Raiders who will sustain fire their arrows so there's no safe opening to close the gap, and being exposed leads to a lot of damage quickly. Since they often shoot from far away at an area where melee can't reach them like a balcony or a cliff, they must be taken out with ranged weapons, which is a required waste of ammunition for some characters, unless the player is an Ironbreaker armed with a drakepistol, Bardin with a throwing axe, a Huntsman Kruber with a knack for headshots, or Sienna. * '''Gors:''' The most common of the Beastmen, Gors form the backbone of the Beastmen Brayherd. Each Gor is recognized for their resplendent rack of horns, with larger horns denoting higher status within the Beastmen hierarchy. Prerelease screenshots and artwork show Gors wielding Man-cleavers and two-handed axes, although more variations are possible. * '''Bestigors:''' Bestigors are the elite of the Brayherd as their name would imply. They can use a charge attack to knock down players and are heavily armored (not as much as chaos warriors despite being chaos and is more akin to Stormvermin armor), though this charge attack can be interrupted by a good hit/shot to them while charging to trip them or dodged. * '''Standard Bearers:''' Beastmen who carry foul standards into battle to increase the Brayherds morale. They can place their magical standards to buff their comrades with a buffer of temporary health on top of their max health, and regeneration of their base health which can make fights take longer if players don't finish off enemies. Best to fight your way to the flag and smash it before things get harder. * '''Beastmen Patrol''' - The patrol for the Beastmen. Unlike the previous two patrols, it contains some Ungor Raiders for ranged fire support and two standard-bearers with the rest filled with Bestigors. * '''Minotaurs:''' A new monster-boss enemy, Minotaurs are the most Beastmen-like of Beastmen: extremely strong, extremely ferocious, and extremely dumb. Minotaurs are more aggressive than any other boss type, beelining for the nearest hero and attacking them relentlessly. They have a charge ability like the Stormfiend and can deal serious damage to players and enemies alike in their path. One of the nastier differences is that Minotaurs get the healing benefits of Battle Standards, but not the bonus health. This isn't too noticeable on Recruit or Veteran, but Champion and above the health regeneration makes it the hardest boss when both enemies are present together. Oh, and they're bigger than the other regular bosses, meaning more reach and having to aim higher for the head. Have fun.
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