Warhammer: End Times - Vermintide Lorebook Crack With Full Game ##HOT##
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Clan Fester (Skaven) As a Whole
Antagonist Title: They are the eponymous vermintide. Even in 2 and its expansions where the Warriors of Chaos and Beastmen join the fray, the game is still named after the Skaven and they remain the most prominent antagonists.
Creepy High-Pitched Voice: Skaven have high, chittering voices, echoing the squeaks of real rats.
Elite Army: Fester seems to be a testing ground for Skaven weapons and are the beneficiaries of all the Great Clans, and as a result their special units are more formidable than average for their race. Their Warpfire Thrower and Ratling Gun units use prototypes that can be wielded by a single blackrat and work semi-reliably, whereas the normal versions required multiple (admittedly much weaker) clanrats to crew and had a roughly 1/6 chance of killing teammates or the crew every time they're used. All of their Packmasters have Things-Catchers, marking them as Master Moulders. Their Stormvermin all have 3/4 plate backed by mail, whereas most art and models show Stormvermin slightly less protected. Their Rat Ogres are bigger than average ones, which are about the size (with the same movement/strength/toughness) of a large brown bear. Their assassins are all Gutter Runners, who are the elites compared to the mook Night Runners, and all of them are equipped with Weeping Blades and smoke bombs, while these were expensive upgrades for them on the tabletop.
In general they also have a much higher ratio of specials and elites to Cannon Fodder than just about any other Skaven army seen in the fiction, comprising respectively 3-5% and 5-10% of their forces. End Times: Thanquol gives detailed orders of battle for the Skaven forces attacking ultra-important targets like Karak Eight Peaks and Nuln, and seldom does an army of tens of thousands have more than a couple dozen weapons teams present.note An example for the battle of Itza on pages 162 to 165. This army consisted of four wizards (a Plaguelord, a Verminlord, and 2 Plague Priests), five non-wizard heroes/lords (3 Warlords, 1 Warlock Engineer, 1 Chieftain), two Stormfiends, three Plagueclaw Catapults, three claws (Skaven company or battalion equivalents) of Poisoned Wind Globadiers, tens of thousands of melee infantry (a whopping 5 legions of Skavenslaves plus 14 claws of Plague Monks, 10 claws of Clanrats, 4 claws of Plague Censer Bearers, 3 claws of Stormvermin, 3 claws of Rat Ogres, 2 claws of Giant Rats, and a single Master Moulder), and only twelve weapons teams (2 Warpfire Throwers, 2 Poisoned Wind Mortars, 6 Warplock Jezzails, 2 Ratling Guns). Fester brought far more than that to attack (the relatively small) Ubersreik alone, even assuming Gameplay and Story Segregation that deflates their in-game numbers two, five, or even ten fold.
Gameplay and Story Segregation:
The books repeatedly emphasize that the Skaven are cowards who will break and run after fewer losses than comparable human forces.note This is reflected in their stats in the tabletop, RPG, and Total War series by giving most Skaven low morale/leadership rankings (most Skaven, including Stormvermin, are Leadership 5, putting them on par with Bretonnian men-at-arms and two or three tiers below Imperial State Troops; meanwhile skavenslaves at Leadership 2 are the easiest to rout infantry in the entire game). But in Vermintide the lowliest skavenslave will still charge with zombie-like persistence even after you've killed a thousand of his comrades, only fleeing in scripted sequences at the very end of certain missions.
