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Squirt Musk of Fear, vermin, for the Headtaker comes before you!

Queek Headtaker is a Skaven Legendary Lord introduced in Total War: Warhammer II. Queek is unscrupulous, vicious and without mercy. The Skaven, therefore, consider him most admirable.

In the campaign, he leads the Clan Mors faction.

Description[]

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.

Campaign Effects[]

When chosen as your starting legendary lord:

  • Faction Effects
  • Lord Effects
    • Icon stat attack.png Melee attack: +10 when fighting against Dwarfs and Greenskin Tribes
    • Icon stat damage.png Weapon strength: +10% when fighting against Dwarfs and Greenskin Tribes
    • Military spending.png Upkeep: -50% for Stormvermin and Clanrat units (Lord's army)
    • Army ability number of uses: +2 for "The Menace Below"

Attributes[]

  • 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 effects a large area.
  • 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.
  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Duellist: This unit is best used to attack individual targets such as Lords or Heroes. As it can only damage very few individuals at a time, it is not suitable against hordes of weak enemies.

Abilities[]

Strategy[]

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Queek is well suited to taking out enemy Lords and Heroes in melee, especially if you spend enough points in his combat skill tree to unlock Trophy Heads, giving him a very powerful debuff to use against them. However he suffers from the same problem that all Lords without mounts invariably have: because he has low mass and speed, he can easily be bogged down by blocks of enemy infantry and not reach his desired targets in time. His Verminous Valor skill alleviates this somewhat and can free him if he gets surrounded, but since it is on a 45 second cooldown timer it can only be used infrequently.

On the campaign map Queek´s unique bonuses are all about buffing the Skaven frontline units; Skavenslaves, Clanrats and Stormvermin get bolstered by his presence, becoming easier to recruit as well as more experienced. His dislike for Grey Seer Lords means all of these rat sorcerers will start with reduced Loyalty compared to regular Warlords, so take care not to recruit one only to have him betray you a couple of turns later.

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