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* DragonTheirFeet: He's a Chaos Sorcerer Lord from the same tribe as Burblespue so presumably was under Bödvarr's authority yet took no art in the battles around Helmgart and the Skittergate, possibly ignoring them in his interest in the Castle Drachenfels.

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* DragonTheirFeet: He's a Chaos Sorcerer Lord from the same tribe as Burblespue so presumably was under Bödvarr's authority yet took no art part in the battles around Helmgart and the Skittergate, possibly ignoring them in his interest in the Castle Drachenfels.

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* {{Expy}}: Lifeleeches are functionally identical to Smokers from ''VideoGame/Left4Dead,'' firing a projectile that immobilises its target, drags them over to it, and then does slow damage over time until they fall. Ironically, despite their Nurgle origins, they're arguably ''less'' [[{{Squick}} gross]] than their inspiration.
* FatBastard: Are immensely obese to the point of being rotund, a classic trait of Nurgle worshippers.

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* {{Expy}}: Lifeleeches are functionally identical to Smokers from ''VideoGame/Left4Dead,'' firing a projectile that immobilises its target, drags them over to it, and then does slow damage over time until they fall. Ironically, despite their Nurgle origins, they're arguably ''less'' [[{{Squick}} gross]] gross than their inspiration.
* FatBastard: Are immensely obese to the point of being rotund, a classic trait of Nurgle worshippers. As servants of the Plague Lord, they owe some of their bulk to being bloated with disease and decay.
* InstantRunes: A large symbol forms on the ground where a Blightstormer is preparing to cast, giving players a chance to get out of the way.



* NoBodyLeftBehind: Sorcerers will disintegrate into glowing green ash upon killing them.

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* NoBodyLeftBehind: Sorcerers will disintegrate into glowing green ash upon killing them.them, dropping only their SpellBook or MagicStaff.


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* TechnicolorMagic: Their magic has the SicklyGreenGlow of Chaos. This is especially useful with Blightstormers -- they favour stealthy long-range attacks, but the ribbons of magic reveal both their location and [[InstantRunes the target area]], and their [[WindIsGreen windstorms are also green]].

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* NotSoAboveItAll: Despite her grumping over the Ubersreik Five's shortcomings, she's not above pranking them for her own amusement, like by stealing the eagle feathers from Kerillian's arrows and sneaking them into Kruber's hat.



* BigBad: The Warlord of Clan Fester and the Skaven attacking Ubersreik.

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* BigBad: The Warlord of Clan Fester and the Skaven attacking Ubersreik.Ubersreik in the first game and Helmgart in the second.



* DefeatEqualsExplosion: [[spoiler:His fate in the second game once his health reaches zero.]]

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* DefeatEqualsExplosion: [[spoiler:His fate in [[spoiler:In the second game game, once his health reaches zero.zero, he floats into the air and explodes in a small burst of sorcerous energy.]]



* SquishyWizard: While he still has the obligatory boss health pool, Rasknitt rather pathetically easily staggered. Indeed, just spamming light attacks on him will lock him into a CycleOfHurting until his uninterupptable teleport, allowing a team that knows he only teleports into the four corners of the arena he's fought in to camp around and take turns beating him into a pulp.
* SuperpowerMeltdown: Loses control of his magic [[spoiler: At the end of his boss fight, teleporting around the arena randomly while eletrocuting himself until he collapses in a heap and is rendered helpless]].

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* SquishyWizard: While he still has the obligatory boss health pool, Rasknitt is rather pathetically easily staggered. Indeed, just spamming light attacks on him will lock him into a CycleOfHurting until his uninterupptable uninterruptible teleport, allowing a team that knows he only teleports into the four corners of the arena he's fought in to camp around and take turns beating him into a pulp.
* SuperpowerMeltdown: Loses control of his magic [[spoiler: At [[spoiler:at the end of his boss fight, teleporting around the arena randomly while eletrocuting himself until he collapses in a heap and is rendered helpless]].



* GodhoodSeeker: In the Chaos Wastes, you can find a temple dedicated to him, and he might outright admit that he intends to become a new Chaos God.



* NonActionBigBad: Never does anything physically, since Be'lakor is prevented from taking a physical form due to royally annoying the Chaos Gods eons ago, but can still become a major foe in the Chaos Wastes sections.

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* NonActionBigBad: Never does anything physically, since Be'lakor is prevented from taking a physical form due to royally annoying the Chaos Gods eons ago, but can still become a major foe in the Chaos Wastes sections. The Ubersreik Five are glad not to be facing him directly, since they admit he's on an entirely different power level.
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* NeverFoundTheBody: Despite her ritual structure going down with her on it, both Saltzpyre and Sienna will note that her body is nowhere to be found
* TermsOfEndangerment: Like Sienna, she calls the party "darlings". But unlike her sister, she has ''far'' more malevolent feelings towards them.
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* BackFromTheDead: [[https://www.vermintide.com/news/franz-lohners-chronicle-reflections According]] to Lohner, Sienna incinerated her when her necromantic predilections came to light, but necromancers have a bad habit of not staying dead.
* CainAndAbel: There's no love lost betweeen the two sisters. Sienna killed her once already for preying on helpless peasants, and they're both prepared to put the other down.


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* EvilTwin: She's Sienna's twin sister, but with a talent for BlackMagic and the villainous drive to use it against the Empire.
* {{Foil}}: She and Sienna are both addicted to their magic, but where Sienna at least uses her power to fight Chaos, Sofia just wants to revel in her necromancy at everyone's expense.


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* WhiteHairBlackHeart: Whereas Sienna is a FieryRedhead pyromancer, Sofia is a villainous, white-haired necromancer.
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-->'''Leech:''' ''Succulent vitality!''
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!!Sofia Feugonasus

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!!Sofia FeugonasusFuegonasus



Twin sister of Sienna Feugonasus, Sofia turned to the dark arts and was believed to have perished years ago. However, she's resurfaced as a powerful necromancer aligned to the Pactsworn.

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Twin sister of Sienna Feugonasus, Fuegonasus, Sofia turned to the dark arts and was believed to have perished years ago. However, she's since resurfaced as a powerful necromancer aligned to the Pactsworn.



* DemBones: After her Well of Souls is damaged, she adds unique spectral skeleton enemies to the masses already attacking the Ubersriek Five.

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* DemBones: After When her Well of Souls is damaged, she adds unique spectral skeleton enemies to the masses already attacking the Ubersriek Five.
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* ArcVillain: Of the ''Return to Castle Drachenfels'' DLC.


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!!Sofia Feugonasus
!!!Necromancer
Twin sister of Sienna Feugonasus, Sofia turned to the dark arts and was believed to have perished years ago. However, she's resurfaced as a powerful necromancer aligned to the Pactsworn.
----
* ArcVillain: Of the ''Trail of Treachery'' DLC.
* DemBones: After her Well of Souls is damaged, she adds unique spectral skeleton enemies to the masses already attacking the Ubersriek Five.
* DisneyVillainDeath: After the Well of Souls is destroyed, Sofia's ritual structure collapses into the tower, and Sofia goes down with it as she swears revenge. Sienna will scoff that, [[NeverFoundTheBody with no dead body to be seen]], she'll likely come back to cause trouble in the future.
* {{Necromancer}}: Wields BlackMagic and commands the spirits of the dead, and intends to ignite a plague of undeath in the region -- A dangerous prospect, considering how many dead bodies are lying around the countryside by that point in the story. In her boss battle, she summons waves of skeletons (which use the animations of shield-bearing marauders and warhammer-wielding maulers) in conjunction with a sweeping beam that rapidly saps health as skeletal hands claw at the player.

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* AcidAttack: Its vomit deals DamageOverTime, [[StaminaBurn drains Stamina]], and slows anyone who crosses [[DangerousTerrain the puddle]].



* DamageSpongeBoss: A significant part of it's power compared to the other bosses simply comes from the fact that it takes a ''lot'' of killing before going down, thanks to it's HealingFactor, and requires multiple party members to focus their attention on it during it's downed phase or it'll take even ''longer'' to kill.

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* DamageSpongeBoss: A significant part of it's its power compared to the other bosses simply comes from the fact that it takes a ''lot'' of killing before going down, thanks to it's its HealingFactor, and requires multiple party members to focus their attention on it during it's its downed phase or it'll take even ''longer'' to kill.

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* TheComputerShallTauntYou: Chaos Warriors are very dismissive of the Ubersreik Five, and have a lot of lines that taunt the heroes when the Chaos Warriors are aware of them. It also indicates which member the Warrior is currently targeting; e.g. insults against Bardin mean the Warrior will focus on killing the Dwarf. Notably, epithets focusing on the Empire target Kruber, while Chaos Warriors taunting Saltzpyre will focus on his faith and profession.



* TheComputerShallTauntYou: Chaos Warriors are very dismissive of the Ubersreik Five, and have a lot of lines that taunt the heroes when the Chaos Warriors are aware of them. It also indicates which member the Warrior is currently targeting; e.g. insults against Bardin mean the Warrior will focus on killing the Dwarf. Notably, epithets focusing on the Empire target Kruber, while Chaos Warriors taunting Saltzpyre will focus on his faith and profession.

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* TheComputerShallTauntYou: Chaos Warriors are very dismissive of the Ubersreik Five, and have a lot of lines that taunt the heroes when the Chaos Warriors are aware of them. It also indicates which member the Warrior is currently targeting; e.g. insults against Bardin mean the Warrior will focus on killing the Dwarf. Notably, epithets focusing on the Empire target Kruber, while Chaos Warriors taunting Saltzpyre will focus on his faith and profession.


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-->'''Leech:''' ''Succulent vitality!''


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* InterfaceScrew: If a character is struck directly by the troll's vomit, it blots out the player's screen for a few seconds.

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Demonic Spiders is a YMMV trope, so moving examples to YMMV pages.


* DeadlyLunge: Their preferred method of attack.

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* DeadlyLunge: Their preferred method of attack.attack is to leap onto their target unexpectedly and start stabbing.
* DeviousDaggers: They dual-wield warpstone-enhanced punch daggers and rely on attacking from stealth.



* BlowYouAway: Ironically, the actual flames aren't particularly dangerous to a hero - but the sheer force of the weapons pushback can easily keep you pinned and be left at the mercy of the horde, or leave you dangling off a cliff.

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* BlowYouAway: Ironically, the actual flames aren't particularly dangerous to a hero - hero, but the sheer force of the weapons weapon's pushback can easily keep you pinned and be left at the mercy of the horde, or leave you dangling off a cliff.



* FlamethrowerBackfire: Their warpstone fuel source explodes when struck, killing the thrower instantly and leaving a [[DangerousTerrain fire surface]] behind.



* DemonicSpiders: Few enemies will tear through your stamina or health if you get attacked by them unexpectedly quite like Plague Monks.



* PlagueMaster: Members of a religious order of plaguemasters.

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* PlagueMaster: Members of a religious order of plaguemasters.plaguemasters, though at least they don't have the power to spread disease.



* DemonicSpiders: Much like Plague Monks, Marauders' Berserkers "Savages/Frothers" will take players down hard and fast if they get the jump on them. They don't attack quite as fast (still pretty fast, though), but their appearance and height being very similar to basic raiders can make them hard to pick out from a Chaos Marauder horde.



* DemonicSpiders: They have the only ranged attacks in the game from non-specials, which can be a real annoyance if turns out your back is turned to them. As well, their spears give them more range than other CannonFodder enemies which can make properly judging your safety distance to them more difficult, especially while they're mixed into a horde of other enemies.



* UnblockableAttack: Averted, other monsters, all of the Minotaurs attacks can be fully blocked, with only the issue of taking knockback from his headbutt and of course, the stamina drain from blocking it's relentless assault.

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* UnblockableAttack: Averted, other monsters, Downplayed. The damage from all of the Minotaurs its attacks can be fully blocked, with only the issue of taking knockback from his but its headbutt and of course, the stamina drain from blocking it's relentless assault.deals hefty knockback.


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* ThisCannotBe: If you purge his Temple of Shadows on a Chaos Wastes expedition, he goes from smug mockery to incredulous outrage at the setback, sometimes even speaking the trope name word for word.

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Splitting due to page exceeding maximum length.






[[folder:As a Whole]]
A group of colorful individuals who happened to end up at the city of Ubersreik at the same time to help prevent the invasion by Clan Fester, using the Red Moon Inn as a base of operations. In the second game, they defend the city of Helmgart from an old Keep located in the nearby World's Edge Mountains.

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\n[[folder:As a Whole]]\nA group See Characters/TheEndTimesVermintidePlayerCharacters.

!Allies

[[folder:Franz Lohner]]
!!Innkeeper
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/franz_lohner.png]]
[[caption-width-right:350:''Rested? Healed? Good, because I got another job for you. And it won’t keep.'']]
->'''Voiced by:''' David Shaw Parker
As cheerful as can be managed, Franz is doing what he can to aid and coordinate what little is left
of colorful individuals who happened Ubersreik's inhabitants. He's not afraid to end up at the city of Ubersreik at the same time call on smugglers and other underground elements to help prevent the invasion by Clan Fester, using the Red Moon Inn as a base of operations. In the second game, they defend the city of Helmgart from an old Keep located in the nearby World's Edge Mountains.keep supplies flowing if that's what it takes.



* AlcoholInducedIdiocy: [[DownplayedTrope Downplayed]] in the ''A Quiet Drink'' mission in the second game, where they get completely drunk and go about Helmgart in search of more ale. While they all have comedic lines and [[InVinoVeritas make drunken confessions]], their intoxication doesn't prevent them from racking up a body count as large as their usual missions.
* TheAtoner: As revealed by the Nameless Voice, all of them are driven at least partly by desires to atone for their pasts.
** Sienna murdered a ''lot'' of people in fits of magic-corrupted pyromania, even destroying an entire town at one point.
** Saltzpyre tortured at least one innocent woman to death under the mistaken impression that she was a vampire, and failed to save the town of Skaggerdorf, which the Skaven annihilated. His crusade against the ratmen is to make sure nothing like that ever happens again.
** Kerillian indirectly caused the deaths of many humans in Ubersreik by slaughtering a military convoy en route to it, which otherwise would've made Clan Fester's job harder and perhaps given more time for evacuations, because the dryads told her that the town would play a role in the downfall of Athel Loren. She now counts all the Skaven she kills in hopes of atoning for Ubersreik's slaughter.
** Bardin seeks to avenge the victims of the Skaven's rampage because he himself still feels guilt over his failure at Ziflin Deeps, where his inability to warn the hold of the coming Skaven attack resulted in the deaths of many dwarfs - including his own son.
** Kruber's the vaguest of all of them, but bits of dialogue and statements by the Nameless Voice hint that he used to be pretty vicious when he was a mercenary. Also, he has SurvivorsGuilt from losing so many of his men back when he was an Imperial State Troop sergeant for Ostland, and wants to make sure that his current comrades (and any civilians under their protection) all make it out alive.
* BadassCrew: There's only five of them (four in the actual missions) yet each of them can rack up literal hundreds of kills over the course of a single mission. Not just against CannonFodder like Skavenslaves either, since they regularly go toe to toe with Stormvermin and later ''Chaos Warriors,'' not to mention all the specialist units and monsters Clan Fester and the Rotbloods throw at them.
* BadassNormal: They all start as this, excepting the token wizard Sienna. None have superhuman physiques [[note]]Kerillian and Bardin are demihumans, but elves and dwarfs aren't too different from humans aside from a longer lifespan. In ''TabletopGame/WarhammerFantasyRoleplay'' for instance, all three races have identical base strength, while elves have a slight boost to agility and a moderate boost to movement, and dwarfs have a slight nerf to agility in exchange for a slight buff to toughness.[[/note]], magic, or particularly advanced or enchanted gear, yet they kill literally tens of thousands of enemies including wizards, heavy weapons teams toting high-tech steampunk gear, teleporting assassins, hulking ogres, twelve-foot minotaurs toting axes the size of men, and daemonic super soldiers. Their toll also includes several Hero/Lord level characters like a Chaos Lord, Exalted Chaos Champions, two Chaos Sorcerer Lords, two Skaven Warlords, and a Grey Seer. Their DLC classes move them into EmpoweredBadassNormal territory, as do the blessings they receive from the gods in the Chaos Wastes.
* BadassInDistress: Any member of the team who gets "killed" during a mission is later found helplessly tied up on the ground and in need of rescue. Once they're back up, they resume kicking ass.
* BloodKnight: All of them ''love'' slaughtering their way through the forces of Skaven and Chaos. One of the most common responses by all characters to a teammate getting a streak is to chastise them for hogging all the kills.
* TheCameo: The Five briefly appear in both the AlternateUniverse of ''VideoGame/TotalWarWarhammerII'' (some of them get name-dropped by other characters and five suspiciously similar Hero units are the default garrison for the Red Moon Inn landmark) and in the fourth edition of ''TabletopGame/WarhammerFantasyRoleplay'', specifically the twentieth developer diary of the Enemy Within campaign.
* DarkAndTroubledPast: Each of them have experienced and done nasty things in their past. [[spoiler: The voice in Castle Drachenfels]] revels in tormenting them all about it.
* DarkSecret: All of them have one, and the Nameless Voice has a good time taunting each of them over the possibility of the others finding out.
* DeadpanSnarker: All of them, by the second game. Even Saltzpyre gets in a dig every now and then.
* EmpoweredBadassNormal: Again, barring Sienna, all of them become this post-Drachenfels. Where before their use of magic topped out at the occasional ''lightly'' enchanted weapon or a potion whose effects last mere seconds, their trips to the Chaos Wastes see them get boosts from their gods that carry on through the adventures. Additionally, Kruber, Kerillian, and Saltzpyre are all permanently infused with magic powers as part of their premium careers. Bardin is not, but the Outcast Engineer's MagicPoweredPseudoscience functionally amounts to the same thing.
* ExperiencedProtagonist: At the start of the first game, each of them are already elite soldiers with decades if not centuries of combat experience, and appropriately look and sound noticeably weathered (except [[LongLived Kerillian]]). Many of their conversations involve [[NoodleIncident Noodle Incidents]] from their pasts. Brief examples of their pre-Ubersreik adventures can be glimpsed by the party in ''TabletopGame/WarhammerFantasyRoleplay'', where they're already presented as veteran soldiers (Kruber, the youngest, has even already risen to command his own platoon) despite the campaign involving them being set 11 years prior to the first game.
* FamedInStory: They built this reputation throughout the first game; multiple in-game contracts say that their seemingly impossible victories are boosting the morale of Reikland's army. By the start of the second game, they've received significant field promotions from their respective factions, and build their reputations more further as the game's expansions go on. Their deeds have made them celebrities in the Reikland, a fact often referenced by Lohner and in item descriptions. After saving Bogenhafen, each of them are also made knights in the city's order, with the mayor promising to build a statue of them. Bardin even speculates in the Keep about the songs people will sing of their deeds. In the Chaos Wastes Kruber, Bardin, and Kerillian each joke that their adventures will be passed down as "Sir Kruber's Triumph", "the Saga of Goreksson the Brave", and "Kerillian and Her Endless Nursemaiding of Mayfly Children" respectively.
* FireForgedFriends: While at first they were all mistrustful of each other, they slowly grow more attached to each other throughout both games. [[DeconstructedTrope Implicitly deconstructed]] in some parts of the second game, [[spoiler: especially in Castle Drachenfels, where the voice reveals a few of them have had thoughts about just murdering the others and just leaving. Reconstructed in that they suppress these thoughts even when a daemon is directly trying to play on them]]. In the second game's prologue, the mission objective displayed on the screen is even "Find Your Friends."[[note]]The PC in the prologue is Kruber, he's already found Bardin at the point the objective comes up, and the objective is considered complete after finding Kerillian and Sienna, so technically it only refers to those two. Still though.[[/note]]
* FriendlessBackground: While tolerated for their skills, none of them were actually ''liked'' by the time they met, which the Nameless Voice takes delight in taunting them about.
-->''(while on an expedition to the Chaos Wastes)''\\
'''Saltzpyre:''' This is the lair of outcasts, exiles, and apostates.\\
'''Bardin:''' Aye. And we're all at least two of those things, aren't we Grimgi?
** Saltzpyre was separated from his biological family early on and [[NoSocialSkills never bothered to cultivate relationships afterwards]], [[MarriedToTheJob being entirely set on his duty.]] Despite this, his willingness to bend the order's rules and his obsession with the Skaven (among other implied factors) meant that even his Witch Hunter comrades thought him a fool.
** Sienna was outcast from her village as a child and had no family from then on besides her murderous sister, [[CainAndAbel who she killed]]. She had a tutor named Rambler for a while, but she killed him too for unknown reasons. When she was studying at the university in Altdorf, her peers regarded her with caution and suspicion due to her desire to push her magic to its limits, and she eventually left due to feeling the scholarly lifestyle was ill-suited for her. By the time of the first game she's a wanted fugitive on her way to a murder trial.
** Kerillian was a Waystalker, who are singularly solitary among Wood Elves and are so antisocial that they can go years without even speaking to another elf. Moreover, the Voice heavily implies that she regarded her kin with scorn due to an inferiority complex, and they regarded her badly in turn - and after ''that'', she was formally exiled from her people.
** Bardin is an exile due to [[MyGreatestFailure his failure]] at Ziflin Deeps, but even before that he wasn't popular, as the first game's lore book had his clan-brothers describing him as "chatty" and "over-familiar", with "a habit of offending and belittling his comrades through ignorance and his robust attitude." He had a wife and children, but his son died at Ziflin Deeps, and he reveals in Keep dialogue that his wife no longer speaks to him.
** Kruber is the exception, as he was AFatherToHisMen and obviously well-regarded by them; however by the start of the first game [[SurvivorsGuilt all his old comrades are dead, as is his family]].
* HeroicSacrifice: At the end of "Dark Omens", they decide to trigger a magical detonation to stop the Beastmen's ritual, and all have unique dialogue lines about being fine with going out in such a manner. Fortunately, Olesya's intervention renders their deaths unnecessary.
* LargeHam: ''All'' of them qualify, even if Kerillian is more along the lines of ColdHam than anything. Saltzpyre is perhaps the top pork of the group due to his [[NoIndoorVoice lack of an indoor voice]]. Their career skills are also deliberately given call-outs that are as loud, bombastic, and thunderous as humanly possible to help with identification during a heated fight, and therefore the associated button might as well be renamed the Ham Button and nothing will have changed. Many of their career skills additionally have them sprinting or leaping headlong into a mob of enemies, making their callouts double as IncomingHam by association.
* LastNameBasis: As can be noted from this page, people usually refer to Victor Saltzpyre and Markus Kruber by their last names for whatever reason, in and out of game. The characters don't ''never'' call them by their first name, but use of their last names is overwhelmingly more common. For their part, Kruber always refers to himself by his last name (even after he becomes a Grail Knight; he never uses "de Mandelot"), while Saltzpyre usually uses his first.
* LetUsNeverSpeakOfThisAgain: They were all so terrified by the experience in Castle Drachenfels that any time one of them tries to bring up the topic in the Keep, the others shush them and say they don't want to talk about it.
* MadeOfIron: While they can't withstand too many hits (especially on higher difficulties) they are surprisingly quick to bounce back after just ingesting a Healing Draught or slapping some bandages on themselves.
* MajorInjuryUnderreaction: The group's reaction to suffering friendly fire tends to be more snarking or complaining about it rather than actually reacting with the appropriate pain of being shot or set on fire.
* MultiMeleeMaster: All of them are highly skilled in a variety of melee weapons:
** Bardin: two-handed axes, one-handed axes, two-handed hammers, one-handed hammers, war picks, shields, and [[PistolWhipping the butt of his shotgun]].
** Kerillian: longswords, spears, shortswords, daggers, glaives, two handed-axes, bardiches,[[note]]Her weapon category labeled as "glaives" are actually two-handed battle axes of various types, including bardiches. Ironically, her spear models are pretty close to [[https://lh3.googleusercontent.com/proxy/KwoB6o5a02q3yw6Wieui0TCabb4VsjPDqHER1s55MyDLVuZz4m1JjMzFGKELyHNrZoY7Ra0jzDFhlY-poNVqGg0SmU5fHiATJXBN actual glaives]], being long polearms with very large, edged heads used for cutting and slicing as often as stabbing.[[/note]] one-handed axes, javelins, and shields.
** Kruber: halberds, poleaxes,[[note]]The "Soldier's Halberd" skin is closer to one than an actual halberd, with a much smaller and less broad head.[[/note]] greatswords, longswords, arming swords, maces, shortswords, two-handed hammers, spears, executioner's swords, shields, and the butt of his blunderbuss.
** Saltzpyre: greatswords, billhooks, rapiers, falchions, flails, one-handed axes, and pistol-whipping.
** Sienna: arming swords, crowbills, maces, flails, and daggers.
* MultinationalTeam: Saltzpyre is an Imperial (from Middenland), Kruber is of mixed Imperial (from Reikland) and Bretonnian (from Parravon) descent, Sienna is from the Southern Realms (Estalia), Kerillian is an Asrai Wood Elf (from Tirsyth), and Bardin is a Karaz Ankor Dwarf (from Karak Norn). Counting their support you also have Olesya (from Kislev) and the Imperial Lohner (from Wissenland). Notably, the crew has a representative of every macro ethnic group of Order in the Old World, bar [[HufflepuffHouse Araby]].[[note]]The Eonir Wood Elves of Laurelorn Forest aren't the same as the Asrai Wood Elves of Athel Loren, nor are the people of Tilea the same as those of Estalia, nor are the people of the Wasteland the same as those of the Empire, but they're all closely related nonetheless (and use the same units on in the tabletop games).[[/note]]
* MultiRangedMaster: Except Sienna, who uses Aqshy magic for all her ranged attacks:
** Bardin: muskets, shotguns, pistols, grenade launchers, flamethrowers, Gatling guns, throwing axes, and crossbows.
** Kerillian: longbows, shortbows, volley crossbows, javelins, [[EnergyBow energy bows]], and Ghyran magic.
** Kruber: muskets, blunderbusses, longbows, and repeater carbines.
** Saltzpyre: regular pistols, shotgun pistols, repeater pistols, crossbows, and volley crossbows.
* OneManArmy: All of them, taken to absurd levels. On higher difficulties the team will easily score over a thousand kills per mission, and considering there are several dozen missions in total between both games and their expansions, that would put each of the 5's canonical death tolls into the quintuple digits, of whom 10-15% would be elites and specials. The interquel mission "Waylaid" hangs a lampshade on this; after they repulse the first Skaven invasion of Ubersreik more or less on their own, Rasknitt lays a trap to capture them, reasoning that the city would easily fall in their absence. He turns out to be right, as Ubersreik falls almost immediately while his even larger and better-equipped attack on Helmgart ends in miserable failure soon after they're released.
* OneRiotOneRanger: Well, five rangers. Their arrangement is initially impromptu due to them all just happening to end up trapped in Ubersreik, but in the sequel they're basically an unofficial Empire commando unit that Lohner trusts to execute any important mission he comes across, usually at a hundreds-to-one numerical disadvantage. He's consistently proven right. By the DLC the team more or less knows that they're close to unstoppable, such as when they think that being attacked by a small army of Skaven and Chaos soldiers isn't sufficient grounds to call off their pub crawl in "A Quiet Drink."
* RagtagBunchOfMisfits: In the first game, the team consists of a Witch Hunter and his hired Empire Soldier bodyguard escorting a Bright Wizard to Ubersreik for trial, where they joined alongside a Dwarf Ranger and Wood Elf Waywatcher to fight off the Skaven invasion. In the second game, each of them can change to a variety of different professions that make them even more unique.
* ReligiousBruiser: Most obviously Saltzpyre, but each of the Ubersreik Five pay homage to a god from their distinct pantheon and has a small shrine in their mountain base in ''II''. Saltzpyre obviously worships Sigmar, patron god and [[FounderOfTheKingdom founder]] of the Empire. Kerillian worships the elven goddess Lileath, goddess of the moon and associate of fortune and seers. Sienna worships Myrmidia, goddess of war and the blazing sun. Kruber worships Taal, the Lord of Beasts and patron of hunters and woodsmen. And Bardin worships Valaya the Protector, mother of dwarfs and ancestor goddess of hearth, healing and home.
* TookALevelInBadass:
** They all start as formidable combatants each with decades of experience, but the additional experience (and new, rare gear) they acquire over years of straight rat slaying[[note]]In the End Times timeline, the Skaven attacks begin in early 2523 (which is also the date given in the Horn of Magnus mission). Kerillian's Sister of the Thorn dialogue references Isha's avatar Ariel being subsumed by the High Elf Everqueen, which took place in the winter of 2524-2525 according to "End Times: Khaine", placing the current timeline at least into late 2524 and more likely early 2525.[[/note]] see them take several levels regardless. By the time of the second game, they all start as promoted and objectively superior versions of their classes in the first game. The second game's DLC classes upgrade their in-universe power even more significantly, though for balance reasons said classes are more like sidegrades in gameplay.
** Their appearances in ''Warhammer Fantasy Roleplay: The Enemy Within'' 4e take place in 2512 IC, 11 years before the first ''Vermintide'' game starts. As a result they're each capable, but only roughly on par with EliteMooks or mid-level adventurers in stats, far from the army-slaying terrors they'd become in the ''Vermintide'' series (from a meta perspective this also has the benefit of keeping their occasional help from trivializing the relatively tiny and low-level battles that are the bread and butter of WFRP).[[note]]One example: [[https://preview.redd.it/g91c8w0edxp71.png?width=640&crop=smart&auto=webp&s=293c0fc1cf7fa1d29764d8e12ef97ad1ad0ca2ba Kruber's combat stats]] were 51 Weapons Skill (with most hand weapons, or 46 for two-handed weapons), 37 Ballistic Skill (for blackpowder weapons), 39 Strength, 46 Toughness, 35 Initiative, 37 Agility, and 15 Wounds. An experienced but otherwise unremarkable knight (i.e. a human character who rolled an average 30-31 for every stat and is exactly halfway through the knight career's advancements) would be 43 Weapon Skill (with all melee weapons), 30 Ballistic Skill, 38 Strength, 38 Toughness, 38 Agility, and 13 Wounds. Kruber and the generic knight's combat talents are also pretty comparable.[[/note]]
* VitriolicBestBuds: By the second game's DLC, they're all clearly fond of one another (excepting perhaps Kerillian and Saltzpyre's relationship), but still throw out some pretty hard insults in banter.

to:

* AlcoholInducedIdiocy: [[DownplayedTrope Downplayed]] AllThereInTheManual: According to "[[Tabletopgame/WarhammerFantasyRoleplay A Guide to Ubersreik]]", Lohner worked as a very successful mercenary in the ''A Quiet Drink'' mission in the second game, where they get completely drunk his youth, and go about Helmgart in search of more ale. While they all have comedic lines and [[InVinoVeritas make drunken confessions]], their intoxication doesn't prevent them made enough money from racking up a body count as large as their usual missions.
* TheAtoner: As revealed by the Nameless Voice, all of them are driven at least partly by desires to atone for their pasts.
** Sienna murdered a ''lot'' of people in fits of magic-corrupted pyromania, even destroying an entire town at one point.
** Saltzpyre tortured at least one innocent woman to death under the mistaken impression that she was a vampire, and failed to save the town of Skaggerdorf, which the Skaven annihilated. His crusade against the ratmen is to make sure nothing like that ever happens again.
** Kerillian indirectly caused the deaths of many humans in Ubersreik by slaughtering a military convoy en route to it, which otherwise would've made Clan Fester's job harder and perhaps given more time for evacuations, because the dryads told her that the town would play a role in the downfall of Athel Loren. She now counts all the Skaven she kills in hopes of atoning for Ubersreik's slaughter.
** Bardin seeks to avenge the victims of the Skaven's rampage because
it while he himself still feels guilt over had his failure at Ziflin Deeps, where his inability health to warn the hold of the coming Skaven attack resulted in the deaths of many dwarfs - including his own son.
** Kruber's the vaguest of all of them, but bits of dialogue and statements by the Nameless Voice hint that he used to be pretty vicious when he was a mercenary. Also, he has SurvivorsGuilt from losing so many of his men back when he was an Imperial State Troop sergeant for Ostland, and wants to make sure that his current comrades (and any civilians under their protection) all make it out alive.
* BadassCrew: There's only five of them (four in the actual missions) yet each of them can rack up literal hundreds of kills over the course of a single mission. Not just against CannonFodder like Skavenslaves either, since they regularly go toe to toe with Stormvermin and later ''Chaos Warriors,'' not to mention all the specialist units and monsters Clan Fester and the Rotbloods throw at them.
* BadassNormal: They all start as this, excepting the token wizard Sienna. None have superhuman physiques [[note]]Kerillian and Bardin are demihumans, but elves and dwarfs aren't too different from humans aside from a longer lifespan. In ''TabletopGame/WarhammerFantasyRoleplay'' for instance, all three races have identical base strength, while elves have a slight boost to agility and a moderate boost to movement, and dwarfs have a slight nerf to agility in exchange for a slight buff to toughness.[[/note]], magic, or particularly advanced or enchanted gear, yet they kill literally tens of thousands of enemies including wizards, heavy weapons teams toting high-tech steampunk gear, teleporting assassins, hulking ogres, twelve-foot minotaurs toting axes the size of men, and daemonic super soldiers. Their toll also includes several Hero/Lord level characters like a Chaos Lord, Exalted Chaos Champions, two Chaos Sorcerer Lords, two Skaven Warlords, and a Grey Seer. Their DLC classes move them into EmpoweredBadassNormal territory, as do the blessings they receive from the gods in the Chaos Wastes.
* BadassInDistress: Any member of the team who gets "killed" during a mission is later found helplessly tied up on the ground and in need of rescue. Once they're back up, they resume kicking ass.
* BloodKnight: All of them ''love'' slaughtering their way through the forces of Skaven and Chaos. One of the most common responses by all characters to a teammate getting a streak is to chastise them for hogging all the kills.
* TheCameo: The Five briefly appear in both the AlternateUniverse of ''VideoGame/TotalWarWarhammerII'' (some of them get name-dropped by other characters and five suspiciously similar Hero units are the default garrison for
buy the Red Moon Inn landmark) and in retire to being an innkeep.
* CrazyPrepared: He would have to be, to hire a grey wizard to keep a PerceptionFilter spell cast over his inn.
* TheHeart: Lohner tries to get
the fourth edition of ''TabletopGame/WarhammerFantasyRoleplay'', specifically the twentieth developer diary of the Enemy Within campaign.
* DarkAndTroubledPast: Each of
Ubersreik Five to bond and open up, reasoning that it makes them have experienced a more effective unit. He's been semi-successful at it too, if the "Franz Lohner's Chronicle" blog posts are any indication.
* MissionBriefing: Lets the party know what is up
and done nasty things in their past. [[spoiler: The voice in Castle Drachenfels]] revels in tormenting them all why they are needed to go to a particular place and do a particular thing, speaking over loading screens about it.
the specifics.
* DarkSecret: All of them have one, MissionControl: Gathers intelligence and comes up with critical objectives that the Nameless Voice has a good time taunting each of them over party needs to meet to stem the possibility of the others finding out.
* DeadpanSnarker: All of them, by the second game. Even Saltzpyre gets in a dig every now and then.
Vermintide.
* EmpoweredBadassNormal: Again, barring Sienna, all MysteriousPast: There's a considerable level of them become this post-Drachenfels. Where before their use mystery surrounding who or ''what'' Lohner is. He's without a doubt more than "just an innkeeper", as evident by his [[TheSpymaster myriad of magic topped out at connections with many powerful figures, Emperor Karl Franz implied to be one of them]]. According to "[[Tabletopgame/WarhammerFantasyRoleplay A Guide to Ubersreik]]", Lohner worked as a very successful mercenary in his youth, and [[spoiler:Waylaid shows him with a Grudgebringer shield]]. Talking to Lohner in the occasional ''lightly'' enchanted weapon or a potion whose effects last mere seconds, their trips Keep in ''2'' may also have him refer to the Chaos Wastes see them get boosts from their gods a "beaut of a sword" that carry on through he once owned, [[spoiler:which could very well be ''the'' Grudgebringer, after which the adventures. mercenary band was named, thus directly implying him to be none other than [[Videogame/WarhammerDarkOmen Morgan Bernhardt]] himself]]. Additionally, Kruber, Kerillian, and Saltzpyre are all permanently infused with magic powers as part of their premium careers. Bardin is not, but the Outcast Engineer's MagicPoweredPseudoscience functionally amounts to way he [[SuspiciouslySpecificDenial quite suspiciously denies]] knowing who the same thing.
* ExperiencedProtagonist: At the start of the first game, each of them are already elite soldiers with decades if not centuries of combat experience, and appropriately look and sound noticeably weathered (except [[LongLived Kerillian]]). Many of their conversations involve [[NoodleIncident Noodle Incidents]] from their pasts. Brief examples of their pre-Ubersreik adventures can be glimpsed by the party in ''TabletopGame/WarhammerFantasyRoleplay'', where they're already presented as veteran soldiers (Kruber, the youngest, has even already risen to command his own platoon) despite the campaign involving them being set 11 years prior to the first game.
* FamedInStory: They built this reputation throughout the first game; multiple in-game contracts say that their seemingly impossible victories are boosting the morale of Reikland's army. By the start of the second game, they've received significant field promotions from their respective factions, and build their reputations more further as the game's expansions go on. Their deeds have made them celebrities
"other chap" in the Reikland, a fact often referenced by Lohner and in item descriptions. After saving Bogenhafen, each of them are also made knights in the city's order, with the mayor promising to build a statue of them. Bardin even speculates in the Keep about the songs people will sing of their deeds. In the Chaos Wastes Kruber, Bardin, and Kerillian each joke that their adventures will be passed down as "Sir Kruber's Triumph", "the Saga of Goreksson the Brave", and "Kerillian and Her Endless Nursemaiding of Mayfly Children" respectively.
* FireForgedFriends: While at first they were all mistrustful of each other, they slowly grow more attached to each other throughout both games. [[DeconstructedTrope Implicitly deconstructed]] in some parts of the second game, [[spoiler: especially in Castle Drachenfels, where the voice reveals a few of them have had thoughts about just murdering the others and just leaving. Reconstructed in that they suppress these thoughts even when a daemon
"Old Comrades" ravaged art is directly trying to play on them]]. In the second game's prologue, the mission objective displayed on the screen is even "Find Your Friends."[[note]]The PC in the prologue is Kruber, he's already found Bardin at the point the objective comes up, and the objective is considered complete after finding Kerillian and Sienna, so technically it only refers to those two. Still though.[[/note]]
* FriendlessBackground: While tolerated for their skills, none of them were actually ''liked'' by the time they met, which the Nameless Voice takes delight in taunting them about.
-->''(while on an expedition to the Chaos Wastes)''\\
'''Saltzpyre:''' This is the lair of outcasts, exiles, and apostates.\\
'''Bardin:''' Aye. And we're all at least two of those things, aren't we Grimgi?
** Saltzpyre was separated from his biological family early on and [[NoSocialSkills never bothered to cultivate relationships afterwards]], [[MarriedToTheJob being entirely set on his duty.]] Despite this, his willingness to bend the order's rules and his obsession with the Skaven (among other implied factors) meant that even his Witch Hunter comrades thought him a fool.
** Sienna was outcast from her village as a child and had no family from then on besides her murderous sister, [[CainAndAbel who she killed]]. She had a tutor named Rambler for a while, but she killed him too for unknown reasons. When she was studying at the university in Altdorf, her peers regarded her with caution and suspicion due to her desire to push her magic to its limits, and she eventually left due to feeling the scholarly lifestyle was ill-suited for her. By the time of the first game she's a wanted fugitive on her way to a murder trial.
** Kerillian was a Waystalker, who are singularly solitary among Wood Elves and are so antisocial that they can go years without even speaking to another elf. Moreover, the Voice heavily
indirectly implies that she regarded her kin with scorn due to an inferiority complex, and they regarded her badly it ''was'' him in turn - and after ''that'', she was formally exiled from her people.
** Bardin is an exile due to [[MyGreatestFailure
his failure]] at Ziflin Deeps, but even before that he wasn't popular, as the first game's lore book had his clan-brothers describing him as "chatty" and "over-familiar", with "a habit of offending and belittling his comrades through ignorance and his robust attitude." He had a wife and children, but his son died at Ziflin Deeps, and he reveals in Keep dialogue that his wife no longer speaks to him.
** Kruber is the exception, as
youth, when he was AFatherToHisMen a nobleman warrior and obviously well-regarded by them; however by the start trusted ally of the first game [[SurvivorsGuilt all his old comrades are dead, as is his family]].
* HeroicSacrifice: At the end
Countess Gertrun of "Dark Omens", they decide to trigger a magical detonation to stop the Beastmen's ritual, and all have unique dialogue lines about being fine with going out in such a manner. Fortunately, Olesya's intervention renders their deaths unnecessary.
* LargeHam: ''All'' of them qualify, even if Kerillian is more along the lines of ColdHam than anything. Saltzpyre is perhaps the top pork of the group due to his [[NoIndoorVoice lack of an indoor voice]]. Their career skills are also deliberately given call-outs that are as loud, bombastic, and thunderous as humanly possible to help with identification during a heated fight, and therefore the associated button might as well be renamed the Ham Button and nothing will have changed. Many of their career skills additionally have them sprinting or leaping headlong into a mob of enemies, making their callouts double as IncomingHam by association.
* LastNameBasis: As can be noted from this page, people usually refer to Victor Saltzpyre and Markus Kruber by their last names for whatever reason, in and out of game.
Middenheim. The characters don't ''never'' call them by their first name, but use of their last names is overwhelmingly more common. For their part, Kruber always refers to himself by his last name (even after he becomes a Grail Knight; he never uses "de Mandelot"), while Saltzpyre usually uses his first.
* LetUsNeverSpeakOfThisAgain: They were all so terrified by the experience in Castle Drachenfels that any time one of them tries to bring up the topic in the Keep, the others shush them and say they don't want to talk about it.
* MadeOfIron: While they can't withstand too many hits (especially on higher difficulties) they are surprisingly quick to bounce back after just ingesting a Healing Draught or slapping some bandages on themselves.
* MajorInjuryUnderreaction: The group's reaction to suffering friendly fire tends to be more snarking or complaining about it rather than actually reacting with the appropriate pain of being shot or set on fire.
* MultiMeleeMaster: All of them are highly skilled in a variety of melee weapons:
** Bardin: two-handed axes, one-handed axes, two-handed hammers, one-handed hammers, war picks, shields, and [[PistolWhipping the butt of his shotgun]].
** Kerillian: longswords, spears, shortswords, daggers, glaives, two handed-axes, bardiches,[[note]]Her weapon category labeled as "glaives" are actually two-handed battle axes of various types, including bardiches. Ironically, her spear models are pretty close to [[https://lh3.googleusercontent.com/proxy/KwoB6o5a02q3yw6Wieui0TCabb4VsjPDqHER1s55MyDLVuZz4m1JjMzFGKELyHNrZoY7Ra0jzDFhlY-poNVqGg0SmU5fHiATJXBN actual glaives]], being long polearms with very large, edged heads used for cutting and slicing as often as stabbing.[[/note]] one-handed axes, javelins, and shields.
** Kruber: halberds, poleaxes,[[note]]The "Soldier's Halberd" skin is closer to one than an actual halberd, with a much smaller and less broad head.[[/note]] greatswords, longswords, arming swords, maces, shortswords, two-handed hammers, spears, executioner's swords, shields, and the butt of his blunderbuss.
** Saltzpyre: greatswords, billhooks, rapiers, falchions, flails, one-handed axes, and pistol-whipping.
** Sienna: arming swords, crowbills, maces, flails, and daggers.
* MultinationalTeam: Saltzpyre is an Imperial (from Middenland), Kruber is of mixed Imperial (from Reikland) and Bretonnian (from Parravon) descent, Sienna is from the Southern Realms (Estalia), Kerillian is an Asrai Wood Elf (from Tirsyth), and Bardin is a Karaz Ankor Dwarf (from Karak Norn). Counting their support you also have Olesya (from Kislev) and the Imperial Lohner (from Wissenland). Notably, the crew has a representative of every macro ethnic group of Order in the Old World, bar [[HufflepuffHouse Araby]].[[note]]The Eonir Wood Elves of Laurelorn Forest aren't the same as the Asrai Wood Elves of Athel Loren, nor are the people of Tilea the same as those of Estalia, nor are the people of the Wasteland the same as those of the Empire, but they're all closely related nonetheless (and use the same units on in the tabletop games).[[/note]]
* MultiRangedMaster: Except Sienna, who uses Aqshy magic for all her ranged attacks:
** Bardin: muskets, shotguns, pistols, grenade launchers, flamethrowers, Gatling guns, throwing axes, and crossbows.
** Kerillian: longbows, shortbows, volley crossbows, javelins, [[EnergyBow energy bows]], and Ghyran magic.
** Kruber: muskets, blunderbusses, longbows, and repeater carbines.
** Saltzpyre: regular pistols, shotgun pistols, repeater pistols, crossbows, and volley crossbows.
* OneManArmy: All of them, taken to absurd levels. On higher difficulties the team will easily score over a thousand kills per mission, and considering there are several dozen missions in total between both games and their expansions, that would put each of the 5's canonical death tolls into the quintuple digits, of whom 10-15% would be elites and specials. The interquel mission "Waylaid" hangs a lampshade on this; after they repulse the first Skaven invasion of Ubersreik
Lohner's Chronicle post "Obsession" more or less on their own, Rasknitt lays a trap to capture them, reasoning that the city would easily fall in their absence. He turns out to be right, confirms him as Ubersreik falls almost immediately while his even larger and better-equipped attack on Helmgart ends in miserable failure soon after they're released.
* OneRiotOneRanger: Well, five rangers. Their arrangement is initially impromptu due to them all just happening to end up trapped in Ubersreik, but in the sequel they're basically
Morgan Bernhardt, with him referencing an unofficial Empire commando unit that Lohner trusts to execute any important mission he comes across, usually at a hundreds-to-one numerical disadvantage. He's consistently proven right. By the DLC the team more or less knows that they're close to unstoppable, such as when they think that being attacked by a small army of Skaven and Chaos soldiers isn't sufficient grounds to call off their pub crawl in "A Quiet Drink."
* RagtagBunchOfMisfits: In the first game, the team consists of a Witch Hunter and his hired Empire Soldier bodyguard escorting a Bright Wizard to Ubersreik for trial, where they joined alongside a Dwarf Ranger and
old elven friend named Elrod, who was an allied Wood Elf Waywatcher to fight off the Skaven invasion. In the second game, each commander in Dark Omen. [[https://www.vermintide.com/news/franz-lohners-chronicle-deathly-whispers "Deathly Whispers"]] has him imply he's done a lot of them can change to a variety mysterious things in his time - some of different professions that which would probably make them even more unique.
* ReligiousBruiser: Most obviously Saltzpyre, but each
members of the Ubersreik Five pay homage quite mad at him - and he claims to know exactly why the infamously insane Elector Count [[{{Cloudcuckoolander}} Marius Leitdorf]] went mad.
* RetiredBadass: [[spoiler:The Waylaid DLC has him in possession of
a god from their distinct pantheon Grudgebringer shield; heavily suggesting that he's a former Grudgebringer and has a small shrine in their mountain base in ''II''. Saltzpyre obviously worships Sigmar, patron god and [[FounderOfTheKingdom founder]] of fought the Empire. Kerillian worships the elven goddess Lileath, goddess of the moon and associate of fortune and seers. Sienna worships Myrmidia, goddess of war and the blazing sun. Kruber worships Taal, the Lord of Beasts and patron of hunters and woodsmen. And Bardin worships Valaya the Protector, mother of dwarfs and ancestor goddess of hearth, healing and home.
* TookALevelInBadass:
** They all start as formidable combatants each with decades of experience, but the additional experience (and new, rare gear) they acquire over years of straight rat slaying[[note]]In the End Times timeline, the Skaven attacks begin in early 2523 (which is also the date given in the Horn of Magnus mission). Kerillian's Sister of the Thorn dialogue references Isha's avatar Ariel being subsumed by the High Elf Everqueen, which took place in the winter of 2524-2525 according to "End Times: Khaine", placing the current timeline at least into late 2524 and more likely early 2525.[[/note]] see them take several levels regardless. By the time of the second game, they all start as promoted and objectively superior versions of their classes in the first game. The second game's DLC classes upgrade their in-universe power even more significantly, though for balance reasons said classes are more like sidegrades in gameplay.
** Their appearances in ''Warhammer Fantasy Roleplay: The Enemy Within'' 4e take place in 2512 IC, 11 years before the first ''Vermintide'' game starts. As a result they're each capable, but only roughly on par with EliteMooks or mid-level adventurers in stats, far from the army-slaying terrors they'd become in the ''Vermintide'' series (from a meta perspective this
skaven before. [[OffScreenMomentOfAwesome It also has you first find him alone in a room full of dead Stormvermin]].]] The "A Guide to Ubersreik" does indeed confirm he was once part of [[spoiler:the Grudgebringers.]]
* SecretKeeper: It appears most of
the benefit of keeping party trust him with their occasional help from trivializing darkest secrets, including ''[[DarkAndTroubledPast Bardin]]'' and even ''[[TheSpook Kerillian.]]''
* ShipperOnDeck: In a few Lohner's Chronicle posts,
the relatively tiny and low-level battles spymaster openly speculates that are the bread and butter of WFRP).[[note]]One example: [[https://preview.redd.it/g91c8w0edxp71.png?width=640&crop=smart&auto=webp&s=293c0fc1cf7fa1d29764d8e12ef97ad1ad0ca2ba Kruber's combat stats]] were 51 Weapons Skill (with most hand weapons, or 46 for two-handed weapons), 37 Ballistic Skill (for blackpowder weapons), 39 Strength, 46 Toughness, 35 Initiative, 37 Agility, and 15 Wounds. An experienced but otherwise unremarkable knight (i.e. a human character who rolled an average 30-31 for every stat and is exactly halfway through the knight career's advancements) would be 43 Weapon Skill (with all melee weapons), 30 Ballistic Skill, 38 Strength, 38 Toughness, 38 Agility, and 13 Wounds. Kruber and the generic knight's combat talents are also pretty comparable.[[/note]]
* VitriolicBestBuds: By the second game's DLC, they're all clearly fond of one another (excepting perhaps
Kerillian and Saltzpyre's relationship), Kruber have a thing for one another, writing about it in his journal. Kerillian threatens him into stopping his speculation in "A Close Call" when she figures it out, and while he does stop on pain of mutilation, the affair doesn't seem to have actually changed his mind about the pairing. Said speculation took the form of prose poetry, much to Sienna's amusement. As of "Message From Okri", [[https://www.vermintide.com/news/franz-lohners-chronicle-a-message-from-okri he's back at it]] despite said threats.
* TheSpymaster: Implied
but still throw out some pretty hard insults in banter.never stated that his profession extends beyond being the simple owner of an inn. Given his strategic acumen, network of informants across the city and the Reikland more generally, and connections with a Grey Wizard who does him significant magical favors, it is unlikely he was "only" ever an innkeeper.



