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Clan Mors is a playable faction of Skaven introduced in Total War: Warhammer II. It is led by legendary lord Queek Headtaker and can be found in The Southlands. The faction is playable in multiplayer and campaign.

How they play[ | ]

A summary of Skaven gameplay:

  • Units: Masses of cheap expendable units, backed up horrifying monsters, and devastating war machines. No cavalry or flying units.
  • Skaven Under-Empire: Skaven settlements appear as ruins to other factions, until discovered. Additionally, Skaven can establish secret Under-Cities beneath enemy settlements.
  • Food: Food is a special resource that Skaven must manage alongside money. It can increase usage of army abilities or help upgrade settlements.
  • The Menace Below: In campaign battles, Skaven have a unique army ability called The Menace Below which summons Clanrats. Spending food increases the amount of times this can be used.
  • Skaven Corruption: In campaign, Skaven must manage Skaven Corruption which both benefits and harms them.
  • Loyalty: Lords have different loyalty levels, which can cause them to take their army and rebel against you.
  • Stances: Stalking replaces default stance and gives a chance to ambush. Skaven also have access to the Underway, like Dwarfs and Greenskins.
  • Rites: Skaven have access to various rites which grant bonuses in campaign.

Background[ | ]

The Skaven Under-Empire consists of countless clans. Each one – just like each individual Skaven – jostles for position, status and power. The four Greater Clans are unassailable in this never-ending race, but under them, the Warlord Clans are a thriving mass of betrayal and broken alliances. Clan Mors is currently the most powerful, their ascendancy in no small part due to their control of the City of Pillars – the lower levels of Karak Eight Peaks and an important nexus of the Under-Empire. While the grand ruler of Clan Mors, Warlord Gnawdwell, takes his seat on the Council of Thirteen in the ratmen capital of Skavenblight, the City of Pillars falls under Gnawdwell’s infamous ‘Right Claw’: Queek Headtaker.

The scarlet-armoured, fur-clad warrior of rage and ego is Queek Headtaker - scion of Clan Mors and one of the most accomplished and fierce fighters in all Skavendom. He is despised by Dwarfs for the sheer amounts of heads he has taken, with a record number of entries in the Great Book of Grudges, but he is also hated by Greenskins and Elves too. The only thing more renowned than Queek’s fighting prowess is his arrogance. The Headtaker is a power-hungry narcissist who carries the severed heads of his latest victims upon his trophy rack, advertising to enemies and followers just how truly great he is.

While Queek has carved quite the powerbase under Eight Peaks, Gnawdwell sends him wherever Clan Mors needs him to be. The Council of Thirteen - of which Gnawdwell is a part - see Headtaker as a powerful asset to enable their plans, whether Queek agrees with them or not!

In battle[ | ]

Clan Mors plays like a regular Skaven faction. See that page for details.

In campaign[ | ]

Clan Mors plays like a regular Skaven faction. See that page for details.

Faction effects[ | ]

Legendary Lord choices[ | ]

Clan Mors Headquarters[ | ]

Clan Mors has access to a unique landmark building called Clan Mors Headquarters. In Mortal Empires it can be constructed at Karag Orrud in Charnel Valley; in Eye of the Vortex it is at Yuatek in Southern Jungles.

Karak Eight Peaks[ | ]

In Mortal Empires, Clan Mors competes with Clan Angrund and Crooked Moon to control the settlement of Karak Eight Peaks in the Eastern Badlands. Skaven refer to Karak Eight Peaks as the City of Pillars or Pillar-City.

This does not apply in the Eye of the Vortex campaign.

The hated beard-things and hooded green-things fight above the City of Pillars, claiming it for themselves.
It must be taken for Clan Mors, or risk a crippling loss of status at the Council of Thirteen.

Karak Eight Peaks (Clan Mors) Icon eight peaks skv
Status Effect
You do not control Karak Eight Peaks Public order -2 (all provinces)
You control Karak Eight Peaks On turn start, Lords have a chance to gain 1 loyalty

Lord recruit rank +2 (factionwide)

There are also two Skaven landmark building chains at Karak Eight Peaks.

