Arch-rat of everything, including humbleness, gonna be getting around to that?
Well see, you would've, but thanks to this
you've been a bit busy enjoying the insane amounts of warpstone snuff at your disposal as Arch-Rat to remember to do that. Thanquol spent most of the turn in a manic state kinda like Tony at the end of Scarface, alternating between randomly shooting out doom lasers everywhere and lying around in a pleasant haze and actually giving orders and such in the few times he was relatively sober, so to speak. It's why he took no notice of Zharr-Naggrund's apocalyptic explosion.
Speaking of which, I need to update his titles with something to reflect his role as conqueror of the Dark Lands, Uzkhul-Drazh-Zharr, and Zharr-Naggrund. I'll probably get to that tomorrow, I figure Thanquol deserves at least three more titles for an accomplishment of that magnitude.
For a more gameplayish answer, I figured SV, being what it is, would want to try to apply shinies to the player character and Thanquol didn't have any direct combat role in the update so there was no need to give him actual top of the line wargear. You'll have opportunities to give him better stuff next turn, since I'll have a pseudo-system put in place for assigning hero units to things. It goes more or less like this: you have a list of hero units and you can send them to do whatever. If it's self-improvement or whatever, something solitary involving only them, then there's no limit on how many you can use in a turn. However, you can also assign them to a campaign or whatever, but with a limit of as many as there are dice assigned to the thing. Two dice, two hero units, with one exception - Thanquol can do whatever he wants, so you could assign 2 dice to attack Kislev and send along Ikit Claw, Throt the Unclean, and have Thanquol go along too because he's Thanquol. I'll have basic character traits and clan affiliations and aptitudes and stuff listed in the hero sheet so you can try to figure out who plays best with who. Same as with the clans you assign the big dice to, if you leave a hero unit with no explicit orders it'll do its own thing, whatever that may be. Right now since you guys are in the Vermintide there won't be political consequences for throwing around hero units all willy-nilly, but assuming you survive the apocalypse you'll have to consider how using hero units might affect your relationship with the clan they're from and such, and maybe council members might actually want you to use a certain unit of theirs to show that you favor their clan or not use a unit from a rival clan for the same reason, all that fun stuff. That minutiae is for later, though.
I'm also thinking up ways to promote new hero units when the old ones that don't become robots or whatever die of age or in battle. You can probably expect to see people like Helkic Stain and Sleek Oilfur again in the future.