[[folder:Victor Saltzpyre]]
!!Vermintide I: Witch Hunter
!!Vermintide II: Witch Hunter Captain, Bounty Hunter, Zealot, Warrior Priest of Sigmar
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/saltz_web.png]]
[[caption-width-right:300:''Holy Sigmar, bless this ravaged body!'']]
->'''Voiced by:''' Tim Bentinck

Judge, jury and executioner combined, Victor Saltzpyre is a Witch Hunter who will by any means necessary burn out heresy and corruption from the heart of the Empire. Grim and relentless, this sinister man is a member of the Holy Order of the Templars of Sigmar, an organization whose members seek to punish those who dare employ fell sorcery or consort with the agents of the Dark Gods. When battle rages and the conjurations of vile wizards tear the skies above, Witch Hunters are often all that stands between an Empire soldier and a most unnatural death.

Victor’s obsession with the Skaven has unfortunately led to friction with his superiors, preventing him from being promoted to Witch Hunter Captain. Additionally, his lack of objections towards working with other races separates him even further from his fellow members, even if he draws the line at not allying with anything outright evil or daemonic. In Victor’s eyes, the end justifies the means, and he is ultimately willing to fight alongside anyone as long as they are not apparent enemies of Sigmar and the Empire.

to:

[[folder:Victor Saltzpyre]]
!!Vermintide I: Witch Hunter
!!Vermintide II: Witch Hunter Captain, Bounty Hunter, Zealot, Warrior Priest of Sigmar
[[quoteright:300:https://static.
[[folder:Olesya Pimenova]]
!!Carriage Driver
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/saltz_web.org/pmwiki/pub/images/olesya.png]]
[[caption-width-right:300:''Holy Sigmar, bless this ravaged body!'']]
[[caption-width-right:350:''Ah, there you are! Get on board.'']]
->'''Voiced by:''' Tim Bentinck

Judge, jury
Nicolette [=McKenzie=]
A sour
and executioner combined, Victor Saltzpyre is a Witch Hunter who will by any means necessary burn out heresy and corruption from the heart of the Empire. Grim and relentless, this sinister man is a member of the Holy Order of the Templars of Sigmar, an organization whose members seek to punish those who dare employ fell sorcery or consort impatient older lady with a moderate eastern european accent. She frequently chides the agents of the Dark Gods. When battle rages and the conjurations of vile wizards tear the skies above, Witch Hunters are often all that stands between an Empire soldier and a most unnatural death.

Victor’s obsession with the Skaven has unfortunately led to friction with his superiors, preventing him from
crew for being promoted to Witch Hunter Captain. Additionally, his lack of objections towards working with other races separates him even further from his fellow members, even if he draws the line at not allying with anything outright evil slow or daemonic. In Victor’s eyes, the end justifies the means, and he is ultimately willing to fight alongside anyone late as long soon as they are not apparent enemies of Sigmar and the Empire.she sees them.



* ActorAllusion: A dialogue from ''II'' between Saltzpyre and Kruber where Saltzpyre requests that Kruber [[TakeUpMySword keep his sword of office should he die]] is a ShoutOut to a scene from [[Recap/SharpeS1E1SharpesRifles the first episode]] of the early 90s historical drama ''Series/{{Sharpe}}'' where a dying Captain Murray, also played by Tim Bentinck, leaves his CoolSword to Richard Sharpe, with the exact same reasoning ("They'll think I liked you.").
* AlmightyJanitor: His knowledge, skill, and devotion to the Empire are so great that he should have been promoted to a position of authority over other Witch Hunters years ago, but he has been repeatedly passed over for promotion due to his radical methods. [[spoiler:...until flavor text from ''Vermintide 2'' revealed that with the witch hunters suffering a lot of casualties in these times, the higher-ups were finally forced to promote Victor to Captain. It's even in his initial class' name in ''V2'': Witch Hunter Captain]].
* ArbitrarySkepticism: Victor lives in a world where monsters are common and has seen all kinds of strange magic but is adamant that the Great Enchanter Constant Drachenfels never existed. He remains steadfast in this opinion even when ''standing in Castle Drachenfels.''
* ArmorIsUseless: Despite his Bounty Hunter career explicitly wearing heavy armor (making it his only class to do so before Warrior Priest), it's also Victor's squishiest career, with both the lightly armored Witch Hunter Captain and especially the entirely-unarmored Zealot being more durable.
* AutomaticCrossbows: One of his DLC weapons is a semi-automatic triple crossbow with 15 shots per reload, or it can fire three bolts at a time.
* BadassBoast: His declarations from his Witch Hunter Captain class' ability has him let off one of these.
-->"Fall back! I smite your heathen souls!"\\
"The crime is your foul existence! The sentence is death!"
* BadassLongcoat: Part of the typical attire of a Witch Hunter for both practical traveling and intimidation purposes.
* BadBoss: As the highest "ranking" member of the group (which does not actually have any ranks or structure unto itself) he considers himself to be its leader, and considers his mission too important to worry about the petty concerns of his underlings. The only person he might have any actual authority over is Kruber, whom he hired to help bring in Sienna.
-->'''Saltzpyre:''' ''(reviving Kruber)'' You have not EARNED death, Kruber!
* BavarianFireDrill: Reminisces about doing this to Baron Francke at some point in the past in Empire in Flames, forcing Francke to donate half his immense wealth to the Church of Sigmar or Saltzpyre would have him burned at the stake for knowingly leveling a false accusation of witchcraft at an innocent woman. When Markus asks him if he could actually ''do'' that, Saltzpyre simply remarks that nobody questioned him.
* BarrierWarrior: His Warrior Priest career skill, Shield of Faith, props up a shield around himself or an ally of his choosing for 5 seconds, allowing them to NoSell all damage. The shield will then explode when the effect ends, damaging everything around the shielded player. With the proper talents selected, the barrier can also revive downed teammates, or allow the shielded person to run over trash mobs.
* BladeOnAStick: ''The Winds of Magic'' DownloadableContent allows him to use a billhook, combining the reach of a spear with the sweep of a halberd and the armor-penetrating point of a war pick.
* BorrowedCatchphrase: "A Quiet Drink" may have him call everyone else "Lumberfoots". Apparently the term ended up on his mind after how much Kerillian says it.
* BountyHunter: A possible career for him in ''Vermintide 2'', specialized in ranged attacks. If this class has been chosen, [[spoiler: it's the end result of a falling-out between Victor and his superiors. Yes, he's still a legally sanctioned witch hunter, but now he's taking matters into his own hands and funds his own crusade against the Skaven by collecting bounties.]]
* BurnTheWitch: His version of the [[MentalWorld Chamber of Gnignol]] is a prison where a witch is being burned at a stake.
* ByTheBookCop: Even though his station grants him an incredible amount of leeway in how he performs his duties, Victor firmly insists on conducting thorough investigations and giving his suspects a fair and impartial trial.
* CantHoldHisLiquor: Perhaps unsurprisingly, Victor is the most-affected by the party's drinking spree in "A Quiet Drink". Presumably his devotion to his duty means drinking isn't something he does often.
* CherryTapping: Two of his weapons, the Rapier and the Reckoner hammer, have alternative attacks that do low damage to a single enemy he's facing, via a small pistol shot and a punch, respectively, that can finish off low-health enemies in a pinch. There are two Okri's challenges tied to the latter, one for punching a Chaos Warrior immediately after he's punched you, and the other for socking out Bödvarr Ribspreader in combat.
* ChurchMilitant: A member of the Holy Order of the Templars of Sigmar. He is so devoted in his duty that a conversation with Kruber in the keep has him initially, humorously, unable to understand a query about what he would do after his fight ends (he assures Kruber that would only ever happen with his death). As a Warrior Priest, he is perhaps the closest thing to a literal church-ordained KnightTemplar.
* CloseRangeCombatant: Kind of. As a Warrior Priest, Saltzpyre cannot use his guns and is restricted to his selection of hammers. His Hammer and Tome give him a bit of a gap closer, but similar to Grail Knight Kruber before him, he has no means of directly challenging an enemy at range other than chucking bombs at it.
* TheComicallySerious: He rarely makes an intentional joke, but his straightlaced personality makes him an ideal target for needling from the other party members. Even Kruber gets in on it.
-->'''Saltzpyre:''' Are you mocking me, Kruber?\\
'''Kruber:''' No, no sir. Perish the thought, sir.
** Even the inhuman forest spirits [[https://www.vermintide.com/news/lohners-chronicle-a-quiet-spell quickly recognize him as the juiciest target]] and ignore the rest of the keep in favor of constantly trying to get a rise out of Saltzpyre (usually successfully), which Lohner finds amusing.
* CriticalHitClass: With an ability that raises the critical hit chance of himself and allies along with the bonus of instantly killing any man-sized enemies with a headshot while critting, Victor's Witch Hunter Captain class clearly emphasizes synergy with the critical chance statistic.
* CriticalStatusBuff: The Zealot career in ''II'' boosts his aptitude the lower his health is. For ever 25% of his health missing, Saltzpyre gains 5% more power, and his Castigate talent buffs his attack speed when he's at below half and 20% health, respectively.
* DarkSecret: [[spoiler:Saltzpyre's faith in Sigmar is actually quite shaky, contrary to what the fiery rhetoric would have you believe. Saltzpyre secretly feels that Sigmar has abandoned his Empire and there is little he can do to avert its imminent collapse. He feels guilty about an incident in the town of Skaggerdorf, where his zealotry led to him executing an innocent girl, and his guilt over this failure is eating him.]]
* DoubleTake: Does this in ''A Quiet Drink'' when the Obese Megalodon goes up in flames around him and the others.
-->'''Saltzpyre''': [[UnusuallyUninterestingSight Oh look the tavern's on fire...]] '''[[OhCrap THE TAVERN'S]]''' '''[[SuddenlyShouting ON FIRE!!]]'''
* TheDreaded: [[https://i.redd.it/ey8gi6mxjel01.jpg He's made something of a reputation among the Skaven]], if ''VideoGame/TotalWarWarhammerII'' is any indication -- enough so that the Skaven Lords may mention him by name at times if you're playing as the Empire and try to negotiate with them via Diplomacy, though they are confident that he will eventually fail to stop them.
* DropTheHammer: As a Warrior Priest, Saltzpyre packs enough hammers to make Sigmar blush. With the exception of the Flail and Shield combo, ''every'' other weapon of his involves a hammer in some manner.
* DualWielding: His loadouts in both games provide him the option to wield either a rapier and an off-hand pistol, or GunsAkimbo via brace of pistols. ''2'' additionally has an axe and falchion combo for him to use. As a Warrior Priest, Saltzpyre can also wield twin hammers.
* DudeWheresMyRespect: In spite of all of the Ubersreik Five's achievements and Victor proving ProperlyParanoid in regards to the Skaven threat, his organization still regards him as a loon.
-->'''Nameless Voice:''' Little Victor... so blinded by purpose, even your Order thinks you a fool. What would the others say, if they knew?
* EnemyMine: His willingness to use any means to secure the Empire's safety tends to result in him accepting help from those who share its enemies, even if not his allegiance to the Empire. During his conversations, with Kerillian in particular, he shows a desire for greater coordination between the Empire and the Wood Elves of Athel Loren, but she brushes such notions off with [[CantArgueWithElves characteristic Elven condescension]].
* EpicFlail: He has the war flail available to him in ''Vermintide II''. It's a great weapon for dealing with shielded enemies.
* EvilStoleMyFaith: Struggles with his devotion to Sigmar as the campaign wears on. Not that he doubts that Sigmar is real or that he's wrong, but that his patron is strong enough to save anything as the forces of Chaos rampage across the world.
* EyepatchOfPower: One of his Premium cosmetics as a Warrior Priest is the Redemptor's Patch, which covers his now-defunct right eye.
* EyeScream: Lost one of his eyes to a Skaven attack years ago. The incident caused him to be focused on the building Skaven threat ever since. [[DummiedOut Unused]] voice lines from the sequel hinted at Skarrik Spinemanglr being responsible, though Be'lakor's whispers in Blood in the Darkness hints that [[spoiler:Saltzpyre's eye was lost either to a Grey Seer, or as a self-inflicted wound over his failure at Skaggerdorf.]]
* TheFriendNobodyLikes: He is not well liked to say the least, either by his Order or by the rest of the group, the former of which considers him a liability due to his radical KnightTemplar ways, and the latter find him a bit too dour and ill-tempered for comfort, but they do at least respect his abilities if not his personality. For his part, he would rather be feared than liked in any case. Kruber is at worst obedient to him, and Bardin's only nice because he's the nicest person in the group. Kerillian can outright state this about him in "A Quiet Drink" while admitting she's also an example.
* GangstaStyle: When using a repeater pistol, the alternate firing mode allows him to spin the action, turn it sideways, and discharge all the barrels at once, causing it to fire out in a "fan" pattern. It burns through his ammunition and has extremely limited range, but it is ideal for thinning out a charging horde just before it reaches him.
* GatlingGood: Played with. While he doesn't have an actual gatling gun to use, his Repeater Pistol can be fired this way by using its secondary function, which has Saltzpyre spin the barrel cluster before unleashing a blistering cloud of shot.
* GermanicDepressives: Of all five heroes (or four, doesn't matter), Victor is the most dour and humorless, being wholly dedicated to his work and worship of Sigmar. Keep banter with Kruber in ''II'' reveals he's a Middenlander ("Explains your foul temper!"), perhaps the most Germanic of the Empire, itself already being heavily based on [[UsefulNotes/HolyRomanEmpire early modern Germany]] in addition to ancient Rome.
* GermanicEfficiency: The most disciplinary, ruthless, domineering, and dedicated to his work.
* GoodIsNotNice: Though he is an unpleasant man responsible for, among other things, torture and witch burnings, he does it all so that innocent people can sleep safely in their beds.
* GotMeDoingIt: Once genuinely uses Kerillian's oft-said "lumberfoots" in "A Quiet Drink", and immediately notes with distaste that now he's saying it too.
* GunsAkimbo: Wears a brace of single-shot pistols in his coat, which he can draw and fire very rapidly, firing with one hand as he draws another pistol with the other in a continuous motion.
* GunKata: In the intro cutscene for Vermintide 1, Saltzpyre can be seen performing elaborate, fluid motions to draw and fire his pistols, including firing in multiple directions at once. In game, while he cannot fire in two seperate directions, pay close attention to his in game model when the pistols are equipped; he has multiple braces of pistols on his back, waist, and legs, and his firing/drawing animations has his hands go to each of these locations to draw a new pistol after firing.
* {{Hammerspace}}: Before the second game made Saltzpyre's Brace of Pistols weapon consist of twelve separate pistols that he has to keep loaded to fire (which he does two at a time), the first game just had him draw, fire and [[ThrowAwayGuns presumably drop a pistol]] for ever shot he fired with Brace of Pistols' ammunition reserves...which could go up to over 70 shots on his person at once.
* HeroicResolve: How his Warrior Priest career came to be, as the combined horrors of Helmgart, the Beastmen hordes, Castle Drachenfels revisited, and the expedition to the Citadel of Eternity bolstered his shaken faith in Sigmar and granted him the willpower to rise as a champion of hope. This spiritual awakening is especially powerful for a Zealot, whose religious fervor has devolved into mad fanaticism, or a Bounty Hunter who's so disillusioned by his order that his faith was all but lost. Unlike Markus, Bardin, or Kerillian before him, whose ultimate careers all involved some negative connotations or personal trauma, Warrior Priest Saltzpyre is by far the most outright hopeful and heroic of the lot. In fact, it [[https://www.vermintide.com/news/franz-lohners-chronicle-if-wishes-were-warhammers may very well be]] that his resolve is [[ClapYourHandsIfYouBelieve what granted him his powers in the first place.]]
* HiddenDepths: For an antisocial zealot, he can read people surprisingly well when he puts effort in. For example, Kerillian's [[MysteriousPast reason for staying to fight the Skaven]] is a mystery even to Kruber and Sienna, who she's reasonably open and friendly with. They have Keep dialogue asking her, and she's evasive about it. Saltzpyre, just from observing her demeanor in "Empire in Flames" and her general pattern of behavior, accurately identifies that she feels guilty about the ongoing slaughter in Reikland and had some part in bringing it about, even if he doesn't know what it is. The incisiveneness of the observation may be because they're more similar in personality and motivation than either would like to admit. He brings it up again in Keep dialogue later.
-->'''Saltzpyre:''' A guilty expression haunts your eyes. Perhaps a confession would ease your burden?\\
'''Kerillian:''' I have nothing to confess to you.\\
'''Saltzpyre:''' But something to confess, all the same?\\
''(...)''\\
'''Saltzpyre:''' You could leave at any time, and yet you don't. I find that... interesting.\\
'''Kerillian:''' I'm not one of your quarries, One-Eye.\\
'''Saltzpyre:''' No, but guilt hovers over you like a storm cloud.\\
'''Kerillian:''' I feel no guilt. My sleep is untroubled.\\
'''Saltzpyre:''' So why is it you pace long into the night, when you think that no one is watching?
* {{Hypocrite}}: After becoming a Warrior Priest, he adamantly refuses to admit that his "miracles" are magic spells in all but name. As explained in some sources such as WFRP 2e "Realms of Sorcery", 'miracles' are just spells that [[YourMindMakesItReal are formed by the preexisting expectations of the magically-sensitive people casting them]], [[GodNeedsPrayerBadly similar to the gods themselves.]] This is true [[GameplayAndStoryIntegration mechanically as well]], as the ability to cast priestly miracles is directly dependent on the character's Magic rating (as opposed to, say, Will Power or Fate Points).
-->'''Bardin:''' So, Grimgi. What happened to hating magic?
-->'''Saltzpyre:''' I'm afraid I don't follow, Master Dwarf.
-->'''Bardin:''' Well, you use it now, don't you?
-->'''Saltzpyre:''' This is not magic! This is a holy manifestation of Sigmar's wrath.
-->'''Bardin:''' Aye. Sure it is.
* IneffectualLoner: As much as anyone is vulnerable when alone, Warrior Priest Saltzpyre is at his weakest when there are no teammates around him.
** As Warrior Priest is a tank and support class, it is plagued with very sub-par DPS through its selection of hammers, with only the Reckoner doing enough damage to really put a dent in an Elite enemy's health pool, causing Saltzpyre to be very easily overwhelmed if he's the LastManStanding, especially if there's a patrol or monster bearing down on him. In such cases, you might as well toss a bomb at your feet for all the good it will do you, which can actually be a valid tactic if you've got a barrier ready to go.
** His being melee-exclusive also means he has no way of responding to a Special enemy in the distance, and he's also very slow to trundle around, whereas the equally range-limited Grail Knight and Slayer have access to a speed boost and a gap closer in the form of the Blessed Blade and Leap, respectively. His only means of a dash is the charged attack of the Hammer and Tome combo, which is short, takes a while to ready, and easily interruptible. Having to slowly walk up to a Packmaster dragging an ally will be a very frequent occurrence.
* {{Irony}}: After an entire lifetime of hating and distrusting magic and ruthlessly hunting its practitioners, it turned out that Saltzpyre was one of the tiny handful of humans who was born with natural magic attunement, allowing him to become a Warrior Priest. He doesn't see the connection, [[InsistentTerminology insisting]] [[DistinctionWithoutADifference that he uses divine miracles, not magic spells.]] As a bonus, he's almost certainly an ''unsanctioned'' practicioner (Lohner speculates his priesthood was self-appointed), i.e. the kind of person he'd shoot on sight just a couple years prior.
* IWasJustPassingThrough: He did ''not'' pull strings to get Kruber leave to visit his family. He just needed an extra guard to help him watch over his prisoner and they were just incidentally passing by where his family lived, is all. Sienna and Kerillian suspect that even seeing that the former received a fair trial was not his true purpose for coming to Ubersreik.
* InVinoVeritas: The Anniversary Event, which naturally involves the played party getting quite wasted, has dialogue from revealing something [[ChurchMilitant the uptight and dogmatic Victor]] would surely never admit to while sober: [[spoiler:he never actually wanted to be a Witch Hunter. He would have preferred to be a Steam Tank pilot.]] It also has him display [[JerkWithAHeartOfGold his Heart of Gold]] a bit more openly with him thanking Bardin for saving him from a cave troll despite insulting the Queen of Karak Norn, or showing him valuing Kruber keeping with him by saying he believes himself as respected by "[[BoldInflation Valiant! Kruber!]]".
* ItsWhatIDo: When Kerillian accuses him of spying on her, he replies that spying on people is literally his job.
* InnocentlyInsensitive: His attempt at comforting Kruber over the loss of his parents in the first game is... less than successful.
* InsultOfEndearment: He constantly refers to Sienna as the witch, and rarely uses her actual name. Over time as he grows to trust her, the scathing tone of his voice when calling her by this name gradually lowers to the point where it may as well be her callsign to him rather than an insult. Rarely, when he’s particularly respectful, he’ll substitute the word witch with the much more polite term wizard when referring to her.
* JerkWithAHeartOfGold: He's not quite as mean as he may seem. Some background fluff reveals that while the Bright Wizard was his prisoner prior to the start of the game, he was escorting her to the city to stand trial in large part because he believed she would never receive a fair one otherwise. He is also sympathetic towards Kruber and the soldier's worry over the fate of his family, though his awkwardness around people [[InnocentlyInsensitive keeps it from being too comforting.]]
** One conversation line that may be triggered at the beginning of ''Wheat and Chaff'' in the first game has him chastising Kerillian for complaining about having to fetch grain sacks for starving survivors, and he sounds genuinely furious at her for not wanting to help the civilians.
--->'''Kerillian:''' "Oh, we're hungry! Won't you find us some food?". Mayflies.\\
'''Victor:''' Silence! We do this because only we can!
** In II, he has several conversations with Sienna urging her to go back to the Mages College to receive additional training to control her fire magic. Rather than his usual threats and accusations, his tone and choice of words imply that he sincerely wants to help her control her magic addiction.
** Even more than that, a conversation in Taal's Horn Keep reveals that the main reason he suggests that Sienna return to the college is so that she will appear less guilty to others who might judge her as he once did. He actually trusts her enough to sincerely believe that she is innocent, and coming from Saltzpyre that is a '''''very''''' big deal.
** A number of lines in II imply that he is earnestly very grateful for Kruber's presence over the years.
** One bit of dialogue will have him start to snap back at Kruber for correcting flaws in his stance, before stopping himself and (begrudgingly) thanking the latter for the good advice.
** Unfortunately this is coming back to bite him in II, as the continued devastation of the Old World despite all his best efforts is starting to take its toll on his sanity, and he's too proud and abrasive to confide in any of his allies.
* JudgeJuryAndExecutioner: His office charges him to root out heresy, proclaim guilt, and perform punishment as he sees fit. Unlike most examples though, he takes great care to ensure that his investigations are handled fairly.
* LargeHam: Frequently makes dramatic declarations in a nasal voice. But then, displaying his zeal is [[TheWitchHunter part of the job]].
-->"Ugh... ''HOOOLY'' Sigmar... BLESS this ravaged body!"
* TheLeader: He considers himself this, and he ''is'' by technicality, as he outranks Kruber, though none of his teammates do. If anything, Kruber is arguably the real leader of the group, as he's far and away the more combat-experienced one, having fought plenty of different foes (greenskins, Skaven, beastmen, etc...) before the End Times, and actually shouts battle commands during horde rushes.
* ALighterShadeOfGrey: As far as witch hunters go, at least -- Saltzpyre may be bombastic, judgemental, and quite unpleasant, but fanatical as he is, he's not nearly as manic or brutal as some witch hunters tend to be, waging his war against the Ruinous Powers in a professional manner and displaying a surprising level of compassion.
* LuckilyMyShieldWillProtectMe: As a Warrior Priest, Saltzpyre can wield a shield in tandem with either a mallet or a flail.
* MachoMasochism: As typical of Witch Hunters, he regards penitent suffering in pursuit of a holy goal as a character building experience. In the second game, this reaches its logical conclusion with his Zealot class, which is entirely based around taking horrendous beatings and giving the pain back twofold.
-->'''Saltzpyre:''' The righteous feel no pain. Be you unrighteous?
* MeaningfulName: And it's a last name practically custom-made for a Witch Hunter. Saltz, as any Templar is willing to destroy a village and salt the earth afterwards if it would prevent a Chaotic incursion. Pyre, for burning witches and heretics at the stake, and those are ignited by lighting a pyre.
* MoreDakka: Though he would be offended to have it described with [[MythologyGag an orc word]], his preference in black powder weaponry favors filling the air with a fusillade of hot lead shot. Also doable with other weapons; by downing a Potion of Speed to increase attack rate, Victor can also empty his brace of pistols in ''record'' timing. Whilst each shot is relatively weak and the range isn't great, he can carry a lot of shots. And if his pistols carry the Haste trait, triggering the effect whilst under the influence of a speed potion turns Victor into a one-man machine gun turret.
* TheMusketeer: Wields melee weapons and firearms with equal skill, tending to favor precise and rapid weapons like rapiers and pistols, though he is known to use a zweihänder, axe, or crossbow on occasion.
* MyGreatestFailure: The event that lead to Saltzpyre's obsession with the Skaven. A plot involving a vampire, a corrupt burgomeister, and a Skaven horde that resulted in the destruction of Skaggendorf. Victor believes that if he had trusted his gut instinct and his faith over the words of his superiors, he would have been able to save the town, and he has been at odds with the Order ever since.
** Early in his career, Saltzpyre had a young woman burned on suspicion of witchcraft, only to discover to his horror and shame that she had been innocent. In the wake of that tragedy, he has always insisted on conducting a thorough investigation to prevent making that same mistake twice.
* NoIndoorVoice: Saltzpyre has one volume level and that is '''loud'''. Must have been part of the job.
* NoodleIncident: Victor allowed flagellants of Sigmar into his retinue once, and only once, and it was apparently a terrible experience. Ironically enough, he himself can become one in ''II'' should the player choose the Zealot career path.
* NoSell: His Warrior Priest career's Shield of Faith ultimate grants either himself or an ally five seconds of complete immunity to all damage, special enemy grabs, or minor knockback. Additionally, the Incorruptible passive makes him ''immune'' to the health reduction effects of Grimoires, thus making Curse Resistance trinkets redundant.
* NotGoodWithPeople: ''Very'' {{Downplayed|}} - [[https://www.vermintide.com/news/franz-lohners-chronicle-pricking-thumbs Lohner's Pricking Thumbs journal]] has him apparently having gotten a cat, though Lohner notes he still seems as uncomfortable with petting it and therefore showing affection as one would expect Victor would be. It's also the ''only'' cat that can apparently stand him smiling too, so calling Saltzpyre good with animals would remain a stretch. [[https://www.vermintide.com/news/a-fishy-tale He's also healing up a rat that his cat hurt.]]
* NotSoAboveItAll: "A Quiet Drink" shows that even Victor can't be completely straight-laced while drunk. In fact, he might even [[NonSequitur imitate a steam tank whistle out of nowhere]]. In the Chaos Wastes he'll also indulge in the others' hypothetical about what they'd want to be a god of if they ascended (though he still says he'd serve Sigmar, god or not).
* NotSoStoic: Occasionally, being downed and wailed upon by the enemy can result in Victor screaming for help with uncharacteristically-palpable fear.
** One of the responses he can give to the Drachenfels voice is to pray for Sigmar to shelter him, in a tone that is clearly in fear.
** Dialogue with Sister of the Thorn Kerillian or when he is alone in the Chaos Wastes hub reveal that Saltzypre is starting to lose his faith and may be on the verge of a mental breakdown.
* NotUsingTheZWord: Or rather, ''using'' the Z word. Specifically, his Zealot class is a Flagellant in all but name, and is even called out as one by Sienna, atleast once.
* ObliviousGuiltSlinging: "A Quiet Drink" can see Saltzpyre thank Bardin for saving him from a cave troll, in spite of Saltzpyre having insulted the Queen of Karak Norn. Bardin brushes it off as his duty to friends. Saltzpyre wonders aloud that he really has no idea who pushed him into the cave though... Bardin suggests it was a Stormvermin, and whispers that he hopes Kruber will corroborate that account.
* OddFriendship: With ''Bardin'' of all people, though it's more of a grudging respect on Victor's side.
** While the far more gregarious-though-[[ShellShockedVeteran haunted]] Kruber is pretty different from the zealous bundle of purpose that is Saltzpyre, the sequel makes it clear that Kruber does his best to support Saltzpyre's position in the group's harrowing endeavors and Saltzpyre has the utmost faith in Kruber in return.
* OneHitPolykill: His special as a Bounty Hunter in the sequel has him fire a big shot from a pistol, which punches through everyone in its way (which most infamously, if neither of you are careful, [[FriendOrFoe includes your teammates]]).
* TheOneThingIDontHateAboutYou: He despises, distrusts, and would probably happily kill Kerillian if he didn't need her... but when she scores a particularly impressive killstreak, there is a chance that Saltzpyre will simply lament that someone with such amazing talents isn't one of Sigmar's faithful. By the sequel he claims that his trust in her improves with every kill she makes.
* TheParanoiac: By the Chaos Wastes expansion he's rambling to himself about how his comrades are plotting against him. To his credit he tries to keep these thoughts under control.
-->'''Saltzpyre:''' The others must not suspect I have doubts. I must not give them cause to... provoke me. Yes, that's right. It will all work out for the best...
* PersonalHorror: Dialogue while alone in the Chaos Wastes' starting area will reveal Saltzpyre has ''not'' been taking the very concept of what he's been doing well. He fully understands the gravity of the possibility of his order realizing he's gone to the Chaos, may try to internally deflect the blame for doing this onto Lohner, Kerillian or Sienna, or mention that [[PlaguedByNightmares his dreams are full of blood]].
* PetTheDog:
** In the second game, at the conclusion of the prologue, he says it's good to see the group after their escape from the Skaven, which is possibly the nicest thing he ''ever'' says.
** Some of Saltzpyre's banter with Kruber implies a good deal of respect for both his martial skill and quality of character, to the point that a Witch Hunter Captain Saltzpyre offers Kruber the chance to become a Witch Hunter, even being willing to use his position within the Order to fast-track Markus if he accepts, and calling him valiant in "A Quiet Drink". After Kruber leaves the Imperial army to become a Grail Knight, Saltzpyre tells him that he doesn't think any less of him after his "defection", which would be totally unthinkable to practically any other Witch Hunter (indeed, Bardin even has dialogue asking Kruber if he's worried about the Empire coming after him for being a deserter).
** Similarly, his banter with Sienna has him trying to help her return to the Mages College to finish her training, which frankly has the best prospects for her livelihood considering her magical addiction and the fact even sanctioned wizards are usually already distrusted.
** When he notes that Bardin hasn't been looking for his lost hold any more, which Bardin attributes to having more important things to do (i.e helping the party), Victor quietly and sincerely tells him "Your assistance is appreciated, Goreksson."
** In the second game, he's the only character who never calls out any of the others for using healing items.
** After Kerillian becomes a Sister of the Thorn, Saltzpyre becomes even more abrasive in their dialogue. But if she's not at the Keep and the others are, he'll say that he actually feels sorry for her, because "in her search for meaning, she has cast a part of herself away - perhaps the noblest part." Kruber and Bardin are surprised by the pseudo-compliment and the latter mockingly accuses Saltzpyre of becoming soft, to which he responds "I forebear to comment."
* ThePigPen: In Keep dialogue with Grail Knight Kruber, he reveals that he never bathes. Considering how often he's covered in blood, guts, poison gas, and sewage, it's a wonder any of his teammates can stand the stench.
** Though it warrants mentioning that bathing and washing were considered two different things in the time period Vermintide is modeled off.
* PlaguedByNightmares: A voice line while alone in the Chaos Wastes' starting area has him ask himself with horrified exhaustion why his dreams are full of blood.
* ProperlyParanoid: Paranoia is in [[TheWitchHunter his job description]], after all. As someone who hunts the devious Skaven on a personal vendetta and has already lost an eye to one of the ratmen, it's a totally justified attitude.
-->'''Saltzpyre''': Don't relax, that's when they'll pounce.
* QuickDraw: Saltzpyre can fire all twelve of his pistols for his Brace of Pistols ranged weapon in the same time his companions will be able to fire a handgun twice at most.
* ReasonableAuthorityFigure: Even though he's a zealout, Saltzpyre prefers to do things by the book. He escorted Sienna to Ubersriek to ensure she would receive a fair and impartial trial, and in one mission in ''II'', mentions he was in Ussingen years ago to investigate an accusation of witchcraft. When Sienna assumes he just had the poor girl burned, he corrects her and informs the group that he conducted a proper investigation and declared the girl innocent.
* ReligiousBruiser: As expected from someone explicitly sanctioned by the Sigmarite church. Saltzpyre frequently intones supplications to Sigmar in battle and abjures enemies in His name.
* RoyalRapier: Rapiers are expensive, and the fact that he owns one shows the kind of resources and access Saltzpyre has. It allows him to attack with several quick jabs or a deeply penetrating thrust. It's especially effective when targeting the head, and also has a very-low-damage but [[BottomlessMagazines infinite ammunition]] [[SwordAndGun pistol]] that he holds in his off-hand that he also brings up to block with. He wears his signature rapier on his hip for the Vermintide 1 intro, but only is seen in the intro as firing multiple pistols.
* SanitySlippage: Several Lohner's Chronicles posts note that Saltzpyre is becoming increasingly unstable in the aftermath of the second game's base campaign, due to how the world seems to be getting worse and worse no matter how many victories the team wins. In the Chaos Wastes expansion, Kerillian and Sienna have a conversation where they note how unusual it is that he'd be in favor of a desperate expedition to the Wastes themselves (the very idea being heretical in his order), while Kruber has dialogue with Saltzpyre indicating that he wrote a letter saying ''something'' uncompromising to Saltzpyre's superiors in the Witch Hunters. [[https://www.youtube.com/watch?v=2rhuwhQZOPo In the keep before the Wastes]], Saltzpyre can be heard whispering to himself and revealing that he's losing his faith and is stricken by dreams full of blood.
* ScrewTheRulesImDoingWhatsRight: Victor is something of an outcast in the Templar Order due to his willingness to employ mages and non-humans in his retinue, and disdains the Order's practice of pretending the Skaven simply do not exist.
* SentimentalDrunk: The Anniversary Event has him act very much more polite and sociable to the other teammates than usual, from apologizing to Bardin over a previous arguement to describing Kruber as "valiant". Considering his JerkWithAHeartOfGold personality, it's likely he's genuinely like this.
* SerratedBladeOfPain: His Greatswords, all of which have flameberge-style wavy blades, in contrast to the more conventional straight-edged ones used by Kruber.
* ShortRangeShotgun: His griffonfoot pistols (aka [[https://en.wikipedia.org/wiki/Volley_gun#/media/File:Pistole_mit_Lauf_Null_(15096244726).jpg duckfoot pistols]]) fire all of their multiple barrels simultaenously, giving them non-existent accuracy but the ability to absolutely shred unarmored enemies at close range with a wall of lead pellets.
* SociallyAwkwardHero: There is a (generally) good soul to Saltzpyre and the work he does, and there’s more admiration than he lets on for his teammates by the time of sequel. It also happens that he's ''terrible'' at socializing during anything that isn’t an interrogation, with his attempts to comfort Kruber for the loss of his family coming across as insensitive, he’s at an almost complete loss for words whenever Sienna flirts with him, his drunken stupor in A Quiet Drink being the most jarring transformation of the team and even his attempts at small talk with everyone, along with his reluctant singing to Bardins song, coming across as stilted and awkward during expeditions to the Chaos Wastes.
* StealthExpert: Implied. ''[[SuperSenses Kerillian]]'' doesn't realize he's spying on her until he tells her.
* StoneWall: As a Warrior Priest, Saltzpyre becomes a tank in the same vein as Bardin's Ironbreaker or Kruber's Foot Knight, with superb defenses and a high capacity for group support, but very low mobility even with the Hammer and Tome combo, and rather lacking damage output.
* SwordAndGun: When using a rapier, he holds a pistol in his off-hand. The pistol isn't very powerful and can be hard to aim/use, but it has [[GuideDangIt a variety of subtle benefits]] -- it is pinpoint accurate, doesn't use any ammunition to fire, is very reliable at staggering enemies which gives Victor time to wind up a charge attack or safely whittle down a mob while retreating, can be fired whilst blocking, and is able to activate both ranged or melee weapon critical effects (most notably, the Witch Hunter Captain's guaranteed OneHitKill on critical headshots against any non-boss, Chaos Warrior or Mauler enemies).
* ThrowAwayGuns: He can rapid-fire his way through his pistols by discarding each and pulling another out of the HammerSpace of his coat, as he displays within the intro cinematic for Vermintide 1. In the sequel, he can only have up to 12 pistols or 8 griffonfoots ready to be drawn at once, and after those are used up, he has to take the time to place new ones in those holsters before he can let off another salvo, effectively giving him a reload mechanic.
* {{Tsundere}}: Type A, Modern. ''Every'' time he does anything that seems ''remotely'' compassionate toward his colleagues, he will come up with ''some'' reason he is doing so as a matter of pragmatism, reassuring them that he is most definitely [[SuspiciouslySpecificDenial not doing so because he has become sentimentally attached to them or anything]].
* TookALevelInKindness: He's much less abrasive in the second game than the first. Most notable with Sienna and Kerillian; despite a ton of friction he still engages in personal conversation with them and offers genuine compliments, whereas in the first game he was constantly suspiscious and threatened to kill or imprison them every five minutes. Less notable but still present with Kruber. In the first game, Saltzpyre had some care for him, but overall treated the soldier as an expendable minion and lorded his authority constantly. In the second game he seems to see him as a genuine friend.
** It's not solely limited to the [[FireForgedFriends other Ubersreik Five members]] either. In some of ''2'''s missions he'll pay respects to fallen Imperial soldiers and compliment them on their faith and bravery, a far cry from how one of his first lines in ''1'' (upon reaching the tower in Horn of Magnus) was to mock Ubersreik's garrison as useless for dying so quickly.
--->'''Saltzpyre:''' Doesn't anyone in this town put up a fight?!
* UnexpectedGameplayChange: Uniquely amongst all the DLC careers, Saltzyre's Warrior Priest career can't use ''any'' of his previous weapons, instead coming with a full set of six weapons of his own instead (three of which have unique movesets, three being {{Moveset Clone}}s of the Mace and Hammer weapons used by Kruber and Bardin).
* TheUnsmile: Never seen, but referenced a few times after he becomes a Warrior Priest. Apparently Saltzpyre has been trying to smile more. The results are... unsettling, at least if you believe Kruber and Kerillian. Sienna asks him to stop because he's frightening the cats. [[https://www.vermintide.com/news/franz-lohners-chronicle-pricking-thumbs Apparently one cat can manage to withstand his smile, though]] (while Lohner remains fearing that the world has already ended considering Saltzpyre attempting to smile and suspects the cat is either addled or as much of a nihilist as Saltzpyre is).
* UnwantedAssistance: Due to his Zealot kit revolving around getting down to dangerously low health in order to trigger his CriticalStatusBuff, the greatest hindrance to a good Saltzpyre player is an ignorant teammate with a medical pack, who can unknowingly wipe away a lot of his enhancements just by trying to help him.
* WarriorMonk: A literal one in the form of his Warrior Priest class, being a Sigmarite clergyman clad in an armoury's worth of plating who runs around administering holy justice via [[DropTheHammer his massive hammers.]]
* WellIntentionedExtremist: His devotion to the security of the Empire, protecting it from all threats arcane and mundane, is undeniable. His methods are equally... [[JudgeJuryAndExecutioner undeniable]].
* WithUsOrAgainstUs: While this is true of all Imperial Witch Hunters, he surprisingly plays it more on a compassionate side. His priority is the protection of the Empire, and anyone (who is not obviously using Chaos magic) willing to fight for that goal is someone he considers an ally. This actually puts him at odds with many of his peers, for being too trusting of outsiders.
* TheWitchHunter: Literally his job... though by the point of ''Vermintide 1'', he's particularly concerned with Skaven instead, and in ''2'', two of his careers may indicate he's left the technical path of a Witch Hunter -- though he'll maintain the same zeal in fighting his Chaotic foes regardless and never keep quiet about his detest and distrust of wizardry whenever enemy wizards pop up in-game.
[[/folder]]

[[folder:Sienna Fuegonasus]]
!!Vermintide I: Bright Wizard
!!Vermintide II: Battle Wizard, Pyromancer, Unchained
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/sienna_img.png]]
[[caption-width-right:300:''Fire and ash! We'll burn them all!'']]
->'''Voiced by:''' Bethan Dixon Bate

Sienna Fuegonasus is a fiery tempered Bright Wizard who roams the land in a constant search for opportunities to indulge herself in the ecstasy of pyromancy.

Blessed with a sharp intellect and a wicked sense of humour, Sienna will generally pass for a well-adjusted individual, as far as wizards go. Those who witness her in battle, however, will soon catch a glimpse of how deep her dependency on the adrenaline rush of pyromancy has taken her.

