Queek Headtaker

ID: wh2_main_skv_cha_queek_headtaker


Queek Headtaker
Sword Infantry
1 1100 263
Armour 110
Leadership 70
Speed 40
Melee Attack 63
Melee Defence 42
Weapon Strength 420
Charge Bonus 50


Unit Description

Queek is unscrupulous, vicious and without mercy. The Skaven, therefore, consider him most admirable.

Historical 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.


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.



This unit provides a leadership bonus to nearby allies. Units within range of both the 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


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.


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 units can block damage from any source apart from Armour-Piercing damage.


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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 4.00
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.70
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 63
Melee Defence 42
Charge Bonus 50
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 70
Bonus Hit Points 4280
Unit Stats
Unit Caste Lord
Unit Weight Medium
Unit Group Sword Infantry
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1100
Upkeep Cost 263
Unit Size 1
Melee CP 950
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry 35
Weapon Damage 80
Weapon AP Damage 340
Building Damage 100
Armour Value 110
Missile Block Chance 0