Queek Headtaker
Queek is unscrupulous, vicious and without mercy. The Skaven, therefore, consider him most admirable.Warlord Queek Headtaker is Right Claw to Warlord Gnawdwell, grand ruler of Clan Mors and member of the Council of Thirteen. That Queek has risen so high in arguably the most powerful Warlord clan is a credit to the terrible violence he unleashed on any in his way. Queek's vicious streak and vitriolic temper, along with his immense ego, are legendary amongst Skaven, who regard such traits as greatly admirable. Although his scarlet-armoured Stormvermin often accompany him, Warlord Queek takes pleasure in personally dispatching enemy leaders. In his arrogance, he carries the severed heads of his latest opponents on a trophy rack to remind followers - and Warlord Gnawdwell - of the fighting prowess of the almighty Warlord Queek, the Headtaker, the Dwarf-smiter. Adorned upon spikes in Queek's collection are Krug Ironhand, Ikit Slash of Fester Spike, and the hands of Baron Albrecht Kraus of Averland.
Unit Name Queek Headtaker |
Main Unit Key wh2_main_skv_cha_queek_headtaker |
Land Unit Key wh2_main_skv_cha_queek_headtaker |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Sword Infantry |
Naval Unit Group Sword Infantry |
Soldiers 1 |
Caste Lord |
Category Melee Infantry |
Class Command |
Cost 950 |
Recruitment Cost 1100 |
Upkeep Cost 263 |
Melee Attack 66 |
420 |
├ Melee Weapon wh2_main_skv_cha_queek_headtaker |
├ Melee Damage Base 80 |
├ Melee Damage Ap 340 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 35 |
Charge Bonus 50 |
43 |
├ Base Defence 43 |
├ Shield none |
└ Shield Defence 0 |
110 |
├ Armour wh2_main_heavy_metal_110 |
├ Armour Defence 110 |
└ Shield Armour 0 |
4288 |
├ Man Entity wh2_main_skv_infantry_fast_hero_queek_headtaker |
├ Man Speed 40 |
├ Man Health 8 |
└ Bonus Hit Points 4280 |
Leadership (Base Morale) 70 |
Abilities
- Verminous Valour
There is a sense in which the Skaven's natural cowardice can appear to be the very pinnacle of honourable conduct. - Trophy Heads
Oft-times, killers retain the heads of their victims as prizes or reminders of dark deeds done. - Scurry Away!
"He who runs away lives to fight another day!" - so the foul, craven adage goes. - Stand Your Ground!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
Attributes
- Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Armour-Piercing
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Anti-Infantry
Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area. - Duellist
This unit is best used to attack individual targets such as Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.
Faction Availability | |
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The Eye of the Vortex |