Sienna arrives in Ubersreik as the prisoner of a Witch Hunter, Victor Saltzpyre, and guarded by a former State Trooper, Markus Kruber. A trial indeed awaits, but of a different kind than they all expected.

to:

* ActorAllusion: A dialogue from ''II'' between Saltzpyre AbhorrentAdmirer: Group and Kruber where Saltzpyre requests keep banter in ''2'' implies that Kruber [[TakeUpMySword keep his sword of office should he die]] is a ShoutOut to a scene from [[Recap/SharpeS1E1SharpesRifles the first episode]] of the early 90s historical drama ''Series/{{Sharpe}}'' where a dying Captain Murray, also played by Tim Bentinck, leaves his CoolSword to Richard Sharpe, with the exact same reasoning ("They'll think I liked you.").
* AlmightyJanitor: His knowledge, skill, and devotion to the Empire are so great that he should have been promoted to a position of authority over other Witch Hunters years ago, but he
Olesya has been repeatedly passed over an eye for promotion due to his radical methods. [[spoiler:...until flavor text from ''Vermintide 2'' revealed that with the witch hunters suffering a lot of casualties in these times, the higher-ups were finally forced to promote Victor to Captain. It's even in his initial class' name in ''V2'': Witch Hunter Captain]].
* ArbitrarySkepticism: Victor lives in a world where monsters are common and has seen all kinds of strange magic but is adamant that the Great Enchanter Constant Drachenfels never existed. He remains steadfast in this opinion even when ''standing in Castle Drachenfels.''
* ArmorIsUseless: Despite his Bounty Hunter career explicitly wearing heavy armor (making it his only class to do so before Warrior Priest), it's also Victor's squishiest career, with both the lightly armored Witch Hunter Captain and especially the entirely-unarmored Zealot being more durable.
* AutomaticCrossbows: One of his DLC weapons is a semi-automatic triple crossbow with 15 shots per reload, or it can fire three bolts at a time.
* BadassBoast: His declarations from his Witch Hunter Captain class' ability has him let off one of these.
-->"Fall back! I smite your heathen souls!"\\
"The crime is your foul existence! The sentence is death!"
* BadassLongcoat: Part of the typical attire of a Witch Hunter for both practical traveling and intimidation purposes.
* BadBoss: As the highest "ranking" member of the group (which does not actually have any ranks or structure unto itself) he considers himself to be its leader, and considers his mission too important to worry about the petty concerns of his underlings. The only person he might have any actual authority over is
Kruber, whom he hired which weirds him out greatly due to help bring their stark difference in Sienna.
-->'''Saltzpyre:''' ''(reviving Kruber)'' You have
age and personality, not EARNED death, Kruber!
* BavarianFireDrill: Reminisces about doing
helped by the fact that he's already pining for Kerillian. The other members are aware of this to Baron Francke at some point in and will relentlessly tease him when given the past in Empire in Flames, forcing Francke to donate half his immense wealth to chance.
-->'''Bardin:''' Olesya should know
the Church of Sigmar or Saltzpyre would have him burned gatekeeper's exact location, but instead she used her power to look at Kruber's morning routine. *laughs*
-->'''Kerillian:''' We need this lifting platform to go down just like Olesya needs Kruber.
* TheArchmage: In
the stake for knowingly leveling a false accusation of witchcraft at an innocent woman. When Markus asks him if he could actually ''do'' that, Saltzpyre simply remarks that nobody questioned him.
* BarrierWarrior: His Warrior Priest career skill, Shield of Faith, props up a shield
second game she runs rings around himself or an ally of his choosing for 5 seconds, allowing them to NoSell all damage. The shield will then explode when at least two Chaos Sorcerer Lords and a Grey Seer, always finding the effect ends, damaging everything around weak spots in their best laid plans.
* AscendedExtra: In
the shielded player. With the proper talents selected, the barrier can also revive downed teammates, or allow the shielded person to run over trash mobs.
* BladeOnAStick: ''The Winds of Magic'' DownloadableContent allows him to use
second game she reveals she is a billhook, combining the reach of a spear with the sweep of a halberd formidable wizard herself, and the armor-penetrating point serves as your primary mission-giver and source of a war pick.
intelligence.
* BorrowedCatchphrase: "A Quiet Drink" may have him call everyone else "Lumberfoots". CardSharp: Apparently unwinds with the term ended up on his mind after how much Kerillian says it.
* BountyHunter: A possible career
main characters from time to time and is well known for him being a master at gambling. Kruber suspects that she cheats... which for an unsanctioned grey wizard, is both entirely plausible and would be nearly impossible to catch her in ''Vermintide 2'', specialized in ranged attacks. If this class the act of (and further imply she is certainly unsanctioned, as the Grey Order has been chosen, [[spoiler: it's no tolerance at all toward the end result use of illusion magic for personal profit).
* CastingAShadow: She is
a falling-out Grey Wizard, whose magical arts relate to darkness, deceit and confusion.
* DeadpanSnarker: In the first game she tended to tell the main characters they needed to hurry up, or that they were late. In the second she enjoys taking pot-shots at them in
between Victor missions, often commenting on how graceless and his superiors. Yes, he's still a legally sanctioned witch hunter, but now he's taking matters into his own hands and funds his own crusade against the Skaven by collecting bounties.thuggish their actions are. [[HypocriticalHumor The ones she told them to do.]]
* BurnTheWitch: His version of the [[MentalWorld Chamber of Gnignol]] is DoomedHometown: She's a prison where a witch is being burned at a stake.
* ByTheBookCop: Even though his station grants him an incredible amount of leeway in how he performs his duties, Victor firmly insists on conducting thorough investigations
Kislevite and giving his suspects a fair and impartial trial.
* CantHoldHisLiquor: Perhaps unsurprisingly, Victor is the most-affected by the party's drinking spree in "A Quiet Drink". Presumably his devotion to his duty means drinking isn't something he does often.
* CherryTapping: Two of his weapons, the Rapier and the Reckoner hammer, have alternative attacks that do low damage to a single enemy he's facing, via a small pistol shot and a punch, respectively, that can finish off low-health enemies in a pinch. There are two Okri's challenges tied to the latter, one for punching a Chaos Warrior immediately after he's punched you, and the other for socking out Bödvarr Ribspreader in combat.
* ChurchMilitant: A member of the Holy Order of the Templars of Sigmar. He is so devoted in his duty that a conversation with Kruber in the keep
Kislev has him initially, humorously, unable already fallen. She seems to understand a query about what he would do after his fight ends (he assures Kruber that would only ever happen with his death). As a Warrior Priest, he is perhaps the closest thing to a literal church-ordained KnightTemplar.
* CloseRangeCombatant: Kind of. As a Warrior Priest, Saltzpyre cannot use his guns and is restricted to his selection of hammers. His Hammer and Tome give him a bit of a gap closer, but similar to Grail Knight Kruber before him, he has no means of directly challenging an enemy at range other than chucking bombs at it.
* TheComicallySerious: He rarely makes an intentional joke, but his straightlaced personality makes him an ideal target for needling from the other party members. Even Kruber gets
be taking it in on it.
-->'''Saltzpyre:''' Are you mocking me, Kruber?\\
'''Kruber:''' No, no sir. Perish the thought, sir.
** Even the inhuman forest spirits [[https://www.vermintide.com/news/lohners-chronicle-a-quiet-spell quickly recognize him as the juiciest target]] and ignore the rest of the keep in favor of constantly trying to get a rise out of Saltzpyre (usually successfully), which Lohner finds amusing.
* CriticalHitClass: With an ability that raises the critical hit chance of himself and allies along with the bonus of instantly killing any man-sized enemies with a headshot while critting, Victor's Witch Hunter Captain class clearly emphasizes synergy with the critical chance statistic.
* CriticalStatusBuff: The Zealot career in ''II'' boosts his aptitude the lower his health is. For ever 25% of his health missing, Saltzpyre gains 5% more power, and his Castigate talent buffs his attack speed when he's at below half and 20% health, respectively.
* DarkSecret: [[spoiler:Saltzpyre's faith in Sigmar is actually quite shaky, contrary to what the fiery rhetoric would have you believe. Saltzpyre secretly feels that Sigmar has abandoned his Empire and there is little he can do to avert its imminent collapse. He feels guilty about an incident in the town of Skaggerdorf, where his zealotry led to him executing an innocent girl, and his guilt over this failure is eating him.]]
* DoubleTake: Does this in ''A Quiet Drink'' when the Obese Megalodon goes up in flames around him and the others.
-->'''Saltzpyre''': [[UnusuallyUninterestingSight Oh look the tavern's on fire...]] '''[[OhCrap THE TAVERN'S]]''' '''[[SuddenlyShouting ON FIRE!!]]'''
* TheDreaded: [[https://i.redd.it/ey8gi6mxjel01.jpg He's made something of a reputation among the Skaven]], if ''VideoGame/TotalWarWarhammerII'' is any indication -- enough so that the Skaven Lords may mention him by name at times if you're playing as the Empire and try to negotiate with them via Diplomacy, though they are confident that he will eventually fail to stop them.
* DropTheHammer: As a Warrior Priest, Saltzpyre packs enough hammers to make Sigmar blush. With the exception of the Flail and Shield combo, ''every'' other weapon of his involves a hammer in some manner.
* DualWielding: His loadouts in both games provide him the option to wield either a rapier and an off-hand pistol, or GunsAkimbo via brace of pistols. ''2'' additionally has an axe and falchion combo for him to use. As a Warrior Priest, Saltzpyre can also wield twin hammers.
* DudeWheresMyRespect: In spite of all of the Ubersreik Five's achievements and Victor proving ProperlyParanoid in regards to the Skaven threat, his organization still regards him as a loon.
-->'''Nameless Voice:''' Little Victor... so blinded by purpose, even your Order thinks you a fool. What would the others say, if they knew?
* EnemyMine: His willingness to use any means to secure the Empire's safety tends to result in him accepting help from those who share its enemies, even if not his allegiance to the Empire. During his conversations, with Kerillian in particular, he shows a desire for greater coordination between the Empire and the Wood Elves of Athel Loren, but she brushes such notions off with [[CantArgueWithElves characteristic Elven condescension]].
* EpicFlail: He has the war flail available to him in ''Vermintide II''. It's a great weapon for dealing with shielded enemies.
* EvilStoleMyFaith: Struggles with his devotion to Sigmar as the campaign wears on. Not that he doubts that Sigmar is real or that he's wrong, but that his patron is strong enough to save anything as the forces of Chaos rampage across the world.
stride.
* EyepatchOfPower: One of his Premium cosmetics as a Warrior Priest is the Redemptor's Patch, which covers his now-defunct right eye.
* EyeScream: Lost one of his eyes to a Skaven attack years ago. The incident caused him to be focused on the building Skaven threat ever since. [[DummiedOut Unused]] voice lines
And with some vicious-looking scars stemming from the sequel hinted at Skarrik Spinemanglr being responsible, though Be'lakor's whispers in Blood in the Darkness hints that [[spoiler:Saltzpyre's eye was lost either to a Grey Seer, or as a self-inflicted wound over his failure at Skaggerdorf.]]
* TheFriendNobodyLikes: He is not well liked to say the least, either by his Order or by the rest of the group, the former of which considers him a liability due to his radical KnightTemplar ways, and the latter find him a bit too dour and ill-tempered for comfort, but they do at least respect his abilities if not his personality. For his part, he would rather be feared than liked in any case. Kruber is at worst obedient to him, and Bardin's only nice because he's the nicest person in the group. Kerillian can outright state this about him in "A Quiet Drink" while admitting she's also an example.
* GangstaStyle: When using a repeater pistol, the alternate firing mode allows him to spin the action, turn it sideways, and discharge all the barrels at once, causing it to fire out in a "fan" pattern. It burns through his ammunition and has extremely limited range, but it is ideal for thinning out a charging horde just before it reaches him.
* GatlingGood: Played with. While he doesn't have an actual gatling gun to use, his Repeater Pistol can be fired this way by using its secondary function, which has Saltzpyre spin the barrel cluster before unleashing a blistering cloud of shot.
* GermanicDepressives: Of all five heroes (or four, doesn't matter), Victor is the most dour and humorless, being wholly dedicated to his work and worship of Sigmar. Keep banter with Kruber in ''II'' reveals he's a Middenlander ("Explains your foul temper!"), perhaps the most Germanic of the Empire, itself already being heavily based on [[UsefulNotes/HolyRomanEmpire early modern Germany]] in addition to ancient Rome.
* GermanicEfficiency: The most disciplinary, ruthless, domineering, and dedicated to his work.
* GoodIsNotNice: Though he is an unpleasant man responsible for, among other things, torture and witch burnings, he does it all so that innocent people can sleep safely in their beds.
* GotMeDoingIt: Once genuinely uses Kerillian's oft-said "lumberfoots" in "A Quiet Drink", and immediately notes with distaste that now he's saying it too.
* GunsAkimbo: Wears a brace of single-shot pistols in his coat, which he can draw and fire very rapidly, firing with one hand as he draws another pistol with the other in a continuous motion.
* GunKata: In the intro cutscene for Vermintide 1, Saltzpyre can be seen performing elaborate, fluid motions to draw and fire his pistols, including firing in multiple directions at once. In game, while he cannot fire in two seperate directions, pay close attention to his in game model when the pistols are equipped; he has multiple braces of pistols on his back, waist, and legs, and his firing/drawing animations has his hands go to each of these locations to draw a new pistol after firing.
* {{Hammerspace}}: Before the second game made Saltzpyre's Brace of Pistols weapon consist of twelve separate pistols that he has to keep loaded to fire (which he does two at a time), the first game just had him draw, fire and [[ThrowAwayGuns presumably drop a pistol]] for ever shot he fired with Brace of Pistols' ammunition reserves...which could go up to over 70 shots on his person at once.
* HeroicResolve: How his Warrior Priest career came to be, as the combined horrors of Helmgart, the Beastmen hordes, Castle Drachenfels revisited, and the expedition to the Citadel of Eternity bolstered his shaken faith in Sigmar and granted him the willpower to rise as a champion of hope. This spiritual awakening is especially powerful for a Zealot, whose religious fervor has devolved into mad fanaticism, or a Bounty Hunter who's so disillusioned by his order that his faith was all but lost. Unlike Markus, Bardin, or Kerillian before him, whose ultimate careers all involved some negative connotations or personal trauma, Warrior Priest Saltzpyre is by far the most outright hopeful and heroic of the lot. In fact, it [[https://www.vermintide.com/news/franz-lohners-chronicle-if-wishes-were-warhammers may very well be]] that his resolve is [[ClapYourHandsIfYouBelieve what granted him his powers in the first place.]]
* HiddenDepths: For an antisocial zealot, he can read people surprisingly well when he puts effort in. For example, Kerillian's [[MysteriousPast reason for staying to fight the Skaven]] is a mystery even to Kruber and Sienna, who she's reasonably open and friendly with. They have Keep dialogue asking her, and she's evasive about it. Saltzpyre, just from observing her demeanor in "Empire in Flames" and her general pattern of behavior, accurately identifies that she feels guilty about the ongoing slaughter in Reikland and had some part in bringing it about, even if he doesn't know what it is. The incisiveneness of the observation may be because they're more similar in personality and motivation than either would like to admit. He brings it up again in Keep dialogue later.
-->'''Saltzpyre:''' A guilty expression haunts your eyes. Perhaps a confession would ease your burden?\\
'''Kerillian:''' I have nothing to confess to you.\\
'''Saltzpyre:''' But something to confess, all the same?\\
''(...)''\\
'''Saltzpyre:''' You could leave at any time, and yet you don't. I find that... interesting.\\
'''Kerillian:''' I'm not one of your quarries, One-Eye.\\
'''Saltzpyre:''' No, but guilt hovers over you like a storm cloud.\\
'''Kerillian:''' I feel no guilt. My sleep is untroubled.\\
'''Saltzpyre:''' So why is it you pace long into the night, when you think that no one is watching?
* {{Hypocrite}}: After becoming a Warrior Priest, he adamantly refuses to admit that his "miracles" are magic spells in all but name. As explained in some sources such as WFRP 2e "Realms of Sorcery", 'miracles' are just spells that [[YourMindMakesItReal are formed by the preexisting expectations of the magically-sensitive people casting them]], [[GodNeedsPrayerBadly similar to the gods themselves.]] This is true [[GameplayAndStoryIntegration mechanically as well]], as the ability to cast priestly miracles is directly dependent on the character's Magic rating (as opposed to, say, Will Power or Fate Points).
-->'''Bardin:''' So, Grimgi. What happened to hating magic?
-->'''Saltzpyre:''' I'm afraid I don't follow, Master Dwarf.
-->'''Bardin:''' Well, you use it now, don't you?
-->'''Saltzpyre:''' This is not magic! This is a holy manifestation of Sigmar's wrath.
-->'''Bardin:''' Aye. Sure it is.
* IneffectualLoner: As much as anyone is vulnerable when alone, Warrior Priest Saltzpyre is at his weakest when there are no teammates around him.
** As Warrior Priest is a tank and support class, it is plagued with very sub-par DPS through its selection of hammers, with only the Reckoner doing enough damage to really put a dent in an Elite enemy's health pool, causing Saltzpyre to be very easily overwhelmed if he's the LastManStanding, especially if there's a patrol or monster bearing down on him. In such cases, you might as well toss a bomb at your feet for all the good it will do you, which can actually be a valid tactic if you've got a barrier ready to go.
** His being melee-exclusive also means he has no way of responding to a Special enemy in the distance, and he's also very slow to trundle around, whereas the equally range-limited Grail Knight and Slayer have access to a speed boost and a gap closer in the form of the Blessed Blade and Leap, respectively. His only means of a dash is the charged attack of the Hammer and Tome combo, which is short, takes a while to ready, and easily interruptible. Having to slowly walk up to a Packmaster dragging an ally will be a very frequent occurrence.
* {{Irony}}: After an entire lifetime of hating and distrusting magic and ruthlessly hunting its practitioners, it turned out that Saltzpyre was one of the tiny handful of humans who was born with natural magic attunement, allowing him to become a Warrior Priest. He doesn't see the connection, [[InsistentTerminology insisting]] [[DistinctionWithoutADifference that he uses divine miracles, not magic spells.]] As a bonus, he's almost certainly an ''unsanctioned'' practicioner (Lohner speculates his priesthood was self-appointed), i.e. the kind of person he'd shoot on sight just a couple years prior.
* IWasJustPassingThrough: He did ''not'' pull strings to get Kruber leave to visit his family. He just needed an extra guard to help him watch over his prisoner and they were just incidentally passing by where his family lived, is all. Sienna and Kerillian suspect that even seeing that the former received a fair trial was not his true purpose for coming to Ubersreik.
* InVinoVeritas: The Anniversary Event, which naturally involves the played party getting quite wasted, has dialogue from revealing something [[ChurchMilitant the uptight and dogmatic Victor]] would surely never admit to while sober: [[spoiler:he never actually wanted to be a Witch Hunter. He would have preferred to be a Steam Tank pilot.]] It also has him display [[JerkWithAHeartOfGold his Heart of Gold]] a bit more openly with him thanking Bardin for saving him from a cave troll despite insulting the Queen of Karak Norn, or showing him valuing Kruber keeping with him by saying he believes himself as respected by "[[BoldInflation Valiant! Kruber!]]".
* ItsWhatIDo: When Kerillian accuses him of spying on her, he replies that spying on people is literally his job.
* InnocentlyInsensitive: His attempt at comforting Kruber over the loss of his parents in the first game is... less than successful.
* InsultOfEndearment: He constantly refers to Sienna as the witch, and rarely uses her actual name. Over time as he grows to trust her, the scathing tone of his voice when calling her by this name gradually lowers to the point where it may as well be her callsign to him rather than an insult. Rarely, when he’s particularly respectful, he’ll substitute the word witch with the much more polite term wizard when referring to her.
* JerkWithAHeartOfGold: He's not quite as mean as he may seem. Some background fluff reveals that while the Bright Wizard was his prisoner prior to the start of the game, he was escorting her to the city to stand trial in large part because he believed she would never receive a fair one otherwise. He is also sympathetic towards Kruber and the soldier's worry over the fate of his family, though his awkwardness around people [[InnocentlyInsensitive keeps it from being too comforting.]]
** One conversation line that may be triggered at the beginning of ''Wheat and Chaff'' in the first game has him chastising Kerillian for complaining about having to fetch grain sacks for starving survivors, and he sounds genuinely furious at her for not wanting to help the civilians.
--->'''Kerillian:''' "Oh, we're hungry! Won't you find us some food?". Mayflies.\\
'''Victor:''' Silence! We do this because only we can!
** In II, he has several conversations with Sienna urging her to go back to the Mages College to receive additional training to control her fire magic. Rather than his usual threats and accusations, his tone and choice of words imply that he sincerely wants to help her control her magic addiction.
** Even more than that, a conversation in Taal's Horn Keep reveals that the main reason he suggests that Sienna return to the college is so that she will appear less guilty to others who might judge her as he once did. He actually trusts her enough to sincerely believe that she is innocent, and coming from Saltzpyre that is a '''''very''''' big deal.
** A number of lines in II imply that he is earnestly very grateful for Kruber's presence over the years.
** One bit of dialogue will have him start to snap back at Kruber for correcting flaws in his stance, before stopping himself and (begrudgingly) thanking the latter for the good advice.
** Unfortunately this is coming back to bite him in II, as the continued devastation of the Old World despite all his best efforts is starting to take its toll on his sanity, and he's too proud and abrasive to confide in any of his allies.
* JudgeJuryAndExecutioner: His office charges him to root out heresy, proclaim guilt, and perform punishment as he sees fit. Unlike most examples though, he takes great care to ensure that his investigations are handled fairly.
* LargeHam: Frequently makes dramatic declarations in a nasal voice. But then, displaying his zeal is [[TheWitchHunter part of the job]].
-->"Ugh... ''HOOOLY'' Sigmar... BLESS this ravaged body!"
* TheLeader: He considers himself this, and he ''is'' by technicality, as he outranks Kruber, though none of his teammates do. If anything, Kruber is arguably the real leader of the group, as he's far and away the more combat-experienced one, having fought plenty of different foes (greenskins, Skaven, beastmen, etc...) before the End Times, and actually shouts battle commands during horde rushes.
* ALighterShadeOfGrey: As far as witch hunters go, at least -- Saltzpyre may be bombastic, judgemental, and quite unpleasant, but fanatical as he is, he's not nearly as manic or brutal as some witch hunters tend to be, waging his war against the Ruinous Powers in a professional manner and displaying a surprising level of compassion.
* LuckilyMyShieldWillProtectMe: As a Warrior Priest, Saltzpyre can wield a shield in tandem with either a mallet or a flail.
* MachoMasochism: As typical of Witch Hunters, he regards penitent suffering in pursuit of a holy goal as a character building experience. In the second game, this reaches its logical conclusion with his Zealot class, which is entirely based around taking horrendous beatings and giving the pain back twofold.
-->'''Saltzpyre:''' The righteous feel no pain. Be you unrighteous?
* MeaningfulName: And it's a last name practically custom-made for a Witch Hunter. Saltz, as any Templar is willing to destroy a village and salt the earth afterwards if it would prevent a Chaotic incursion. Pyre, for burning witches and heretics at the stake, and those are ignited by lighting a pyre.
* MoreDakka: Though he would be offended to have it described with [[MythologyGag an orc word]], his preference in black powder weaponry favors filling the air with a fusillade of hot lead shot. Also doable with other weapons; by downing a Potion of Speed to increase attack rate, Victor can also empty his brace of pistols in ''record'' timing. Whilst each shot is relatively weak and the range isn't great, he can carry a lot of shots. And if his pistols carry the Haste trait, triggering the effect whilst under the influence of a speed potion turns Victor into a one-man machine gun turret.
* TheMusketeer: Wields melee weapons and firearms with equal skill, tending to favor precise and rapid weapons like rapiers and pistols, though he is known to use a zweihänder, axe, or crossbow on occasion.
* MyGreatestFailure: The event that lead to Saltzpyre's obsession with the Skaven. A plot involving a vampire, a corrupt burgomeister, and a Skaven horde that resulted in the destruction of Skaggendorf. Victor believes that if he had trusted his gut instinct and his faith over the words of his superiors, he would have been able to save the town, and he has been at odds with the Order ever since.
** Early in his career, Saltzpyre had a young woman burned on suspicion of witchcraft, only to discover to his horror and shame that she had been innocent. In the wake of that tragedy, he has always insisted on conducting a thorough investigation to prevent making that same mistake twice.
* NoIndoorVoice: Saltzpyre has one volume level and that is '''loud'''. Must have been part of the job.
* NoodleIncident: Victor allowed flagellants of Sigmar into his retinue once, and only once, and it was apparently a terrible experience. Ironically enough, he himself can become one in ''II'' should the player choose the Zealot career path.
* NoSell: His Warrior Priest career's Shield of Faith ultimate grants either himself or an ally five seconds of complete immunity to all damage, special enemy grabs, or minor knockback. Additionally, the Incorruptible passive makes him ''immune'' to the health reduction effects of Grimoires, thus making Curse Resistance trinkets redundant.
* NotGoodWithPeople: ''Very'' {{Downplayed|}} - [[https://www.vermintide.com/news/franz-lohners-chronicle-pricking-thumbs Lohner's Pricking Thumbs journal]] has him apparently having gotten a cat, though Lohner notes he still seems as uncomfortable with petting it and therefore showing affection as one would expect Victor would be. It's also the ''only'' cat
that can apparently stand him smiling too, so calling Saltzpyre good with animals would remain a stretch. [[https://www.vermintide.com/news/a-fishy-tale He's also healing up a rat that his cat hurt.]]
* NotSoAboveItAll: "A Quiet Drink" shows that even Victor can't
be completely straight-laced while drunk. In fact, he might even [[NonSequitur imitate a steam tank whistle out of nowhere]]. In easily seen despite the Chaos Wastes he'll also indulge in the others' hypothetical about what they'd want to be a god of if they ascended (though he still says he'd serve Sigmar, god or not).
eyepatch, too.
* NotSoStoic: Occasionally, being downed and wailed upon by the enemy can result in Victor screaming for help with uncharacteristically-palpable fear.
** One of the responses he can give to the Drachenfels voice is to pray for Sigmar to shelter him, in a tone that is clearly in fear.
** Dialogue with Sister of the Thorn Kerillian or when he is alone in the Chaos Wastes hub reveal that Saltzypre is starting to lose his faith and may be on the verge of a mental breakdown.
* NotUsingTheZWord: Or rather, ''using'' the Z word. Specifically, his Zealot class is a Flagellant in all but name, and is even called out as one by Sienna, atleast once.
* ObliviousGuiltSlinging: "A Quiet Drink" can see Saltzpyre thank Bardin for saving him from a cave troll, in spite of Saltzpyre having insulted the Queen of Karak Norn. Bardin brushes it off as his duty to friends. Saltzpyre wonders aloud that he really has no idea who pushed him into the cave though... Bardin suggests it was a Stormvermin, and whispers that he hopes Kruber will corroborate that account.
* OddFriendship: With ''Bardin'' of all people, though it's more of a grudging respect on Victor's side.
** While the far more gregarious-though-[[ShellShockedVeteran haunted]] Kruber is pretty different from the zealous bundle of purpose that is Saltzpyre, the sequel makes it clear that Kruber does his best to support Saltzpyre's position in the group's harrowing endeavors and Saltzpyre has the utmost faith in Kruber in return.
* OneHitPolykill: His special as a Bounty Hunter in the sequel has him fire a big shot from a pistol, which punches through everyone in its way (which most infamously, if neither of you are careful, [[FriendOrFoe includes your teammates]]).
* TheOneThingIDontHateAboutYou: He despises, distrusts, and would probably happily kill Kerillian if he didn't need her... but when she scores a particularly impressive killstreak, there is a chance that Saltzpyre will simply lament that someone with such amazing talents isn't one of Sigmar's faithful. By the sequel he claims that his trust in her improves with every kill she makes.
* TheParanoiac: By the Chaos Wastes expansion he's rambling to himself about how his comrades are plotting against him. To his credit he tries to keep these thoughts under control.
-->'''Saltzpyre:''' The others must not suspect I have doubts. I must not give them cause to... provoke me. Yes, that's right. It will all work out for the best...
* PersonalHorror: Dialogue while alone in the Chaos Wastes' starting area will reveal Saltzpyre has ''not'' been taking the very concept of what he's been doing well. He fully understands the gravity of the possibility of his order realizing he's gone to the Chaos, may try to internally deflect the blame for doing
GetawayDriver: Fullfils this onto Lohner, Kerillian or Sienna, or mention that [[PlaguedByNightmares his dreams are full of blood]].
* PetTheDog:
** In the second game, at the conclusion of the prologue, he says it's good to see
role for the group after their escape from the Skaven, which is possibly the nicest thing he ''ever'' says.
** Some of Saltzpyre's banter with Kruber implies a good deal of respect for both his martial skill and quality of character, to the point that a Witch Hunter Captain Saltzpyre offers Kruber the chance to become a Witch Hunter, even being willing to use his position within the Order to fast-track Markus if he accepts, and calling him valiant
in "A Quiet Drink". After Kruber leaves the Imperial army to become a Grail Knight, Saltzpyre tells him that he doesn't think any less of him after his "defection", which would be totally unthinkable to practically any other Witch Hunter (indeed, Bardin even has dialogue asking Kruber if he's worried about the Empire coming after him for being a deserter).
** Similarly, his banter with Sienna has him trying to help her return to the Mages College to finish her training, which frankly has the best prospects for her livelihood considering her magical addiction and the fact even sanctioned wizards are usually already distrusted.
** When he notes that Bardin hasn't been looking for his lost hold any more, which Bardin attributes to having more important things to do (i.e helping the party), Victor quietly and sincerely tells him "Your assistance is appreciated, Goreksson."
** In the second game, he's the only character who never calls out any of the others for using healing items.
** After Kerillian becomes a Sister of the Thorn, Saltzpyre becomes even more abrasive in their dialogue. But if she's not at the Keep and the others are, he'll say that he actually feels sorry for her, because "in her search for meaning, she has cast a part of herself away - perhaps the noblest part." Kruber and Bardin are surprised by the pseudo-compliment and the latter mockingly accuses Saltzpyre of becoming soft, to which he responds "I forebear to comment."
* ThePigPen: In Keep dialogue with Grail Knight Kruber, he reveals that he never bathes. Considering how often he's covered in blood, guts, poison gas, and sewage, it's a wonder any of his teammates can stand the stench.
** Though it warrants mentioning that bathing and washing were considered two different things in the time period Vermintide is modeled off.
* PlaguedByNightmares: A voice line while alone in the Chaos Wastes' starting area has him ask himself with horrified exhaustion why his dreams are full of blood.
* ProperlyParanoid: Paranoia is in [[TheWitchHunter his job description]], after all. As someone who hunts the devious Skaven on a personal vendetta and has already lost an eye to one of the ratmen, it's a totally justified attitude.
-->'''Saltzpyre''': Don't relax, that's when they'll pounce.
* QuickDraw: Saltzpyre can fire
''1'', transporting them all twelve of his pistols for his Brace of Pistols ranged weapon in the same time his companions will be able to fire a handgun twice at most.
* ReasonableAuthorityFigure: Even though he's a zealout, Saltzpyre prefers to do things by the book. He escorted Sienna to Ubersriek to ensure she would receive a fair and impartial trial, and in one mission in ''II'', mentions he was in Ussingen years ago to investigate an accusation of witchcraft. When Sienna assumes he just had the poor girl burned, he corrects her and informs the group that he conducted a proper investigation and declared the girl innocent.
* ReligiousBruiser: As expected from someone explicitly sanctioned by the Sigmarite church. Saltzpyre frequently intones supplications to Sigmar in battle and abjures enemies in His name.
* RoyalRapier: Rapiers are expensive, and the fact that he owns one shows the kind of resources and access Saltzpyre has. It allows him to attack with several quick jabs or a deeply penetrating thrust. It's especially effective when targeting the head, and also has a very-low-damage but [[BottomlessMagazines infinite ammunition]] [[SwordAndGun pistol]] that he holds in his off-hand that he also brings up to block with. He wears his signature rapier on his hip for the Vermintide 1 intro, but only is seen in the intro as firing multiple pistols.
* SanitySlippage: Several Lohner's Chronicles posts note that Saltzpyre is becoming increasingly unstable in the aftermath of the second game's base campaign, due to how the world seems to be getting worse and worse no matter how many victories the team wins. In the Chaos Wastes expansion, Kerillian and Sienna have a conversation where they note how unusual it is that he'd be in favor of a desperate expedition to the Wastes themselves (the very idea being heretical in his order), while Kruber has dialogue with Saltzpyre indicating that he wrote a letter saying ''something'' uncompromising to Saltzpyre's superiors in the Witch Hunters. [[https://www.youtube.com/watch?v=2rhuwhQZOPo In the keep before the Wastes]], Saltzpyre can be heard whispering to himself and revealing that he's losing his faith and is stricken by dreams full of blood.
* ScrewTheRulesImDoingWhatsRight: Victor is something of an outcast in the Templar Order due to his willingness to employ mages and non-humans in his retinue, and disdains the Order's practice of pretending the Skaven simply do not exist.
* SentimentalDrunk: The Anniversary Event has him act very much more polite and sociable to the other teammates than usual, from apologizing to Bardin
over a previous arguement to describing Kruber as "valiant". Considering his JerkWithAHeartOfGold personality, it's likely he's genuinely like this.
* SerratedBladeOfPain: His Greatswords, all of which have flameberge-style wavy blades, in contrast to the more conventional straight-edged ones used by Kruber.
* ShortRangeShotgun: His griffonfoot pistols (aka [[https://en.wikipedia.org/wiki/Volley_gun#/media/File:Pistole_mit_Lauf_Null_(15096244726).jpg duckfoot pistols]]) fire all of their multiple barrels simultaenously, giving them non-existent accuracy but the ability to absolutely shred unarmored enemies at close range with a wall of lead pellets.
* SociallyAwkwardHero: There is a (generally) good soul to Saltzpyre
and the work he does, and there’s more admiration than he lets on for his teammates by the time of sequel. It also happens that he's ''terrible'' at socializing during anything that isn’t an interrogation, with his attempts to comfort Kruber for the loss of his family coming across as insensitive, he’s at an almost complete loss for words whenever Sienna flirts with him, his drunken stupor in A Quiet Drink being the most jarring transformation of the team and even his attempts at small talk with everyone, along with his reluctant singing to Bardins song, coming across as stilted and awkward during expeditions to the Chaos Wastes.
* StealthExpert: Implied. ''[[SuperSenses Kerillian]]'' doesn't realize he's spying on her until he tells her.
* StoneWall: As a Warrior Priest, Saltzpyre becomes a tank in the same vein as Bardin's Ironbreaker or Kruber's Foot Knight, with superb defenses and a high capacity for group support, but very low mobility even with the Hammer and Tome combo, and rather lacking damage output.
* SwordAndGun: When using a rapier, he holds a pistol in his off-hand. The pistol isn't very powerful and can be hard to aim/use, but it has [[GuideDangIt a variety of subtle benefits]] -- it is pinpoint accurate, doesn't use any ammunition to fire, is very reliable at staggering enemies which gives Victor time to wind up a charge attack or safely whittle down a mob while retreating, can be fired whilst blocking, and is able to activate both ranged or melee weapon critical effects (most notably, the Witch Hunter Captain's guaranteed OneHitKill on critical headshots against any non-boss, Chaos Warrior or Mauler enemies).
* ThrowAwayGuns: He can rapid-fire his way through his pistols by discarding each and pulling another out of the HammerSpace of his coat, as he displays within the intro cinematic for Vermintide 1. In the sequel, he can only have up to 12 pistols or 8 griffonfoots ready to be drawn at once, and after those are used up, he has to take the time to place new ones in those holsters before he can let off another salvo, effectively giving him a reload mechanic.
* {{Tsundere}}: Type A, Modern. ''Every'' time he does anything that seems ''remotely'' compassionate toward his colleagues, he will come up with ''some'' reason he is doing so as a matter of pragmatism, reassuring them that he is most definitely [[SuspiciouslySpecificDenial not doing so because he has become sentimentally attached to them or anything]].
* TookALevelInKindness: He's much less abrasive in the second game than the first. Most notable with Sienna and Kerillian; despite a ton of friction he still engages in personal conversation with them and offers genuine compliments, whereas in the first game he was constantly suspiscious and threatened to kill or imprison them every five minutes. Less notable but still present with Kruber. In the first game, Saltzpyre had some care for him, but overall treated the soldier as an expendable minion and lorded his authority constantly. In the second game he seems to see him as a genuine friend.
** It's not solely limited to the [[FireForgedFriends other
around Ubersreik Five members]] either. In some of ''2'''s missions he'll pay respects to fallen Imperial soldiers and compliment them on their faith and bravery, a far cry from how one of his first lines in ''1'' (upon reaching the tower in Horn of Magnus) was to mock Ubersreik's garrison as useless for dying so quickly.
--->'''Saltzpyre:''' Doesn't anyone in this town put up a fight?!
* UnexpectedGameplayChange: Uniquely amongst all the DLC careers, Saltzyre's Warrior Priest career can't use ''any'' of his previous weapons, instead coming
with a full set of six weapons of his own instead (three of which have unique movesets, three being {{Moveset Clone}}s of the Mace and Hammer weapons used by Kruber and Bardin).
* TheUnsmile: Never seen, but referenced a few times after he becomes a Warrior Priest. Apparently Saltzpyre has been trying to smile more. The results are... unsettling, at least if you believe Kruber and Kerillian. Sienna asks him to stop because he's frightening the cats. [[https://www.vermintide.com/news/franz-lohners-chronicle-pricking-thumbs Apparently one cat can manage to withstand his smile, though]] (while Lohner remains fearing that the world has already ended considering Saltzpyre attempting to smile and suspects the cat is either addled or as much of a nihilist as Saltzpyre is).
* UnwantedAssistance: Due to his Zealot kit revolving around getting down to dangerously low health in order to trigger his CriticalStatusBuff, the greatest hindrance to a good Saltzpyre player is an ignorant teammate with a medical pack, who can unknowingly wipe away a lot of his enhancements just by trying to help him.
* WarriorMonk: A literal one in the form of his Warrior Priest class, being a Sigmarite clergyman clad in an armoury's worth of plating who runs around administering holy justice via [[DropTheHammer his massive hammers.]]
* WellIntentionedExtremist: His devotion to the security of the Empire, protecting it from all threats arcane and mundane, is undeniable. His methods are equally... [[JudgeJuryAndExecutioner undeniable]].
* WithUsOrAgainstUs: While this is true of all Imperial Witch Hunters, he surprisingly plays it more on a compassionate side. His priority is the protection of the Empire, and anyone (who is not obviously using Chaos magic) willing to fight for that goal is someone he considers an ally. This actually puts him at odds with many of his peers, for being too trusting of outsiders.
* TheWitchHunter: Literally his job... though by the point of ''Vermintide 1'', he's particularly concerned with Skaven instead, and
carriage. Downplayed in ''2'', two where she doesn't drive them place to place, but instead conjures up Bridges of his careers Shadow to get the party in and out of Helmgart and its periphery at a snap.
* GrumpyOldMan: Gender-inverted, Olesya rarely ever says a kind word and spent most of the first game complaining about the heroes taking too long. She's a bit more sociable in the second game, however.
* HandicappedBadass: Is missing an eye and one leg that she replaced with a pegleg.
* HellishHorse: {{Downplayed|Trope}} in a DarkIsNotEvil way by a pair of Spectral Horses that pull her wagon. They are not real creatures, but rather manifest [[CastingAShadow Grey Magic]] that is cast by her. They come in extremely handy to swiftly cart the party about.
* HuskyRusskie: Olesya's accent implies that she's from Kislev, Warhammer's FantasyCounterpartCulture of Russia. Downplayed, as she's never seen fighting and her [[CastingAShadow Grey Magic]] specializes in illusions and stealth. She definitely has the thick-skinned, unfazeable personality this trope implies however.
** The second game confirms she's from Kislev in the description for the Hunter of the Wastes painting, which mentions that she lived in the Kislev borderlands.
* MasterOfIllusion: Is revealed to be a self-taught practitioner of shadow magic in the Waylaid DLC, to Saltzpyre's great shock, and in the second game uses her abilities to keep the heroes' base safe, along with spying on and sabotaging the enemy forces.
* MiniatureSeniorCitizens: She's just barely taller than Bardin.
* PerceptionFilter: As a Grey Wizard, Olesya is a master at this, as her magic basically makes the Red Moon Inn and Taal's Horn Keep invisible to enemy forces [[spoiler:until it fails]]. She apparently casts this on herself as well, as her carriage is usually out in the open and more often than not surrounded by ratmen, who don't even seem to acknowledge her presence.
* SignatureTeamTransport: Olesya's wagon gets them safely to and from mission sites among the Skaven-infested streets.
* SoreLoser: Fluff text from Fortunes of War's unlockable portrait frames imply she's this, with Olesya becoming increasingly upset the harder difficulties conquered. If the players managed to beat the map on Cataclysm, she becomes so mad she's practically delirious and fuming, almost to the point of passing out.
* SwappedRoles: Takes over from Lohner as the primary mission-giver, while Lohner takes over Olesya's role of support and logistics.
* {{Troll}}: Admits that she ''really'' enjoys annoying Bödvarr. [[TranquilFury He reacts]] [[VillainousBreakdown as you'd expect.]] JustAsPlanned. In "Dark Omens" the party
may indicate speculate that she makes her teleportation spells disorienting on purpose.
* ThinkingUpPortals: Conjures the Bridge of Shadows in the second game, allowing the group to teleport instantly to a mission and then out again upon completion at predesignated points.
* WeAreStrugglingTogether: Downplayed. Saltzpyre ''hates'' her since
he's left the technical path of a Witch Hunter -- though he'll maintain the same zeal in fighting his Chaotic foes regardless witch-hunter and never keep quiet about his detest and distrust of wizardry whenever enemy wizards pop up in-game.
[[/folder]]

[[folder:Sienna Fuegonasus]]
!!Vermintide I: Bright Wizard
!!Vermintide II: Battle Wizard, Pyromancer, Unchained
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/sienna_img.png]]
[[caption-width-right:300:''Fire and ash! We'll burn them all!'']]
->'''Voiced by:''' Bethan Dixon Bate

Sienna Fuegonasus
she is a fiery tempered Bright Wizard who roams the land in a constant search for opportunities an unsanctioned witch, but is willing to indulge herself in the ecstasy of pyromancy.

Blessed
work with a sharp intellect and a wicked sense of humour, Sienna will generally pass her because she gets results. She doesn't acknowledge his dislike for a well-adjusted individual, as far as wizards go. Those who witness her in battle, however, will soon catch a glimpse of how deep her dependency on the adrenaline rush of pyromancy has taken her.

Sienna arrives in Ubersreik as the prisoner of a Witch Hunter, Victor Saltzpyre, and guarded by a former State Trooper, Markus Kruber. A trial indeed awaits, but of a different kind than they all expected.
at all.
[[/folder]]