On the tabletop, Skaven heavy weapons are notoriously unreliable and have a high chance of misfiring and killing their users, which is commented upon constantly in Skaven-related army books, RPG supplements, and novels.note For one example of how the tabletop game models this, take the Ratling Gun from Skaven 7e. You can choose to have it fire 1D6, 2D6, or 3D6 shots. If at any point you roll the same number twice, the gun misfires, and either fails to shoot, spins wildly and most likely shoots into allied lines, or flat-out explodes and kills the crew. So if you chose to fire on the "middle" setting of 2D6 every time, every turn would carry a 17% chance of one of the aforementioned misfires. The Warpfire Thrower is similar. Since it uses artillery dice, it has a 17% (1/6) chance of rolling a misfire every time it's used, and two of its misfires result in it exploding and likely taking a lot of allies with it (the third result simply makes it fail to shoot). This is not modeled in Vermintide, making units like Ratling Gunners much more dangerous. They're also large and unwieldy enough to require multiple Skaven to deploy and operate, while the ones in game are used by single rats. The first game's lore book handwaves this by stating that Clan Fester is deploying high tech prototypes.
Nice Job Fixing It, Villain: Given how sadistically careless Skaven tend to be, it's completely possible for a Ratling Gun, Globadier, Warpfire Thrower or even a Stormfiend to utterly annihilate a horde of slaves/clanrats/Norscans for you, doing some of the work for you at worst or giving you an opening to escape at best.
Sound-Coded for Your Convenience:
If the tolling of bells and the war cries of hundreds of Skaven doesn't come out of nowhere, then you can anticipate a horde ambush if you hear the angry chittering and babbling of Skaven lying in wait around you before they charge for the kills after a few seconds.
Each special moves with a unique sound effect that alerts the players to their presence and can even give away their location.
Villain Team-Up: Despite much of the leadership of the in-game Skaven faction being attributed to Clan Fester, their organization as a whole is actually a confederation of Fester and Clans Eshin (Gutter Runners), Moulder (Packmasters and Rat Ogres), Skryre (Ratling Gunners, Warpfire Throwers and Poisoned Wind Globadiers), and Pestilens (Plague Monks). These representatives of other, more major, clans are seconded to Clan Fester as part of a mercenary arrangement that benefits those clans.
We Have Reserves: Their leadership is entirely unconcerned about sending thousands of them into the meat grinder to conquer Ubersreik and later Helmgart, and their special units happily mow other Skaven down with friendly fire for a chance at the Ubersreik Five.
You Dirty Rat!: A whole race of them.
Warhammer: End Times - Vermintide Lorebook crack with full game
Adaptational Badass: More so than any of the minibosses, all of whom already receive a hefty boost in strength compared to their depictions in the lore, other video games, and tabletop (where a squad of halberdiers would have decent odds of killing one). Warhammer Fantasy Roleplay for instance directly states via the lore-accurate "Slaughter Margin" (see the 2e "Old World Bestiary" and "Realm of the Ice Queen") that a Minotaur is roughly equivalent in combat ability to a large polar bear, being slightly weaker but also faster and with the ability to use weapons. Heraldry of the Empire has an anecdote about an otherwise unremarkable Imperial halberdier slaying a Minotaur in single combat; this was considered highly impressive, but not impossible, even for a simple Red Shirt. Vermintide Minotaurs on the other hand are twelve feet tall and can absorb hits like no one's business. The team will likely have a harder time with a single Minotaur than hundreds of Gors or even a Chaos Champion (which as a Hero unit handily outstat Minotaurs in every other source). Minotaurs can also swing their massive axes multiple times a second, while in both the RPG and wargame they didn't attack much faster than a Gor.
Attack! Attack! Attack!: They are relentless attackers who will almost never stop swinging their axes.
Bullfight Boss: Downplayed. While the Minotaur does occasionally perform a Foe-Tossing Charge, it doesn't do this as often as it would cleave at nearby players with its dual axes.
Dual Wielding: The Minotaur sports two giant axes that it uses to cleave at its prey.
Dumb Muscle: Minotaurs are so dull that they need help feeding themselves from other Beastmen, but they're terrifying whirlwinds of anger and muscle in combat.
Our Minotaurs Are Different: Gigantic, vicious and man-eating humanoids with heads and hooves of bulls.
Unblockable Attack: Downplayed. The damage from all its attacks can be fully blocked, but its headbutt deals hefty knockback.