Climate preferences[ | ]

Climate preferences for Clan Mors:

  • Habitable: Savannah, Jungle, Desert, Temperate, Mountain, Wasteland
  • Unpleasant: Chaotic Wasteland, Frozen
  • Uninhabitable: Island, Magical Forest

Start locations[ | ]

Eye of the Vortex:

Mortal Empires:

Immortal Empires:

Victory conditions[ | ]

Eye of the Vortex[ | ]

Short campaign (Mortal Empires)[ | ]

Long campaign (Mortal Empires)[ | ]

  • Take back control of one of your most prized possessions:
    • Karak Eight Peaks
  • Maintain at least 50% Skaven Corruption across all owned provinces:
  • Maintain at least 50% Skaven corruption in the specified province(s):
    • Peak Pass
    • Eastern Badlands
    • The Silver Road
  • Destroy the following faction(s):
    • Grimgor's 'Ardboyz
    • Karaz-a-Karak
    • Last Defenders
    • Crooked Moon Mutinous Gits
    • Crooked Moon
    • The Bloody Handz
    • Karak Kadrin
    • Clan Angrund
    • Khemri
  • Control any 17 of the following settlements either by direct ownership or through vassals and military allies:
    • Couronne
    • Altdorf
    • Castle Drakenhof
    • The Oak of Ages
    • Miragliano
    • Skavenblight
    • Kislev
    • Hell Pit
    • Karaz-A-Karak
    • Karak Eight Peaks
    • Black Crag
    • Lahmia
    • Khemri
    • Itza
    • Hexoatl
    • Naggarond
    • The Galleon's Graveyard
    • Sartosa
  • Maintain 100 units in total.

Short campaign (Immortal Empires)[ | ]

Long campaign (Immortal Empires)[ | ]

  • Occupy, loot, raze or sack 75 different settlements
  • Control seven of the following settlements either directly or through vassals and military alliances: Karag Orrud, Karak Eight Peaks, Skavenblight, Nagashizzar, Crookback Mountain, Hell Pit, Altdorf, Mount Gunbad, Iron Rock, Altar of the Horned Rat, Oyxl, Galbaraz, Karak Izor.

Diplomatic traits[ | ]

  • Spineless - Typical verminous valour - easly dominated and prone to flee.
  • Ruin-Dweller - This one often sends troops to capture the ruins left behind by destructive forces.

Strategy[ | ]

Click here to add a strategy!

General Campaign advice: Queek gains upkeep bonuses for clanrats and stormvermin, but loses loyalty for Grey Seer recruits. As such your early game needs to rely on cheap clanrats and Warlord (or other Lord types if you own other DLCs) to swarm over enemies.

Vortex campaign: Queek is surrounded by threats and has many scary enemies nearby. First, the High Elves are nuisance that must be wiped from the Southlands so you can have a secure power base. Should you have the time, wipe them from their islands before they continually harry you with the occasional army. After that, one is in for a deathmatch with the Lizardmen through Kroq-Gar and Zlatlan. Use whatever underhanded tactics you can muster through devastating artillery or missile bombardments. The Lizardmen will win in a front line fight nine times out of ten, so rely on superior ranged units to weaken them. If you manage to weather their storm you are still surrounded by numerous threats, but by that point you should be capable of fending off attacks.

Mortal Empires: Queek receives a -2 public order penalty for not having Karak Eight Peaks in this setting. While not a huge penalty, Skaven do not have amazing public order, so one should plan on making their way north eventually. You start towards the southern part of the Worlds Edge Mountains. First goal is to conquer Karak Azul's mountain holdings, giving you a secure backbone to your empire. From there one should either stick to the mountains and go north, pushing the Greenskins and eventually the Dawi out of the mountains. Another option is to push west into High Queen Khalida's territory and eventually Kroq-Gar's land. With The Shadow and the Blade, Clan Eshin is a potential ally or at least not enemy that can be found in this direction.

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