[[folder:Christoph Engel]]
!!Grey Wizard



* BrilliantButLazy: Implied. Despite her mastery over the Lore of Fire, Sienna never had any passion nor patience for more scholarly pursuits, instead preferring to keep herself high by recklessly casting fire magic and pushing her body to its limits, essentially squandering her talents for selfish reasons. Becomes more than a bit ironic when she also chastises the Blightstormers for wasting their raw magical talent when she herself is doing the exact same thing.
* BadassSpaniard: Her name implies she's from Estalia, the setting's version of [[FantasyCounterpartCulture Spain]]. In the second game, her conversations in the Keep confirm that she hails from the aforementioned country, leaving after her aptitude for fire magic became apparent and some "suspicious" arson cases made her a persona non grata in the city she grew up in.
* BloodKnight: Next to Saltzpyres righteous fury, she’s the most bloodthirsty member of the group who gets the most excited at immolating hordes of Skaven and Norscana, a perfect opportunity to enjoy the highs of uncontrolled magic.
* CarryABigStick: Sienna's sole option for a large, two-handed weapon is a flaming mace that grants her both decent performance against hordes and armored opponents, at the cost of being slower and harder to use.
* ClearMyName: While Sienna clearly enjoys giving Victor all the grief she can muster, she ''is'' giving her all to fight the Vermintide and denies any involvement in murdering the Burgomeister's son. Victor initially presumes her guilt, but later considers the Vermintide a sufficient [[IncrediblyLamePun trial by fire]]. Kerillian is less willing to let the matter drop and continually presses Sienna to use her powers to escape, but all it does is annoy the wizard.
-->'''Kerillian:''' I suppose you had a good reason for allowing One-Eye to shackle you, and not burn him to a crisp?\\
'''Sienna:''' Yes. It's called 'innocence'.\\
'''Kerillian:''' You think he cares about innocence?\\
'''Sienna:''' No. But I do, Elf.
* CoolOldLady: Assuming she isn't YoungerThanTheyLook (see VagueAge below), she definitely has that vibe going about her. For what it's worth, she'll sometimes refer to herself as an "old lady" when healing herself in ''II'' (though it could also just be self-deprecating sarcasm) and her voice actress is over 50.
* CriticalHitClass: As a Pyromancer, Sienna gains an escalating bonus to her critical hit chances the higher her heat build up is.
* DamnedByFaintPraise: Kerillian seems to like her best out of the entire gang, though seemingly only because Sienna is, in the elf's own words in ''II'', the "least annoying one" among the other four.
* DarkSecret: [[spoiler:Sienna has murdered several people who were nothing but kind to her, including a man named Rambler who taught her to focus her gift and cope with the magic addiction. Sienna feels that she could slip and lose control at any moment. In one incident, she burned a templar who was hunting a woman through a town (and burned the town itself in the process), only to find out later that the templar was ProperlyParanoid and the girl he was hunting was a monstrous Chaos worshipper.]]
* DeadlyEuphemism: Refers to having a 'disagreement' with a Chaos Dwarf in the past. Bardin presses her until she straight up admits she killed him.
* DeadpanSnarker: While they're '''''all''''' guilty of this, Sienna has the honor of being the only person to face Victor (and even Kerillian) in SnarkToSnarkCombat and ''win''. Specifically, she suggests that Victor's threats about her judgement are to hide that he's smitten with her, which leaves him [[{{Angrish}} sputtering in anger]]. She's mentioned this theory to Kruber as well.
* DeathOrGloryAttack: An increasingly central part of her playstyle on Sienna's later unlocked career paths, both Pyromancer and Unchained gain significant bonuses to their damage output at high overheat. Unchained in particular, is encouraged to continually fight right on the edge of a fatal meltdown.
* FeelingTheirAge: Maybe. Sienna often complains about her age and physical discomfort, though [[VagueAge it's up in the air how old she really is.]]
* FirstNameBasis: She is the only one to ever address Victor by his first name.
* FlamingHair: See her profile image for details.
* FlamingSword: One of her melee options, naturally. Whilst her melee options are fairly weak, the flaming sword's charged attacks can ignite foes for extra damage over time.
* FlirtingUnderFire: She does this with Saltzpyre and Kruber. With Kruber, it's complimentary and even charming. With Saltzpyre, it's purely because she knows it annoys him.
* FunctionalAddict: She is quite literally a magical addict, or more precisely, an adrenaline junkie who can only get her fix via the rush of power she gets from channeling her Bright magic. Unfortunately, this fixation led her to push herself to greater and greater acts of pyromania, opening herself up to dangerous amounts of the winds of magic. Her pyromania is what made her the prime suspect in Victor's investigation of arson and murder involving the Burgomeister's son.
-->'''Saltzpyre (In response to asking if he trusts Sienna yet):''' It is not what you give that concerns me, Fuegonasus, but what you yearn for.\\
'''Sienna:''' Yearn for?\\
'''Saltzpyre:'''I fear that you are a slave to the flames, rather than the reverse. You, I trust. But only a simpleton would trust a raging fire.
* GlassCannon: All three of her base careers have flimsy defenses in some way to offset their sheer offensive power, not helped by her abundance of staffs that grant immense firepower but lack of stamina in her melee weapons for defending.
** Battle Wizard focuses primarily on mobility and burn damage dealt to enemies, quickly overheating and just as quickly cooling down to keep burning hordes while dashing between groups of enemies to ignite them. Her only unique defensive talent, however, is Soot Shield, which can grant up to 30% damage reduction so as long as enemies are burning - the same tier also has Fires From Ash (cooldown reduction on Fire Walk for every enemy burnt to death) and Immersive Immolation (attack speed increase for damaging four enemies at once), giving it considerable competition depending on the play style someone wants.
** Pyromancer gains increased crit chance the higher her overheat goes, exchanging considerable melee damage at the cost of fire damage, and is only slightly better than Battle Wizard in potential defenses. Soul Siphon grants up to 30% in damage reduction for every Special enemy she kills, while Bonded Flame heals her for 35 temporary HP upon casting The Burning Head - similar to Battle Wizard these also face competition from skills that up her already high damage potential.
** Unchained, able to take a serious beating due to her damage reduction, also benefits from an attack speed increase if her overheat meter is high, encouraging a play style that keeps her on the edge of exploding almost instantly if she completely overheats. Because damage dealt to Sienna now partially transfers to her overheat meter, the optimal Unchained play style is constantly on the edge with the risk of one or two hits from even Skavenslaves pushing her to detonate and make her high defense almost moot.
* GlowingEyesOfDoom: Empowered as she is by her use of Bright magic, Sienna's eyes glow quite noticeably, her irises a vivid orange-yellow colour and her sclera are a dark, ashen grey. Appropriate, for a pyromancer. Her Unchained class has her eyes disappear completely, being only glowing orange circles.
* HavingABlast: In the sequel, her Unchained class' active ability has her create a huge explosion centered on her, blowing away any enemy foolish enough to get close and venting all of her overcharge in one go.
* HealingShiv: As Unchained, Sienna's Living Bomb can be augmented with the Bomb Balm talent to restore 30 temporary HP to teammates around her. The catch is, it still counts as an attack, so Sienna showering her team with [=THP=] will still be met with complaints of friendly fire.
* HeroicRROD: Casting spells will fill up her heat gauge. If it reaches its max she will explode, dealing damage to surrounding enemies but instantly downing her.
* HeroicSelfDeprecation: In private, Sienna is extremely self deprecating, believing her lack of formal training makes her a lackluster one trick pony and not worthy of being a true Battle Wizard. The fact is that even though her aversion to book work and lack of academic rigor prevented her from completing her classes, with her raw talent and expert use of basic spells she has managed to slaughter ''thousands'' of Skaven and go toe to toe with Chaos Warriors.
* HotBlooded: Literally when casting her Bright Magic, but also figuratively a major part of her temperament, eager to bring the heat down upon her enemies and relishing the carnage around her.
* IncendiaryExponent: The more she draws on the Winds of Magic, the more her body is wreathed in the [[PowerGlows glowing flame of Aqshy]].
* InterfaceScrew: Sienna has the potential to screw with her team's performance. Basically every single one of her staves leave behind huge fire patches or explosions, and some melee weapons also cause groups of enemies to catch on fire with specific attacks, significantly reducing the visibility of her team, or causing considerable framerate drops from the overload of fire effects.
* JerkassHasAPoint: Though she disdains his close-minded prejudice, Sienna confesses that she shares Saltzpyre's fears that she's losing her mind to the thrill of pyromancy, with the point being proven in the form of her Unchained class in the sequel.
* KillItWithFire: Her favorite method of dispatch, and [[WhenAllYouHaveIsAHammer general solution to any problem]].
--> '''Sienna:''' Why am I here? To burn things, of course.
* LadyOfBlackMagic: Though her magic is ironically from the Bright school, she is a fitting example.
* LongRangeFighter: She wields considerable destructive power channeling her [[KillItWithFire Bright magic]], but her potential for melee damage is considerably lower than that of the other characters. Even some [[{{Mooks}} Clanrats]] can withstand multiple charged hits from her mundane weapons.
* MagicKnight: Downplayed, Sienna's obvious fondness for, and effectiveness at meting out death with her fire magic makes her arguably the best ranged damage dealer of the Five, but her melee weapon selection is relatively lacking, but still servicable enough in dealing with the common hordes.
* MagicStaff: Which she uses as an arcane focus for casting her fire magic. There are various kinds available, which alter the properties of both her basic and charged range attacks.
* MeaningfulName: Not exactly a subtle one. Sienna is a reddish-brown pigment. As for Fuegonasus, "fuego" is spanish for "fire" and "nasus" is latin for "nose". The former obviously refers to her pyromaniacal habits. The latter...
* MyGreatestFailure: Her dark secret revealed in ''Blood in the Darkness'' is that [[spoiler: she incinerated a man (presumably a Bright Wizard) who helped her harness and control her fire magic. There was also the time when a Witch Hunter accused a friend of hers of being an evil witch, and Sienna killed him to protect the friend. Unfortunately, afterwards it was revealed that said friend really was the monster the hunter claimed, and performed more atrocities unimpeded. Lohner dug around and found that [[https://www.vermintide.com/news/franz-lohners-chronicle-reflections this individual was her twin sister who was a necromancer]], and who Sienna later managed to kill herself...but now it sounds a lot like [[BackFromTheDead her incineration didn't stick]].]]
* NayTheist: Although Sienna acknowledges the existence of the divine, she doesn't actively worship any of them unlike her companions. While she did look to Myrmidia, the goddess of war, during the expedition to the Citadel of Eternity, it was more of Sienna being inspired by her tales of valor and justice than actual worshipping. Either that, or the goddess' heraldry being a blazing sun. As Lohner puts it, it's "more of a meeting of equals[...]one incandescent ball of light to another".
* NoodleIncident: Once burned down a chunk of Miragliano collecting a debt. She's not welcome there any more.
** She also met a Chaos Dwarf on the Cathayan Silk road... they disagreed.
* OddFriendship: With Kerillian. She has some small degree of understanding and a healthy level of respect for Kerillian's beliefs and [[TheFairFolk connection to the world]], and Kerillian sees her magic as something to be honored, not feared. It's strongly implied that she knows why Kerillian came to Ubersreik in the first place. That doesn't stop her from giving some rather impressive snark whenever Kerillian starts on one of her [[CulturalPosturing tangents.]] In the sequel this escalates to VitriolicBestBuds since Sienna is much freer with her snark and is happy to return Kerillian's own insults if the situation allows, but they're clearly still fond of each other.
* {{Overheating}}: Throwing too many firebolts or spells around builds up a 'heat gauge'; past a certain point, Sienna's overall speed reduces considerably, and exceeding the maximum will [[HeroicRROD make her explode]]. This gauge drains by itself, but she can quickly drain her gauge by "venting" the heat at the cost of some self-damage.
** The Unchained class in the sequel, however, as befitting its "high risk, high reward" style, actually thrives off of high Overcharge. Not only does it not come with a speed reduction for high Overcharge, it actually buffs her by increasing her cleave and attack speed. The more Overcharge, the better. It also allows her to vent painlessly by either blocking attacks, which will consume some Overcharge in exchange for less stamina drain, or by using her special, which vents all Overcharge in a huge explosion around her. However, she builds Overcharge if she gets hit, which can cause her to overload and down herself on the spot.
* PlayingWithFire: Pretty much all her magic is fire-based.
* PowerTattoos: The visible parts of Sienna's torso are covered in usually-invisible tattoos that light up with Aqshy's flames as she overheats, seemingly to help channel the excess magic.
* PyroManiac: She was always pushing herself to conjure bigger firewalls and hotter grouts of flame, always seeking to push her limits. She relishes the opportunity to "take the gloves off" and reduce hordes of enemies to ashes. Her version of the [[MentalWorld Chamber of Gnignol]] is appropriately, a city in flames.
* RecruitingTheCriminal: She is technically a prisoner of Victor Saltzpyre, who is bringing her into town to face judgement for probable murder and arson. However, the Vermintide precluded any formal trial, and Victor becomes less concerned about her punishment after she torches a couple thousand Skaven.
* ScreamingWarrior: Having surrendered to her magic addiction, her Living Bomb special in her Unchained path in the sequel is often delivered with her screaming at the top of her lungs.
--> "AAAAQSHYYYYYYYYYYYYYYYYY!! ''AAAAAAAAARRRRRGGHHH''!!"\\
"OH, FULMINATE! '''FUUUUUULMINAAAAAAATE'''!!"\\
"REEEEEED WIIIIIIIIND!!"
* SuicidalOverconfidence: While all of the crew are exceptionally brave and powerful, Sienna seems ''particularly'' unconcerned about the odds the group is faced with.
--> "Northerners, ratmen.... why should I care who faces us? They all burn just the same."
* SuperpowerMeltdown: As her heat bar rises, Sienna visibly burns up, especially notable on her off hand and face, and if she pushes it too far, she explodes.
* TeamMom: Sometimes performs this role, breaking up arguments between the other heroes and telling them to focus on killing Skaven. It's even joked about as she regularly calls herself "Auntie Sienna".
* TechnicianVersusPerformer: Her two ranged classes in the sequel, Battle Wizard and Pyromancer, play off this dichotomy. Battle Wizard is the Technician, maintaining strict discipline and focus on her magic, and through that restraint, keeping her Heat Gauge to a minimum. Pyromancer on the other hand, embraces the reckless disregard for that discipline she maintained in the original game, gaining increasing critical hit chance the higher her heat draws, encouraging her to play closer to the edge for greater damage potential.
* TokenWizard: The sole magician on a team of [[BadassNormal badass normals]] (bar their occasional use of ''lightly'' enchanted weapons), at least until [[EmpoweredBadassNormal Kruber and Kerillian get their own magical boosts]] following the ''Curse of Drachenfels'' DLC.
* VagueAge: Constant smoke inhalation has given her the voice of an older woman and magicians (like real world drug addicts) often don't look their ages. She could be anywhere between her early thirties to her late fifties. Although she refers to herself as an "old woman" and calls herself "Auntie Sienna" at points, this may just be SelfDeprecation on her part. In the Curse of Drachenfels DLC, she and Kruber have a conversation referencing this:
-->'''Kruber:''' Been a funny few years, hasn't it? How long have we been doing this?\\
'''Sienna:''' Oh, I'm not answering that. It'll make me feel even older.\\
'''Kruber:''' Even older than what?\\
'''Sienna:''' Shut up, Markus.
* VideoGameFlameThrowersSuck: The Flamestorm staffs, whose sole means of attack is let loose a stream of fire. Primary fire will produce a quick burst of flames that do little damage but can stagger nearly everything short of a Chaos Warrior, while its secondary fire can be charged for a variable bout of flames that can annihilate hordes. Against weak, swarming enemies like Skavenslaves and Marauders it can easily hold its own, is of middling effectiveness against elites and berserkers, and against monsters and specials the weapon is practically useless, specializing Sienna into clearing hordes over sniping key targets.

to:

* BrilliantButLazy: Implied. Despite her mastery CastingAShadow: Because the Ulgu ("Grey") magic is concerned with shadows, disorienting and confusing with the lack of light, in a classic DarkIsNotEvil manner.
* ContinuityCameo: Christoph Engel originally appeared in ''Tabletopgame/WarhammerFantasyRoleplay'' as the only (acknowledged) wizard with a permanent residence in Ubersreik.
* KingIncognito: [[AllThereInTheManual According to]] ''[[Tabletopgame/WarhammerFantasyRoleplay A Guide to Ubersreik]]'', Engel tends to dress as a simple traveler or beggar when he leaves his tower. Since [[TheGhost almost no one knows his face]] and he is [[PerceptionFilter a master of Ulgu]], this is fairly effective at preserving his mystique and allowing him to interact with others without them knowing it was him.
* MageTower: His residence, though no obvious doors exist to get into it from the street level. This is intentional, as a Grey Wizard he prefers cleverly hidden entrances over obvious ones.
* MasterOfIllusion: He's casting a spell that's causing a PerceptionFilter
over the Lore of Fire, Sienna never had any passion nor patience Red Moon Inn. As you walk through it, you'll even encounter a LotusEaterMachine room tied to your character's personal eccentricities, different for more scholarly pursuits, instead preferring to keep herself high by recklessly casting fire magic and pushing her body to its limits, essentially squandering her talents for selfish reasons. Becomes more than a bit ironic when she also chastises each character (though the Blightstormers for wasting their raw magical talent when she herself is doing the exact same thing.
* BadassSpaniard: Her name implies she's from Estalia, the setting's version of [[FantasyCounterpartCulture Spain]]. In the second game, her conversations in the Keep confirm
party realizes that she hails from the aforementioned country, leaving after her aptitude for fire magic became apparent and some "suspicious" arson cases made her a persona non grata in the city she grew up in.
* BloodKnight: Next to Saltzpyres righteous fury, she’s the most bloodthirsty member of the group who gets the most excited at immolating hordes of Skaven and Norscana, a perfect opportunity to enjoy the highs of uncontrolled magic.
* CarryABigStick: Sienna's sole option for a large, two-handed weapon is a flaming mace that grants her both decent performance against hordes and armored opponents, at the cost of being slower and harder to use.
* ClearMyName: While Sienna clearly enjoys giving Victor all the grief she can muster, she ''is'' giving her all to fight the Vermintide and denies any involvement in murdering the Burgomeister's son. Victor initially presumes her guilt, but later considers the Vermintide a sufficient [[IncrediblyLamePun trial by fire]]. Kerillian is less willing to let the matter drop and continually presses Sienna to use her powers to escape, but all it does is annoy the wizard.
-->'''Kerillian:''' I suppose you had a good reason for allowing One-Eye to shackle you, and not burn him to a crisp?\\
'''Sienna:''' Yes. It's called 'innocence'.\\
'''Kerillian:''' You think he cares about innocence?\\
'''Sienna:''' No. But I do, Elf.
* CoolOldLady: Assuming she
this isn't YoungerThanTheyLook (see VagueAge below), she definitely has that vibe going about her. For what it's worth, she'll sometimes refer to herself as an "old lady" when healing herself in ''II'' (though it could also just be self-deprecating sarcasm) and her voice actress is over 50.
* CriticalHitClass: As a Pyromancer, Sienna gains an escalating bonus to her critical hit chances the higher her heat build up is.
* DamnedByFaintPraise: Kerillian seems to like her best
exactly out of character for the entire gang, though seemingly ''Grey Wizard'' and isn't fooled).
* TheVoice: Despite going to his tower, the party never actually ''meets'' him face-to-face, hearing
only because Sienna is, in the elf's own words in ''II'', the "least annoying one" among the other four.
* DarkSecret: [[spoiler:Sienna has murdered several people who were nothing but kind
his voice booming out to her, including a man named Rambler who taught her to focus her gift and cope with the magic addiction. Sienna feels that she could slip and lose control at any moment. In one incident, she burned a templar who was hunting a woman them through a town (and burned magic. [[spoiler:This is part of what gives credence to the town itself in the process), only to find out later notion that the templar was ProperlyParanoid and the girl he was hunting was a monstrous Chaos worshipper.might simply be an illusion by Olesya to cast suspicion off her for her unsanctioned magic.]]
* DeadlyEuphemism: Refers to having a 'disagreement' with a Chaos Dwarf in the past. Bardin presses her until she straight up admits she killed him.
* DeadpanSnarker: While they're '''''all''''' guilty of this, Sienna has the honor of being the only person to face Victor (and even Kerillian) in SnarkToSnarkCombat and ''win''. Specifically, she suggests that Victor's threats about her judgement are to hide that he's smitten with her, which leaves him [[{{Angrish}} sputtering in anger]]. She's
WalkingSpoiler: Isn't mentioned this theory to Kruber as well.
* DeathOrGloryAttack: An increasingly central part
in most of her playstyle on Sienna's later unlocked career paths, both Pyromancer and Unchained gain significant bonuses to their damage output at high overheat. Unchained in particular, is encouraged to continually fight right on the edge of a fatal meltdown.
* FeelingTheirAge: Maybe. Sienna often complains about her age and physical discomfort, though [[VagueAge it's up
missions. His interest in the air how old she really is.]]
* FirstNameBasis: She is the only one to ever address Victor by his first name.
* FlamingHair: See her profile image for details.
* FlamingSword: One of her melee options, naturally. Whilst her melee options are fairly weak, the flaming sword's charged attacks can ignite foes for extra damage over time.
* FlirtingUnderFire: She does this with Saltzpyre and Kruber. With Kruber, it's complimentary and even charming. With Saltzpyre, it's purely because she knows it annoys him.
* FunctionalAddict: She is quite literally a magical addict, or more precisely, an adrenaline junkie who can only get her fix via the rush of power she gets from channeling her Bright magic. Unfortunately, this fixation led her to push herself to greater and greater acts of pyromania, opening herself up to dangerous amounts
arcane helps drive parts of the winds of magic. Her pyromania is what made her the prime suspect in Victor's investigation of arson ''Castle Drachenfels'' and murder involving the Burgomeister's son.
-->'''Saltzpyre (In response to asking if he trusts Sienna yet):''' It is not what you give that concerns me, Fuegonasus, but what you yearn for.\\
'''Sienna:''' Yearn for?\\
'''Saltzpyre:'''I fear that you are a slave to the flames, rather than the reverse. You, I trust. But only a simpleton would trust a raging fire.
* GlassCannon: All three of her base careers have flimsy defenses in some way to offset their sheer offensive power, not helped by her abundance of staffs that grant immense firepower but lack of stamina in her melee weapons for defending.
** Battle Wizard focuses primarily on mobility and burn damage dealt to enemies, quickly overheating and just as quickly cooling down to keep burning hordes while dashing between groups of enemies to ignite them. Her only unique defensive talent,
''Karak Azgaraz'' content however, is Soot Shield, which can grant up to 30% damage reduction so as long as enemies are burning - he knows of magical artifacts that could help the same tier also has Fires From Ash (cooldown reduction on Fire Walk for every enemy burnt to death) and Immersive Immolation (attack speed increase for damaging four enemies at once), giving it considerable competition depending on the play style someone wants.
** Pyromancer gains increased crit chance the higher her overheat goes, exchanging considerable melee damage
resistance... or at the cost of fire damage, and is only slightly better than Battle Wizard in potential defenses. Soul Siphon grants up to 30% in damage reduction for every Special enemy she kills, while Bonded Flame heals her for 35 temporary HP upon casting The Burning Head - similar to Battle Wizard these also face competition from skills that up her already high damage potential.
** Unchained, able to take a serious beating due to her damage reduction, also benefits from an attack speed increase if her overheat meter is high, encouraging a play style that keeps her on the edge of exploding almost instantly if she completely overheats. Because damage dealt to Sienna now partially transfers to her overheat meter, the optimal Unchained play style is constantly on the edge with the risk of one or two hits from even Skavenslaves pushing her to detonate and make her high defense almost moot.
* GlowingEyesOfDoom: Empowered as she is by her use of Bright magic, Sienna's eyes glow quite noticeably, her irises a vivid orange-yellow colour and her sclera are a dark, ashen grey. Appropriate, for a pyromancer. Her Unchained class has her eyes disappear completely, being only glowing orange circles.
* HavingABlast: In the sequel, her Unchained class' active ability has her create a huge explosion centered on her, blowing away any enemy foolish enough to get close and venting all of her overcharge in one go.
* HealingShiv: As Unchained, Sienna's Living Bomb can
very least should be augmented with the Bomb Balm talent to restore 30 temporary HP to teammates around her. The catch is, it still counts as an attack, so Sienna showering her team with [=THP=] will still be met with complaints of friendly fire.
* HeroicRROD: Casting spells will fill up her heat gauge. If it reaches its max she will explode, dealing damage to surrounding enemies but instantly downing her.
* HeroicSelfDeprecation: In private, Sienna is extremely self deprecating, believing her lack of formal training makes her a lackluster one trick pony and not worthy of being a true Battle Wizard. The fact is that even though her aversion to book work and lack of academic rigor prevented her from completing her classes, with her raw talent and expert use of basic spells she has managed to slaughter ''thousands'' of Skaven and go toe to toe with Chaos Warriors.
* HotBlooded: Literally when casting her Bright Magic, but also figuratively a major part of her temperament, eager to bring the heat down upon her enemies and relishing the carnage around her.
* IncendiaryExponent: The more she draws on the Winds of Magic, the more her body is wreathed in the [[PowerGlows glowing flame of Aqshy]].
* InterfaceScrew: Sienna has the potential to screw with her team's performance. Basically every single one of her staves leave behind huge fire patches or explosions, and some melee weapons also cause groups of enemies to catch on fire with specific attacks, significantly reducing the visibility of her team, or causing considerable framerate drops from the overload of fire effects.
* JerkassHasAPoint: Though she disdains his close-minded prejudice, Sienna confesses that she shares Saltzpyre's fears that she's losing her mind to the thrill of pyromancy, with the point being proven in the form of her Unchained class in the sequel.
* KillItWithFire: Her favorite method of dispatch, and [[WhenAllYouHaveIsAHammer general solution to any problem]].
--> '''Sienna:''' Why am I here? To burn things, of course.
* LadyOfBlackMagic: Though her magic is ironically from the Bright school, she is a fitting example.
* LongRangeFighter: She wields considerable destructive power channeling her [[KillItWithFire Bright magic]], but her potential for melee damage is considerably lower than that
kept out of the other characters. Even some [[{{Mooks}} Clanrats]] can withstand multiple charged hits from her mundane weapons.
* MagicKnight: Downplayed, Sienna's obvious fondness for, and effectiveness at meting out death with her fire magic makes her arguably the best ranged damage dealer of the Five, but her melee weapon selection is relatively lacking, but still servicable enough in dealing with the common hordes.
* MagicStaff: Which she uses as an arcane focus for casting her fire magic. There are various kinds available, which alter the properties of both her basic and charged range attacks.
* MeaningfulName: Not exactly a subtle one. Sienna is a reddish-brown pigment. As for Fuegonasus, "fuego" is spanish for "fire" and "nasus" is latin for "nose". The former obviously refers to her pyromaniacal habits. The latter...
* MyGreatestFailure: Her dark secret revealed in ''Blood in the Darkness'' is that [[spoiler: she incinerated a man (presumably a Bright Wizard) who helped her harness and control her fire magic. There was also the time when a Witch Hunter accused a friend of hers of being an evil witch, and Sienna killed him to protect the friend. Unfortunately, afterwards it was revealed that said friend really was the monster the hunter claimed, and performed more atrocities unimpeded. Lohner dug around and found that [[https://www.
skaven's paws. [[http://www.vermintide.com/news/franz-lohners-chronicle-reflections this individual was her twin sister who was a necromancer]], and who Sienna later managed to kill herself...but now it sounds a lot like [[BackFromTheDead her incineration didn't stick]].]]
* NayTheist: Although Sienna acknowledges the existence of the divine, she doesn't actively worship any of them unlike her companions. While she did look to Myrmidia, the goddess of war, during the expedition to the Citadel of Eternity, it was more of Sienna being inspired by her tales of valor and justice than actual worshipping. Either that, or the goddess' heraldry being a blazing sun. As Lohner puts it, it's "more of a meeting of equals[...]one incandescent ball of light to another".
* NoodleIncident: Once burned down a chunk of Miragliano collecting a debt. She's not welcome there any more.
** She also met a Chaos Dwarf on the Cathayan Silk road... they disagreed.
* OddFriendship: With Kerillian. She has some small degree of understanding and a healthy level of respect for Kerillian's beliefs and [[TheFairFolk connection to the world]], and Kerillian sees her magic as something to be honored, not feared.
com/news/dev_blog_lohner_olesya/ It's strongly implied also suggested]] by the a developer blog post for ''II'' that she knows why Kerillian came to Ubersreik in the first place. That doesn't stop her from giving some rather impressive snark whenever Kerillian starts on one of her [[CulturalPosturing tangents.]] In the sequel this escalates to VitriolicBestBuds since Sienna is much freer with her snark and is happy to return Kerillian's own insults if the situation allows, but they're clearly still fond of each other.
* {{Overheating}}: Throwing too many firebolts or spells around builds up a 'heat gauge'; past a certain point, Sienna's overall speed reduces considerably, and exceeding the maximum will [[HeroicRROD make her explode]]. This gauge drains by itself, but she can quickly drain her gauge by "venting" the heat at the cost of some self-damage.
** The Unchained class in the sequel, however, as befitting its "high risk, high reward" style, actually thrives off of high Overcharge. Not only does it not come with a speed reduction for high Overcharge, it actually buffs her by increasing her cleave and attack speed. The more Overcharge, the better. It also allows her to vent painlessly by either blocking attacks, which will consume some Overcharge in exchange for less stamina drain, or by using her special, which vents all Overcharge in a huge explosion around her. However, she builds Overcharge if she gets hit, which can cause her to overload and down herself on the spot.
* PlayingWithFire: Pretty much all her magic is fire-based.
* PowerTattoos: The visible parts of Sienna's torso are covered in usually-invisible tattoos that light up with Aqshy's flames as she overheats, seemingly to help channel the excess magic.
* PyroManiac: She was always pushing herself to conjure bigger firewalls and hotter grouts of flame, always seeking to push her limits. She relishes the opportunity to "take the gloves off" and reduce hordes of enemies to ashes. Her version of the [[MentalWorld Chamber of Gnignol]] is appropriately, a city in flames.
* RecruitingTheCriminal: She is technically a prisoner of Victor Saltzpyre, who is bringing her into town to face judgement for probable murder and arson. However, the Vermintide precluded any formal trial, and Victor becomes less concerned about her punishment after she torches a couple thousand Skaven.
* ScreamingWarrior: Having surrendered to her magic addiction, her Living Bomb special in her Unchained path in the sequel is often delivered with her screaming at the top of her lungs.
--> "AAAAQSHYYYYYYYYYYYYYYYYY!! ''AAAAAAAAARRRRRGGHHH''!!"\\
"OH, FULMINATE! '''FUUUUUULMINAAAAAAATE'''!!"\\
"REEEEEED WIIIIIIIIND!!"
* SuicidalOverconfidence: While all of the crew are exceptionally brave and powerful, Sienna seems ''particularly'' unconcerned about the odds the group is faced with.
--> "Northerners, ratmen.... why should I care who faces us? They all burn just the same."
* SuperpowerMeltdown: As her heat bar rises, Sienna visibly burns up, especially notable on her off hand and face, and if she pushes it too far, she explodes.
* TeamMom: Sometimes performs this role, breaking up arguments between the other heroes and telling them to focus on killing Skaven. It's even joked about as she regularly calls herself "Auntie Sienna".
* TechnicianVersusPerformer: Her two ranged classes in the sequel, Battle Wizard and Pyromancer, play off this dichotomy. Battle Wizard is the Technician, maintaining strict discipline and focus on her magic, and through that restraint, keeping her Heat Gauge to a minimum. Pyromancer on the other hand, embraces the reckless disregard for that discipline she maintained in the original game, gaining increasing critical hit chance the higher her heat draws, encouraging her to play closer to the edge for greater damage potential.
* TokenWizard: The sole magician on a team of [[BadassNormal badass normals]] (bar their occasional use of ''lightly'' enchanted weapons), at least until [[EmpoweredBadassNormal Kruber and Kerillian get their own magical boosts]] following the ''Curse of Drachenfels'' DLC.
* VagueAge: Constant smoke inhalation has given her the voice of an older woman and magicians (like real world drug addicts) often don't look their ages. She
Christoph Engel could be anywhere between her early thirties to her late fifties. Although she refers to herself as an "old woman" and calls herself "Auntie Sienna" at points, this may just be SelfDeprecation on her part. In the Curse of Drachenfels DLC, she and Kruber have a conversation referencing this:
-->'''Kruber:''' Been a funny few years, hasn't it? How long have we been doing this?\\
'''Sienna:''' Oh, I'm not answering that. It'll make me feel even older.\\
'''Kruber:''' Even older than what?\\
'''Sienna:''' Shut up, Markus.
* VideoGameFlameThrowersSuck: The Flamestorm staffs, whose sole means of attack is let loose a stream of fire. Primary fire will produce a quick burst of flames that do little damage
nothing but can stagger nearly everything short of a Chaos Warrior, while its secondary fire can be charged guise for a variable bout of flames that can annihilate hordes. Against weak, swarming enemies like Skavenslaves and Marauders it can easily hold its own, is of middling effectiveness against elites and berserkers, and against monsters and specials the weapon is practically useless, specializing Sienna into clearing hordes over sniping key targets.Olesya, which was later confirmed in [[https://www.vermintide.com/news/franz-lohners-chronicle-shadow-magic Lohner's journal.]]



[[folder:Bardin Goreksson]]
!!Vermintide I: Dwarf Ranger
!!Vermintide II: Veteran Ranger, Ironbreaker, Slayer, Outcast Engineer
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/bardin_img.png]]
[[caption-width-right:300:''An old ranger trick...'']]
->'''Voiced by:''' David Rintoul

He may be the shortest in the group of heroes, but the Dwarf Ranger Bardin Goreksson certainly makes up for it in ferocity, determination and spirit. Gregarious, prideful, and not afraid to offend, Bardin is frequently seen charging into the thick of battle, axe or hammer in full swing and leaving a trail of Skaven corpses behind him. Once the victory is assured, he will be the first back to the pub, roaring and laughing at the top of his lungs in a manner only is a dwarf is capable of.

to:

[[folder:Bardin Goreksson]]
!!Vermintide I: Dwarf Ranger
!!Vermintide II: Veteran Ranger, Ironbreaker, Slayer, Outcast Engineer
[[quoteright:300:https://static.
!Antagonists

[[folder:Antagonists (Vermintide)]]
!!Grey Seer Rasknitt
!!!Leader of Clan Fester
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/bardin_img.org/pmwiki/pub/images/rasknitt.png]]
[[caption-width-right:300:''An old ranger trick...'']]
[[caption-width-right:350:''The tide! The tide! Drown-tide!'']]
->'''Voiced by:''' David Rintoul

He may be
Andreas Rylander
When Clan Fester was inflicted with
the shortest in Brood Blight, their breeders became sterile, and the group desperate clan sought means to undo this affliction, for they were under the threat of heroes, extinction. The Grey Seer named Rasknitt would approach the clan and offer them the cure for the plague, but to give them this, he demanded the Dwarf Ranger Bardin Goreksson certainly makes up for it in ferocity, determination and spirit. Gregarious, prideful, and not afraid to offend, Bardin is frequently seen charging into conquering of the thick man-thing city of battle, axe or hammer in full swing and leaving a trail of Skaven corpses behind him. Once the victory is assured, he will be the first back to the pub, roaring and laughing at the top of his lungs in a manner only is a dwarf is capable of.Ubersreik...



* {{Acrofatic}}: Being a dwarf, his stoutness is a given, though he's surprisingly nimble on his feet despite his shorter legs and visible potbelly. As a Slayer, he ramps this up with his constant leaping across the room into mobs of enemies.
* AchillesHeel: Slowness. Despite having normal movement speed, Bardin's weaponry tend to be slow and clunky to use properly. While some of them do very high damage, the majority of them would require charged heavy attacks to properly deal with armoured targets, such as Stormvermins or Chaos Warriors, thus leaving him vulnerable to being poked by a faster light enemy. He also lacks an effective means of relieving pressure on himself, with half of his career skills being entirely defensive, while the other two are more suited towards controlling crowds of weak enemies, instead of instantly deleting a priority target that's bearing down on him like Kerillian or Markus can with their class skills, making him easily overwhelmed when put in a bad spot. At best, his Ranger Veteran's SmokeOut can give him some breathing room, but it recharges far too slowly to be entirely reliable. As such, if Bardin's the last man standing in a team while there's a horde or patrol bearing down on him, especially if he's Ironbreaker, chances are he will not survive if they manage to all strike at once.
* AdventurerArchaeologist: An unusual example of the trope, but still fully qualifies as one. His role as a "Holdseeker" is discovering old dwarven settlements that have been lost but not forgotten. He [[WalkingTheEarth travels the world]] to uncover information about them, and is fully equipped and trained to fight through any danger to find his goal. Appropriately enough, his version of the [[MentalWorld Chamber of Gnignol]] is an underground dwarven chamber ''filled'' with gold and riches.
* TheAlcoholic: Always willing to mention his love of fine drink, [[OurDwarvesAreAllTheSame which is to be expected.]] Contrast with Kruber's [[DrowningMySorrows decidedly less jolly]] preference for the bottle. Kruber mentions a time when Bardin managed to drink the Red Moon Inn's cellar dry.
* AllYourPowersCombined: As an Outcast Engineer, Bardin's level 25 talent Bombardier effectively merges the two bomb types into one, allowing him to chuck out powerful explosives that also burst into flames without the need to swap between them on the field. It only works with the bombs he personally uses, however, as giving them to his allies will not impart the effect.
* ArmorIsUseless: He's wearing a chainmail hauberk, and it does nothing to reduce damage. Averted in the sequel's Ironbreaker class, where he gets a passive skill that negates the damage of one hit every 20 seconds to reflect the toughness of his Gromril armour. {{Exaggerated}} in the same game though, where the Veteran Ranger has ''less'' health than the Slayer, despite the former wearing a vest of leather armor and the latter being a WalkingShirtlessScene.
* AndThisIsFor: When killing a Warpfire Thrower, Bardin may claim vengeance for Karak Eight Peaks. This is a nod to the famous Dwarf hold whose gromril gates were melted by Warpfire when the Skaven were sieging it.
-->"Die fire-rat! That one's for Karak Eight Peaks!"
* BadassFamily: Bardin has the infamous Cousin Okri who has performed such amazing feats that other members of the Ubersreik Five (who've prevented a Skaven clan's attack with little more help than a Grey Wizard and an innkeeper to guide them) think he might have made him up. Less mentioned is Cousin Dori, a Dwarf who made bombs. Either way, Bardin clearly loves them as he has their names inscribed on the hafts of his Longbeard's Axe skin (In Dwarf Runes of course).
* TheBard: Not his actual job, but Bardin prides himself on his singing and even offers to give the others lessons. He's even [[EstablishingCharacterMoment introduced singing a song]] in ''Vermintide 2''. He sings about all sorts of things, such as...
** [[https://www.youtube.com/watch?v=ZCi6GWzl7wI Sneaky goblins.]]
** [[https://www.youtube.com/watch?v=xBODniuuSMk Mining gold and fighting underground.]]
** [[https://www.youtube.com/watch?v=y4T7FVuYh_w Defending a Hold from Skaven.]]
** [[https://www.youtube.com/watch?v=YJ0Fn8iFveM Courting a lady]] [[MostWritersAreWriters by singing to her.]]
** [[https://www.youtube.com/watch?v=irPIyEeqko4 The Doom of Broggi Stonehand.]] [[note]]Likely a famous song in-universe, since even Saltzpyre knows this one. Apparently involves a warrior fighting "foemen" and also [[ElvesVersusDwarves an unflattering portrayal of Elves.]][[/note]]
** It was even made the focus of [[https://www.youtube.com/watch?v=ll44B-olDzo Fatshark's 2019 April Fools Day joke]].
* TheBladeAlwaysLandsPointyEndIn: His throwing axes will always bean a target with their sharp edge no matter how closely he is to them. This is especially notable since these axes spin as they soar through the air, unlike Kerillian's Briar Javelins which travel in a straight line.
* BerserkButton: Saying bad things about Cousin Okri is a quick way to rile him up. When Kerillian makes a dismissive comment about him, Bardin demands to fight her immediately. And when Kruber asks if he's actually real...
-->'''Bardin:''' Real? '''REAL?''' Next you'll be askin' me if my boots are real! You want me to prove it by kickin' yer dongliz across the mountain like a goat's bladder?!
* BattleCry: When he performs his Slayer leap in the sequel, he'll roar out one of these.
-->"'''GRIIIIMNIIIIIIIIIIIRRRR!!'''"\\
"'''FOOOR KAAAAADRIIIIIIIIIIIINNN!!'''"\\
"'''DWOOOOORDAWIIIIIIIIIIIIII!!'''"
* TheBigGuy: {{Downplayed}}. Bardin's pathfinding skills are important in Karak Azgaraz and he mentions his tracking skills a few times, but his main contribution is being the team's heaviest hitter. Even then, in ''Vermintide 2'', his default class is a ranged combat specialist. Played ''very'' straight with the [[MightyGlacier Ironbreaker]] and [[TheBerserker Slayer]] classes, though.
* BoisterousBruiser: He loves nothing more than charging the enemy, swinging his weapons, and going to the pub afterward. Players starting up Vermintide 1 will first see him in action in a point-of-view shot of him letting out a hearty chuckle just before caving in a Skaven's head with his great hammer.
* BoozeFlamethrower: {{Discussed}} and PlayedForLaughs. [[PlayingWithFire Sienna]] sometimes asks him how much he drank before the mission, because she's worried she might light his breath on fire.
* BottomlessMagazines: As an Outcast Engineer, Bardin's Crank Gun has this on a technical level. While it requires manual cranking to build up steam Pressure, which it cannot shoot without, the gun itself requires no reloading at any point, and can fire endlessly as long as it has ultimate charge to expend. This trope can be invoked temporarily by chugging a Potion of Concentration, which gives Bardin virtually unlimited ultimate charge for a short time in this setup and by extension, infinite ammo with the Crank Gun.
* BuffySpeak: If he sets down a Jade Censer in the Chaos Wastes, he'll refer to it as a "healing thingy" or "gubbins".
* ChainsawGripBFG: How he holds some of his [[{{BFG}} largest firearms]]: the [[KillItWithFire Ironbreaker Drakegun]], [[GatlingGood Steam-Assisted Crank Gun (Mk. II)]], and the [[GrenadeLauncher Trollhammer Torpedo]]. If anything, calling them mere "firearms" would be an immense understatement, with each of them being the size of a small Empire cannon, and the Trollhammer Torpedo launcher is big enough that he can hoist it up to his face to use as a makeshift shield.
* ChekhovsGun: The fact that Bardin's a Ranger. [[spoiler:Many Dwarfs distrust the Rangers as a whole, some even suspecting them of being dishonored Dwarfs who are too cowardly to take the Slayer oath and instead simply become outcasts. Whispers from the Blood in Darkness map reveal that Bardin is severely ashamed over his failure to warn Zilfin Deeps of an imminent attack upon them by a horde of skaven.]]
* ChekhovsGunman: [[spoiler:Bardin's dead son, Mordin, was referred to via a reward painting "Mordin's Fate" from the Year of the Rat event in 2020, which depicted two Dwarf heads on sticks while a rat crawled on top of one of them, but who Mordin actually was -- aside from an implication from Lohner that this subject matter would greatly sadden Bardin -- was not indicated at all until the Blood in Darkness map released a week after the event ended. As it turns out, Mordin was Bardin's son and his death was probably a key reason that Slayer Bardin took the oath.]]
* CloseRangeCombatant: The Slayer class prevents him from using any ranged weapons and replaces his second weapon slot with another melee weapon.
* CoattailRidingRelative: PlayedForLaughs. You'll never be as good as Okri!
* ConLang: Bardin peppers his speech with bits and pieces of the (fairly fleshed-out) dwarfen language of Khazalid. The loading screens often offer helpful translations, though the context is usually enough to grasp the general meaning.
* CopycatMockery: He'll do this to Saltzpyre in response to being chided for missing a bomb throw or in response to his excuse for wasting healing.
* CulturalRebel: He’s very strange by Dwarf standards. Most Dwarfs are dour, constantly ruminating on grudges and distrustful of outsiders, especially wizards and Elves. Besides his justified hatred of Greenskins and Skaven, he doesn’t seem to care as much as an average Dwarf about grudges, allows himself to smile and not take things too seriously, and doesn’t seem to hold most of the Dwarven supremacist views common in most hold-born Dwarfs. Much of what Kerillian says alone would be worthy of an entry in a book of grudges, especially since an Elf is saying it, but he lets (most of) it slide. He was friendly by default with the humans of the party, even the wizard Sienna, when most people have to spend years building up enough trust with a Dwarf for them to even begin letting their guard down. He’s also very open about the viciously guarded Dwarven culture with the others, to the point he openly speaks in Khazalid around them (though he draws the line at writing in Khazalid). In general he’s much less a stick in the mud like his brethren, and more like the life of the party. The fact he is a Ranger, and thus something of an outcast by his culture to begin with, is the likely cause for all of this.
** He'll even speak of the Chaos Dwarfs. While he still insists they're not [[NoTrueScotsman true dwarfs]], even acknowledging their existence, ''especially'' in front of non-Dwarfs, is such a breach of Dwarfen culture that he'd very likely be killed if his kin ever discovered it.
* DarkAndTroubledPast: ''2'' gives him one of these. The website's blurb on the Ironbreaker career makes it clear Bardin legitimately used to one of these impeccably-equipped elite Dwarf warriors, which is a far cry from the largely-distrusted Rangers that he later joined for some reason...the Slayer career's blurb also says that "Bardin has long borne a burden on his heart." A conversation in the keep will have Kerillian state that she suspects Bardin is not actually looking for Karak Zorn and simply wishes to stay away from his kin for a reason unbeknownst to her, while another one with Kruber has Bardin get upset with him that a group of enemies got very close to them in their last battle because of a lack of vigilance on Kruber's part, complaining that slacking like that gets folks killed in way that seems like Bardin's projecting. The Blood in Darkness map has Nurgloth's whispers to Bardin reveal [[spoiler:he was the only sentry that was on duty for the Zilfin Deeps before a horde of skaven annihilated the Dwarfs there [[SoleSurvivor to survive]], though a gutter runner that was no doubt aiming to end him too wounded him and prevented him from sounding the alarm. His failure to bring word back in time from his injuries and possibly prevent the slaughter also [[OutlivingOnesOffspring cost Bardin his son, Mordin]].]] "-[[https://www.vermintide.com/news/family-matters Family Matters]]" further makes his family's past a sad tale indeed -- his traditionalist warrior father quarreled with his iconoclast engineer uncle before a "mining accident" killed the former and led the latter to die as a Slayer, Bardin canceled his engineer apprenticeship and joined the throngs to eventually become an Ironbreaker, Bardin's daughter took to engineering in spite of him and left for Karak Norn, and his departure from his wife isn't sure to have been amicable. The Outcast Engineer class for Bardin is stated to be a bit of a way for him to make amends to his daughter.
* DarkSecret: [[spoiler:Bardin's mistake on a mountain expedition led to him being surprised and seriously wounded by a Gutter Runner. He was unable to warn the outpost of Ziflin Deeps of the incoming Skaven attack which led to the deaths of several Dwarfs including his beardling son Mordin. Rather than take the [[DeathSeeker Slayer Oath]], Bardin lives in [[TheExile self-imposed exile]]; his AdventurerArcheologist mission is really just an elaborate excuse to avoid going home.]]
* DeathSeeker: In one of the three career paths in ''2'', the horrors of Ubersreik boiled the deep-seated guilt within Bardin over the top. He casts aside his Ranger gear, and takes up the axe as a Slayer, and longs for a glorious and honorable death in combat. It didn't stick, however, as Bardin turned to his family heritage after the events of Castle Drachenfels and embraced his uncle's legacy as an (Outcast) Engineer.
* {{Determinator}}: Bardin's upbeat and steadfast attitude never, ''ever'' wavers. Even when he's on the verge of death, he'll just push himself harder.
-->"C'mon, Goreksson, one last blow!"\\
"I am a mountain, I feel... [[HypocriticalHumor OW! NOTHING!]]"
* DifficultButAwesome: The Outcast Engineer class in general. Not only does he lack an ability to buy himself space, immediately kill some enemies, or provide a buff at a difficult time, his ability to take a hit is, quite frankly, garbage. In the hands of an unskilled player, he won't be standing or firing his Crank Gun for very long. But in the hands of a player decent enough at defending themselves and keeping the Crank Gun's level high, the Outcast Engineer is a downright terrifying force capable of mowing down hordes and melting bosses like nobody's business.
* DropTheHammer: Capable of wielding dwarven hammers in both single-handed and two-handed varieties. A two-handed one is what he's using the Vermintide 1 intro cinematic.
* DrunkenSong: [[https://www.youtube.com/watch?v=W9mgybavK3I His love of song and love of drink come together when he gets his hands on some]] [[GargleBlaster Bugmans.]] Doubles as an OdeToIntoxication. And of course there's the aforementioned ''Doom of Broggi Stonehand.'' It's a fine song to go with an ale or twelve!
* DualWielding: Depending on which career he's assuming, Bardin could either wield [[DropTheHammer twin hammers]], dual axes, or two Drakefire pistols.
* DrawAggro: As an Ironbreaker, Bardin can [[IShallTauntYou taunt]] anything smaller than a Chaos Warrior into attacking him by hitting them with the shockwave from Impenetrable. When equipped with the "Oi Wazzok!" talent, he can taunt monsters as well.
* ElvesVsDwarves: If Kerillian gets captured and he notices, he'll ask the others if they really want to save her. Then again, it might be more that [[TheFriendNoOneLikes it's Kerillian]].
* TheEngineer: His Outcast Engineer is of the Combat variety, with him going all-out with precision hand-made armaments. Slightly downplayed in that he's only responsible for maintaining his own custom gear and not his allies'; not that they would need it given what they usually use.
* TheExile: [[spoiler:Nurgloth can whisper to Bardin that he's really an exile rather than a seeker in the Blood in Darkness map, though it is unknown if this exile is truly official in any way rather than just self-imposed.]]
* {{Expy}}: As an Outcast Engineer, Bardin becomes a very close Expy of Grimm Burloksson, both being maverick dwarven engineers with powered gauntlets on their left arms and identical gear-crested, telescopic-monocled helmets (technically an option cosmetic, but one Bardin uses in most of his promotional material). The DLC also gives Bardin a new melee weapon in the form of a Cog ''Hammer'', as opposed to Grimm's Cog ''Axe'' (Although both weapons consist of one hammerhead and one axehead...) And if he so chooses, he can even swap his Masterwork Pistol for a mass-produced model of Grimm's signature Grudge Raker. The Crank Gun however, is all Bardin.
* ExtremeOmnivore: If Catrinne and Olesya are to be believed, Bardin seems to like eating paintbrushes and candles. If the Grail Knight DLC is purchased, he and Sienna also have a conversation about how a Bretonnian duke gifted him a horse in exchange for his service... and rather than riding it, Bardin proceeded to cook it for dinner. Lohner also complains in Keep dialogue that Bardin keeps making troll stew that everyone else hates, causing Bardin to claim it's just too strong for them. He even eats the messenger pigeons that keep getting sent to the keep. The fact that he's had a necessarily lonely and self-sufficient existence as a Ranger may be an explanation for his extremely-pliable tastes, but he doesn't feel the need to explain or justify his behaviour.
-->'''Kerillian:''' ''(after killing a Chaos Spawn)'' Save some for Bardin. He'll eat anything.
* FaceDeathWithDignity: Even before he sees Kruber in the sequel's prologue, as he's in his cage on the way to be sacrificed, he's happily singing to himself.
-->'''Bardin:''' Wrath and vengeance, grudge and strife! We march into, the afterlife!
* FailureToSaveMurder: [[spoiler:A self-inflicted version -- whispers from Nurgloth in the Blood in Darkness map reveals that Bardin is secretly very ashamed he failed to raise the alarm before a horde of skaven slaughtered the Dwarfs in Zilfin Deeps. He was the only sentry that survived prior to their attack, but was prevented from warning Zilfin Deeps because a gutter runner wounded him. The attack also killed [[OutlivingOnesOffspring Bardin's son, Mordin]].]]
* FantasyForbiddingFather: Gorek was a traditionalist and wanted his son to become a soldier, but Bardin was fond of his eccentric engineer uncle. Bardin apprenticed in the Engineers Guild, but his father forced him to pursue the path of an Ironbreaker.
* FriendlySniper: Especially in the sequel, where he starts out as a ranged specialist with three weapons, two of which are most effective at sniping.
* FoeTossingCharge: Similar to the Foot Knight's Charge ability, Leaping into a mob as a Slayer allows Bardin to scatter them like a bunch of bowling pins.
* FollowInMyFootsteps: According to the [[AllThereInTheManual backstory of the Outcast Engineer]], Bardin's father wanted him to pursue a future in being a warrior, which was unfortunately at odds with Bardin taking more after his engineer uncle. His father wasn't happy when Bardin decided to take an apprenticeship in the Engineering Guild.
* ForeignCussWord: In amongst the more conventional bits of Khazalid that he uses, there are more than a few expletives.
-->'''Bardin:''' "''Krut!'' A gas rat!"
* GameplayAndStoryIntegration: His camera angle and model is appropriately low to the ground for his Dwarf size. This can make headshotting enemies a bit more difficult, but also makes it easier for allies to shoot over him while on level ground.
* GatheringSteam: Quite literally in the case of an Outcast Engineer Bardin and his Crank Gun. Since the Crank Gun uses ultimate charge as ammo, and Bardin can't passively generate his meter with this class setup, he will need to manually work the steam tank by holding reload with his gatling gun equipped. Even then, he won't be able to charge an entire meter in one go, as Pressure charges cap out at five, and if the player attempt to crank it any further beyond this point, Bardin will simply get burned by the vented steam and no additional meter will be gained. Achieving a full meter takes a lot of well-timed cranking and leaving the gun alone, but if the bar is maxed out, Bardin can make minced meat out of a sizable ZergRush if he's allowed to let loose.
* GatlingGood: His skill as an Outcast Engineer has him pull out a crank gun that uniquely uses the charge of his skill gauge as "ammo". It starts out firing slowly, but as it spins up, it'll fire faster and faster. He can crank the gun to start building skill again, effectively providing a renewable ammo supply. The gun can shred through hordes and make mincemeat of unarmoured enemies. It isn't great against armoured foes, however.
* GlassCannon: As a Slayer, Bardin trades high survivability for sheer damage output. This means that while he can mop up crowds of trash enemies with ease, he won't be able to stand up to them as well as an Ironbreaker could if he makes mistakes, not does he have Ranger Veteran's SmokeOut to fall back on should the going gets tough. While Slayer does have high pain tolerance in the form of DamageReduction and stagger resisting talents, the career's position as a frontline DPS without a (conventional) ranged weapon means an unskilled Slayer will melt almost instantly to a horde that [[LeeroyJenkins they had just rushed into]].
** The Outcast Engineer can dish out some truly frightening damage, but can't take it to save its life. The Crank Gun can be used to demolish hordes and absolutely melt bosses (assuming they aren't armoured of course). But it only takes a few good hits from even weak enemies to give Bardin a one-way ticket to the ground.
* GoodCounterpart: Depending on his class and choice of weapons, Bardin can serve as the player counterpart to some types of Special enemies, such as an Ironbreaker carrying a Drakegun (Warpfire Thrower), an Outcast Engineer using the Crank Gun (Ratling Gunner), or a Slayer equipped with dual axes (Berserker and Plague Monk).
* GrenadeSpam: As an Outcast Engineer, Bardin's Utility Belt perk allows him to carry up to three bombs on him, giving you the ability to stash explosives in your inventory to spam out at a moment's notice. Alternatively, one can use this perk as an impromptu bomb reserve for the whole group, allowing the entire party to engage in Grenade Spamming if they so choose.
* GunsAkimbo: Known to pack a pair of dwarven [[KillItWithFire flame pistols]] on occasion, using them in alternating shots.
* HandCannon: He gains the Masterwork Pistol with the release of his Outcast Engineer class. It's a very powerful weapon, capable of one-shotting many different enemy types with a single headshot, and can punch right through body armor, letting him drop tougher Elites like Stormvermins and Ratling Gunners in a snap, although it can't be fired without charging, and Chaos Warriors still NoSell any bullet fired at their torsos. Its alternate fire mode is a downplayed instance of MoreDakka, where Bardin will fire it in (slow) full-auto, letting him shred through enemies who are about to give him the business. Really, the only downsides to this weapon are that its shot spread is absolutely massive, and even when charged, is subjected to a very steep damage falloff, so unless you're firing at something that's within spitting distance to you, you might as well not bother.
* IShallTauntYou: The Ironbreaker's special skill is to become temporarily invulnerable while letting off a series of insults.
-->"Not enough, either in numbers or effort! More!"\\
"Still here! Just take a swing!"\\
"You stink stronger than you strike!"
* IncomingHam: As a Slayer, Bardin's career skill key is his Ham button.
-->"BY THE ANCESTORS!"
* ItemCaddy: As a Ranger Veteran, Bardin innately has a small chance not to consume items upon use, and can build on that with talents to get a guranteed free bomb use every time he uses ''Disengage'' or to cause more consumables to spawn in place of ammunition when he kills a special enemy.
* ItemDropMechanic: The Ranger Veteran career has a passive effect which does this -- special enemies killed with drop some ammunition. Talents can also add to this and cause them to dropping a bomb every one in four, or a potion for every one in three. With the Drunken Brawler talent equipped, slain Specials have a 50% chance to drop a bottle of ale that grants increased attack speed and DamageReduction for five minutes when consumed, and everybody in the group can drink them if needed.
* LuckilyMyShieldWillProtectMe: Bears a stout dwarven shield that allows him to absorb much more damage than his teammates. His short stature is of great benefit here, since it makes him a smaller target and thus able to cover himself more fully than a human or elf could. It's also very useful for tanking a Ratling Gunner's attack, as the bullets don't lower the guard break meter very quickly.
** The Ironbreaker. Not only do you start with two extra stamina, but you can increase that further as you level up and with the right equipment, easily racking up ''ten'' shield icons worth of stamina on a weapon with a shield. Plus, the Ironbreaker's skill gives you infinite stamina for its entire duration.
** Kruber notes in the sequel that Bardin is ''extremely'' talented with his shield, and suspects that he has some history in the dwarven military that he's not telling them about. Bardin's response more or less confirms it (as does the website's blurb for the Ironbreaker class), but also makes it clear [[TheyreCalledPersonalIssuesForAReason he doesn't want to talk about it.]]
* MechanicallyUnusualFighter: Bardin tends to be this among the group.
** His Slayer career used to play this straight, being the only class in the game to be solely melee aside from the occasional bomb toss, making him an absolute grinder on the frontline, but very vulnerable at range. This has since been supplanted by Kruber's Grail Knight career, and Slayer Bardin himself also gained a viable ranged weapon in the form of the Throwing Axe, thus somewhat downplaying this trope.
** An Outcast Engineer Bardin's bread-and-butter is his [[GatlingGood Steam-Assisted Crank Gun Mk. II]], which runs on unlimited ammunition and can be used at any time, even if his ultimate bar is not full (although it does require ''some'' charge to fire). The catch is that, each shot of the Crank Gun takes a chunk out of his ultimate meter, which doesn't passively regenerate without the player manually cranking it to generate Pressure or chugging Concentration potions to gain charge. Unless you're paying attention and cranking it every now and then to keep your ultimate charge coming, the Crank Gun might as well be useless as it won't have "ammo" to shoot with.
* MightyGlacier: The Ironbreaker class turns him into a class that can't dish out damage very well, but can soak it up like nothing else. Not only does his active ability turn his block stamina infinite and allow him to DrawAggro, his passive lets him NoSell any unblocked attack when charged, no matter how strong.
* MilesToGoBeforeISleep: Even as a DeathSeeker Slayer, Bardin seems to regard the hordes of Chaos as not worthy enough to be his glorious end, as evident by his low health quotes.
-->"Not yet...not yet!"
* MixAndMatchWeapon: The Outcast Engineer update brought with it a new melee weapon for Bardin -- the Coghammer; a two-handed hammer with an axe blade on the other end. Normal attacks have him batter enemies aside with the hammer side, but charged attacks have him flip the hammer around to use the axe blade in a heavy downwards strike, perfect for Chaos Warriors and Stormvermin.
* MugglesDoItBetter: Kerillian and Kruber's DLC classes sport hefty magic powers, as will presumably Sienna's. The Outcast Engineer keeps up by inventing and toting a steampunk proto gatling gun, and is no less effective for it.
* MyGrandmaCanDoBetterThanYou: He can say a line to this effect in ''II'' as he uses his Ironbreaker ability to shrug off blows.
-->"I've a grandmother hits harder than that!"
* MyGreatestFailure: [[spoiler:The Blood in Darkness map implies that the reason Bardin is a wandering Ranger is because of his failure to alert Zilfin Deeps from a Skaven attack (due to being severely injured by a Gutter Runner sent to facilitate the attack against its sentries) that ended up killing his son, Mordin. It's the unspoken reason that he'd consider taking the Slayer oath.]]
* MysteriousPast: DoubleSubverted. Bardin has a very straightforward reason for being in human lands in the first game: he's following a treasure map to Karak Zorn. Yet dialogue throughout the ''Vermintide''[='=]s [=DLCs=] and ''Vermintide II'' imply that the search for Karak Zorn is just an excuse not to go home, and it's not clear why. The website itself describes Bardin as having been an elite Ironbreaker before for the blurb of the Ironbreaker classes -- which is a far cry from [[DudeWheresMyRespect the Ranger]] which he became.
* MySpeciesDothProtestTooMuch: Once lets slip he sometimes thinks Dwarfs should begin setting aside grudges that are no longer feasible to avenge so they can be more unified against Chaos. His own kin, and even the Dwarven gods, have killed Dwarfs in the past for thinking this. But if there is ever a GodzillaThreshold that would justify it, then The End Times are it.
* NeverAcceptedInHisHometown: {{Implied}}. The [[AllThereInTheManual Lorebook]] mentions that Bardin was unpopular back in Karak Norn, described as "overly chatty". Plus, he was a Dwarf Ranger, which is the ultimate [[DudeWheresMyRespect thankless job]] in Dwarfen society. Dialogue in the sequel has Kerillian inferring that Bardin's search for Karak Zorn is a front because he can't or simply won't go home. He doesn't exactly deny it, he just begins to get angry for her stating it aloud.
* NeverGetsDrunk: A conversation with Sienna has her imply he's drank so much that his mere breathing seems to be at risk of going alight from her use of her fire magic, but Bardin's still plenty steady. The "A Quiet Drink" map has everyone else saying funny non-sequiturs due to their inebriated states, but not Bardin. We can probably just assume that [[OurDwarvesAreAllTheSame due to being a Dwarf]] he'll only start to feel drunk when having drank continuously long after everyone else has already passed out. Another line from the map has Kruber imply a time when Bardin was clearly drunk, but apparently "...he drank the Red Moon's cellar dry."
* TheNicknamer: Bardin only rarely calls any of the other heroes by their actual names, preferring to use Khazalid nicknames or their titles/ranks. Kruber is "Azumgi"[[note]]"Az umgi" is literally "war axe human". Mindful that dwarfs don't use swords, it may be the closest he can get to Kruber's profession of "swordsman", but loading screens describe it as "a man almost worthy of wielding a dwarfen axe"[[/note]], Victor is "Grimgi"[[note]]"harsh man" or "unyielding man"[[/note]], Kerillian is "Wutelgi"[[note]]"wood elf"[[/note]], and Sienna is "Zharrin"[[note]]"fire lady"[[/note]].
* NoodleIncident: A bit like [[VideoGame/Left4Dead2 Ellis speaking about his friend Keith]], Bardin frequently mentions his cousin Okri in dialogue. Unlike Keith, who was a guy who kept surviving weird incidents, Bardin implies Okri is more simply a straight-up badass who beheaded a giant, made bombs, and all sorts of other awesome feats. When Kruber asks whether Okri really did all these things that Bardin claims, Bardin angrily sputters that a dwarf would ''never'' [[WillNotTellALie lie to his kin]].
-->''(Kruber delivers the final blow on a Rat Ogre.)''\\
'''Bardin:''' Not bad, Azumgi. Not as good as Cousin Okri, but it's a start.
* NotHelpingYourCase: In the Chaos Wastes, he and Kruber have a conversation where Bardin says that he wrote a letter to the Witch Hunter General assuring him that Saltzpyre is definitely not a heretic despite his obsession with the Citadel of Eternity, which is only spoken of in a book written by a heretical scholar whose works are banned.
* NoSell: With an active stack of Gromril Armour, an Ironbreaker Bardin can completely negate one hit's worth of damage, though this doesn't protect him from lingering DamageOverTime, knockback, being caught by special enemies (though Gromril Armour popping will throw them off with the Gromril Curse talent slotted), [[RingOut or being pushed into instant-kill zones]].
* OddFriendship: While their exchanges are full of verbal jabs, Bardin and Kerillian seem to have a healthy respect for each other's skills, with every addition to the game moving them closer to VitriolicBestBuds. On the poster for 'A Quiet Drink' they're shown clanking mugs like old friends. He also eventually realizes she's the only one in the group who can see past his constant cheerfulness and has any real sympathy for what he's going through, becoming less guarded with her as a result. There's also a special interaction in 'Against the Grain' where Kruber will reminisce on his farming heritage; if both Kerillian and Bardin are in the party, Kerillian will tease him about it, then Bardin will crack a joke at Kruber's expense that causes ''[[TheSnarkKnight Kerillian]]'' to crack up laughing.
-->'''Bardin:''' I've half a mind to travel south after this, see [[EnchantedForest that forest of yours]] for myself.\\
'''Kerillian:''' [[BlatantLies And you'd be welcome.]]\\
'''Bardin:''' Truly? [[ElvesVsDwarves That's not what I hear]].\\
'''Kerillian:''' Aye! [[ElvesVsDwarves Blood and bone makes for good root mulch!]]
* OrMyNameIsnt: One of his intro narrations for The Screaming Bell has Bardin claiming that the titular bell definitely has to be destroyed, or that his last name is not Goreksson...which it definitely is!
* OrnamentalWeapon: His Long Drong's Landlubber premium skin gives him a bandolier with two of the Slayer Pirates' flintlock pistols strapped to his chest, though he can't actually use them during gameplay due to the limitations of his Slayer class.
* OutlivingOnesOffspring: [[spoiler:A Skaven attack on the Zilfin Deeps killed the Dwarfs there, Bardin's son Mordin being among their number. This weighs on him since he was a sentry that failed to alert them about the attack in time, since a Gutter Runner heavily wounded him while the other sentries were also killed.]]
* OurDwarvesAreAllTheSame: He is fairly typical for a dwarf of the old world in some ways: gregarious, grudge-bearing, and proudly competent at what he does. Being a ranger, though, Bardin is (like the rest of the party) a bit more open to working with other races, especially the wood elf. At one point, he mentions that maybe it's time for the races to set their grudges aside, which is a ''transgressively'' progressive sentiment for a dwarf to express.
* ThePigPen: One of the things about Bardin that just about everybody is of the same mind on is that he has very bad hygiene, apparently never bathing despite having a personal bathtub in his chamber. His teammates frequently joke how the enemies can detect them coming by smell, and if Kruber's narration of Hunger in the Dark's intro is to be believed, the only thing that stinks worse than the dwarf is a bile troll. Given he was a constantly-outdoors-and-alone Ranger, he probably got quite used to ignoring the concept of soap.
* PintsizedPowerhouse: He is the smallest combatant in the party, but also one of the toughest and capable of dishing out some of the greatest damage. With the exception of [[LightningBruiser the Slayer's Dual Axes,]] all of Bardin's weapons are very strong but slow.
* ThePollyanna: Rarely is Bardin ever gloomy -- apparently, even making a DeathSeeker oath will not stop his jocundity. Sienna even has dialogue in the Keep asking him to give it a rest, finding his endless cheerfulness grating. Very occasionally some insult may anger him, but otherwise he's usually having [[BoisterousBruiser a jolly time cutting through minions of Chaos with his drengbarazi]].
* PowerfulPick: The ''Karak Azgaraz'' content brings War Picks as a new weapon choice for Bardin. Slow to attack, but works wonders against armour.
* PrematurelyGreyHaired: After the events of Castle Drachenfels in ''2'', Bardin seems to have been traumatized enough by them that his hair and beard have been bleached out entirely as an Outcast Engineer, making him look much older than he is.
* ProfessionalGambler: Whilst not truly a professional, Bardin claims to have something of a knack for it in one elevator chatter event between himself and Kerillian. Given his roaming lifestyle, it may well have been a primary source of income.
* PunnyName: A Dwarf who enjoys singing and his name is ''[[QuirkyBard Bard]]''in.
* PutTheLaughterInSlaughter: Frequently belly-laughs with joy as he carves his way through a knot of Skaven.
* SadClown: He's utterly jovial such to the point that Sienna may occasionally complain for him to give it a rest sometime, but something weighs on his conscience so much that it could have inspired him to [[DeathSeeker take the Slayer oath]]. [[spoiler:He was a sentry that failed to warn Zilfin Deeps of a skaven horde about to attack it, though not for trying as a gutter runner wounding him prevented him reaching it in time and the other sentries were already killed. This attack led to a slaughter of the Dwarfs there, including his own son Mordin.]]
* SeadogPegLeg: His Slayer Pirate outfit replaces his right leg with a metal stump. Yes, he can still somehow leap with his ability as far despite having one less leg to push off of.
* ShotgunsAreJustBetter: His Grudgeraker weapon will be as lethal as one would expect in a game which regularly consists of CannonFodder attempting to run up and swarm you, but its AchillesHeel is being terrible against bosses and [[TheLastOfTheseIsNotLikeTheOthers Packmasters]].
* SmokeOut: The Veteran Ranger's skill. Bardin becomes undetectable to enemies and deals more damage with his ranged weapons until he either waits for the effect to end or steps out of the smoke cloud.
* TheStoryteller: Loves tall tales as much as songs. When he asks about Saltzpyre's past and gets a curt response, Bardin offers to help him improve his storytelling technique.
* SurvivorsGuilt: [[spoiler:Despite getting horribly wounded by a Gutter Runner and highly fortunate just to be alive at all, given all of the other sentries were slain to a dwarf and Zilfin Deeps was thoroughly annihilated,]] Bardin feels very guilty for the massacre at Zilfin Deeps[[spoiler: out of the belief that he could have prevented it all if he was just a bit faster to have avoided the Gutter Runner's attack against him which would have left him fully able to sound the alarm]].
* SummonToHand: The "Winds of Magic" DLC gives him a set of Throwing Axes for his Ranger and Slayer classes, all engraved with a [[RunicMagic rune]] that causes them to return to his hand after being thrown (or he can just yank them out of whatever they hit). They pierce armor, and holding down the aim button makes them more accurate and stronger, causing them to cleave through multiple foes until they run out of momentum. Since he can reuse them indefinitely, the only drawbacks are that there's only three of them and it takes some time before all three return to him.
* TranquilFury: His reaction to Kerillian prodding him about his search for Karak Zorn. Considering how jolly he is usually, this is enough to get her to change her tune.
-->'''Kerillian:''' I don't think you're seeking anything at all, Bardin. I think you're avoiding going home. And if I'm right...\\
'''Bardin:''' Choose your next words ''carefully...''\\
'''Kerillian:''' ...then you have my sympathy. That is all.
* TreasureMap: Found an old one on the long-dead corpses of several dwarfs killed by skaven some years back. It is ancient, and deciphering it has been his quest. He came to Ubersreik based on rumors of an antiquarian there who could help him interpret it.
* ThrowDownTheBomblet: The Outcast Engineer class gives him far more versatility when it comes to bombs. Not only can he carry up to three bombs at once with this class instead of just one, but he can choose a talent that causes every bomb he throws to have the effects of both a normal ''and'' an incendiary bomb ''at the same time''.
* ThrowingYourSwordAlwaysWorks: Winds of Magic gives him access to throwing axes, usable in both his Ranger and Slayer careers.
* TokenGoodTeammate: While all of the 5 are heroic, Bardin's the only one without serious skeletons in his closet.[[note]]Saltzpyre, Kerillian, and Sienna all killed innocents in misguided attempts to be heroes, and even Kruber casually references having raided and pillaged as a mercenary (e.g. in Parravon).[[/note]] He's atoning for failure rather than malice.
* UniversalAmmunition: Bardin with the Ranger Veteran career means dead special enemies will drop this...somehow. [[TheScrounger Scroungers]] everywhere would be impressed.
* WalkingShirtlessScene: As the classical Slayer look portrays, Bardin as a Slayer goes into battle shirtless and tattooed.
* WeaksauceWeakness: Due to lacking a ranged weapon of any sort by default, Bardin's Slayer career is almost helpless against Warpfire Throwers and Ratling Guns whenever his leap ability is on cooldown, unless he has a handy grenade. The other specials that incapacitate players will also give him considerable grief without some good dodging on the player's part. This is mitigated with the [[SummonToHand Throwing Axes]] released in the ''Winds of Magic'' DLC, but it requires the player to have said DLC, and even then you only get three of those axes to toss without needing to summon them back.
* YouAreACreditToYourRace: Collectively refers to his comrades as Dawri. In everyday use, something that is "dawr" is something that is not necessarily ideal, but is as good as you're going to get under the circumstances. This is considered a polite form of addressing non-Dwarfs by Dwarf standards. Alternatively, he may address the group as Drengbarazi, which roughly translates as "Brothers in Arms" and lacks racial connotations. He also still uses the term "Umgak" freely, which is generally translatable as "crap/crappy", but literally means "human-made". [[spoiler:Then again, he certainly doesn't seem to want to associate with other Dwarfs anymore...]]
* YouCantGoHomeAgain: In ''II'', Kerillian states she thinks Bardin isn't actually trying to find Karak Zorn, he just refuses to turn home for whatever reason.
* YouFightLikeACow: Bardin's other hobby apart from drinking ale and battling the forces of Chaos is to belittle and make fun of anyone fighting him. His action skill as an Ironbreaker is to sling one of these insults at enemies, which gets all their attention and lets him tank whole groups by himself.
-->'''Bardin:''' You hit like gobbos, the lot of you!
[[/folder]]

[[folder:Kerillian]]
!!Vermintide I: Waywatcher
!!Vermintide II: Waystalker, Handmaiden, Shade, Sister of the Thorn
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/kerillian_web4.png]]
[[caption-width-right:300:''Almost precise enough for an elf. A drunk, blind elf.'']]
->'''Voiced by:''' Alix Wilton Regan

Enigmatic and sharp sighted, Kerillian is a Waywatcher who walks the lands of men, after having left her post as a guardian of the Wood Elves' ancient home of Athel Loren. She keeps the reasons why to herself. Using her exceptional skills with a bow and blade to take down anyone perceived as a threat, she is as likely to kill you as she is to begrudgingly acknowledge your presence. Kerillian regards the human race as nothing more than clueless children, and treats them accordingly, most often drenching her answers to their naive questions in patronizing sarcasm. Unfortunately for her, Wood Elves are rare in human lands, and even if many recoil in fear, she is regarded as a curiosity and approached more frequently than she would prefer by foolish humans attempting to interact.

to:

* {{Acrofatic}}: Being a dwarf, his stoutness is a given, though he's surprisingly nimble on his feet despite his shorter legs BigBad: The Warlord of Clan Fester and visible potbelly. As a Slayer, he ramps this up with his constant leaping across the room into mobs of enemies.
* AchillesHeel: Slowness. Despite having normal movement speed, Bardin's weaponry tend to be slow and clunky to use properly. While some of them do very high damage, the majority of them would require charged heavy attacks to properly deal with armoured targets, such as Stormvermins or Chaos Warriors, thus leaving him vulnerable to being poked by a faster light enemy. He also lacks an effective means of relieving pressure on himself, with half of his career skills being entirely defensive, while the other two are more suited towards controlling crowds of weak enemies, instead of instantly deleting a priority target that's bearing down on him like Kerillian or Markus can with their class skills, making him easily overwhelmed when put in a bad spot. At best, his Ranger Veteran's SmokeOut can give him some breathing room, but it recharges far too slowly to be entirely reliable. As such, if Bardin's the last man standing in a team while there's a horde or patrol bearing down on him, especially if he's Ironbreaker, chances are he will not survive if they manage to all strike at once.
* AdventurerArchaeologist: An unusual example of the trope, but still fully qualifies as one. His role as a "Holdseeker" is discovering old dwarven settlements that have been lost but not forgotten. He [[WalkingTheEarth travels the world]] to uncover information about them, and is fully equipped and trained to fight through any danger to find his goal. Appropriately enough, his version of the [[MentalWorld Chamber of Gnignol]] is an underground dwarven chamber ''filled'' with gold and riches.
* TheAlcoholic: Always willing to mention his love of fine drink, [[OurDwarvesAreAllTheSame which is to be expected.]] Contrast with Kruber's [[DrowningMySorrows decidedly less jolly]] preference for the bottle. Kruber mentions a time when Bardin managed to drink the Red Moon Inn's cellar dry.
* AllYourPowersCombined: As an Outcast Engineer, Bardin's level 25 talent Bombardier effectively merges the two bomb types into one, allowing him to chuck out powerful explosives that also burst into flames without the need to swap between them on the field. It only works with the bombs he personally uses, however, as giving them to his allies will not impart the effect.
* ArmorIsUseless: He's wearing a chainmail hauberk, and it does nothing to reduce damage. Averted in the sequel's Ironbreaker class, where he gets a passive skill that negates the damage of one hit every 20 seconds to reflect the toughness of his Gromril armour. {{Exaggerated}} in the same game though, where the Veteran Ranger has ''less'' health than the Slayer, despite the former wearing a vest of leather armor and the latter being a WalkingShirtlessScene.
* AndThisIsFor: When killing a Warpfire Thrower, Bardin may claim vengeance for Karak Eight Peaks. This is a nod to the famous Dwarf hold whose gromril gates were melted by Warpfire when
the Skaven were sieging it.
-->"Die fire-rat! That one's for Karak Eight Peaks!"
attacking Ubersreik.
* BadassFamily: Bardin has BigDumbBody: Starts his boss fight on top of his personal Stormfiend, Deathrattler.
* DisneyVillainDeath: When
the infamous Cousin Okri who has performed such amazing feats Screaming Bell's supports are destroyed, the pillar holding it collapses and he falls into a deep pit, which finally overcomes his shield. Even though the narrator [[RetCon explicitly states that other members he died]], the DLC mission "Waylaid" reveals that he survived the fall.
* DecapitatedArmy: [[spoiler:After his death, the rest
of the Ubersreik Five (who've prevented Skaven, without a Skaven clan's attack with little more help than a Grey Wizard and an innkeeper leader, began to guide them) think he might have made him up. Less mentioned is Cousin Dori, tear themselves apart in a Dwarf who made bombs. Either way, Bardin clearly loves them as he has their names inscribed on the hafts of bid to take his Longbeard's Axe skin (In Dwarf Runes place or fled in search of course).
* TheBard: Not his actual job, but Bardin prides himself on his singing and even offers to give the others lessons. He's even [[EstablishingCharacterMoment introduced singing a song]] in ''Vermintide 2''. He sings about all sorts of things, such as...
** [[https://www.youtube.com/watch?v=ZCi6GWzl7wI Sneaky goblins.
easier pickings.]]
** [[https://www.youtube.com/watch?v=xBODniuuSMk Mining gold and fighting underground.* DefeatEqualsExplosion: [[spoiler:His fate in the second game once his health reaches zero.]]
** [[https://www.youtube.com/watch?v=y4T7FVuYh_w Defending * DragonInChief / DragonAscendant: Olesya reveals in the second game that Rasknitt was never the true leader of Clan Fester, and was only the leader of the invasion force during the events of the first game. After Clan Fester's Warlord was slain, Rasknitt returned, pinned the failure of Ubersreik on said Warlord and took over.
* EvilGloating: Throughout the final level of ''I'', he constantly mocks the heroes that their attempts to stop him are futile.
* EvilSorceror: He's
a Hold Grey Seer, a powerful Skaven sorcerer.
* {{Expy}}: Of another ambitious Grey Seer, Thanquol. Rasknitt is uncharacteristically lucky and hard for the protagonists to kill, coming back
from Skaven.certain death and getting away from the consequences of his actions by pinning the blame of defeat on someone else, in this case the previous warlord of Clan Fester. In the finale of II, he returns one last time with his own personal, AceCustom Rat Ogre named Deathrattler, who draws parallels to many, many commissioned Bonerippers Thanquol is fond of using.
* FinalBoss: [[spoiler:He's faced head-on at the end of the Skittergate level in ''II'', alongside his personal Stormfiend, Deathrattler.
]]
** [[https://www.youtube.com/watch?v=YJ0Fn8iFveM Courting a lady]] [[MostWritersAreWriters by singing * FlunkyBoss: Spawns the most mooks to her.back him up of all the bosses, on top of having a second boss as his pet. Said boss is generally considered to be a greater threat than Rasknitt himself.
* GatlingGood: He commands a heavily modified Stormfiend named Deathrattler in the second game that dual wields Ratling Guns.
* KilledOffForReal: [[spoiler:In the sequel, when a player deals the final blow to him, he'll rise up off the ground and then explode into a [[ChunkySalsaRule fine black slurry]], confirming beyond the shadow of a doubt that Rasknitt is finally dead for good]].
* LargeHam: He spends all of the mission spouting out gloriously grandiose insults and boasts. And [[EvilLaugh laughing]]. Laughing [[LaughingMad a lot]].
* LaughingMad: He tends to laugh maniacally.
* NoSell: In the first game, Rasknitt cannot be harmed due to him drawing on [[BadMoonRising Morrslieb]] to power a force field should the players attempt to attack him through ranged weapons.
* OutGambitted: By Olesya and Lohner [[spoiler: throughout the sequel. This time it finally gets him killed.
]]
** [[https://www.youtube.com/watch?v=irPIyEeqko4 The Doom of Broggi Stonehand.]] [[note]]Likely a famous song in-universe, since even Saltzpyre knows this one. Apparently involves a warrior fighting "foemen" and also [[ElvesVersusDwarves an unflattering portrayal of Elves.]][[/note]]
** It was even made the focus of [[https://www.youtube.com/watch?v=ll44B-olDzo Fatshark's 2019 April Fools Day joke]].
* TheBladeAlwaysLandsPointyEndIn: His throwing axes will always bean a target with their sharp edge no matter how closely he is ProfessionalButtKisser: Grovels to them. This is Ribspreader, especially notable since these axes spin as they soar through the air, unlike Kerillian's Briar Javelins which travel in a straight line.
* BerserkButton: Saying bad things about Cousin Okri is a quick way to rile him up. When Kerillian makes a dismissive comment about him, Bardin demands to fight her immediately. And
when Kruber asks if the Skittergate disastrously fails to operate again.
* ShockAndAwe: His primary means of attack, besides [[FlunkyBoss getting others to do it for him]] is to throw waves of green warp lightning at you in various forms.
* TheStarscream: He boasts that he will overthrow the Council of Thirteen. Unsurprising, seeing that all Skaven suffer from ChronicBackstabbingDisorder.
* SquishyWizard: While he still has the obligatory boss health pool, Rasknitt rather pathetically easily staggered. Indeed, just spamming light attacks on him will lock him into a CycleOfHurting until his uninterupptable teleport, allowing a team that knows he only teleports into the four corners of the arena
he's actually real...
-->'''Bardin:''' Real? '''REAL?''' Next you'll be askin' me if my boots are real! You want me
fought in to prove it by kickin' yer dongliz across the mountain like a goat's bladder?!
* BattleCry: When he performs his Slayer leap in the sequel, he'll roar out one of these.
-->"'''GRIIIIMNIIIIIIIIIIIRRRR!!'''"\\
"'''FOOOR KAAAAADRIIIIIIIIIIIINNN!!'''"\\
"'''DWOOOOORDAWIIIIIIIIIIIIII!!'''"
* TheBigGuy: {{Downplayed}}. Bardin's pathfinding skills are important in Karak Azgaraz
camp around and he mentions his tracking skills a few times, but his main contribution is being the team's heaviest hitter. Even then, in ''Vermintide 2'', his default class is a ranged combat specialist. Played ''very'' straight with the [[MightyGlacier Ironbreaker]] and [[TheBerserker Slayer]] classes, though.
* BoisterousBruiser: He loves nothing more than charging the enemy, swinging his weapons, and going to the pub afterward. Players starting up Vermintide 1 will first see
take turns beating him in action in into a point-of-view shot of him letting out a hearty chuckle just before caving in a Skaven's head with his great hammer.
pulp.
* BoozeFlamethrower: {{Discussed}} and PlayedForLaughs. [[PlayingWithFire Sienna]] sometimes asks him how much he drank before the mission, because she's worried she might light his breath on fire.
* BottomlessMagazines: As an Outcast Engineer, Bardin's Crank Gun has this on a technical level. While it requires manual cranking to build up steam Pressure, which it cannot shoot without, the gun itself requires no reloading at any point, and can fire endlessly as long as it has ultimate charge to expend. This trope can be invoked temporarily by chugging a Potion of Concentration, which gives Bardin virtually unlimited ultimate charge for a short time in this setup and by extension, infinite ammo with the Crank Gun.
* BuffySpeak: If he sets down a Jade Censer in the Chaos Wastes, he'll refer to it as a "healing thingy" or "gubbins".
* ChainsawGripBFG: How he holds some
SuperpowerMeltdown: Loses control of his [[{{BFG}} largest firearms]]: magic [[spoiler: At the [[KillItWithFire Ironbreaker Drakegun]], [[GatlingGood Steam-Assisted Crank Gun (Mk. II)]], end of his boss fight, teleporting around the arena randomly while eletrocuting himself until he collapses in a heap and the [[GrenadeLauncher Trollhammer Torpedo]]. If anything, calling them mere "firearms" would be an immense understatement, with each is rendered helpless]].
* ThisCannotBe: Has three
of them being in rapid succession [[spoiler: when he sees the size of a small Empire cannon, and Skittergate has been sabotaged by the Trollhammer Torpedo launcher is big enough that he can hoist it up to his face to use as a makeshift shield.
* ChekhovsGun: The fact that Bardin's a Ranger. [[spoiler:Many Dwarfs distrust the Rangers as a whole, some even suspecting them of being dishonored Dwarfs who are too cowardly to take the Slayer oath and instead simply become outcasts. Whispers
same five from the Blood in Darkness map reveal that Bardin is severely ashamed over Ubersreik, when his failure to warn Zilfin Deeps of an imminent attack upon them by a horde of skaven.pet Stormfiend is killed, and finally when he himself is killed.]]
* ChekhovsGunman: [[spoiler:Bardin's dead son, Mordin, was referred to via a reward painting "Mordin's Fate" from the Year of the Rat event in 2020, which depicted two Dwarf heads on sticks while a rat crawled on top of one of them, but who Mordin actually was -- aside from an implication from Lohner that this subject matter would greatly sadden Bardin -- was not indicated at all until the Blood in Darkness map released a week after the event ended. As it turns out, Mordin was Bardin's son and his death was probably a key reason that Slayer Bardin took the oath.]]
* CloseRangeCombatant: The Slayer class prevents him from using any ranged weapons and replaces his second weapon slot with another melee weapon.
* CoattailRidingRelative: PlayedForLaughs. You'll never be as good as Okri!
* ConLang: Bardin peppers his speech with bits and pieces of the (fairly fleshed-out) dwarfen language of Khazalid. The loading screens often offer helpful translations, though the context is usually enough to grasp the general meaning.
* CopycatMockery: He'll do this to Saltzpyre in response to being chided for missing a bomb throw or in response to his excuse for wasting healing.
* CulturalRebel: He’s very strange by Dwarf standards. Most Dwarfs are dour, constantly ruminating on grudges and distrustful of outsiders, especially wizards and Elves. Besides his justified hatred of Greenskins and Skaven, he doesn’t seem to care as much as an average Dwarf about grudges, allows himself to smile and not take things too seriously, and doesn’t seem to hold most of the Dwarven supremacist views common in most hold-born Dwarfs. Much of what Kerillian says alone would be worthy of an entry in a book of grudges, especially since an Elf is saying it, but he lets (most of) it slide. He was friendly by default with the humans of the party, even the wizard Sienna, when most people have to spend years building up enough trust with a Dwarf for them to even begin letting their guard down. He’s also very open about the viciously guarded Dwarven culture with the others, to the point he openly speaks in Khazalid around them (though he draws the line at writing in Khazalid). In general he’s much less a stick in the mud like his brethren, and more like the life of the party. The fact he is a Ranger, and thus something of an outcast by his culture to begin with, is the likely cause for all of this.
** He'll even speak of the Chaos Dwarfs. While he still insists they're not [[NoTrueScotsman true dwarfs]], even acknowledging their existence, ''especially'' in front of non-Dwarfs, is such a breach of Dwarfen culture that he'd very likely be killed if his kin ever discovered it.
* DarkAndTroubledPast: ''2'' gives him one of these. The website's blurb on the Ironbreaker career makes it clear Bardin legitimately used to one of these impeccably-equipped elite Dwarf warriors, which is a far cry from the largely-distrusted Rangers that he later joined for some reason...the Slayer career's blurb also says that "Bardin has long borne a burden on his heart." A conversation in the keep will have Kerillian state that she suspects Bardin is not actually looking for Karak Zorn and simply wishes to stay away from his kin for a reason unbeknownst to her, while another one with Kruber has Bardin get upset with him that a group of enemies got very close to them in their last battle because of a lack of vigilance on Kruber's part, complaining that slacking like that gets folks killed in way that seems like Bardin's projecting. The Blood in Darkness map has Nurgloth's whispers to Bardin reveal [[spoiler:he was the only sentry that was on duty for the Zilfin Deeps before a horde of skaven annihilated the Dwarfs there [[SoleSurvivor to survive]], though a gutter runner that was no doubt aiming to end him too wounded him and prevented him from sounding the alarm. His failure to bring word back in time from his injuries and possibly prevent the slaughter also [[OutlivingOnesOffspring cost Bardin his son, Mordin]].]] "-[[https://www.vermintide.com/news/family-matters Family Matters]]" further makes his family's past a sad tale indeed -- his traditionalist warrior father quarreled with his iconoclast engineer uncle before a "mining accident" killed the former and led the latter to die as a Slayer, Bardin canceled his engineer apprenticeship and joined the throngs to eventually become an Ironbreaker, Bardin's daughter took to engineering in spite of him and left for Karak Norn, and his departure from his wife isn't sure to have been amicable. The Outcast Engineer class for Bardin is stated to be a bit of a way for him to make amends to his daughter.
* DarkSecret: [[spoiler:Bardin's mistake on a mountain expedition led to him being surprised and seriously wounded by a Gutter Runner. He was unable to warn the outpost of Ziflin Deeps of the incoming Skaven attack which led to the deaths of several Dwarfs including his beardling son Mordin. Rather than take the [[DeathSeeker Slayer Oath]], Bardin lives in [[TheExile self-imposed exile]]; his AdventurerArcheologist mission is really just an elaborate excuse to avoid going home.]]
* DeathSeeker: In one of the three career paths in ''2'', the horrors of Ubersreik boiled the deep-seated guilt within Bardin over the top. He casts aside his Ranger gear, and takes up the axe as a Slayer, and longs for a glorious and honorable death in combat. It didn't stick, however, as Bardin turned to his family heritage after the events of Castle Drachenfels and embraced his uncle's legacy as an (Outcast) Engineer.
* {{Determinator}}: Bardin's upbeat and steadfast attitude never, ''ever'' wavers. Even when he's on the verge of death, he'll just push himself harder.
-->"C'mon, Goreksson, one last blow!"\\
"I am a mountain, I feel... [[HypocriticalHumor OW! NOTHING!]]"
* DifficultButAwesome: The Outcast Engineer class in general. Not only does he lack an ability to buy himself space, immediately kill some enemies, or provide a buff at a difficult time, his ability to take a hit is, quite frankly, garbage. In the hands of an unskilled player, he won't be standing or firing his Crank Gun for very long. But in the hands of a player decent enough at defending themselves and keeping the Crank Gun's level high, the Outcast Engineer is a downright terrifying force capable of mowing down hordes and melting bosses like nobody's business.
* DropTheHammer: Capable of wielding dwarven hammers in both single-handed and two-handed varieties. A two-handed one is what he's using the Vermintide 1 intro cinematic.
* DrunkenSong: [[https://www.youtube.com/watch?v=W9mgybavK3I His love of song and love of drink come together when he gets his hands on some]] [[GargleBlaster Bugmans.]] Doubles as an OdeToIntoxication. And of course there's the aforementioned ''Doom of Broggi Stonehand.'' It's a fine song to go with an ale or twelve!
* DualWielding: Depending on which career he's assuming, Bardin could either wield [[DropTheHammer twin hammers]], dual axes, or two Drakefire pistols.
* DrawAggro: As an Ironbreaker, Bardin can [[IShallTauntYou taunt]] anything smaller than a Chaos Warrior into attacking him by hitting them with the shockwave from Impenetrable. When equipped with the "Oi Wazzok!" talent, he can taunt monsters as well.
* ElvesVsDwarves: If Kerillian gets captured and he notices, he'll ask the others if they really want to save her. Then again, it might be more that [[TheFriendNoOneLikes it's Kerillian]].
* TheEngineer: His Outcast Engineer is of the Combat variety, with him going all-out with precision hand-made armaments. Slightly downplayed in that he's only responsible for maintaining his own custom gear and not his allies'; not that they would need it given what they usually use.
* TheExile: [[spoiler:Nurgloth can whisper to Bardin that he's really an exile rather than a seeker in the Blood in Darkness map, though it is unknown if this exile is truly official in any way rather than just self-imposed.]]
* {{Expy}}: As an Outcast Engineer, Bardin becomes a very close Expy of Grimm Burloksson, both being maverick dwarven engineers with powered gauntlets on their left arms and identical gear-crested, telescopic-monocled helmets (technically an option cosmetic, but one Bardin uses in most of his promotional material). The DLC also gives Bardin a new melee weapon in the form of a Cog ''Hammer'', as opposed to Grimm's Cog ''Axe'' (Although both weapons consist of one hammerhead and one axehead...) And if he so chooses, he can even swap his Masterwork Pistol for a mass-produced model of Grimm's signature Grudge Raker. The Crank Gun however, is all Bardin.
* ExtremeOmnivore: If Catrinne and Olesya are to be believed, Bardin seems to like eating paintbrushes and candles. If the Grail Knight DLC is purchased, he and Sienna also have a conversation about how a Bretonnian duke gifted him a horse in exchange for his service... and rather than riding it, Bardin proceeded to cook it for dinner. Lohner also complains in Keep dialogue that Bardin keeps making troll stew that everyone else hates, causing Bardin to claim it's just too strong for them. He even eats the messenger pigeons that keep getting sent to the keep. The fact that he's had a necessarily lonely and self-sufficient existence as a Ranger may be an explanation for his extremely-pliable tastes, but he doesn't feel the need to explain or justify his behaviour.
-->'''Kerillian:''' ''(after killing a Chaos Spawn)'' Save some for Bardin. He'll eat anything.
* FaceDeathWithDignity: Even before he sees Kruber in the sequel's prologue, as he's in his cage on the way to be sacrificed, he's happily singing to himself.
-->'''Bardin:''' Wrath and vengeance, grudge and strife! We march into, the afterlife!
* FailureToSaveMurder: [[spoiler:A self-inflicted version -- whispers from Nurgloth in the Blood in Darkness map reveals that Bardin is secretly very ashamed he failed to raise the alarm before a horde of skaven slaughtered the Dwarfs in Zilfin Deeps. He was the only sentry that survived prior to their attack, but was prevented from warning Zilfin Deeps because a gutter runner wounded him. The attack also killed [[OutlivingOnesOffspring Bardin's son, Mordin]].]]
* FantasyForbiddingFather: Gorek was a traditionalist and wanted his son to become a soldier, but Bardin was fond of his eccentric engineer uncle. Bardin apprenticed in the Engineers Guild, but his father forced him to pursue the path of an Ironbreaker.
* FriendlySniper: Especially in the sequel, where he starts out as a ranged specialist with three weapons, two of which are most effective at sniping.
* FoeTossingCharge: Similar to the Foot Knight's Charge ability, Leaping into a mob as a Slayer allows Bardin to scatter them like a bunch of bowling pins.
* FollowInMyFootsteps: According to the [[AllThereInTheManual backstory of the Outcast Engineer]], Bardin's father wanted him to pursue a future in being a warrior, which was unfortunately at odds with Bardin taking more after his engineer uncle. His father wasn't happy when Bardin decided to take an apprenticeship in the Engineering Guild.
* ForeignCussWord: In amongst the more conventional bits of Khazalid that he uses, there are more than a few expletives.
-->'''Bardin:''' "''Krut!'' A gas rat!"
* GameplayAndStoryIntegration: His camera angle and model is appropriately low to the ground for his Dwarf size. This can make headshotting enemies a bit more difficult, but also makes it easier for allies to shoot over him while on level ground.
* GatheringSteam: Quite
WalkingSpoiler: Considering literally in every other trope description of them is blanked out.
* WhiteHairBlackHeart: White fur, actually, but
the case of an Outcast Engineer Bardin same principle applies to Grey Seers like him; light-colored fur and his Crank Gun. Since the Crank Gun uses ultimate charge as ammo, and Bardin can't passively generate his meter with this class setup, he will need to manually work the steam tank by holding reload with his gatling gun equipped. Even then, he won't be able to charge an entire meter in one go, as Pressure charges cap horns are what marks out at five, and if the player attempt a Skaven as a natural wizard to crank it any further beyond this point, Bardin will simply get burned be trained by the vented steam and no additional meter will be gained. Achieving a full meter takes a lot Horned Rat's priesthood.

!!Krench
!!!Clan Fester Chieftain

A chieftain
of well-timed cranking and leaving the gun alone, but if the bar is maxed out, Bardin can make minced meat out of a sizable ZergRush if he's allowed to let loose.
* GatlingGood: His skill as an Outcast Engineer has him pull out a crank gun
Clan Fester that uniquely uses the charge of his skill gauge as "ammo". It starts out firing slowly, but as it spins up, it'll fire faster and faster. He can crank the gun to start building skill again, effectively providing a renewable ammo supply. The gun can shred through hordes and make mincemeat of unarmoured enemies. It isn't great against armoured foes, however.
* GlassCannon: As a Slayer, Bardin trades high survivability for sheer damage output. This means that while he can mop up crowds of trash enemies with ease, he won't be able to stand up to them as well as an Ironbreaker could if he makes mistakes, not does he have Ranger Veteran's SmokeOut to fall back on should the going gets tough. While Slayer does have high pain tolerance in the form of DamageReduction and stagger resisting talents, the career's position as a frontline DPS without a (conventional) ranged weapon means an unskilled Slayer will melt almost instantly to a horde that [[LeeroyJenkins they had just rushed into]].
** The Outcast Engineer can dish out some truly frightening damage, but can't take it to save its life. The Crank Gun can be used to demolish hordes and absolutely melt bosses (assuming they aren't armoured of course). But it only takes a few good hits from even weak enemies to give Bardin a one-way ticket to the ground.
* GoodCounterpart: Depending on his class and choice of weapons, Bardin can serve as the player counterpart to some types of Special enemies, such as an Ironbreaker carrying a Drakegun (Warpfire Thrower), an Outcast Engineer using the Crank Gun (Ratling Gunner), or a Slayer equipped with dual axes (Berserker and Plague Monk).
* GrenadeSpam: As an Outcast Engineer, Bardin's Utility Belt perk allows him to carry up to three bombs on him, giving you the ability to stash explosives in your inventory to spam out at a moment's notice. Alternatively, one can use this perk as an impromptu bomb reserve for the whole group, allowing the entire party to engage in Grenade Spamming if they so choose.
* GunsAkimbo: Known to pack a pair of dwarven [[KillItWithFire flame pistols]] on occasion, using them in alternating shots.
* HandCannon: He gains the Masterwork Pistol with the release of his Outcast Engineer class. It's a very powerful weapon, capable of one-shotting many different enemy types with a single headshot, and can punch right through body armor, letting him drop tougher Elites like Stormvermins and Ratling Gunners in a snap, although it can't be fired without charging, and Chaos Warriors still NoSell any bullet fired at their torsos. Its alternate fire mode is a downplayed instance of MoreDakka, where Bardin will fire it in (slow) full-auto, letting him shred through enemies who are about to give him the business. Really, the only downsides to this weapon are that its shot spread is absolutely massive, and even when charged, is subjected to a very steep damage falloff, so unless you're firing at something that's within spitting distance to you, you might as well not bother.
* IShallTauntYou: The Ironbreaker's special skill is to become temporarily invulnerable while letting off a series of insults.
-->"Not enough, either in numbers or effort! More!"\\
"Still here! Just take a swing!"\\
"You stink stronger than you strike!"
* IncomingHam: As a Slayer, Bardin's career skill key is his Ham button.
-->"BY THE ANCESTORS!"
* ItemCaddy: As a Ranger Veteran, Bardin innately
has a small chance not to consume items upon use, and can build on that with talents to get a guranteed free bomb use every time he uses ''Disengage'' or to cause more consumables to spawn in place of ammunition when he kills a special enemy.
* ItemDropMechanic: The Ranger Veteran career has a passive effect which does this -- special enemies killed with drop some ammunition. Talents can also add to this and cause them to dropping a bomb every one in four, or a potion for every one in three. With the Drunken Brawler talent equipped, slain Specials have a 50% chance to drop a bottle of ale that grants increased attack speed and DamageReduction for five minutes when consumed, and everybody in the group can drink them if needed.
* LuckilyMyShieldWillProtectMe: Bears a stout dwarven shield that allows him to absorb much more damage than his teammates. His short stature is of great benefit here, since it makes him a smaller target and thus able to cover himself more fully than a human or elf could. It's also very useful for tanking a Ratling Gunner's attack, as the bullets don't lower the guard break meter very quickly.
** The Ironbreaker. Not only do you start with two extra stamina, but you can increase that further as you level up and with the right equipment, easily racking up ''ten'' shield icons worth of stamina on a weapon with a shield. Plus, the Ironbreaker's skill gives you infinite stamina for its entire duration.
** Kruber notes in the sequel that Bardin is ''extremely'' talented with his shield, and suspects that he has some history in the dwarven military that he's not telling them about. Bardin's response more or less confirms it (as does the website's blurb for the Ironbreaker class), but also makes it clear [[TheyreCalledPersonalIssuesForAReason he doesn't want to talk about it.]]
* MechanicallyUnusualFighter: Bardin tends to be this among the group.
** His Slayer career used to play this straight, being the only class in the game to be solely melee aside from the occasional bomb toss, making him an absolute grinder on the frontline, but very vulnerable at range. This has since been supplanted by Kruber's Grail Knight career, and Slayer Bardin himself also gained a viable ranged weapon in the form of the Throwing Axe, thus somewhat downplaying this trope.
** An Outcast Engineer Bardin's bread-and-butter is his [[GatlingGood Steam-Assisted Crank Gun Mk. II]], which runs on unlimited ammunition and can be used at any time, even if his ultimate bar is not full (although it does require
struck...''some'' charge kind of deal to fire). The catch is that, each shot of the Crank Gun takes a chunk out of make his ultimate meter, which doesn't passively regenerate without the player manually cranking it to generate Pressure or chugging Concentration potions to gain charge. Unless you're paying attention and cranking it every now and then to keep your ultimate charge coming, the Crank Gun might as well be useless as it won't have "ammo" to shoot with.
* MightyGlacier: The Ironbreaker class turns him into a class that can't dish out damage very well, but can soak it up like nothing else. Not only does his active ability turn his block stamina infinite and allow him to DrawAggro, his passive lets him NoSell any unblocked attack when charged, no matter how strong.
* MilesToGoBeforeISleep: Even as a DeathSeeker Slayer, Bardin seems to regard the hordes of Chaos as not worthy enough to be his glorious end, as evident by his low health quotes.
-->"Not yet...not yet!"
* MixAndMatchWeapon: The Outcast Engineer update brought with it a new melee weapon for Bardin -- the Coghammer; a two-handed hammer with an axe blade on the other end. Normal attacks have him batter enemies aside with the hammer side, but charged attacks have him flip the hammer around to use the axe blade in a heavy downwards strike, perfect for Chaos Warriors and Stormvermin.
* MugglesDoItBetter: Kerillian and Kruber's DLC classes sport hefty magic powers, as will presumably Sienna's. The Outcast Engineer keeps up by inventing and toting a steampunk proto gatling gun, and is no less effective for it.
* MyGrandmaCanDoBetterThanYou: He can say a line to this effect in
clan more powerful. As ''II'' as he uses his Ironbreaker ability to shrug off blows.
-->"I've a grandmother hits harder than that!"
* MyGreatestFailure: [[spoiler:The Blood in Darkness map implies that the reason Bardin is a wandering Ranger is because of his failure to alert Zilfin Deeps from a Skaven attack (due to being severely injured by a Gutter Runner sent to facilitate the attack against its sentries) that ended up killing his son, Mordin. It's the unspoken reason that he'd consider taking the Slayer oath.]]
* MysteriousPast: DoubleSubverted. Bardin has a very straightforward reason for being in human lands in the first game: he's following a treasure map to Karak Zorn. Yet dialogue throughout the ''Vermintide''[='=]s [=DLCs=] and ''Vermintide II'' imply that the search for Karak Zorn is just an excuse not to go home, and it's not clear why. The website itself describes Bardin as having been an elite Ironbreaker before for the blurb of the Ironbreaker classes -- which is a far cry from [[DudeWheresMyRespect the Ranger]] which he became.
* MySpeciesDothProtestTooMuch: Once lets slip he sometimes thinks Dwarfs should begin setting aside grudges that are no longer feasible to avenge so they can be more unified against Chaos. His own kin, and even the Dwarven gods, have killed Dwarfs in the past for thinking this. But if there is ever a GodzillaThreshold that would justify it, then The End Times are it.
* NeverAcceptedInHisHometown: {{Implied}}. The [[AllThereInTheManual Lorebook]] mentions that Bardin was unpopular back in Karak Norn, described as "overly chatty". Plus, he was a Dwarf Ranger, which is the ultimate [[DudeWheresMyRespect thankless job]] in Dwarfen society. Dialogue in the sequel has Kerillian inferring that Bardin's search for Karak Zorn is a front because he can't or simply won't go home. He doesn't exactly deny it, he just begins to get angry for her stating it aloud.
* NeverGetsDrunk: A conversation with Sienna has her imply he's drank so much that his mere breathing seems to be at risk of going alight from her use of her fire magic, but Bardin's still plenty steady. The "A Quiet Drink" map has everyone else saying funny non-sequiturs due to their inebriated states, but not Bardin. We can probably just assume that [[OurDwarvesAreAllTheSame due to being a Dwarf]] he'll only start to feel drunk when having drank continuously long after everyone else has already passed out. Another line from the map has Kruber imply a time when Bardin was
clearly drunk, but apparently "...he drank the Red Moon's cellar dry."
* TheNicknamer: Bardin only rarely calls any of the other heroes by their actual names, preferring to use Khazalid nicknames or their titles/ranks. Kruber is "Azumgi"[[note]]"Az umgi" is literally "war axe human". Mindful that dwarfs don't use swords,
shows, it may be the closest he can get to Kruber's profession of "swordsman", but loading screens describe it as "a man almost worthy of wielding a dwarfen axe"[[/note]], Victor is "Grimgi"[[note]]"harsh man" or "unyielding man"[[/note]], Kerillian is "Wutelgi"[[note]]"wood elf"[[/note]], and Sienna is "Zharrin"[[note]]"fire lady"[[/note]].
* NoodleIncident: A bit like [[VideoGame/Left4Dead2 Ellis speaking about his friend Keith]], Bardin frequently mentions his cousin Okri in dialogue. Unlike Keith, who
was a guy who kept surviving weird incidents, Bardin implies Okri is more simply a straight-up badass who beheaded a giant, made bombs, and all sorts of other awesome feats. When Kruber asks whether Okri really did all these things that Bardin claims, Bardin angrily sputters that a dwarf would ''never'' [[WillNotTellALie lie to his kin]].
-->''(Kruber delivers the final blow on a Rat Ogre.)''\\
'''Bardin:''' Not bad, Azumgi. Not as good as Cousin Okri, but it's a start.
* NotHelpingYourCase: In the Chaos Wastes, he and Kruber have a conversation where Bardin says that he wrote a letter to the Witch Hunter General assuring him that Saltzpyre is definitely not a heretic despite his obsession
an alliance with the Citadel of Eternity, which is only spoken of in a book written by a heretical scholar whose works are banned.
* NoSell: With an active stack of Gromril Armour, an Ironbreaker Bardin can completely negate one hit's worth of damage, though this doesn't protect him from lingering DamageOverTime, knockback, being caught by special enemies (though Gromril Armour popping will throw them off with the Gromril Curse talent slotted), [[RingOut or being pushed into instant-kill zones]].
* OddFriendship: While their exchanges are full of verbal jabs, Bardin and Kerillian seem to have a healthy respect for each other's skills, with every addition to the game moving them closer to VitriolicBestBuds. On the poster for 'A Quiet Drink' they're shown clanking mugs like old friends. He also eventually realizes she's the only one in the group who can see past his constant cheerfulness and has any real sympathy for what he's going through, becoming less guarded with her as a result. There's also a special interaction in 'Against the Grain' where Kruber will reminisce on his farming heritage; if both Kerillian and Bardin are in the party, Kerillian will tease him about it, then Bardin will crack a joke at Kruber's expense that causes ''[[TheSnarkKnight Kerillian]]'' to crack up laughing.
-->'''Bardin:''' I've half a mind to travel south after this, see [[EnchantedForest that forest of yours]] for myself.\\
'''Kerillian:''' [[BlatantLies And you'd be welcome.]]\\
'''Bardin:''' Truly? [[ElvesVsDwarves That's not what I hear]].\\
'''Kerillian:''' Aye! [[ElvesVsDwarves Blood and bone makes for good root mulch!]]
* OrMyNameIsnt: One of his intro narrations for The Screaming Bell has Bardin claiming that the titular bell definitely has to be destroyed, or that his last name is not Goreksson...which it definitely is!
* OrnamentalWeapon: His Long Drong's Landlubber premium skin gives him a bandolier with two of the Slayer Pirates' flintlock pistols strapped to his chest, though he can't actually use them during gameplay due to the limitations of his Slayer class.
* OutlivingOnesOffspring: [[spoiler:A Skaven attack on the Zilfin Deeps killed the Dwarfs there, Bardin's son Mordin being among their number. This weighs on him since he was a sentry that failed to alert them about the attack in time, since a Gutter Runner heavily wounded him while the other sentries were also killed.]]
* OurDwarvesAreAllTheSame: He is fairly typical for a dwarf of the old world in some ways: gregarious, grudge-bearing, and proudly competent at what he does. Being a ranger, though, Bardin is (like the rest of the party) a bit more open to working with other races, especially the wood elf. At one point, he mentions that maybe it's time for the races to set their grudges aside, which is a ''transgressively'' progressive sentiment for a dwarf to express.
* ThePigPen: One of the things about Bardin that just about everybody is of the same mind on is that he has very bad hygiene, apparently never bathing despite having a personal bathtub in his chamber. His teammates frequently joke how the enemies can detect them coming by smell, and if Kruber's narration of Hunger in the Dark's intro is to be believed, the only thing that stinks worse than the dwarf is a bile troll. Given he was a constantly-outdoors-and-alone Ranger, he probably got quite used to ignoring the concept of soap.
* PintsizedPowerhouse: He is the smallest combatant in the party, but also one of the toughest and capable of dishing out some of the greatest damage. With the exception of [[LightningBruiser the Slayer's Dual Axes,]] all of Bardin's weapons are very strong but slow.
* ThePollyanna: Rarely is Bardin ever gloomy -- apparently, even making a DeathSeeker oath will not stop his jocundity. Sienna even has dialogue in the Keep asking him to give it a rest, finding his endless cheerfulness grating. Very occasionally some insult may anger him, but otherwise he's usually having [[BoisterousBruiser a jolly time cutting through minions of Chaos with his drengbarazi]].
* PowerfulPick: The ''Karak Azgaraz'' content brings War Picks as a new weapon choice for Bardin. Slow to attack, but works wonders against armour.
* PrematurelyGreyHaired: After the events of Castle Drachenfels in ''2'', Bardin seems to have been traumatized enough by them that his hair and beard have been bleached out entirely as an Outcast Engineer, making him look much older than he is.
* ProfessionalGambler: Whilst not truly a professional, Bardin claims to have something of a knack for it in one elevator chatter event between himself and Kerillian. Given his roaming lifestyle, it may well have been a primary source of income.
* PunnyName: A Dwarf who enjoys singing and his name is ''[[QuirkyBard Bard]]''in.
* PutTheLaughterInSlaughter: Frequently belly-laughs with joy as he carves his way through a knot of Skaven.
* SadClown: He's utterly jovial such to the point that Sienna may occasionally complain for him to give it a rest sometime, but something weighs on his conscience so much that it could have inspired him to [[DeathSeeker take the Slayer oath]]. [[spoiler:He was a sentry that failed to warn Zilfin Deeps of a skaven horde about to attack it, though not for trying as a gutter runner wounding him prevented him reaching it in time and the other sentries were already killed. This attack led to a slaughter of the Dwarfs there, including his own son Mordin.]]
* SeadogPegLeg: His Slayer Pirate outfit replaces his right leg with a metal stump. Yes, he can still somehow leap with his ability as far despite having one less leg to push off of.
* ShotgunsAreJustBetter: His Grudgeraker weapon will be as lethal as one would expect in a game which regularly consists of CannonFodder attempting to run up and swarm you, but its AchillesHeel is being terrible against bosses and [[TheLastOfTheseIsNotLikeTheOthers Packmasters]].
* SmokeOut: The Veteran Ranger's skill. Bardin becomes undetectable to enemies and deals more damage with his ranged weapons until he either waits for the effect to end or steps out of the smoke cloud.
* TheStoryteller: Loves tall tales as much as songs. When he asks about Saltzpyre's past and gets a curt response, Bardin offers to help him improve his storytelling technique.
* SurvivorsGuilt: [[spoiler:Despite getting horribly wounded by a Gutter Runner and highly fortunate just to be alive at all, given all of the other sentries were slain to a dwarf and Zilfin Deeps was thoroughly annihilated,]] Bardin feels very guilty for the massacre at Zilfin Deeps[[spoiler: out of the belief that he could have prevented it all if he was just a bit faster to have avoided the Gutter Runner's attack against him which would have left him fully able to sound the alarm]].
* SummonToHand: The "Winds of Magic" DLC gives him a set of Throwing Axes for his Ranger and Slayer classes, all engraved with a [[RunicMagic rune]] that causes them to return to his hand after being thrown (or he can just yank them out of whatever they hit). They pierce armor, and holding down the aim button makes them more accurate and stronger, causing them to cleave through multiple foes until they run out of momentum. Since he can reuse them indefinitely, the only drawbacks are that there's only three of them and it takes some time before all three return to him.
* TranquilFury: His reaction to Kerillian prodding him about his search for Karak Zorn. Considering how jolly he is usually, this is enough to get her to change her tune.
-->'''Kerillian:''' I don't think you're seeking anything at all, Bardin. I think you're avoiding going home. And if I'm right...\\
'''Bardin:''' Choose your next words ''carefully...''\\
'''Kerillian:''' ...then you have my sympathy. That is all.
* TreasureMap: Found an old one on the long-dead corpses of several dwarfs killed by skaven some years back. It is ancient, and deciphering it has been his quest. He came to Ubersreik based on rumors of an antiquarian there who could help him interpret it.
* ThrowDownTheBomblet: The Outcast Engineer class gives him far more versatility when it comes to bombs. Not only can he carry up to three bombs at once with this class instead of just one, but he can choose a talent that causes every bomb he throws to have the effects of both a normal ''and'' an incendiary bomb ''at the same time''.
* ThrowingYourSwordAlwaysWorks: Winds of Magic gives him access to throwing axes, usable in both his Ranger and Slayer careers.
* TokenGoodTeammate: While all of the 5 are heroic, Bardin's the only one without serious skeletons in his closet.[[note]]Saltzpyre, Kerillian, and Sienna all killed innocents in misguided attempts to be heroes, and even Kruber casually references having raided and pillaged as a mercenary (e.g. in Parravon).[[/note]] He's atoning for failure rather than malice.
* UniversalAmmunition: Bardin with the Ranger Veteran career means dead special enemies will drop this...somehow. [[TheScrounger Scroungers]] everywhere would be impressed.
* WalkingShirtlessScene: As the classical Slayer look portrays, Bardin as a Slayer goes into battle shirtless and tattooed.
* WeaksauceWeakness: Due to lacking a ranged weapon of any sort by default, Bardin's Slayer career is almost helpless against Warpfire Throwers and Ratling Guns whenever his leap ability is on cooldown, unless he has a handy grenade. The other specials that incapacitate players will also give him considerable grief without some good dodging on the player's part. This is mitigated with the [[SummonToHand Throwing Axes]] released in the ''Winds of Magic'' DLC, but it requires the player to have said DLC, and even then you only get three of those axes to toss without needing to summon them back.
* YouAreACreditToYourRace: Collectively refers to his comrades as Dawri. In everyday use, something that is "dawr" is something that is not necessarily ideal, but is as good as you're going to get under the circumstances. This is considered a polite form of addressing non-Dwarfs by Dwarf standards. Alternatively, he may address the group as Drengbarazi, which roughly translates as "Brothers in Arms" and lacks racial connotations. He also still uses the term "Umgak" freely, which is generally translatable as "crap/crappy", but literally means "human-made". [[spoiler:Then again, he certainly doesn't seem to want to associate with other Dwarfs anymore...]]
* YouCantGoHomeAgain: In ''II'', Kerillian states she thinks Bardin isn't actually trying to find Karak Zorn, he just refuses to turn home for whatever reason.
* YouFightLikeACow: Bardin's other hobby apart from drinking ale and battling the forces of Chaos is to belittle and make fun of anyone fighting him. His action skill as an Ironbreaker is to sling one of these insults at enemies, which gets all their attention and lets him tank whole groups by himself.
-->'''Bardin:''' You hit like gobbos, the lot of you!
[[/folder]]

[[folder:Kerillian]]
!!Vermintide I: Waywatcher
!!Vermintide II: Waystalker, Handmaiden, Shade, Sister of the Thorn
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/kerillian_web4.png]]
[[caption-width-right:300:''Almost precise enough for an elf. A drunk, blind elf.'']]
->'''Voiced by:''' Alix Wilton Regan

Enigmatic and sharp sighted, Kerillian is a Waywatcher who walks the lands of men, after having left her post as a guardian of the Wood Elves' ancient home of Athel Loren. She keeps the reasons why to herself. Using her exceptional skills with a bow and blade to take down anyone perceived as a threat, she is as likely to kill you as she is to begrudgingly acknowledge your presence. Kerillian regards the human race as nothing more than clueless children, and treats them accordingly, most often drenching her answers to their naive questions in patronizing sarcasm. Unfortunately for her, Wood Elves are rare in human lands, and even if many recoil in fear, she is regarded as a curiosity and approached more frequently than she would prefer by foolish humans attempting to interact.
Nurgle-worshipping Rotblood army.



* AbnormalAmmo: Her basic bows loose regular arrows, but as for her high-tier ones:
** The Trueflight Longbow uses arrows that possess a rudimentary sentience, giving them self-guidance and a tendency to target enemy weakpoints. In the sequel her Trueflight arrows are no longer tied to a dedicated weapon, but are an active ability of the Waystalker class. She can loose them improbably fast (up to eight in under a second), allowing her to potentially wipe out an entire Stormvermin patrol in one volley.
** The Hagbane Shortbow uses arrowheads tipped with magic poison harvested from [[https://warhammerfantasy.fandom.com/wiki/Hagbane_Arrows Chaos-tainted trees.]] Said poison is [[PerfectPoison supernaturally lethal]], quickly and painfully killing any target should the arrow so much as break their skin (at least, [[GameplayAndStorySegregation in lore]]).
** The Moonfire Bow generates magical projectiles on the spot that explode on contact with the enemy with the force of a small grenade. Said explosion also releases blue flames that set enemies alight. It never runs out of magical arrows.
* AbsurdlySharpBlade: Her Elven-forged bladed weapons maintain such a keen edge that even her ''daggers'' slice cleanly through Skaven limbs, and are so light that she can swing them with minimal windup and follow-through.
%%* ActionGirl: Obviously.
* AlcoholInducedIdiocy: "A Quiet Drink" event has Kerillian suggest a few strange things aloud at times. Like thinking fire only wants to give everyone a warm hug, or thinking their dead enemies look so much smaller while they're dead ("Like little dolls."), inspiring a want to stuff them as a souvenir.
* TheArcher: Wields the only bow in the party besides Huntsman Kruber and is a deadeye shot with it, as expected of a Wood Elf. Notably she didn't have a single ranged weapon that wasn't some variant of a bow until the Sister of the Thorn DLC gave her a staff and javelins to utilize instead.
-->'''Kruber:''' Can you teach me how to use a bow like that?\\
'''Kerillian:''' If we had a decade of uninterrupted practice? No. Not even then.
* ArcaneArcher: Most of her bows use magic payloads, and she can still use a bow even while utilizing inherent magical powers as a Sister of the Thorn.
* AutomaticCrossbow: If Kerillian picks the Shade subclass in ''Vermintide II'', she has the option of wielding a Druchii Uraithen, the infamous "Death Rain" repeater crossbow of the villainous [[EvilCounterpart Dark Elves]].
* BackhandedCompliment: A lot of her praise of her companions [[YouAreACreditToYourRace falls into this]], such as her caption quote.
** Interestingly, she also dishes out backhanded ''insults'', statements which by tone and phrasing seem derogatory, but are in fact complimentary when the true meaning is considered. For example, at the opening of "War Camp", she declares: "With a score of my kin at my side, that Champion would already be dead. With you lot? A bit more effort." Initially it seems like she's simply [[CulturalPosturing posturing on elven superiority again]], but when you think about it, what she's actually saying is that her 3 "mayfly" teammates are only ''slightly'' inferior to 20 Wood Elf veterans all focusing on the same target, which is pretty high praise. She has another line in one of her introductions for Blood in the Darkness along similar lines:
-->'''Kerillian:''' We're off again to help those who cannot help themselves. I suppose that makes us heroes. Or fools. It's so hard to tell the difference when I look at the company I keep.
* BackStab: The Shade class has her deal additional damage upon hitting someone in the back with a charged attack. Even more so if she's using her ability at the time. This doesn't make much difference when fighting hordes, but it turns Kerillian into a boss-killing assassin.
* BeautifulSingingVoice: While hanging out in the Keep, Markus expresses this about Kerillian's singing voice.
-->'''Markus:''' Heard something strange last night.\\
'''Bardin:''' That bottle of brandy probably didn't help.\\
'''Markus:''' No, I'm serious. I heard singing. Beautiful, it was. But wistful and... sad.\\
'''Bardin:''' Don't tell me the keep's haunted.\\
'''Markus:''' Maybe, but this wasn't no ghost. It was our elf.\\
'''Bardin:''' Kerillian? Never heard her sing. She saves her voice for insults.\\
'''Markus:''' It was definitely her.
* BladeOnAStick: Beginning in the ''Castle Drachenfels'' DLC of ''1'', Kerillian can wield a graceful Asrai glaive. Functionally a long-handled Elven battleaxe (or perhaps a bardiche), it is slower than her other weapons, but it gives her options for long reach and sweeping strikes that many of her other weapons lack. Alternatively, she can wield an Asrai spear, which lacks the sweeping strikes but can still deliver rapid attacks at reach and pairs well with dodging to keep the enemies at optimal range. Both weapons return in the sequel, where the glaive in particular is quite useful for its high cleave and remarkable armor damage.
* BodyCountCompetition: {{Subverted|Trope}}. Kerillian counts her kills, but doesn't want to compete. Bardin seems eager to compete, but doesn't keep count.[[note]]As stated by the Nameless Voice, she counts her kills because she feels she has to get justice for the humans she indirectly doomed ("Count your kills all you like. Repay Ubersreik's slaughter a dozenfold, a hundred. It will change nothing.").[[/note]]
-->'''Kerillian:''' Ennai-noi. One step closer.\\
'''Victor:''' What was that?\\
'''Sienna:''' Sounded like counting to me.\\
'''Bardin:''' You're competing with us, Wutelgi? You should have said.\\
'''Kerillian:''' There is no competition. Just the count.
** By ''2'' it's implied that she's taken up Bardin on his offer, as when Kruber gets a good kill streak she playfully tells him that "if you keep killing like this, I'm going to lose my bet."
--->'''Kruber:''' Bet? What bet?\\
'''Bardin:''' ''(quickly)'' Uh, don't you listen to her, Azumgi. You know how she gabbles on.
* BoringButPractical:
** The Longbow. While it lacks the crowd-control capabilities of the hagbane short bow, the fire rate of the swiftbow, or the close-range burst damage of the volley crossbow, what it does is doing incredibly high damage that can potentially one-shot most enemies smaller than a Chaos Warrior if your aim is really true. A Kerillian player skilled with the longbow can pick off a group of specials at frightening speed, especially as a Waystalker.
** For a Sister of the Thorn, the level 35 talents modify how you use your Thornwall for (supposedly) many different purposes. Ironbark Thicket increases the wall's duration by 4 seconds, allowing it to remain standing a bit longer and blocking more damage. Blackvenom Thicket debuffs enemies when it expires, [[DamageIncreasingDebuff causing them to take considerably more damage for a few seconds]]. Bloodrazor Thicket...[[StatStick just does more damage]]. ''A lot more damage'', which turns it from a defensive tool to a massive nuke spike that can be spammed relentlessly with a potion of Concentration, making short work of even monsters and Lords with its insane burst power and bleed procs.
* BowAndSwordInAccord: Seamlessly switches between shooting and slicing, and is equally skilled at both.
* BraveScot: While Scotland obviously doesn't exist in this world, she has a Scottish accent and uses Scottish slang (scunner, glaikit, etc.), a notable departure from how Wood Elves usually speak in ''Warhammer''. It could be a Tirsyth accent.
* BrokenPedestal: Towards Lileath. Whatever transpired in the Night of Masks and the expedition to the Citadel of Eternity had caused Kerillian's faith in the Moon Goddess to waver. To fill the void that was left in its wake, Kerillian decided to seek patronage of other deities, a mix of both the benevolent Cadai and malevolent Cytharai, the blessings (and curses) of both that she now wields in unison as a Sister of the Thorn. She still worships Lileath, of course, but with much less fervor and a lack of the single-minded devotion she once displayed.
* CassandraTruth:
** During Convocation of Decay she might mention dreaming about Shallya being trapped in a gilded cage near a cauldron, which is a plot point in one of the End Times novels. Saltzpyre tells everyone to ignore her.
** After Kruber becomes a Grail Knight, she has several dialogue exchanges with him in the Keep where she either heavily implies or outright says that the Lady of the Lake who granted him his superhuman powers is probably the same elven god that she worships (which was a major reveal in the End Times arc). Kruber repeatedly tries to tune her out and eventually resorts to saying "Lalala, can't hear you!", after which she drops it. In this case, it isn't clear whether he doesn't believe her or does and simply doesn't want to acknowledge it in public.
** She actually saw Constant Drachenfels once but still can't get Victor to accept he did exist.
* CharacterizationMarchesOn: In the first game, while she is snarky, she's fairly low-key and somber overall, with her entry in the lore book even noting her melancholic personality. In ''2'' she's nearly as energetic and jokey as Bardin, presumably because she's more comfortable around her companions.
* CommonalityConnection: For the many things that she has to poke and prod her companions over, she also has at least one thing about them she does appreciate.
** In Bardin, she sympathizes with him in that he cannot return to his kin until he has found Karak Zorn, as well as being a non-human in the Reikland.
** With Sienna, she appreciates the pyromancer's connection with the Weave, and respects her magical abilities as a gift. In the Lohner's Chronicles posts leading up to her Sister of the Thorn class, it seems she discussed becoming a magic-user herself with Sienna extensively beforehand.
** In Markus, she greatly approves of his closeness with nature, and has expressed that among humans, he is a standout for his character (or, in her words at one point, the "least annoying mayfly she hasn't killed yet"). She also respects his abilities as military leader (especially his willingness to "frag" bad officers) and says his FarmBoy upbringing brings him closer to the Weave. Some of these may just be excuses to the fact she finds Kruber's simple-mindedness endearing, however.
** In Victor, it takes ''a lot'' of drinking to bring it out, but she relents that even they have something in common -- that she doesn't think either of them are well-liked by their peers. Moreover they have a lot in common personality-wise, which [[YouAreWhatYouHate she hates]].
* CulturalPosturing: She is almost incapable of saying anything to her comrades that does not make mention of [[SuperiorSpecies her innate superiority]] to them, even when she is [[YouAreACreditToYourRace complimenting them]].
* DarkSecret: [[spoiler:Kerillian heard a prophecy which said that Ubersreik would play a role in the destruction of Athel Loren. Incorrectly assuming that meant the city would attack the forest and arrogantly believing she could avert the prophecy alone, she ambushed a contingent of Imperial soldiers moving to Ubersreik. [[NiceJobBreakingItHero Without this vital reinforcement, Ubersreik quickly fell to the Skaven of Clan Fester, who used the city as a staging area to attack Athel Loren]]. Kerillian dreads the idea of the others finding out this secret (particularly [[ShipTease Kruber]], as his family perished in Ubersreik as an indirect result of her actions) and she also has felt tempted to ''murder'' her partners to protect her secret. Kerillian feels that she is cursed and that it wouldn't take much convincing to be turned over to evil.]]
* DoesntLikeGuns: She finds black powder weaponry distasteful, being too noisy, too smelly, and too crude, the province of those who lack ability with bows and magic. Still, she will grudgingly use bombs if she finds them, mumbling about "[[BatmanGrabsAGun needs must]]" as she does.
-->'''Kerillian:''' It's small, filthy, and noisy -- just like a dwarf!
* DreadlockWarrior: As a Sister of the Thorns, most of Kerillian's headgear choices have her hair be tied into white dreadlocks.
* DreamingOfThingsToCome: She occasionally mentions she's had dreams about what the party is currently doing, despite just arriving. In the second game when the End Times are oncoming, the dreams have apparently turned to nightmares of things to come.
* DualWielding: Favors a swift pair of elven daggers (as seen in the Vermintide 1 intro) or short swords, though sometimes she wields a long sword instead. While DualWielding became a lot more common about the Ubersreik Five's repertoire after the second game's DLC added more, Kerillian remains the character with the most weapon sets that dual-wield with her three.
* ElvesVsDwarves: Subverted. She's not much nicer to Bardin than she is to anyone else, but her jabs have a more joking tone and her compliments are a little less back-handed. As if to stress the subversion further, Kerillian and Bardin actually make a pretty good combination: he is an exceptional tank, which allows him to keep crowds of enemies away from her, and she can shoot over his head without having her aim blocked since he's pretty short.
-->'''Kerillian:''' You start slow, dwarf. Like an avalanche.
* {{Irony}}: She constantly browbeats the party for their supposed ignorance and lack of understanding of the world around them, but seems to like Kruber specifically due to his down-to-earth mindset and willingness to admit he's out of his element when it comes to most things that isn't swinging a sword.
* TheExile: When pressed about why she doesn't return to Athel Loren, she admits that she ''wants'' to go home, but she ''can't''. She did something there, it involved a problem with The Weave, and she cannot return until it is fixed. Franz Lohner manages to eventually pry the story of how she came to be exiled out of her, though he's uncertain if [[UnreliableNarrator she's pulling his leg]].[[note]]A certain elf in Athel Loren was secretly a worshipper of Hekarti, and along with a few disciples tried to call upon her for power with the sacrifice of a few forest spirits. Kerillian had been shadowing the group, and when it was clear what they were trying to do, she put a stop to it... [[MurderIsTheBestSolution lethally]]. Unfortunately, that elf had friends in high places who accused her of murder, and as there were no witnesses left alive (who were willing to admit to being there at least) to corroborate her side of the story, she was sentenced to exile.[[/note]]
* TheFaceless: No matter where she is, she wears a veil over her mouth and nose, [[InTheHood a hood over her head]], and has [[MysticalWhiteHair silver]] PeekABangs over one eye. Her other headgear options are full masks that only show her eyes. Interestingly, she ''does'' have [[https://i.imgur.com/DiLw0Dv.png an unmasked head]] in ''2'', fully textured albeit never used, which can be seen when ripping her model from the game files, or on occasion when her headwear fails to render, revealing a bald head since her hair is actually part of her hood.
* FantasticSlurs: Tends to refer to humans and possibly dwarfs as 'lumberfoots', or 'mayflies'. If she is a Sister of the Thorn, she'll also refer to them as "meat".
* ForestRanger: Waywatchers by definition, acting as sentinels over the territory of Athel Loren. Her version of the [[MentalWorld Chamber of Gnignol]] is an Elven forest, presumably the one she was from.
* FragileSpeedster: Her attack speed is greater than that of her companions, even her two-handed melee weapons are faster than similar weapons that the rest of the party wields. Also, most of her weapons let her move almost at full speed while blocking or charging an attack, and so can move in and out of range of enemies without sacrificing her blocking ability. However, she has few great blocking weapons, so she can't block many hits or push enemies away very effectively.
* TheFriendNobodyLikes: Her FantasticRacism and constant insult-dropping don't go unnoticed by the rest of the party. Markus and Sienna are the only ones who regularly call her something other than "elf" and if she dies in a mission other party members typically respond with indifference or even the odd insult. It's also implied that nobody really tries to associate with her outside of combat except for Sienna and possibly Markus. "A Quiet Drink" even has her admit it by bringing up that she has this in common with Saltzpyre (Saltzpyre is sure "Valiant Kruber!" respects him, Kerillian insists that Kruber's lying).
** This even extends to the fanbase; she's such an asshole in the game that an April Fools DLC to shut her up actually gained traction, with many fans wishing it was real. Some players refuse to play with a Kerillian player at all and will kick the elf out of public games.
** She has a very interesting dynamic with the rest of the group: their dialogue in ''1'' shows how little they trust her, due to her being a mysterious outsider who doesn't get along with anyone, and because of preconceived prejudice against elvenkind in general, before beginning to warm up to her more in ''2''. In contrast, Kerillian seems more polite and patient with their antics in ''1'' than she is in the sequel, where she seems to have gone full Jerkass for no reason. As time has gone on though, she's gotten more lines that suggest she's fully aware of her behavior and might be [[InvokedTrope doing this on purpose]]; ''why'' she'd do that is anyone's guess.
** This gets downplayed as time goes on in ''2'''s expansions and in the Lohner's Chronicles blog. By the current timeline she's regularly hanging out with the rest of the gang outside of work, such as going pub crawling with them in "A Quiet Drink", going hunting with Kruber in "Wolves of Winter", and joining the others around the campfire to share an elven myth via song in "The King and Queen i’ the Woods." By the Chaos Wastes DLC she openly refers to them as her friends, albeit in her usual snarky way (admonishing her own stupidity for coming to Chaos Wastes, because "what is friendship weighed against one's soul?").
** Interestingly, she was this even among the Asrai. Waywatchers are notoriously antisocial as a rule, and it's hinted that Kerillian was especially so. The Nameless Voice reveals that she never got along with her fellow elves, preferring the company of dryads (who themselves generally hate elves only slightly less than every other race), and that she was censured by them prior to her exile for an unknown reason. She regarded them with disdain in turn, believing them jealous of her skills; her bio in WFRP also says that her tendency to stalk fellow elves for fun was a source of constant irritation and embarrassment for them, and that they'd often send her on long missions away to the lands of the humans so they didn't have to see her, which suited her as well as it did them. Her relationships with Bardin, Kruber, and Sienna might actually be the closest and friendliest ones she has.
* GardenGarment: She has strips of tree bark and vines that perfectly contour to her bracers and boots. Knowing [[NatureHero the Wood Elves]], they could well have been [[GreenThumb custom-grown to fit her]]. Being a [[ForestRanger Waywatcher]], they are likely less for armour and more for [[StealthExpert camouflage]].
* GlassCannon: In either game, Kerillian specializes in dealing very high damage at the cost of her own fragility, but especially in ''II''. A Waystalker Kerillian can very quickly neutralize a group of elite enemies with one Trueflight Volley, while a Shade specializes in bursting down single beefy targets, like monsters or Chaos Warriors. [[FragileSpeedster Both classes also fall very quickly when something actually lands a hit on them]]. Even her most sturdy career, the Handmaiden, still relies on a lot of dodging and/or blocking to tank rather than actually eating raw damage and survive like her other teammates can.
* GotMeDoingIt: A conversation in the Chaos Wastes has Kerillian and Bardin both singing "Over the Mountain" which ends with her complaining "Ach, you got me doing it now!"
* GreenThumb: In her Sister of the Thorn class, Kerillian is blessed with the manipulation of Ghyran, the green Wind of Magic. Wielding a MagicStaff as a channeling focus, she can conjure thorns from thin air and [[SpikeShooter send them at high speed into enemies]]. Alternatively, she can induce a tall [[TheHedgeOfThorns bramble of thorns]] to spontaneously shoot up in growth from the ground, lacerating any standing above that patch of ground and blocking passage through it, until the magic is spent and the bramble quickly browns and withers to dust. She also uses it to enhance her durability (the Sister has the same health as the Handmaiden despite wearing no armor), possibly explaining the odd texture she has on her upper arms and nowhere else.[[note]]In the RPG, there's a Ghyran spell called Barkskin (which is also the name of a boon in the Chaos Wastes in ''Vermintide 2''), which makes the "skin of the target become hard and gnarled, as the bark of a tree; this acts as natural armour." Presumably she always has the spell active in combat. Her showing up in her usual Waystalker appearance in the Warrior Priest trailer, chronologically after she'd become a Sister of the Thorn, shows she can turn it off.[[/note]]
* HeelFaithTurn: Potentially, in the timeline where Kerillian chose to take up the dagger as a Shade, as all three of her career choices in ''II'' converge in her awakening as a Sister of the Thorn after the expedition to the Citadel of Eternity.
* HeroicSelfDeprecation: Many of her lines hint at this. If [[https://www.vermintide.com/news/franz-lohners-chronicle-if-wishes-were-warhammers Lohner's theory is correct]], the reason she was dissatisfied by what she heard at the Citadel of Eternity is entirely because she expected to get rejected or ignored by her god, [[ClapYourHandsIfYouBelieve so that's what happened]].
* HeroesPreferSwords: Most of her melee weaponry consists of blades on short hafts, like daggers, shortswords, and longswords, often DualWielding more than one at once.
* HiddenDepths: Despite her abrasive nature, Kerillian's singing is apparently rather enchanting, if Kruber is to be believed.
* HomingProjectile: One of her bows is enchanted to have its arrows seek its targets. Its quiver may be small, and its draw time long, but it can pierce a moving target on the fly and potentially even score a OneHitPolykill as it [[ArmorPiercingAttack over-penetrates]] and seeks a new target. In ''Vermintide II'', the homing arrows are no longer tied to a piece of equipment, rather they are an active ability for her Waystalker subclass she can activate on a {{cooldown}} and fire [[{{Multishot}} three at once]].
* HotBlooded: She is as much a StealthExpert as any other Waywatcher, but rather than quietly observe and report like most of her fellows, [[TriggerHappy her impatience]] leads her to prefer more... [[MurderIsTheBestSolution direct approaches]].
* {{Hypocrite}}: One of her lines when calling out a Gutter Runner is yelling at it for not facing her "blade to blade", when she's heavily reliant on ranged weapons and sneak attacks, and the Wood Elves in general are the Old World's main practicioners of guerilla warfare.
* ItAmusedMe: Her encounters with the player party in ''Warhammer Fantasy Roleplay'' essentially boil down to the elf finding them particularly interesting enough to stalk (and occasionally offer an arrow of assistance when needed). She will still stay out of their way for the most part, though.
* InnocentlyInsensitive: In the second game she will occasionally try to be genuinely supportive, which works about as well as when Saltzpyre tried it in the first game.
-->'''Kruber:''' I came through Ussingen years ago, don't really remember much about it..\\
'''Kerillian:''' And I doubt you'll recognize it now.\\
'''Kruber:''' That’s a real nice sentiment that, real nice.\\
'''Kerillian:''' What? I meant it as reassurance.\\
'''Kruber:''' It’s your tone, hard to read.
* IHaveManyNames: Invoked in a group banter with Sienna. As it happens, "Kerillian" probably isn't even her true name, it's just one that she deems suitable enough to let the mayflies call her.
-->'''Sienna:''' Do you have another name, Kerillian? I've never heard you use it.\\
'''Kerillian:''' I have many other names, and I shan't share them.\\
'''Sienna:''' And why not?\\
'''Kerillian:''' A name is a personal thing. It has powers. I've never understood why mayflies are so free with theirs.\\
'''Sienna:''' So "Kerillian" isn't your real name?\\
'''Kerillian:''' Real enough for our current purpose.
* InsufferableGenius: Kerillian has more years of battle and general life experience then the other members of the Ubersreik Five, likely more than all combined. She's a peerless tracker and archer, a deft hand with a sword or knife, and also proficient with many other elven weapons including spears and glaives. She's implied to be the most intelligent (and correspondingly has the highest Intelligence stat of the Five as a GuestStarPartyMember in ''TabletopGame/WarhammerFantasyRoleplay''). And she's a complete ''twat'' about it. Saltzpyre knows it's the [[TheEndOfTheWorldAsWeKnowIt End Times]] and they need someone like Kerillian, but he still sounds like he's constantly restraining himself from strangling her.
* InVinoVeritas: "A Quiet Drink" sees the entire playing party inebriated, and might see her uncharacteristically complain about [[YouCantGoHomeAgain how she wants to go home]].
* {{Irony}}: Becoming a [[PlantPerson Sister of the Thorn]] would mean Kerilian is now, ''literally'', a Lumberfoot.
* ItsWhatIDo: Invoked. Her reply when Bardin accuses her of spying on him is 'It's what [wood elves] do, so I'm told.'
* JavelinThrower: As a Sister of the Thorn, Kerillian gains access to Briar Javelins that she can both wield as stabbing weapons and throwing ones. Unlike Bardin's Throwing Axes, these cannot be picked up from where they landed, but only conjured back into her hands.
* JerkassHasAPoint: When she mentioned to Saltzpyre that they're both TheFriendNobodyLikes, Saltzpyre insists Kruber likes him and Kerillian openly doubts this. As a Grail Knight, Kruber becomes more comfortable throwing his weight around with Saltzpyre, consistently referring to him as "peasant" (an appellation no other party member gets, since he's an Imperial man) and callously brushing him off when Saltzpyre tries to get closer to him (such as replying "I've already got a better sword than you" to Saltzpyre's ActorAllusion above). Thus partially proving Kerillian's point (other dialogue indicates that he still respects him, though).
* JerkWithAHeartOfGold: Though her level of jerk manages to outshine ''[[TheFriendNobodyLikes Saltzpyre]]'' at times, Kerillian does have some kindness in her. She gets on well with Sienna and assures her that her magic is a gift and she is not a monster for having it, joins the others in trying to convince Bardin that searching for his precious Dwarven Fortress will probably get him horribly killed, and even tries to comfort Kruber as he laments about his life. Notably, it's one of the few times she acknowledges him by name. She gradually starts to use his name more, and vice versa. Her statement under YouAreACreditToYourRace is... not great, but she explains her attempt at a compliment as stemming from Lohner suggesting she should be nicer. Actually ''abiding'' that suggestion is rather surprising from Kerillian alone. Notably, when she shows up in WRFP, she doesn't have the "Prejudice" trait like Victor does.
-->'''Kruber:''' Have you traveled far, Elf?\\
'''Kerillian:''' I have walked kingdoms that you have no name for, through realms of dream and nightmare.\\
'''Sienna:''' She means yes, I think.\\
'''Kruber:''' I've rarely strayed beyond the Empire. I suppose it's too late now.\\
'''Kerillian:''' It's ''never'' too late to choose a new path, Kruber.
** In ''2'', she has some lines admitting that she'll miss the rest of the Ubersreik Five when she [[WeAreAsMayflies inevitably outlives them]]. She'll only ever admit this when they're not around or when she's [[InVinoVeritas extremely drunk]].
--->''Mayflies always fade, but I'll miss them all the same.''\\
''You may stink like rotting pigs. But I'll miss you all when you're dead!''
** Dialogue added in ''2'' makes it more or less explicit that her insults towards her teammates are meant as banter rather than being genuinely malicious. She'll welcome barbs returned at her and at one point tells Kruber "you really must cultivate some self-esteem" with a good-natured laugh.
* LightningBruiser: Kerillian undergoes a radical transformation as a Handmaiden, changing from a [[FragileSpeedster squishy]] archer who primarily picks off tempting targets with her bows into a melee-focused mobility/dodge tank festooned with buffs that increase her survivability massively. Her Dash career skill and Dance of Seasons career perk (+15% dodge distance) combined with the Wraith-Walk talent (can pass through enemies with her dodges) make Kerillian more agile and harder to corner or hit than she ever was as a Waystalker. And with increased HP, possible 90% block cost reduction, an innate +1 stamina shield and +100% faster stamina regeneration, she'll be almost as hard to bring down as an Ironbreaker Bardin. While still doing decent damage in melee and being able to snipe specials opportunistically as before.
* LuckilyMyShieldWillProtectMe: The ''Winds of Magic'' [[DownloadableContent DLC]] for ''Vermintide II'' allows her Handmaiden class to carry a tall elven kite shield along with a spear (a martial style common to all the elven peoples but more common with frontline soldiers than Waywatchers.)
* MinorInjuryOverreaction: Comes close to being a meme in ''Vermintide II'', where her low HP voice lines will fire after taking just a few hits, with her actual health being somewhere around 75% or higher; everyone else says those lines when they have 30% or less health. This is also the criticism she faces from her teammates if she squanders her healing items.
* MortalityPhobia: Of all five heroes, Kerillian seems to dread the prospect of dying the most, as apparent through her low-health quotes. Considering how a wood elf soul not sheltered by the mystical powers of Athel Loren could either be consumed by the Chaos God Slaanesh, or doomed to eternal torment in the realm of Ereth Khial, the Pale Queen, an outcast such as she would be rightly terrified of death.
* MovesetClone: Averted. Unlike the other four characters, who often share movesets across similar weapons, Kerillian's version of the same weapon uses a different animation set slightly different stats, such as with axes. Saltzpyre and Bardin's one handed axes use the same moveset, while Kerillian's has a separate one of her own.
* {{Multishot}}: Her Waystalker subclass active ability in ''Vermintide II'' allows her to nock three enchanted [[HomingProjectile homing arrows]] at once and fire them at one target, making her an expert at quickly taking out special enemies before they can threaten the party. Equipping the Loaded Bow talent adds a fourth arrow to the cluster.
* MysteriousPast: Little is known of why she left Athel Loren and came to Ubersreik, [[NoodleIncident though what we do know]] is that it involved her [[CuriosityIsACrapshoot curiosity]] and [[ThingsManWasNotMeantToKnow witnessing a ritual she was better off not seeing]]. The experience left her chilled to magic, and she left Athel Loren for the lands of men soon after.
** Banter with Sienna reveals she has some sort of curse on her, and that she draws magic to her with every kill.
** Dialogue with Sienna in ''II'' has the latter comment on the fact that she never told them her surname. She replies that she has many aliases and that humans are too liberal with their information, leading Sienna to question if Kerillian is even her real name. The mind-reading Nameless Voice referring to her as Kerillian implies that it is, though any other names she has are still unknown.
* NatureHero: As can be expected from a Wood Elf, Kerillian has a deep connection to nature around her and frequently talks like she can hear it. Indeed, she frequently expresses a lot more interest in it than the [[CulturalPosturing many "mayflies" around her or uses their inability to understand the same as another reason to insult them.]]
* NemeanSkinning: Purchasing the Phoenix King's Bodyguard cosmetic pack lets her don the uniform of the legendary Chracian White Lions, which comes complementary with a cape made of the pelt of the organisation's namesake.
* NeverBareheaded: None of her cosmetic headgear ''ever'' [[TheFaceless reveals her face]]. She almost always wears a veil if just her face would show through, and even if the headgear is otherwise extremely minimal (like a decorative circlet) she wears a thin balaclava underneath it so only her eyes are exposed. However, the icon for Okri's Challenge for completing all of the Back to Ubersreik missions as her depicts her with her Shade hood on but without the veil; one premium hat in ''Vermintide 2'' for the Waystalker class is her wearing only a mask, leaving her head exposed.
** [[https://www.reddit.com/r/Vermintide/comments/b7j9ks/a_proper_view_of_kerillians_face/ Somebody has been able to get a view of Kerillian's face from her in-game model.]]
* TheNicknamer: Like Bardin, she doesn't often call the other heroes by name in the first game. Victor is "One-Eye", Kruber is "Mercenary", Sienna is "Wizard" or "Aqshinar",[[note]]Sienna derives her bright magic from Aqshy[[/note]] and Bardin is "Hold-seeker". As of ''2'', she mostly refers to Sienna and Kruber by name and will generally call Bardin either by name or simply "dwarf". She even occasionally uses Saltzpyre's name, although she mostly sticks to "One-Eye". She also has more insulting nicknames for the new enemy factions in the second game: the Norscan Rotbloods are "scunners" and the Beastmen are "corruptors."
* NinjaRun: Tends to keep her body bent over low in combat, her muscles almost perpetually tensed and ready to spring in any direction she needs to while minimizing her profile. She only stands up straight when carrying a few weapons like Briar Javelins, revealing [[https://www.reddit.com/r/Vermintide/comments/ow4coi/enemy_size_comparison/ she's actually pretty tall]], towering over commmon men and standing at about the same height as Kruber.
* NoodleIncident: Party banter in ''Vermintide 2'' has her recount an incident where she took on dozens of enemies at once in Hoggar's Bridge, which turns out to be two Nuln regiments. Saltzpyre is not pleased. It's revealed in the ''Blood in the Darkness'' map in ''2'' that [[spoiler: these regiments were headed to reinforce Ubersreik, and [[NiceJobBreakingItHero by destroying them, she left the city vulnerable to the Skaven attack]]]]. Even with her distaste for humanity Kerillian harbors an intense guilt for this when she realizes the ramifcations of what she's done, having put both The Empire and Athel Loren in further danger because of this.
* NotBad: If Kruber takes the Huntsman specialization in ''Vermintide 2'' -- which bears a lot of similarities to her default Waywatcher class (from the fashion, weapons, overall style and attitude) -- she will admit that she approves of his new path.
* NonStandardCharacterDesign: Her pure black eyes set her apart from most elves in ''Warhammer'', being a reference to [[https://img.fireden.net/tg/image/1468/88/1468880129201.jpg older designs]] that had mostly disappeared for more than a decade before ''Vermintide'' came out. This caused a recursive effect, as various sources after ''Vermintide'' now occasionally depict some elves as having black eyes while the rest still have human-esque ones - such as [[https://static-prod.weplay.tv/2019-06-20/0a1adcd2916a1a5bf0f9dad2161733cf_large_cover.jpeg Elessa]] in ''VideoGame/WarhammerChaosbane'' or [[https://i.pinimg.com/564x/5e/fe/ce/5efece036a70fa38664550315f7b7b93.jpg this unnamed Eonir]] in ''TabletopGame/WarhammerFantasyRoleplay'' 4e.
** She also has MysticalWhiteHair, something not really seen among Wood Elves. The Asrai tend to have either human-like hair colours or occasionally green hair among spellcasters. Dark Elves are the ones that have white hair (not often, black hair being more common, but [[https://static.wikia.nocookie.net/warhammerfb/images/5/59/Dark_Elf_Witch_Elves_8th_Edition_Miniatures.jpg/revision/latest?cb=20160425134256 it does happen]]) so this could be seen as {{Foreshadowing}} for her family ancestry.
* NotSoAboveItAll: She'll never really outright say it, but a few of her lines strongly imply that she's having damn near as much fun killing rats by the score as Bardin at times.
** This is further reinforced if she happens to be the one to land the final blow on Rasknitt in the sequel.
--->'''Kerillian:''' Ohh... by the gods of star and shadow. That was... hahahahahaha... ''that'' was satisfying! Aye, I said it, mayflies! I ''thoroughly'' enjoyed that! Hah!
** While she's drunk (like everyone else) in "A Quiet Drink", she'll frequently call herself Queen Kerillian (the First). Just as arrogant as usual, but in a less straight-laced manner. While claiming that is she in fact perfectly...thing. You know, sober.
** Bardin can crack her up laughing by making a joke at Kruber's expense in "Against the Grain," much to Kruber's annoyance.
** Ninety percent of her lines when picking up a bomb are disdainful. One or two are not. She might be getting used to them after years of use. She also seems to delight in the explosions whenever the team has to set black powder barrels on fire to complete an objective, and act disappointed when she kills a warpfire thrower and it fails to explode.
--->'''Kerillian:''' Hello little bomb. We could do great things together.
* OddFriendship:
** With Sienna. As an elf, she believes that magic is a gift and that those who have it should be respected for their control, not feared for the possibility of corruption, and further acknowledges that Sienna is more perceptive to subtle shifts in the Winds of Magic [[YouAreACreditToYourRace than she thought humans were capable of]]. It's even implied that Sienna knows why she's in Ubersreik. This escalates to VitriolicBestBuds in the sequel, where Sienna is perfectly happy to throw Kerillian's own insults back at her if she can but is still the friendliest with her on average.
** She warms up to Markus in between ''1'' and ''2'', both of them becoming more likely to call the other by name. While she still is still as snarky as ever, they are much more comfortable with each other. He even seems to pick up more on her sense of humor, and prods her jokingly if she uses healing items preemptively.
** They may not entirely be friends but she's the most sympathetic ear Bardin has in the group, something he seems increasingly aware of; as more dialogue gets added to the game they're even approaching VitriolicBestBuds. On the poster for 'A Quiet Drink,' Kerillian and Bardin are shown clanking mugs. Further, Bardin is the only one who can get Kerillian to snap out of her perpetual dourness for any longer than a second or two, and they both endure similar problems being alone among humans. It's especially something considering the history between the Wood Elves and the Dwarfs. Once she decides to become a Sister of the Thorn, Bardin is the only one she's willing to confide in that she's afraid she may have made the wrong choice.
* AnOddPlaceToSleep: Examination of her room in the Red Moon Inn reveals that, while the room has a bed, she has removed the mattress and blankets, uses the frame as a low table, and instead lays out her own bed roll on the floor. Presumably a lifetime of patrolling Athel Loren has made her most comfortable sleeping on the ground. Her private "room" in the second game is a crude tent in the courtyard of Taal's Horn Keep, instead of one of the available rooms inside the building.
* TheOneThingIDontHateAboutYou: [[VitriolicBestBuds Unlike the rest of the group]] she actually hates Saltzpyre, but she'll occasionally offer him a real compliment when he gets a good kill and respects his devotion in the war against Chaos.
-->'''Kruber:''' So uh, of these Chaos Gods, which do you think is the worst?\\
'''Saltzpyre:''' I see little point in grading evils. All are abominations. All are to be abhorred.\\
'''Kerillian:''' That's probably wise, One-Eye.\\
''(...)''\\
'''Kruber:''' So sir, killed any daemonologists before?\\
'''Saltzpyre:''' More than my share... but never enough.\\
'''Kerillian:''' Then be of good cheer. Your tally increases today.
* {{Overheating}}: Equip her with a Deepwood Staff as a Sister of the Thorn, and she'll be subject to this if she overuses it, like Sienna. She can also vent overcharge at the cost of her own health. Unlike Sienna, however, she won't explode upon overheating. She simply won't be able to use her staff for a while.
* PetTheDog:
** In her brief appearance in WFRP, she happily leaps out of hiding to help the party against a Mutant ambush during the "Death on the Reik" expansion and can later aid them in "The Horned Rat" and "Empire in Ruins", though in each case she'll quickly disappear after, not wanting to make the party's acquaintance.
** In the first game's console-exclusive prologue, it's revealed that she saved Bardin from the Skaven the second time they met and even gave him on the spot medical attention after killing his captors, even though she could have easily ignored him and she was under the impression that they would be heading in opposite directions afterwards (so she had no pragmatic reason to do so). In the same scene [[LetUsNeverSpeakOfThisAgain she threatens to kill Bardin if he tells anyone about it.]]
** A conversation with Bardin will have her accuse Bardin of not actually looking for Karak Zorn and is simply trying to keep away from his fellow Dwarfs, though she has no idea why. This leaves Bardin sounding like the next thing she says might get him to try and kill her, but she ends the conversation off with an honest appeal that he has her sympathies and that she hopes he really "...finds what he is searching for".
** She might complain about it, but she's as gung-ho about rescuing the "mayfly" prisoners as the others in missions like "Against the Grain" and "Blood in the Darkness." The same pretty much goes for every mission involving dead or captured civilians (in "Empire in Flames", Saltzpyre even notes that the slaughter appears to deeply affect her, which she denies).
--->'''Champion of Ubersreik skin description:''' The survivors of Ubersreik still whisper of the shadowy figure who slaughtered Skaven as freely as she insulted the intelligence of those she saved.\\
'''Helmgart Sentinel skin description:''' Outfit presented in thanks for efforts in Helmgart's defence. Worn with an appropriate amount of grudging acceptance.
** In "The Blightreaper", she's surprisingly respectful when coming across the corpse of Father Kraussman, considering the dismissiveness with which she usually regards Imperial servants.
--->'''Kerillian:''' A faithful servant and an untimely end. Seek your reward, priest.
** The description for her "Naggarond Backstabber" outfit notes that she got it after killing a Dark Elf assassin sent after Lohner, and has taken pains to keep him ignorant to the fact that she saved his life.
--->'''Naggarond Backstabber skin description''': This particular ensemble – until recently – belonged to a traveller come seeking Lohner. Kerillian intercepted him before contact could be made, and has since taken pains to keep Lohner ignorant of his almost-brush with death...
** As a Sister of the Thorn, she jokes to Kruber: "I'd never hurt you; when the moment comes, it'll be painless." In later keep dialogue, he tells her that the crack genuinely hurt his feelings, causing her to sincerely apologize for it. [[OOCIsSeriousBusiness Kruber then notes that this is the first time he's ever heard Kerillian apologize for anything]].
** In the Lohner's Chronicle entry "Gathering Clouds", she readily heads out with Sienna to rescue Catrinne from the Pactsworn, and even carries her back to the keep after slaying her captors. As with her rescue of Lohner and her affectionate conversations with Kruber, Bardin, and Sienna, it's an indication that she deeply cares for her "mayflies", even if she'd be hard pressed to admit it to their faces.
* PoisonedWeapons: As a Sister of the Thorn, she uses implicitly magical Blackvenom, having it automatically applied to all her melee weapons. Blackvenom deals very little damage on its own, but causes anyone infected with it to take 12-24% extra damage as long as it's active.
* ReverseGrip: She tends to wield daggers this way, though only in first-person. The blades are always worn pointed end up from a teammate's perspective since her dual-wielded weapons have the same third-person animation.
* SelfDeprecatingHumor: If she's not making a joke by insulting someone else she does it by insulting herself, usually by lampshading her own arrogance.
** When Outcast Engineer Bardin tells Kerillian the story of what really happened with his father and uncle -- an accident borne of pride -- he finishes by telling her she wouldn't understand why things happened the way they did. Kerillian responds by asking if he really thinks ''she'' doesn't understand ''pride''.
** In the Keep she'll mention to Sienna that elven mages are secretive and arrogant, just like herself.
** Right before confronting Rasknitt at the Skittergate, she cheerfully says "we'll show [the Skaven] how the most puerile of idiots do it, not once but twice in a day."
** In "A Quiet Drink" she jokes that she actually does have something in common with Saltzpyre: "no one likes us, for starters." Interestingly, other dialogue shows that she ''is'' genuinely liked by her comrades,[[note]]E.g. Bardin calls her "drengbarazi" in "Dark Omens" and confides in her when he won't speak to the others, and Kruber appreciates her company enough that when she temporarily leaves in "Empty Chambers" he becomes depressed and Lohner is seriously concerned he might try to follow her.[[/note]] and ditto for Saltzpyre ([[HiddenHeartOfGold to a degree]]). Interpret that how you will.
* ShipTease: A mild example with the new Keep banter added in ''Vermintide 2''. Kerillian has apparently been hounding Kruber to leave the service of [[TheFriendNobodyLikes Saltzpyre]] for quite a while now. When pressed as to why, however, she gets coy and gives a particularly weak excuse. Kruber himself notes with frustrated confusion that she "seems to care absolutely nothing about the human world, except [his] relationship with Saltzpyre." In-game, one of Kerillian's voice-lines for her getting healed by Kruber is a slightly terse warning to watch where he's putting his hands, a response that no other character gets. She also refers to his "lack of finesse" as "endearing" when he gets a good kill streak, which is a peculiar choice of words. Once she becomes a Sister of the Thorn, she's surprisingly much more open about her affection for him, but in a very cynical and fatalistic way.
* SlaveryIsASpecialKindOfEvil: This attitude pops up in "Against the Grain":
-->'''Sienna:''' When we arrived, you couldn't wait to abandon the farmers to their fates. What changed?\\
'''Kerillian:''' I don't like slavers.\\
'''Sienna:''' But surely there's more to it?\\
'''Kerillian:''' Is that not reason enough?
* TheSnarkKnight: She is shameless when it comes to deadpan or sarcastically expressing how everything around her fails to meet her standards, whether the enemy, the architecture, the items she picks up, or her own companions.
* SociallyAwkwardHero: She’s comfortable enough with her team by the sequel that her previously gloomy and irritable attitude is mostly gone with them. The problem, however, is that her way of showing admiration to others comes across as ''incredibly'' condescending and sarcastic, with many of her jokes and praises being laced with wording that come across as vitriolic at best. At one point while lamenting the destruction and loss of life during Empire in Flames, Kruber bitterly mistakes her wording as mockery and forces her to clarify.
* SpamAttack: Her swift bow is capable of allowing her to generate an almost-RainOfArrows single-handedly.
* SmugSuper: Kerillian's lived and trained for over a hundred years, could do so more if it weren't the End Times, and she never fails to toot her own horn or mock her fellows as "mayflies" (or, if she is a Sister of the Thorn, "meat"). "A Quiet Drink" has humorously manage to act even more arrogant by frequently referring to herself as Queen Kerillian (the First).
* SupportPartyMember: As a Sister of the Thorn, she brings with her the "heaviest support of all careers in the game". Just by her being there, the party's healing is increased by 25%, and her special ability has her throw down a wall of thorns, impeding enemy movement, stunning them, and either dragging them to one spot or causing them to take more damage from all sources. She can also apply Blackvenom poison to enemies via both her powers and melee weapons, which do the same. The Sister-exclusive Deepwood Staff also lends itself well to support, as one of its abilities will suspend an enemy of her choosing in midair, rendering them completely helpless. This includes Chaos Warriors and Stormvermin, who are effectively turned into armour-clad piñatas for the team to hack away at.
* TechnicolorEyes: She has black eyes, and while they are [[AvertedTrope neither]] particularly [[BlackEyesOfEvil Evil]] nor [[BlackEyesOfCrazy Crazy]], they do give her an exotic, otherworldly look among the lands of men.
* TookALevelInKindness: As time has gone on she's gotten more and more lines that suggest she actually cares about the group a great deal and isn't just a smug jackass.
-->'''Kerillian''' ''(at the Skittergate)'' I do believe I'm almost growing... well, not fond of you, but I certainly hate you less.
* {{Tsundere}}: There are hints here and there that she does genuinely care about the rest of the party. It's most obvious with Sienna, but even for all of her barbs, she may still let slip that she holds the others in higher regard than she lets on. Not that she'll ever admit it.
-->'''Kerillian (if Bardin dies):''' Don't tell ANYONE, but I might just miss the Dwarf.\\
'''Kerillian (if Kruber dies):''' ''[[https://www.youtube.com/watch?v=81S_bC4wEMs&t=0m12s (choked up)]]'' For Kruber's sake, I do hope that Sigmar is real.
** A statement from her in the Chaos Wastes has her state her regrets at going to the place, as friendship is nothing compared to the sanctity of one's soul, ambivalently declaring that they are her friends while also saying they are not worth going to the Chaos Wastes for.
* UnwittingInstigatorOfDoom: Put simply, the entire chain of events of the two games were her fault. Due to PoorCommunicationKills, Kerillian mistook the two Nuln regiments that were supposed to reinforce Ubersreik to be a military force marching on Athel Loren, which prompted her to cut them down at Hoggar's Bridge. Without military aid, Ubersreik soon fell to the Skaven after the Five were captured during Waylaid, resulting in Clan Fester and Rasknitt greatly expanding in power and influence, which resulted in their Pactsworn alliance with the Rotblood tribe and the destruction of Helmgart following that. Had she simply ''not'' been so hasty in her misjudgment, much of the headache the group has been facing thus far could have been averted, a fact that the Nameless Voice relentlessly taunts her about.
-->'''Nameless Voice:''' The dryads warned that Ubersreik would play a role in the waning of the elves. So you led the slaughter of a military convoy bound for the city.[...]In crippling Ubersreik, you set in motion the very events you sought to stop - a bloated Clan Fester, devouring Athel Loren. You must be so proud.
* UpsettingTheBalance: Is careful of this possibility as a Sister of the Thorn, whose members take power from both halves of the elven pantheon as convenient.
-->'''Sienna:''' I worry for you, Kerillian. What I know of the Cytharai isn't exactly encouraging.\\
'''Kerillian:''' All is as it should be. Hekarti grants me the power, Atharti the will to see it used. Isha's memory binds me to the Weave and Lileath's love to the Light. And the Morai-Heg keeps the balance.\\
'''Sienna:''' And if that balance fails?\\
'''Kerillian:''' ...Kill me swiftly. For all our sakes.
* WeAreAsMayflies: An InvokedTrope by her on the other heroes, whom she refers to as "mayflies". As an elf, Kerillian is naturally much more LongLived than the rest of the gang, and is already older than all of them by at least a century or two by the time of ''Vermintide'', with possibly only Bardin ever hoping to match up to half of her in age in the long run, assuming he doesn't die of unnatural causes. As a result of this, she adopts a sneering attitude towards the rest of the group, viewing them as "children" that need to be educated.
** The trope becomes averted, however, for one member of the party: Kruber. One of the blessings received by Grail Knights is a massively prolonged life span and immunity to aging. Kerillian does not let this deter from teasing him, mind.
* WhyDidItHaveToBeSnakes: She's deathly afraid of captivity. While she looks down on all her enemies, the Skaven Packmasters with their man-catchers seem to draw particular revulsion from her. Her warnings about them carry a more worried tone, her announcement when they die more exultant. The thought of being captured and caged by them seem to unnerve her especially. Sienna asks her about it at one point and she confirms that she hates Packmasters so much because the idea of being caged scares her. This phobia gets mentioned again in the second game during Fort Brachsenbrücke, where she can say that she hates being in sieges because they turn into a cage. This earns her a PetTheDog moment in Against the Grain, where the band is freeing captive farmers. Despite going into the mission [[FantasticRacism whining about having to save "mayflies"]] that are probably dead, once she sees they're being kept caged for enslavement her tone shifts completely. At the end she may even admit, in a nuanced way, that [[JerkWithAHeartOfGold she's happy to have helped them]].
-->'''Kerillian''': ''(Hearing a Packmaster)'' Some cruelties are worse than others, even among the rat-filth.\\
''(alternatively)'' Strangler! Bring it down! Don't let it touch me!
* YouAreACreditToYourRace: She can't seem to compliment her companions without condescension.
-->'''Kerillian''': Kruber, know that you are the least annoying of all the mayflies that I have not yet slain.\\
'''Kruber:''' You what? Is that a threat?\\
'''Kerillian''': Nay, a compliment. Lohner says that I should try to be more 'nice.'\\
'''Kruber''': Yeah? Well still a ways to go on that one. Keep at it.
* YouAreWhatYouHate: It's repeatedly implied that she hates Saltzpyre for reminding her too much of herself.
* YouCantGoHomeAgain:
** ''Vermintide 2'' has her mention that she can't go home until she's righted some wrong, though she's vague on what that is. Franz Lohner's Chronicle reveals the [[UnreliableNarrator (supposed)]] reason: [[spoiler: she alone witnessed a number of Dark Elf refugees gather to perform a ritual to [[GodOfEvil Hekarti]], when Kerillian confronted them and killed their leader. Problem was that said leader was quite popular, and the surviving cultists [[ManipulativeBastard accused Kerillian of bloody murder]]. Since [[CassandraTruth she was alone and had no other witnesses]], the result was her exile.]]
** The exact conditions of her exile are kept ambiguous. She's able to return to Athel Loren without notice and become a Sister of the Thorn, who are highly esteemed; Lohner notes the oddity of that since he had always assumed she was banned on pain of death, only to remember that she never actually ''said'' that ("it was more a feeling she conveyed through delivery and dead-eyed stare"). In a Keep conversation in the base game, Lohner offers to send a message to Athel Loren, as he has couriers who can do so (or at least who are willing to try), but she declines, saying "my kin know exactly where I am, and why." She also was promoted from Waywatcher to Waystalker after the first game, so at the very least they're still in contact and her exile doesn't prevent her from getting honors.

to:

* AbnormalAmmo: Her basic bows loose regular arrows, but as for her high-tier ones:
** The Trueflight Longbow uses arrows that possess a rudimentary sentience, giving them self-guidance and a tendency to target enemy weakpoints. In the sequel her Trueflight arrows are no longer tied to a dedicated weapon, but are an active ability
BadassAbnormal: [[spoiler:It's clear from all of the Waystalker class. She can loose them improbably fast (up to eight in under a second), allowing her to potentially wipe out an entire Stormvermin patrol in one volley.
** The Hagbane Shortbow uses arrowheads tipped with magic poison harvested
green Warp energy kicking up from [[https://warhammerfantasy.fandom.com/wiki/Hagbane_Arrows Chaos-tainted trees.]] Said poison is [[PerfectPoison supernaturally lethal]], quickly and painfully killing any target should the arrow so much as break their skin (at least, [[GameplayAndStorySegregation in lore]]).
** The Moonfire Bow generates magical projectiles on the spot that explode on contact with the enemy with the force of a small grenade. Said explosion also releases blue flames that set enemies alight. It never runs out of magical arrows.
* AbsurdlySharpBlade: Her Elven-forged bladed weapons maintain such a keen edge that even her ''daggers'' slice cleanly through Skaven limbs, and are so light that she can swing them with minimal windup and follow-through.
%%* ActionGirl: Obviously.
* AlcoholInducedIdiocy: "A Quiet Drink" event has Kerillian suggest a few strange things aloud at times. Like thinking fire only wants to give everyone a warm hug, or thinking their dead enemies look so much smaller while they're dead ("Like little dolls."), inspiring a want to stuff them as a souvenir.
* TheArcher: Wields the only bow in the party besides Huntsman Kruber and is a deadeye shot with it, as expected of a Wood Elf. Notably she didn't have a single ranged weapon that wasn't some variant of a bow until the Sister of the Thorn DLC gave her a staff and javelins to utilize instead.
-->'''Kruber:''' Can you teach me how to use a bow like that?\\
'''Kerillian:''' If we had a decade of uninterrupted practice? No. Not even then.
* ArcaneArcher: Most of her bows use magic payloads, and she can still use a bow even while utilizing inherent magical powers as a Sister of the Thorn.
* AutomaticCrossbow: If Kerillian picks the Shade subclass in ''Vermintide II'', she has the option of wielding a Druchii Uraithen, the infamous "Death Rain" repeater crossbow of the villainous [[EvilCounterpart Dark Elves]].
* BackhandedCompliment: A lot of her praise of her companions [[YouAreACreditToYourRace falls into this]], such as her caption quote.
** Interestingly, she also dishes out backhanded ''insults'', statements which by tone and phrasing seem derogatory, but are in fact complimentary when the true meaning is considered. For example, at the opening of "War Camp", she declares: "With a score of my kin at my side, that Champion would already be dead. With you lot? A bit more effort." Initially it seems like she's simply [[CulturalPosturing posturing on elven superiority again]], but when you think about it, what she's actually saying is that her 3 "mayfly" teammates are only ''slightly'' inferior to 20 Wood Elf veterans
all focusing on the same target, which is pretty high praise. She has another line in one of her introductions for Blood in the Darkness along similar lines:
-->'''Kerillian:''' We're off again to help those who cannot help themselves. I suppose that makes us heroes. Or fools. It's so hard to tell the difference when I look at the company I keep.
* BackStab: The Shade class has her deal additional damage upon hitting someone in the back with a charged attack. Even more so if she's using her ability at the time. This doesn't make much difference when fighting hordes, but it turns Kerillian into a boss-killing assassin.
* BeautifulSingingVoice: While hanging out in the Keep, Markus expresses this about Kerillian's singing voice.
-->'''Markus:''' Heard something strange last night.\\
'''Bardin:''' That bottle of brandy probably didn't help.\\
'''Markus:''' No, I'm serious. I heard singing. Beautiful, it was. But wistful and... sad.\\
'''Bardin:''' Don't tell me the keep's haunted.\\
'''Markus:''' Maybe, but this wasn't no ghost. It was our elf.\\
'''Bardin:''' Kerillian? Never heard her sing. She saves her voice for insults.\\
'''Markus:''' It was definitely her.
* BladeOnAStick: Beginning in the ''Castle Drachenfels'' DLC of ''1'', Kerillian can wield a graceful Asrai glaive. Functionally a long-handled Elven battleaxe (or perhaps a bardiche), it is slower than her other weapons, but it gives her options for long reach and sweeping strikes that many of her other weapons lack. Alternatively, she can wield an Asrai spear, which lacks the sweeping strikes but can still deliver rapid
his attacks at reach and pairs well with dodging to keep the enemies at optimal range. Both weapons return in the sequel, where the glaive in particular is quite useful for its high cleave and remarkable armor damage.
* BodyCountCompetition: {{Subverted|Trope}}. Kerillian counts her kills, but doesn't want to compete. Bardin seems eager to compete, but doesn't keep count.[[note]]As stated by the Nameless Voice, she counts her kills because she feels she has to get justice for the humans she indirectly doomed ("Count your kills all you like. Repay Ubersreik's slaughter a dozenfold, a hundred. It will change nothing.").[[/note]]
-->'''Kerillian:''' Ennai-noi. One step closer.\\
'''Victor:''' What was that?\\
'''Sienna:''' Sounded like counting to me.\\
'''Bardin:''' You're competing with us, Wutelgi? You should have said.\\
'''Kerillian:''' There is no competition. Just the count.
** By ''2'' it's implied that she's taken up Bardin on his offer, as when Kruber gets a good kill streak she playfully tells him that "if you keep killing like this, I'm going to lose my bet."
--->'''Kruber:''' Bet? What bet?\\
'''Bardin:''' ''(quickly)'' Uh, don't you listen to her, Azumgi. You know how she gabbles on.
* BoringButPractical:
** The Longbow. While it lacks the crowd-control capabilities of the hagbane short bow, the fire rate of the swiftbow, or the close-range burst damage of the volley crossbow, what it does is doing incredibly high damage that can potentially one-shot most enemies smaller than a Chaos Warrior if your aim is really true. A Kerillian player skilled with the longbow can pick off a group of specials at frightening speed, especially as a Waystalker.
** For a Sister of the Thorn, the level 35 talents modify how you use your Thornwall for (supposedly) many different purposes. Ironbark Thicket increases the wall's duration by 4 seconds, allowing it to remain standing a bit longer and blocking more damage. Blackvenom Thicket debuffs enemies when it expires, [[DamageIncreasingDebuff causing them to take considerably more damage for a few seconds]]. Bloodrazor Thicket...[[StatStick just does more damage]]. ''A lot more damage'', which turns it from a defensive tool to a massive nuke spike that can be spammed relentlessly with a potion of Concentration, making short work of even monsters and Lords with its insane burst power and bleed procs.
* BowAndSwordInAccord: Seamlessly switches between shooting and slicing, and is equally skilled at both.
* BraveScot: While Scotland obviously doesn't exist in this world, she has a Scottish accent and uses Scottish slang (scunner, glaikit, etc.), a notable departure from how Wood Elves usually speak in ''Warhammer''. It could be a Tirsyth accent.
* BrokenPedestal: Towards Lileath. Whatever transpired in the Night of Masks and the expedition to the Citadel of Eternity had caused Kerillian's faith in the Moon Goddess to waver. To fill the void that was left in its wake, Kerillian decided to seek patronage of other deities, a mix of both the benevolent Cadai and malevolent Cytharai, the blessings (and curses) of both that she now wields in unison as a Sister of the Thorn. She still worships Lileath, of course, but with much less fervor and a lack of the single-minded devotion she once displayed.
* CassandraTruth:
** During Convocation of Decay she might mention dreaming about Shallya being trapped in a gilded cage near a cauldron, which is a plot point in one of the End Times novels. Saltzpyre tells everyone to ignore her.
** After Kruber becomes a Grail Knight, she has several dialogue exchanges with him in the Keep where she either heavily implies or outright says that the Lady of the Lake who granted him his superhuman powers is probably the same elven god that she worships (which was a major reveal in the End Times arc). Kruber repeatedly tries to tune her out and eventually resorts to saying "Lalala, can't hear you!", after which she drops it. In this case, it isn't clear whether he doesn't believe her or does and simply doesn't want to acknowledge it in public.
** She actually saw Constant Drachenfels once but still can't get Victor to accept he did exist.
* CharacterizationMarchesOn: In the first game, while she is snarky, she's fairly low-key and somber overall, with her entry in the lore book even noting her melancholic personality. In ''2'' she's nearly as energetic and jokey as Bardin, presumably because she's more comfortable around her companions.
* CommonalityConnection: For the many things that she has to poke and prod her companions over, she also has at least one thing about them she does appreciate.
** In Bardin, she sympathizes with him in
that he cannot return to his kin until he has found Karak Zorn, as well as being a non-human in the Reikland.
** With Sienna, she appreciates the pyromancer's connection with the Weave, and respects her magical abilities as a gift. In the Lohner's Chronicles posts leading up to her Sister of the Thorn class, it seems she discussed becoming a magic-user herself with Sienna extensively beforehand.
** In Markus, she greatly approves of his closeness with nature, and has expressed that among humans, he
is a standout for his character (or, in her words at one point, the "least annoying mayfly she hasn't killed yet"). She also respects his abilities as military leader (especially his willingness to "frag" bad officers) and says his FarmBoy upbringing brings him closer to the Weave. Some of these may just be excuses to the fact she finds Kruber's simple-mindedness endearing, however.
** In Victor, it takes ''a lot'' of drinking to bring it out, but she relents that even they have something in common -- that she doesn't think either of them are well-liked by their peers. Moreover they have a lot in common personality-wise, which [[YouAreWhatYouHate she hates]].
* CulturalPosturing: She is almost incapable of saying anything to her comrades that does not make mention of [[SuperiorSpecies her innate superiority]] to them, even when she is [[YouAreACreditToYourRace complimenting them]].
* DarkSecret: [[spoiler:Kerillian heard a prophecy which said that Ubersreik would play a role in the destruction of Athel Loren. Incorrectly assuming that meant the city would attack the forest and arrogantly believing she could avert the prophecy alone, she ambushed a contingent of Imperial soldiers moving to Ubersreik. [[NiceJobBreakingItHero Without this vital reinforcement, Ubersreik quickly fell to the Skaven of Clan Fester, who used the city as a staging area to attack Athel Loren]]. Kerillian dreads the idea of the others finding out this secret (particularly [[ShipTease Kruber]], as his family perished in Ubersreik as an indirect result of her actions) and she also has felt tempted to ''murder'' her partners to protect her secret. Kerillian feels that she is cursed and that it wouldn't take much convincing to be turned over to evil.
no simple Chieftain.]]
* DoesntLikeGuns: She finds black powder weaponry distasteful, being too noisy, too smelly, and too crude, the province of those who lack ability BossRemix: The fight with bows and magic. Still, she will grudgingly use bombs if she finds them, mumbling about "[[BatmanGrabsAGun needs must]]" as she does.
-->'''Kerillian:''' It's small, filthy, and noisy -- just like a dwarf!
* DreadlockWarrior: As a Sister of the Thorns, most of Kerillian's headgear choices have her hair be tied into white dreadlocks.
* DreamingOfThingsToCome: She occasionally mentions she's had dreams about what the party is currently doing, despite just arriving. In the second game when the End Times are oncoming, the dreams have apparently turned to nightmares of things to come.
* DualWielding: Favors a swift pair of elven daggers (as seen in the Vermintide 1 intro) or short swords, though sometimes she wields a long sword instead. While DualWielding became a lot more common about the Ubersreik Five's repertoire after the second game's DLC added more, Kerillian remains the character with the most weapon sets that dual-wield with her three.
* ElvesVsDwarves: Subverted. She's not much nicer to Bardin than she is to anyone else, but her jabs have a more joking tone and her compliments are a little less back-handed. As if to stress the subversion further, Kerillian and Bardin actually make a pretty good combination: he is an exceptional tank, which allows
him is set to keep crowds of enemies away from her, and she can shoot over his head without having her aim blocked since he's pretty short.
-->'''Kerillian:''' You start slow, dwarf. Like an avalanche.
* {{Irony}}: She constantly browbeats the party for their supposed ignorance and lack of understanding of the world around them, but seems to like Kruber specifically due to his down-to-earth mindset and willingness to admit he's out of his element when it comes to most things that isn't swinging a sword.
* TheExile: When pressed about why she doesn't return to Athel Loren, she admits that she ''wants'' to go home, but she ''can't''. She did something there, it involved a problem with The Weave, and she cannot return until it is fixed. Franz Lohner manages to eventually pry the story of how she came to be exiled out of her, though he's uncertain if [[UnreliableNarrator she's pulling his leg]].[[note]]A certain elf in Athel Loren was secretly a worshipper of Hekarti, and along with a few disciples tried to call upon her for power with the sacrifice of a few forest spirits. Kerillian had been shadowing the group, and when it was clear what they were trying to do, she put a stop to it... [[MurderIsTheBestSolution lethally]]. Unfortunately, that elf had friends in high places who accused her of murder, and as there were no witnesses left alive (who were willing to admit to being there at least) to corroborate her side of the story, she was sentenced to exile.[[/note]]
* TheFaceless: No matter where she is, she wears a veil over her mouth and nose, [[InTheHood a hood over her head]], and has [[MysticalWhiteHair silver]] PeekABangs over one eye. Her other headgear options are full masks that only show her eyes. Interestingly, she ''does'' have [[https://i.imgur.com/DiLw0Dv.png an unmasked head]] in ''2'', fully textured albeit never used, which can be seen when ripping her model from the game files, or on occasion when her headwear fails to render, revealing a bald head since her hair is actually part of her hood.
* FantasticSlurs: Tends to refer to humans and possibly dwarfs as 'lumberfoots', or 'mayflies'. If she is a Sister of the Thorn, she'll also refer to them as "meat".
* ForestRanger: Waywatchers by definition, acting as sentinels over the territory of Athel Loren. Her version of the [[MentalWorld Chamber of Gnignol]] is an Elven forest, presumably the one she was from.
* FragileSpeedster: Her attack speed is greater than that of her companions, even her two-handed melee weapons are faster than similar weapons that the rest of the party wields. Also, most of her weapons let her move almost at full speed while blocking or charging an attack, and so can move in and out of range of enemies without sacrificing her blocking ability. However, she has few great blocking weapons, so she can't block many hits or push enemies away very effectively.
* TheFriendNobodyLikes: Her FantasticRacism and constant insult-dropping don't go unnoticed by the rest of the party. Markus and Sienna are the only ones who regularly call her something other than "elf" and if she dies in a mission other party members typically respond with indifference or even the odd insult. It's also implied that nobody really tries to associate with her outside of combat except for Sienna and possibly Markus. "A Quiet Drink" even has her admit it by bringing up that she has this in common with Saltzpyre (Saltzpyre is sure "Valiant Kruber!" respects him, Kerillian insists that Kruber's lying).
** This even extends to the fanbase; she's such an asshole in the game that an April Fools DLC to shut her up actually gained traction, with many fans wishing it was real. Some players refuse to play with a Kerillian player at all and will kick the elf out of public games.
** She has a very interesting dynamic with the rest of the group: their dialogue in ''1'' shows how little they trust her, due to her being a mysterious outsider who doesn't get along with anyone, and because of preconceived prejudice against elvenkind in general, before beginning to warm up to her more in ''2''. In contrast, Kerillian seems more polite and patient with their antics in ''1'' than she is in the sequel, where she seems to have gone full Jerkass for no reason. As time has gone on though, she's gotten more lines that suggest she's fully aware of her behavior and might be [[InvokedTrope doing this on purpose]]; ''why'' she'd do that is anyone's guess.
** This gets downplayed as time goes on in ''2'''s expansions and in the Lohner's Chronicles blog. By the current timeline she's regularly hanging out with the rest of the gang outside of work, such as going pub crawling with them in "A Quiet Drink", going hunting with Kruber in "Wolves of Winter", and joining the others around the campfire to share an elven myth via song in "The King and Queen i’ the Woods." By the Chaos Wastes DLC she openly refers to them as her friends, albeit in her usual snarky way (admonishing her own stupidity for coming to Chaos Wastes, because "what is friendship weighed against one's soul?").
** Interestingly, she was this even among the Asrai. Waywatchers are notoriously antisocial as a rule, and it's hinted that Kerillian was especially so. The Nameless Voice reveals that she never got along with her fellow elves, preferring the company of dryads (who themselves generally hate elves only slightly less than every other race), and that she was censured by them prior to her exile for an unknown reason. She regarded them with disdain in turn, believing them jealous of her skills; her bio in WFRP also says that her tendency to stalk fellow elves for fun was a source of constant irritation and embarrassment for them, and that they'd often send her on long missions away to the lands of the humans so they didn't have to see her, which suited her as well as it did them. Her relationships with Bardin, Kruber, and Sienna might actually be the closest and friendliest ones she has.
* GardenGarment: She has strips of tree bark and vines that perfectly contour to her bracers and boots. Knowing [[NatureHero the Wood Elves]], they could well have been [[GreenThumb custom-grown to fit her]]. Being a [[ForestRanger Waywatcher]], they are likely less for armour and more for [[StealthExpert camouflage]].
* GlassCannon: In either game, Kerillian specializes in dealing very high damage at the cost of her own fragility, but especially in ''II''. A Waystalker Kerillian can very quickly neutralize a group of elite enemies with one Trueflight Volley, while a Shade specializes in bursting down single beefy targets, like monsters or Chaos Warriors. [[FragileSpeedster Both classes also fall very quickly when something actually lands a hit on them]]. Even her most sturdy career, the Handmaiden, still relies on a lot of dodging and/or blocking to tank rather than actually eating raw damage and survive like her other teammates can.
* GotMeDoingIt: A conversation in the Chaos Wastes has Kerillian and Bardin both singing "Over the Mountain" which ends with her complaining "Ach, you got me doing it now!"
* GreenThumb: In her Sister of the Thorn class, Kerillian is blessed with the manipulation of Ghyran, the green Wind of Magic. Wielding a MagicStaff as a channeling focus, she can conjure thorns from thin air and [[SpikeShooter send them at high speed into enemies]]. Alternatively, she can induce a tall [[TheHedgeOfThorns bramble of thorns]] to spontaneously shoot up in growth from the ground, lacerating any standing above that patch of ground and blocking passage through it, until the magic is spent and the bramble quickly browns and withers to dust. She also uses it to enhance her durability (the Sister has the same health as the Handmaiden despite wearing no armor), possibly explaining the odd texture she has on her upper arms and nowhere else.[[note]]In the RPG, there's a Ghyran spell called Barkskin (which is also the name of a boon in the Chaos Wastes in ''Vermintide 2''), which makes the "skin of the target become hard and gnarled, as the bark of a tree; this acts as natural armour." Presumably she always has the spell active in combat. Her showing up in her usual Waystalker appearance in the Warrior Priest trailer, chronologically after she'd become a Sister of the Thorn, shows she can turn it off.[[/note]]
* HeelFaithTurn: Potentially, in the timeline where Kerillian chose to take up the dagger as a Shade, as all three of her career choices in ''II'' converge in her awakening as a Sister of the Thorn after the expedition to the Citadel of Eternity.
* HeroicSelfDeprecation: Many of her lines hint at this. If
[[https://www.vermintide.com/news/franz-lohners-chronicle-if-wishes-were-warhammers Lohner's theory is correct]], the reason she was dissatisfied by what she heard at the Citadel of Eternity is entirely because she expected to get rejected or ignored by her god, [[ClapYourHandsIfYouBelieve so that's what happened]].
* HeroesPreferSwords: Most of her melee weaponry consists of blades on short hafts, like daggers, shortswords, and longswords, often DualWielding more than one at once.
* HiddenDepths: Despite her abrasive nature, Kerillian's singing is apparently rather enchanting, if Kruber is to be believed.
* HomingProjectile: One of her bows is enchanted to have its arrows seek its targets. Its quiver may be small, and its draw time long, but it can pierce a moving target on the fly and potentially even score a OneHitPolykill as it [[ArmorPiercingAttack over-penetrates]] and seeks a new target. In ''Vermintide II'', the homing arrows are no longer tied to a piece of equipment, rather they are an active ability for her Waystalker subclass she can activate on a {{cooldown}} and fire [[{{Multishot}} three at once]].
* HotBlooded: She is as much a StealthExpert as any other Waywatcher, but rather than quietly observe and report like most of her fellows, [[TriggerHappy her impatience]] leads her to prefer more... [[MurderIsTheBestSolution direct approaches]].
* {{Hypocrite}}: One of her lines when calling out a Gutter Runner is yelling at it for not facing her "blade to blade", when she's heavily reliant on ranged weapons and sneak attacks, and the Wood Elves in general are the Old World's main practicioners of guerilla warfare.
* ItAmusedMe: Her encounters with the player party in ''Warhammer Fantasy Roleplay'' essentially boil down to the elf finding them particularly interesting enough to stalk (and occasionally offer an arrow of assistance when needed). She will still stay out of their way for the most part, though.
* InnocentlyInsensitive: In the second game she will occasionally try to be genuinely supportive, which works about as well as when Saltzpyre tried it in the first game.
-->'''Kruber:''' I came through Ussingen years ago, don't really remember much about it..\\
'''Kerillian:''' And I doubt you'll recognize it now.\\
'''Kruber:''' That’s a real nice sentiment that, real nice.\\
'''Kerillian:''' What? I meant it as reassurance.\\
'''Kruber:''' It’s your tone, hard to read.
* IHaveManyNames: Invoked in a group banter with Sienna. As it happens, "Kerillian" probably isn't even her true name, it's just one that she deems suitable enough to let the mayflies call her.
-->'''Sienna:''' Do you have another name, Kerillian? I've never heard you use it.\\
'''Kerillian:''' I have many other names, and I shan't share them.\\
'''Sienna:''' And why not?\\
'''Kerillian:''' A name is a personal thing. It has powers. I've never understood why mayflies are so free with theirs.\\
'''Sienna:''' So "Kerillian" isn't your real name?\\
'''Kerillian:''' Real enough for our current purpose.
* InsufferableGenius: Kerillian has more years of battle and general life experience then the other members of the Ubersreik Five, likely more than all combined. She's a peerless tracker and archer, a deft hand with a sword or knife, and also proficient with many other elven weapons including spears and glaives. She's implied to be the most intelligent (and correspondingly has the highest Intelligence stat of the Five as a GuestStarPartyMember in ''TabletopGame/WarhammerFantasyRoleplay''). And she's a complete ''twat'' about it. Saltzpyre knows it's the [[TheEndOfTheWorldAsWeKnowIt End Times]] and they need someone like Kerillian, but he still sounds like he's constantly restraining himself from strangling her.
* InVinoVeritas: "A Quiet Drink" sees the entire playing party inebriated, and might see her uncharacteristically complain about [[YouCantGoHomeAgain how she wants to go home]].
* {{Irony}}: Becoming a [[PlantPerson Sister of the Thorn]] would mean Kerilian is now, ''literally'', a Lumberfoot.
* ItsWhatIDo: Invoked. Her reply when Bardin accuses her of spying on him is 'It's what [wood elves] do, so I'm told.'
* JavelinThrower: As a Sister of the Thorn, Kerillian gains access to Briar Javelins that she can both wield as stabbing weapons and throwing ones. Unlike Bardin's Throwing Axes, these cannot be picked up from where they landed, but only conjured back into her hands.
* JerkassHasAPoint: When she mentioned to Saltzpyre that they're both TheFriendNobodyLikes, Saltzpyre insists Kruber likes him and Kerillian openly doubts this. As a Grail Knight, Kruber becomes more comfortable throwing his weight around with Saltzpyre, consistently referring to him as "peasant" (an appellation no other party member gets, since he's an Imperial man) and callously brushing him off when Saltzpyre tries to get closer to him (such as replying "I've already got a better sword than you" to Saltzpyre's ActorAllusion above). Thus partially proving Kerillian's point (other dialogue indicates that he still respects him, though).
* JerkWithAHeartOfGold: Though her level of jerk manages to outshine ''[[TheFriendNobodyLikes Saltzpyre]]'' at times, Kerillian does have some kindness in her. She gets on well with Sienna and assures her that her magic is a gift and she is not a monster for having it, joins the others in trying to convince Bardin that searching for his precious Dwarven Fortress will probably get him horribly killed, and even tries to comfort Kruber as he laments about his life. Notably, it's one of the few times she acknowledges him by name. She gradually starts to use his name more, and vice versa. Her statement under YouAreACreditToYourRace is... not great, but she explains her attempt at a compliment as stemming from Lohner suggesting she should be nicer. Actually ''abiding'' that suggestion is rather surprising from Kerillian alone. Notably, when she shows up in WRFP, she doesn't have the "Prejudice" trait like Victor does.
-->'''Kruber:''' Have you traveled far, Elf?\\
'''Kerillian:''' I have walked kingdoms that you have no name for, through realms of dream and nightmare.\\
'''Sienna:''' She means yes, I think.\\
'''Kruber:''' I've rarely strayed beyond the Empire. I suppose it's too late now.\\
'''Kerillian:''' It's ''never'' too late to choose a new path, Kruber.
** In ''2'', she has some lines admitting that she'll miss the rest of the Ubersreik Five when she [[WeAreAsMayflies inevitably outlives them]]. She'll only ever admit this when they're not around or when she's [[InVinoVeritas extremely drunk]].
--->''Mayflies always fade, but I'll miss them all the same.''\\
''You may stink like rotting pigs. But I'll miss you all when you're dead!''
** Dialogue added in ''2'' makes it more or less explicit that her insults towards her teammates are meant as banter rather than being genuinely malicious. She'll welcome barbs returned at her and at one point tells Kruber "you really must cultivate some self-esteem" with a good-natured laugh.
* LightningBruiser: Kerillian undergoes a radical transformation as a Handmaiden, changing from a [[FragileSpeedster squishy]] archer who primarily picks off tempting targets with her bows into a melee-focused mobility/dodge tank festooned with buffs that increase her survivability massively. Her Dash career skill and Dance of Seasons career perk (+15% dodge distance) combined with the Wraith-Walk talent (can pass through enemies with her dodges) make Kerillian more agile and harder to corner or hit than she ever was as a Waystalker. And with increased HP, possible 90% block cost reduction, an innate +1 stamina shield and +100% faster stamina regeneration, she'll be almost as hard to bring down as an Ironbreaker Bardin. While still doing decent damage in melee and being able to snipe specials opportunistically as before.
* LuckilyMyShieldWillProtectMe: The ''Winds of Magic'' [[DownloadableContent DLC]] for ''Vermintide II'' allows her Handmaiden class to carry a tall elven kite shield along with a spear (a martial style common to all the elven peoples but more common with frontline soldiers than Waywatchers.)
* MinorInjuryOverreaction: Comes close to being a meme in ''Vermintide II'', where her low HP voice lines will fire after taking just a few hits, with her actual health being somewhere around 75% or higher; everyone else says those lines when they have 30% or less health. This is also the criticism she faces from her teammates if she squanders her healing items.
* MortalityPhobia: Of all five heroes, Kerillian seems to dread the prospect of dying the most, as apparent through her low-health quotes. Considering how a wood elf soul not sheltered by the mystical powers of Athel Loren could either be consumed by the Chaos God Slaanesh, or doomed to eternal torment in the realm of Ereth Khial, the Pale Queen, an outcast such as she would be rightly terrified of death.
* MovesetClone: Averted. Unlike the other four characters, who often share movesets across similar weapons, Kerillian's version of the same weapon uses a different animation set slightly different stats, such as with axes. Saltzpyre and Bardin's one handed axes use the same moveset, while Kerillian's has a separate one of her own.
* {{Multishot}}: Her Waystalker subclass active ability in ''Vermintide II'' allows her to nock three enchanted [[HomingProjectile homing arrows]] at once and fire them at one target, making her an expert at quickly taking out special enemies before they can threaten the party. Equipping the Loaded Bow talent adds a fourth arrow to the cluster.
* MysteriousPast: Little is known of why she left Athel Loren and came to Ubersreik, [[NoodleIncident though what we do know]] is that it involved her [[CuriosityIsACrapshoot curiosity]] and [[ThingsManWasNotMeantToKnow witnessing a ritual she was better off not seeing]]. The experience left her chilled to magic, and she left Athel Loren for the lands of men soon after.
** Banter with Sienna reveals she has some sort of curse on her, and that she draws magic to her with every kill.
** Dialogue with Sienna in ''II'' has the latter comment on the fact that she never told them her surname. She replies that she has many aliases and that humans are too liberal with their information, leading Sienna to question if Kerillian is even her real name. The mind-reading Nameless Voice referring to her as Kerillian implies that it is, though any other names she has are still unknown.
* NatureHero: As can be expected from a Wood Elf, Kerillian has a deep connection to nature around her and frequently talks like she can hear it. Indeed, she frequently expresses a lot more interest in it than the [[CulturalPosturing many "mayflies" around her or uses their inability to understand the same as another reason to insult them.]]
* NemeanSkinning: Purchasing the Phoenix King's Bodyguard cosmetic pack lets her don the uniform of the legendary Chracian White Lions, which comes complementary with a cape made of the pelt of the organisation's namesake.
* NeverBareheaded: None of her cosmetic headgear ''ever'' [[TheFaceless reveals her face]]. She almost always wears a veil if just her face would show through, and even if the headgear is otherwise extremely minimal (like a decorative circlet) she wears a thin balaclava underneath it so only her eyes are exposed. However, the icon for Okri's Challenge for completing all of the Back to Ubersreik missions as her depicts her with her Shade hood on but without the veil; one premium hat in ''Vermintide 2'' for the Waystalker class is her wearing only a mask, leaving her head exposed.
** [[https://www.reddit.com/r/Vermintide/comments/b7j9ks/a_proper_view_of_kerillians_face/ Somebody has been able to get a view of Kerillian's face from her in-game model.]]
* TheNicknamer: Like Bardin, she doesn't often call the other heroes by name in the first game. Victor is "One-Eye", Kruber is "Mercenary", Sienna is "Wizard" or "Aqshinar",[[note]]Sienna derives her bright magic from Aqshy[[/note]] and Bardin is "Hold-seeker". As of ''2'', she mostly refers to Sienna and Kruber by name and will generally call Bardin either by name or simply "dwarf". She even occasionally uses Saltzpyre's name, although she mostly sticks to "One-Eye". She also has more insulting nicknames for the new enemy factions in the second game: the Norscan Rotbloods are "scunners" and the Beastmen are "corruptors."
* NinjaRun: Tends to keep her body bent over low in combat, her muscles almost perpetually tensed and ready to spring in any direction she needs to while minimizing her profile. She only stands up straight when carrying a few weapons like Briar Javelins, revealing [[https://www.reddit.com/r/Vermintide/comments/ow4coi/enemy_size_comparison/ she's actually pretty tall]], towering over commmon men and standing at about the same height as Kruber.
* NoodleIncident: Party banter in ''Vermintide 2'' has her recount an incident where she took on dozens of enemies at once in Hoggar's Bridge, which turns out to be two Nuln regiments. Saltzpyre is not pleased. It's revealed in the ''Blood in the Darkness'' map in ''2'' that [[spoiler: these regiments were headed to reinforce Ubersreik, and [[NiceJobBreakingItHero by destroying them, she left the city vulnerable to the Skaven attack]]]]. Even with her distaste for humanity Kerillian harbors an intense guilt for this when she realizes the ramifcations of what she's done, having put both The Empire and Athel Loren in further danger because of this.
* NotBad: If Kruber takes the Huntsman specialization in ''Vermintide 2'' -- which bears a lot of similarities to her default Waywatcher class (from the fashion, weapons, overall style and attitude) -- she will admit that she approves of his new path.
* NonStandardCharacterDesign: Her pure black eyes set her apart from most elves in ''Warhammer'', being a reference to [[https://img.fireden.net/tg/image/1468/88/1468880129201.jpg older designs]] that had mostly disappeared for more than a decade before ''Vermintide'' came out. This caused a recursive effect, as various sources after ''Vermintide'' now occasionally depict some elves as having black eyes while the rest still have human-esque ones - such as [[https://static-prod.weplay.tv/2019-06-20/0a1adcd2916a1a5bf0f9dad2161733cf_large_cover.jpeg Elessa]] in ''VideoGame/WarhammerChaosbane'' or [[https://i.pinimg.com/564x/5e/fe/ce/5efece036a70fa38664550315f7b7b93.jpg this unnamed Eonir]] in ''TabletopGame/WarhammerFantasyRoleplay'' 4e.
** She also has MysticalWhiteHair, something not really seen among Wood Elves. The Asrai tend to have either human-like hair colours or occasionally green hair among spellcasters. Dark Elves are the ones that have white hair (not often, black hair being more common, but [[https://static.wikia.nocookie.net/warhammerfb/images/5/59/Dark_Elf_Witch_Elves_8th_Edition_Miniatures.jpg/revision/latest?cb=20160425134256 it does happen]]) so this could be seen as {{Foreshadowing}} for her family ancestry.
* NotSoAboveItAll: She'll never really outright say it, but a few of her lines strongly imply that she's having damn near as much fun killing rats by the score as Bardin at times.
** This is further reinforced if she happens to be the one to land the final blow on Rasknitt in the sequel.
--->'''Kerillian:''' Ohh... by the gods of star and shadow. That was... hahahahahaha... ''that'' was satisfying! Aye, I said it, mayflies! I ''thoroughly'' enjoyed that! Hah!
** While she's drunk (like everyone else) in "A Quiet Drink", she'll frequently call herself Queen Kerillian (the First). Just as arrogant as usual, but in a less straight-laced manner. While claiming that is she in fact perfectly...thing. You know, sober.
** Bardin can crack her up laughing by making a joke at Kruber's expense in "Against the Grain," much to Kruber's annoyance.
** Ninety percent of her lines when picking up a bomb are disdainful. One or two are not. She might be getting used to them after years of use. She also seems to delight in the explosions whenever the team has to set black powder barrels on fire to complete an objective, and act disappointed when she kills a warpfire thrower and it fails to explode.
--->'''Kerillian:''' Hello little bomb. We could do great things together.
* OddFriendship:
** With Sienna. As an elf, she believes that magic is a gift and that those who have it should be respected for their control, not feared for the possibility of corruption, and further acknowledges that Sienna is more perceptive to subtle shifts in the Winds of Magic [[YouAreACreditToYourRace than she thought humans were capable of]]. It's even implied that Sienna knows why she's in Ubersreik. This escalates to VitriolicBestBuds in the sequel, where Sienna is perfectly happy to throw Kerillian's own insults back at her if she can but is still the friendliest with her on average.
** She warms up to Markus in between ''1'' and ''2'', both of them becoming more likely to call the other by name. While she still is still as snarky as ever, they are much more comfortable with each other. He even seems to pick up more on her sense of humor, and prods her jokingly if she uses healing items preemptively.
** They may not entirely be friends but she's the most sympathetic ear Bardin has in the group, something he seems increasingly aware of; as more dialogue gets added to the game they're even approaching VitriolicBestBuds. On the poster for 'A Quiet Drink,' Kerillian and Bardin are shown clanking mugs. Further, Bardin is the only one who can get Kerillian to snap out of her perpetual dourness for any longer than a second or two, and they both endure similar problems being alone among humans. It's especially something considering the history between the Wood Elves and the Dwarfs. Once she decides to become a Sister of the Thorn, Bardin is the only one she's willing to confide in that she's afraid she may have made the wrong choice.
* AnOddPlaceToSleep: Examination of her room in the Red Moon Inn reveals that, while the room has a bed, she has removed the mattress and blankets, uses the frame as a low table, and instead lays out her own bed roll on the floor. Presumably a lifetime of patrolling Athel Loren has made her most comfortable sleeping on the ground. Her private "room" in the second game is a crude tent in the courtyard of Taal's Horn Keep, instead of one of the available rooms inside the building.
* TheOneThingIDontHateAboutYou: [[VitriolicBestBuds Unlike the rest of the group]] she actually hates Saltzpyre, but she'll occasionally offer him a real compliment when he gets a good kill and respects his devotion in the war against Chaos.
-->'''Kruber:''' So uh, of these Chaos Gods, which do you think is the worst?\\
'''Saltzpyre:''' I see little point in grading evils. All are abominations. All are to be abhorred.\\
'''Kerillian:''' That's probably wise, One-Eye.\\
''(...)''\\
'''Kruber:''' So sir, killed any daemonologists before?\\
'''Saltzpyre:''' More than my share... but never enough.\\
'''Kerillian:''' Then be of good cheer. Your tally increases today.
* {{Overheating}}: Equip her with a Deepwood Staff as a Sister of the Thorn, and she'll be subject to this if she overuses it, like Sienna. She can also vent overcharge at the cost of her own health. Unlike Sienna, however, she won't explode upon overheating. She simply won't be able to use her staff for a while.
* PetTheDog:
** In her brief appearance in WFRP, she happily leaps out of hiding to help the party against a Mutant ambush during the "Death on the Reik" expansion and can later aid them in "The Horned Rat" and "Empire in Ruins", though in each case she'll quickly disappear after, not wanting to make the party's acquaintance.
** In the first game's console-exclusive prologue, it's revealed that she saved Bardin from the Skaven the second time they met and even gave him on the spot medical attention after killing his captors, even though she could have easily ignored him and she was under the impression that they would be heading in opposite directions afterwards (so she had no pragmatic reason to do so). In the same scene [[LetUsNeverSpeakOfThisAgain she threatens to kill Bardin if he tells anyone about it.]]
** A conversation with Bardin will have her accuse Bardin of not actually looking for Karak Zorn and is simply trying to keep away from his fellow Dwarfs, though she has no idea why. This leaves Bardin sounding like the next thing she says might get him to try and kill her, but she ends the conversation off with an honest appeal that he has her sympathies and that she hopes he really "...finds what he is searching for".
** She might complain about it, but she's as gung-ho about rescuing the "mayfly" prisoners as the others in missions like "Against the Grain" and "Blood in the Darkness." The same pretty much goes for every mission involving dead or captured civilians (in "Empire in Flames", Saltzpyre even notes that the slaughter appears to deeply affect her, which she denies).
--->'''Champion of Ubersreik skin description:''' The survivors of Ubersreik still whisper of the shadowy figure who slaughtered Skaven as freely as she insulted the intelligence of those she saved.\\
'''Helmgart Sentinel skin description:''' Outfit presented in thanks for efforts in Helmgart's defence. Worn with an appropriate amount of grudging acceptance.
** In "The Blightreaper", she's surprisingly respectful when coming across the corpse of Father Kraussman, considering the dismissiveness with which she usually regards Imperial servants.
--->'''Kerillian:''' A faithful servant and an untimely end. Seek your reward, priest.
** The description for her "Naggarond Backstabber" outfit notes that she got it after killing a Dark Elf assassin sent after Lohner, and has taken pains to keep him ignorant to the fact that she saved his life.
--->'''Naggarond Backstabber skin description''': This particular ensemble – until recently – belonged to a traveller come seeking Lohner. Kerillian intercepted him before contact could be made, and has since taken pains to keep Lohner ignorant of his almost-brush with death...
** As a Sister of the Thorn, she jokes to Kruber: "I'd never hurt you; when the moment comes, it'll be painless." In later keep dialogue, he tells her that the crack genuinely hurt his feelings, causing her to sincerely apologize for it. [[OOCIsSeriousBusiness Kruber then notes that this is the first time he's ever heard Kerillian apologize for anything]].
** In the Lohner's Chronicle entry "Gathering Clouds", she readily heads out with Sienna to rescue Catrinne from the Pactsworn, and even carries her back to the keep after slaying her captors. As with her rescue of Lohner and her affectionate conversations with Kruber, Bardin, and Sienna, it's an indication that she deeply cares for her "mayflies", even if she'd be hard pressed to admit it to their faces.
* PoisonedWeapons: As a Sister of the Thorn, she uses implicitly magical Blackvenom, having it automatically applied to all her melee weapons. Blackvenom deals very little damage on its own, but causes anyone infected with it to take 12-24% extra damage as long as it's active.
* ReverseGrip: She tends to wield daggers this way, though only in first-person. The blades are always worn pointed end up from a teammate's perspective since her dual-wielded weapons have the same third-person animation.
* SelfDeprecatingHumor: If she's not making a joke by insulting someone else she does it by insulting herself, usually by lampshading her own arrogance.
** When Outcast Engineer Bardin tells Kerillian the story of what really happened with his father and uncle -- an accident borne of pride -- he finishes by telling her she wouldn't understand why things happened the way they did. Kerillian responds by asking if he really thinks ''she'' doesn't understand ''pride''.
** In the Keep she'll mention to Sienna that elven mages are secretive and arrogant, just like herself.
** Right before confronting Rasknitt at the Skittergate, she cheerfully says "we'll show [the Skaven] how the most puerile of idiots do it, not once but twice in a day."
** In "A Quiet Drink" she jokes that she actually does have something in common with Saltzpyre: "no one likes us, for starters." Interestingly, other dialogue shows that she ''is'' genuinely liked by her comrades,[[note]]E.g. Bardin calls her "drengbarazi" in "Dark Omens" and confides in her when he won't speak to the others, and Kruber appreciates her company enough that when she temporarily leaves in "Empty Chambers" he becomes depressed and Lohner is seriously concerned he might try to follow her.[[/note]] and ditto for Saltzpyre ([[HiddenHeartOfGold to a degree]]). Interpret that how you will.
* ShipTease: A mild example with the new Keep banter added in ''Vermintide 2''. Kerillian has apparently been hounding Kruber to leave the service of [[TheFriendNobodyLikes Saltzpyre]] for quite a while now. When pressed as to why, however, she gets coy and gives a particularly weak excuse. Kruber himself notes with frustrated confusion that she "seems to care absolutely nothing about the human world, except [his] relationship with Saltzpyre." In-game, one of Kerillian's voice-lines for her getting healed by Kruber is a slightly terse warning to watch where he's putting his hands, a response that no other character gets. She also refers to his "lack of finesse" as "endearing" when he gets a good kill streak, which is a peculiar choice of words. Once she becomes a Sister of the Thorn, she's surprisingly much more open about her affection for him, but in a very cynical and fatalistic way.
* SlaveryIsASpecialKindOfEvil: This attitude pops up in "Against the Grain":
-->'''Sienna:''' When we arrived, you couldn't wait to abandon the farmers to their fates. What changed?\\
'''Kerillian:''' I don't like slavers.\\
'''Sienna:''' But surely there's more to it?\\
'''Kerillian:''' Is that not reason enough?
* TheSnarkKnight: She is shameless when it comes to deadpan or sarcastically expressing how everything around her fails to meet her standards, whether the enemy, the architecture, the items she picks up, or her own companions.
* SociallyAwkwardHero: She’s comfortable enough with her team by the sequel that her previously gloomy and irritable attitude is mostly gone with them. The problem, however, is that her way of showing admiration to others comes across as ''incredibly'' condescending and sarcastic, with many of her jokes and praises being laced with wording that come across as vitriolic at best. At one point while lamenting the destruction and loss of life during Empire in Flames, Kruber bitterly mistakes her wording as mockery and forces her to clarify.
* SpamAttack: Her swift bow is capable of allowing her to generate an almost-RainOfArrows single-handedly.
* SmugSuper: Kerillian's lived and trained for over a hundred years, could do so more if it weren't the End Times, and she never fails to toot her own horn or mock her fellows as "mayflies" (or, if she is a Sister of the Thorn, "meat"). "A Quiet Drink" has humorously manage to act even more arrogant by frequently referring to herself as Queen Kerillian (the First).
* SupportPartyMember: As a Sister of the Thorn, she brings with her the "heaviest support of all careers in the game". Just by her being there, the party's healing is increased by 25%, and her special ability has her throw down a wall of thorns, impeding enemy movement, stunning them, and either dragging them to one spot or causing them to take more damage from all sources. She can also apply Blackvenom poison to enemies via both her powers and melee weapons, which do the same. The Sister-exclusive Deepwood Staff also lends itself well to support, as one of its abilities will suspend an enemy of her choosing in midair, rendering them completely helpless. This includes Chaos Warriors and Stormvermin, who are effectively turned into armour-clad piñatas for the team to hack away at.
* TechnicolorEyes: She has black eyes, and while they are [[AvertedTrope neither]] particularly [[BlackEyesOfEvil Evil]] nor [[BlackEyesOfCrazy Crazy]], they do give her an exotic, otherworldly look among the lands of men.
* TookALevelInKindness: As time has gone on she's gotten more and more lines that suggest she actually cares about the group a great deal and isn't just a smug jackass.
-->'''Kerillian''' ''(at the Skittergate)'' I do believe I'm almost growing... well, not fond of you, but I certainly hate you less.
* {{Tsundere}}: There are hints here and there that she does genuinely care about the rest of the party. It's most obvious with Sienna, but even for all of her barbs, she may still let slip that she holds the others in higher regard than she lets on. Not that she'll ever admit it.
-->'''Kerillian (if Bardin dies):''' Don't tell ANYONE, but I might just miss the Dwarf.\\
'''Kerillian (if Kruber dies):''' ''[[https://www.
youtube.com/watch?v=81S_bC4wEMs&t=0m12s (choked up)]]'' For Kruber's sake, I do hope that Sigmar is real.
** A statement from her in the Chaos Wastes has her state her regrets at going to the place, as friendship is nothing compared to the sanctity of one's soul, ambivalently declaring that they are her friends while also saying they are not worth going to the Chaos Wastes for.
* UnwittingInstigatorOfDoom: Put simply, the entire chain of events
com/watch?v=7RnTDYhAsj0 an awesome remix]] of the two games were her fault. Due to PoorCommunicationKills, Kerillian mistook the two Nuln regiments that were supposed to reinforce Ubersreik to be a military force marching on Athel Loren, which prompted her to cut them down at Hoggar's Bridge. Without military aid, Ubersreik soon fell to the Skaven Stormvermin soundtrack.
* DragonAscendant: Of sorts --
after the Five were captured during Waylaid, resulting in Clan Fester and Rasknitt greatly expanding in power and influence, which resulted in their Pactsworn alliance with [[spoiler:is killed, Krench takes over as the Rotblood tribe and the destruction of Helmgart following that. Had she simply ''not'' been so hasty in her misjudgment, much of the headache the group has been facing thus far could have been averted, a fact that the Nameless Voice relentlessly taunts her about.
-->'''Nameless Voice:''' The dryads warned that Ubersreik would play a role in the waning of the elves. So you led the slaughter of a military convoy bound
Warlord for the city.[...]In crippling Ubersreik, you set in motion the very events you sought to stop - a bloated Clan Fester, devouring Athel Loren. You must be so proud.
* UpsettingTheBalance: Is careful of this possibility as
but he never actually makes an appearance on this]]. The again, considering Rasknitt's survival, it is likely that he is merely just a Sister of the Thorn, whose members take power Dragon taking orders from both halves of the elven pantheon as convenient.
-->'''Sienna:''' I worry
Rasknitt in secret.
* FlunkyBoss: [[spoiler:[[DirtyCoward As is natural
for you, Kerillian. What I know of the Cytharai isn't exactly encouraging.\\
'''Kerillian:''' All is as it should be. Hekarti grants me the power, Atharti the will to see it used. Isha's memory binds me to the Weave and Lileath's love to the Light. And the Morai-Heg keeps the balance.\\
'''Sienna:''' And if that balance fails?\\
'''Kerillian:''' ...Kill me swiftly. For all our sakes.
* WeAreAsMayflies: An InvokedTrope
Skaven]], he's quickly accompanied by her on the other heroes, whom she refers to as "mayflies". As an elf, Kerillian is naturally much more LongLived than the rest of the gang, clanrats/slaves, and is already older than all of them by at least a century or two by the time of ''Vermintide'', with possibly only Bardin ever hoping periodically summons Stormvermins to match up to half of her in age in the long run, assuming he doesn't die of unnatural causes. As a result of this, she adopts a sneering attitude towards the rest of the group, viewing them as "children" that need to be educated.
** The trope becomes averted, however, for one member of the party: Kruber. One of the blessings received by Grail Knights is a massively prolonged life span and immunity to aging. Kerillian does not let this deter from teasing him, mind.
* WhyDidItHaveToBeSnakes: She's deathly afraid of captivity. While she looks down on all her enemies, the Skaven Packmasters with their man-catchers seem to draw particular revulsion from her. Her warnings about them carry a more worried tone, her announcement when they die more exultant. The thought of being captured and caged by them seem to unnerve her especially. Sienna asks her about it at one point and she confirms that she hates Packmasters so much because the idea of being caged scares her. This phobia gets mentioned again in the second game during Fort Brachsenbrücke, where she can say that she hates being in sieges because they turn into a cage. This earns her a PetTheDog moment in Against the Grain, where the band is freeing captive farmers. Despite going into the mission [[FantasticRacism whining about having to save "mayflies"]] that are probably dead, once she sees they're being kept caged for enslavement her tone shifts completely. At the end she may even admit, in a nuanced way, that [[JerkWithAHeartOfGold she's happy to have helped them]].
-->'''Kerillian''': ''(Hearing a Packmaster)'' Some cruelties are worse than others, even among the rat-filth.\\
''(alternatively)'' Strangler! Bring it down! Don't let it touch me!
* YouAreACreditToYourRace: She can't seem to compliment her companions without condescension.
-->'''Kerillian''': Kruber, know that you are the least annoying of all the mayflies that I have not yet slain.\\
'''Kruber:''' You what? Is that a threat?\\
'''Kerillian''': Nay, a compliment. Lohner says that I should try to be more 'nice.'\\
'''Kruber''': Yeah? Well still a ways to go on that one. Keep at it.
* YouAreWhatYouHate: It's repeatedly implied that she hates Saltzpyre for reminding her too much of herself.
* YouCantGoHomeAgain:
** ''Vermintide 2'' has her mention that she can't go home until she's righted some wrong, though she's vague on what that is. Franz Lohner's Chronicle reveals the [[UnreliableNarrator (supposed)]] reason: [[spoiler: she alone witnessed a number of Dark Elf refugees gather to perform a ritual to [[GodOfEvil Hekarti]], when Kerillian confronted them and killed their leader. Problem was that said leader was quite popular, and the surviving cultists [[ManipulativeBastard accused Kerillian of bloody murder]]. Since [[CassandraTruth she was alone and had no other witnesses]], the result was her exile.
his aid.]]
** The exact conditions of her exile are kept ambiguous. She's able to return to Athel Loren without notice and become a Sister * {{Foreshadowing}}: [[spoiler:Krench's green clothing, as well as parts of the Thorn, who are highly esteemed; Lohner notes room he's in resembling [[https://1d4chan.org/images/b/b6/220px-Nurgle_Symbol.png the oddity symbol of that since he had always assumed she was banned on pain Nurgle]], foreshadowed how Nurgle-worshippers were a new enemy faction within ''Vermintide II''.]]
* KingMook: He's a beefed-up Stormvermin.
* LargeAndInCharge: As an important chieftain
of death, only to remember that she never actually ''said'' that ("it was more a feeling she conveyed through delivery and dead-eyed stare"). In a Keep conversation in his Clan, Krench is bar none the base game, Lohner offers to send a message to Athel Loren, as he has couriers who can do so (or at least who are willing to try), but she declines, saying "my kin know exactly where I am, and why." She also was promoted from Waywatcher to Waystalker after biggest non-Ogre Skaven in the first game, so at towering over even ''Saltzpyre'' by a good margin.
* TrashTalk: [[spoiler:A lot throughout his fight. Notably,
the very least they're still in contact and her exile doesn't prevent her from getting honors. heroes that are played will occasionally respond back to him.]]
* YouAreTooLate: [[spoiler:The heroes of Ubersreik arrive to only learn the deal Clan Fester was inching toward has already been struck.]]



[[folder:Markus Kruber[=/=]Markus de Mandelot]]
!!Vermintide I: Empire Soldier
!!Vermintide II: Mercenary, Foot Knight, Huntsman, Grail Knight
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/kruber_june.png]]
[[caption-width-right:300:''Oi! We're the bloody Ubersreik five! Or four, it doesn't matter.'']]
->'''Voiced by:''' Dan Mersh

A veteran from the battlefields of Ostland, Markus Kruber is a highly skilled but war weary Empire Soldier. As the sole survivor after his regiment fell prey to the gruesome death magic of a Necromancer, Kruber is emotionally scarred but keeps up appearances by clinging to his old self, the affable soldier trying to do right in a world of wrongs.

to:

[[folder:Markus Kruber[=/=]Markus de Mandelot]]
!!Vermintide I: Empire Soldier
!!Vermintide II: Mercenary, Foot Knight, Huntsman, Grail Knight
[[quoteright:300:https://static.
[[folder:Antagonists (''Vermintide II'')]]
!!Bödvarr Ribspreader
!!!Chaos Champion
[[quoteright:312:https://static.
tvtropes.org/pmwiki/pub/images/kruber_june.png]]
[[caption-width-right:300:''Oi! We're
org/pmwiki/pub/images/bodvarr_ribspreader.png]]
[[caption-width-right:312:''The ones I seek come to me! Stealers of slaves, torchers of loot, defilers of Lords... You'll suffer for it all!'']]
A Chaos Lord[[note]]The characters only ever refer to him as "Champion", but
the bloody Ubersreik five! Or four, it doesn't matter.'']]
->'''Voiced by:''' Dan Mersh

A veteran from
achievements and Okri's book call him a Lord, fitting the battlefields tabletop's classification, and he's shown to have authority over Burblespue and Nurgloth, both of Ostland, Markus Kruber whom are explicitly Sorcerer Lords, who would outrank a mere Exalted Hero. Fluff-wise "Chaos Champion" is a highly skilled broad category that encompasses a lot of types, including Lords, but war weary Empire Soldier. As is usually presumed to refer to Exalted Heroes in the sole survivor after his regiment fell prey to absence of other details.[[/note]]who leads the gruesome death magic Nurgle-worshipping Rotblood Tribe of a Necromancer, Kruber is emotionally scarred but keeps up appearances by clinging to his old self, Norsca, Bödvarr Ribspreader has made an alliance with Clan Fester for the affable soldier trying to do right in a world purpose of wrongs.attacking Helmgart.



* AdaptationalSuperpowerChange: As a Grail Knight[[note]]more accurately a Grail Paladin, that is a hero-level Grail Knight[[/note]] he gets bonuses to his melee damage through his talents, plus (via quests) a healing factor and access to replenishing potions.
** On the tabletop, the Lady's Blessing was instead a defensive buff, specifically a 6+ ward save (1/6 chance for attacks to randomly be negated). Grail Knights also get peak human physical stats (mainly Strength 4), but [[CharlesAtlasSuperpower Kruber basically already had those.]]
** Also, his Blessed Blade is a bit different from its tabletop counterpart, the Sword of the Lady's Champion. The former just does more damage, but the latter invoked StrongAsTheyNeedToBe by having its strength always equal to its target's Toughness plus one, meaning that while even a lowly mook could potentially survive a hit from it, by the same token even a demigod couldn't just NoSell it. A similar effect can be recreated when using the Virtue of Knightly Temper, which guarantees a OneHitKill on a CriticalHit if the enemy's current health is lower than four times the damage of that hit, or two times if it's a Lord or monster, and applies to both the Blessed Blade and normal weapon attacks.
* TheAgeless: He gains this on becoming a Grail Knight. It's not a FountainOfYouth but he will get no older physically.
* TheAlcoholic: There's indications he's been starting to take to the bottle a bit too much in the first game's DLC maps and the second game. In the bonus mission ''A Quiet Drink'' where ''everyone'' is smashed, Markus is clearly less-affected by the alcohol (although still audibly drunker than Bardin) and admits to Sienna that he hasn't been sober in twenty years. Looking closely at his model reveals that his eyes are perpetually bloodshot.
* ArbitraryEquipmentRestriction: As a Grail Knight, Kruber can only wield "noble" weapons, meaning he's largely restricted to swords, maces, and shields. Spears and halberds are not available, due to being "peasant" weapons, as are his guns and bow.
* TheArcher: Kruber can become this in Vermintide 2 if he's a Huntsman, the only class he has that can use a bow instead of black powder weaponry at range. While slightly less accurate than Kerillian, the tradeoff is that his arrows hit much harder than hers which makes him ideal for taking out specials and armored enemies from long range.
* ArmorIsUseless:
** Played Straight in the first game, he might be wearing plate armor in the form of a breastplate, pauldrons, and cuisses unlike the other heroes, but it doesn't help him take any more damage than the others.
** Subverted in the second, where each of his classes durability is directly correlated to how much armor they're wearing. As a lightly armored Huntsman, he has the lowest base health tier and little in the way of defensive talents. With the half-plated Mercenary career, he has a medium amount of health and a decent amount of defensive abilities to go with it. As a Grail Knight, he wears a mix of mail and plate armor all over his body, giving him full 150 health pool of a tank class, as well as a few defensive boosts to go with it. And finally, His Foot Knight career is fully decked out in plate armor, giving it equal health to the Grail Knight, significant innate damage resistance, and can increase it much further than any other career choice.
* ArmorPiercingAttack: As a Grail Knight, his Blessed Blade ignores all types of enemy armor and shields, allowing him to do high burst damage to almost anything without regarding their protections. Only bosses with specifically-scripted invulnerability phases can NoSell this. On Legend difficulty, Blessed Blade will one-shot Chaos Warriors even when striking their armored torsos.
* BadassBoast:
** In ''2'', his Mercenary special ability is always accompanied by one of these.
--->"Oi! We're the bloody Ubersreik five! [[VerbalBackspace Or four]] -- doesn't matter!\\
"Gaah! We'll give 'em all-out war! Right here! Right now!"
*** He [[AscendedMeme adopts the same term]] in the DLC campaigns, such as his simple response to Nurgloth's own boasts:
--->'''Kruber:''' Yeah? Well we're the Bloody Ubersreik almost-Five, and you're going down!
** When Bardin asks if he's worried about reprisals from Imperial officials for effectively deserting to become a Grail Knight, he replies "with the way we live, there's a queue they'll have to join, isn't there?"; apparently his regiment's officers rate rather low on his threat list compared to the Grey Seer, Exalted Champions, Sorcerer Lords, Warlords, Beastlords, and Chieftains that they've already killed.
** After Kerillian shares the tale of what happened to Isha, Markus semi-jokingly offers to go beat up ''Everqueen Alarielle.'' Kerillian tells him her bodyguards would kill him with ease. He just reiterates his offer, subtly boasting that not even the best warriors the High Elves have could stop him.
* BadassNormal: He has many years of military experience, but is still a common footsoldier in a party of monster hunters, non-human long-lived warriors, and a wizard, which makes it more impressive he can tag along with any of them. At the very least, the very-stringent Saltzpyre particularly seems to respect his combat ability. This gets taken even further in II when he becomes a Grail Knight, as in addition to the heroic exploits that he and the rest of the Ubersreik Five can lay claim to, being allowed to drink from the Grail means facing Gilles le Breton, the Green Knight and one of the greatest swordsmen in history, in single combat and ''winning''. Moreover, he seems to be a Paladin rather than a generic knight.[[note]]The trailer depicts him getting his Blessed Blade in a manner identical to how Paladins are described getting their Swords of the Lady's Champion, and on the tabletop, Paladins with the Grail Vow are the only Grail Knights who can even use those weapons.[[/note]]
* TheBigGuy: Easily largest member of the party and bar Ironbreaker Bardin, the best armored.
* {{BFS}}: Can equip a massive Imperial greatsword and cleave Skaven heads like a boss with it. He displays this in ''Vermintide 1'''s intro. He gets an even bigger Executioner's sword as a DLC weapon and keeps it in the second game, where he also gets access to a somewhat more restrained Bretonnian Longsword.
* BladeOnAStick: In the second game he can use the halberd which gives him range and damage.
* BookDumb: Kruber is by no means a stupid man, but he is clearly one of the least educated in the group. In WFRP, his younger self has an average intelligence rating of 31, which is actually slightly higher than Saltzpyre's (30) and close to Bardin's (32), though far lower than Sienna's (46) or Kerillian's (47).
* BringIt: One among his many boisterous battlecries as a Mercenary.
--> "Think you can stop us?! You're welcome to bloody try!"
* BuffySpeak: He sometimes warns of packmasters by saying, "Mind the reachy-grabby one."
* ButtMonkey: Downplayed. Bardin and Kerillian love to make jokes at his expense, which he takes largely in stride.
* CallToAgriculture: Would love nothing more than to retire from military life and go back to the farming of his youth near Ubersreik. However, as his [[ResignationsNotAccepted request for discharge was denied]], Saltzpyre's job to help him escort Fuegonasus to trial was appealing because it could exempt him from the remainder of his military service.
** In the sequel he gets his wish to an extent as a Huntsman, where he gives up military life to live in the wilds as a scout.
** Although in conversation with Sienna, he states that he no longer has the desire to go back to farming, preferring the life of a mercenary. She suggests he start a mercenary company, and he states he would be quite open to her joining him.
* CannotTalkToWomen: In one line of dialogue, he tries to strike up a conversation with Kerillian. Comes across as endearing, especially when he and Kerillian discuss the dreams they've had.
-->'''Kruber:''' You seem a bit quieter of late, elf. Not that I'm complaining, you understand... or that I want you to be quiet... Taal, I'm no good at this.\\
'''Kerillian:''' Relax, mayfly. No offence was taken. I've had bad dreams of late, that's all. A common affliction amongst my kind.\\
'''Kruber:''' Yeah? I know what you mean. Couple of nights ago, I had this one with a giant squig, a jug of lamp oil, and Volkmar the Grim... and I was naked, too.\\
'''Kerillian:''' ...I confess that does sound terrifying, [[BrainBleach at least to any witnesses]].\\
'''Kruber:''' No need to be snippy. Put me right out of sorts, it did.\\
'''Kerillian:''' Would you prefer mine? With the Pale Queen, and the Mirai? And the dying flame? You know nothing of bad dreams, Kruber.
* CharlesAtlasSuperpower: The Foot Knight career has him resume his military and physical training. Said training allows him, a man armed with nothing but unenchanted armor and a (based on loot rarity) unenchanted or lightly enchanted weapon, to force a chaos warrior to their knees or sprawled on to their back. For reference, a chaos warrior is an eight-to-ten foot tall, unaging slab of muscle and fury blessed so heavily by their deity that they can scarcely be considered human any longer. This slab is then dressed in armor forged in the flames of what is essentially hell, armor that elevates him to the prowess of a demigod of war. And Marcus can just shove him over like a particularly tall traffic cone. Given that he's shown doing so in the second game's cinematic trailer, this can't even be put down to GameplayAndStorySegregation.
* CloseRangeCombatant: Kruber as a whole is generally the most melee-oriented of the 5 playable characters, having the most melee weapon options and least ranged ones to choose from.[[labelnote:*]]Now tied with Saltzpyre, as his Warrior Priest DLC came with ''six'' new weapons to compensate for the fact that said class can't use ''any'' of his old ones, while only Zealot can use a half of the new, while Kruber has ten to twelve options for melee weapons on any of his classes[[/labelnote]] His firearms are very powerful and accurate (excepting the Blunderbuss), but their long reload times limit their usage to specials and the occasional elite. Downplayed as the generally more ranged-oriented Huntsman, and taken up to eleven as a Grail Knight, who cannot use ranged weaponry at all but makes up for this with magical enhancement bestowed by the Lady of the Lake.
* CriticalHitClass: As a Grail Knight, his Virtue of Knightly Temper talent would certainly behoove you to play him like this. Due to how the talent works[[note]]guarantees a OneHitKill if the target's current health is lower than 4x (2x for monsters and Lords) the damage of your next CriticalHit.[[/note]], it would be wise to stack critical chance as high as humanly possible, which can be further boosted by completing Duties and gaining the right Benisons, that can also be enhanced by Virtue of Purity. When paired with an Executioner Sword, a critical heavy attack can one-shot a Chaos Warrior on Legend most of the time, and a high-crit Blessed Blade can instantly delete a monster as soon as it dips under half health.
* CripplingOverspecialization: As a Grail Knight, Kruber cannot use ranged weaponry aside from bombs, which makes him especially vulnerable against enemies that can attack him from afar, such as Ratling Gunners and Blightstormers, or special foes that can disable him easily in melee, like Packmasters or Gutter Runners.
* DarkSecret: [[spoiler:Kruber is haunted by the deaths of the men under his command, and feels he is a lackluster soldier. It is strongly implied that he used to be a vicious and unscrupulous man before becoming the NiceGuy we now know. Deep down he thinks that the Empire is going to lose the war with Chaos and he has been tempted to turn the others over to the Pactsworn, for the coin and to save his own hide.]]
* DifficultButAwesome: When equipped with the warhammer, he deals a ''lot'' of damage and doesn't even need to charge his attacks against armored enemies, but his strikes are slow and get even slower when he charges the weapon -- the only decent way to use it against hordes. It is thus extremely important to plan ahead where to move and when to start his attacks, lest he leaves himself open against swarms. Play him right and you get a powerful combatant, particularly against Stormvermin.
* DoesNotLikeGuns: As a Grail Knight, he refuses to touch "unchivalrous" weapons, chief among them firearms (actually illegal in Bretonnia according to lore).
* DropTheHammer: Starts with a two-handed White Wolf Hammer that can smash multiple Skaven in a single charged blow. Interestingly, the weapon switches the usual properties of melee weapons: the standard attack is an armor-breaking single target overhead swing while the charged attack strikes in a wide arc (and is still armor breaking).
* DrowningMySorrows: While most of the other characters get goofy, Kruber admits during the events of ''A Quiet Drink'' that he drinks because it [[MyGreatestFailure "helps me forget"]] for a while.
* DualWielding: ''2'' lets him wield a mace and a sword in each hand with the Mace & Sword combo.
* DumbMuscle: He's the strongest and largest member of the party,[[note]]Kerillian is about the same height when she stands straight up and Saltzpyre is slightly taller, but Kruber's noticeably broader in build.[[/note]] but is BookDumb enough to be a common target of mockery for his companions.
* ElitesAreMoreGlamorous: It's strongly implied by his original fully armored attire, and repeated portrayal in the trailer as wielding a {{BFS}} that Kruber was an elite Empire Greatsword captain.
* ExtremelyShortTimespan: Grail Knight Markus likely holds the record for achieving that role the fastest in history; normally it takes years if not decades.
* FacingTheBulletsOneLiner: The purview of his Morale Boost career skill for the Mercenary.
* FarmBoy: Kruber was one until he couldn't stand it anymore and enlisted to the State Troops - this is probably why he's more of a Taal-worshiper. [[ShellShockedVeteran He certainly lived long enough to regret his career change]].
* FleurDeLis: [[SigilSpam Wears this symbol everywhere and on everything]] as a Grail Knight in honor of his Bretonnian heritage.
* AFatherToHisMen: Kruber once trained and led a military detachment of his own, the 8th Ostland Swordsmen. Unlike conventional military leaders, Kruber doesn't believe in TheSpartanWay, and leads by example and bolstering good morale rather than being just another DrillSergeantNasty, and thus became very popular among his troops. He fought side-by-side with them against Chaos Warriors, Beastmen, the Undead, and possibly Orcs, and his men loved him enough to give their own lives to save his.
* FishOutOfWater: As mentioned above and below, Kruber is nothing more than a humble and weary soldier in the company of some of the most dangerous people in the Old World, and thanks to Imperial propaganda, '''''didn't even know Skaven existed''''' before the Vermintide rose to attack Ubersreik. He loses this trait as time goes on, especially once he gains the Lady's favor and becomes a Grail Knight.
* {{Flanderization}}: Kruber has a lot of [[AllThereInTheManual backstory in the manual]], but a lot of it -- his years of military experience, the necromancer slaughtering his unit, his war-weariness -- rarely ever comes up in-game, having the unintended side effect of making him come across as DumbMuscle compared to a religious zealot, a pyromaniac, and two non-humans visiting a human city for mysterious reasons. The DLC content and new voice acting seems to take this and run with it, like in Summoner's Peak where he takes enthusiastic glee in "pulling levers with reckless abandon". It becomes HarsherInHindsight after the ''Stromdorf'' DLC, where it becomes blatantly apparent that Kruber's developed a [[TheAlcoholic severe drinking problem]] just to cope with what he's seen and done.
-->'''Bardin:''' Perhaps you should drink more, Azumgi. You're already so unsteady on your feet.\\
'''Kruber:''' [[INeedAFreakingDrink I'd go for that!]]
* FoeTossingCharge: As a Foot Knight in the sequel, he gets to perform one of these, battering aside smaller enemies and knocking larger ones to the ground, as he is a BULL OF OSTLAND! indeed -- only Chaos Warriors, Stormvermin and the even-larger bosses and monsters will not be thrown aside as Kruber charges through them, but they'll be knocked down or left staggered from it. This leaves them wide open for a [[ShotgunsAreJustBetter Blunderbuss shot]] or a few solid whacks with a [[ArmorPiercingAttack warhammer]].
* FunctionalAddict: Despite clearly being implied to be a significant alcoholic, there's no indications from any other characters that it's ever really caused him trouble with his job of cutting up Pactsworn.
* GatlingGood: One of his alternate ranged weapons is an outrider repeater handgun with eight barrels. It can be used either by emptying the barrels one by one or by spinning them and discharging several or all remaining chambers at once. Its good range, armor piercing trait and decent damage make it well-suited for [[DeathByIrony taking out ratling gunners.]]
* HatOfAuthority: He has earned the right to wear fancy headwear on the battlefield, a sign of his rank and seniority in the Empire's army and mercenary corps. He refers to his old weather-beaten wide-brimmed hat with its multiple decorative feathers his "[[ICallItVera Old Companion]]".
* TheHeart: He's often the moral center of the party. He’s been a good influence on Saltzpyre in particular, who seems to factor in how Kruber would view the party’s actions when making decisions as the unofficial leader. Not that Saltzpyre would ever admit it while sober.
* HeroesPreferSwords: Led a squad of swordsmen in the past, and is proficient in the two-handed greatsword, the executioner's sword, the shorter arming sword, the Bretonnian longsword, dual-wielding a shortsword with a mace, and using either an arming sword or a longsword in concert with a shield. As a Grail Knight he will flat-out refuse to use any weapons other than swords, hammers, and maces (bar the occasional bomb) [[InvokedTrope because the Lady dubs them unchivalrous]]. His active ability as a Grail Knight also has him swinging an enchanted longsword, regardless of what weapon he's carrying normally.
* HeroicLineage: The reason why he can be a Grail Knight is that he's actually the descendant of a former Bretonnian knight who was framed for the murder of a Duke and wrongfully banished.
* HiddenDepths:
** Despite seemingly being a tad set in his ways such that he plans to continue his combat career by founding a mercenary company despite of how his former regiment's annihilation haunts him and has pulled him into alcoholism, and he gets plenty of humorous dialogue at his expense over his lack of education and world knowledge, Kruber may be legitimately interested in expanding his horizons - dialogue in missions with Kerillian has him ask if it would be possible for her to teach him to shoot a bow like her (which she considers an impossibility), and dialogue in the keep with Bardin has him insist to Bardin that he would like to learn engineering from him.
** The Nameless Voice taunts him about how he used to "do anything for coin and a full tankard" and that he's "tardy with warnings, with blade-work... with the truth." It also questions if those days are really behind him or if his current personality is an act. The implication is that he used to be much less scrupulous as a mercenary than he is now, and his concern for civilian casualties and protectiveness of his friends are signs of him trying to make up for those days, consciously or no. [[ShutUpHannibal Though Kruber's reponses are all entirely unwilling to regard these allegations...]]
* ICallItVera: He names his repeating handguns "Ursula". ''All'' of them.
* KleptomaniacHero: He admits to Sienna that he stole a lot of his medals and hats, tells Kerillian that he had a lot of fun pillaging Parravon, and the flavor text for some of his weapons like Defiance and Destiny imply that they're also stolen.
* KnightInShiningArmor: As a Grail Knight, Kruber is this, complete with confidence and a bit of classist snobbishness, since he will refer to Saltzpyre as a "peasant."
* KnightInSourArmor: His experiences have left him embittered and world-weary, but that does not stop him from being the most compassionate member of the party or trying it keep its spirits up, his long experience as a leader of men not deserting him so easily.
* LanternJawOfJustice: Although covered up by his massively bushy beard, he does actually have one. He receives a clean shave upon being anointed as a Grail Knight, which exposes his chin. This is best seen when [[https://i.redd.it/pazswpj57bv51.png playing as a Grail Knight and wearing the Obese Megalodon hat]], as every other class headgear will cover his face up with a full helmet.
* LastOfHisKind: Kruber is the last known descendant of the de Mandelot lineage, which gives him Bretonnian heritage and privilege to pursue the title of Grail Knight... and he did indeed earn the title.
* TheLeader: Kruber is arguably the actual leader of the group, as he [[TheHeart treats everyone nicely to bolster their confidence and morale]], as well as having actual experience as a regiment leader, which is reflected by his default choice of career skill in ''2'' and the numerous battle commands he shouts while facing the enemy. Truly, the only reasons why he submits to Saltzpyre's authority are out of respect and that the latter technically outranks him in the Imperial military hierarchy, at least until he becomes a Grail Knight. Notably, all of his classes come built in with some form of team buff or other.
* LuckilyMyShieldWillProtectMe: Can wield either thin metal heater shields in combination with arming swords, maces, or spears, or larger, thicker, wooden shields in combination with Bretonnian longswords.
* MightyGlacier: He swings slow and hard, thus he is one of the slower characters and has few ways to move or maneuver regardless of specialization, but he is more than capable of killing anything that gets near him.
* TheMusketeer: Kruber has a wide variety of melee weapons, and all of his ranged weapons (except as Huntsman) are black powder firearms.
* NiceGuy: Always tries to prevent infighting and calms down arguments by emphasizing they need to work together. Telling, in the Wizard's Tower his version of the [[MentalWorld Chamber of Gnignol]] is a lovely grassy field on a sunny day as opposed to the more grim environments of his companions.
** A bit of fridge brilliance in that, as a Sergeant, it's his job to preserve unit coherency during stressful and dangerous situations. He makes an effort to be nice to everyone, and everyone is generally nice (or in Kerillian's case, nicer) to him too.
** In the second game this is reflected while the rest of the group has potentially undergone severe SanitySlippage, Markus [[AlternateCharacterInterpretation either]] gives up on leaving military life behind to be a mercenary, is offered a place among a chivalry order as a Foot Knight, embraces his Bretonnian origins by passing the trials to become a Grail Knight or at worst... devotes himself to Taal and Rhya as a Huntsman, serving as a scout in the Reikwald and being more lonely.[[labelnote:*]]Although it's also implied by Lohner and several of his cosmetic items he's also fallen into being a poacher and possibly fallen in with bandits.[[/labelnote]] This is compared to Saltzpyre becoming a flagellating Zealot, Kerillian taking up worship of [[WarGod Khaine]] as a Shade, Sienna embracing being an Unchained {{Pyromaniac}} and Bardin taking the [[DeathSeeker Slayer oath]].
* NoodleIncident: He's apparently done a lot of unscrupulous things as a mercenary. One known incident was "a bit of loot and pillage" in Parravon; if this dialogue triggers while he's a Grail Knight, he'll then say that he hopes the Bretonnians don't find out about it, because they might take away his knighthood.
* NotTheIntendedUse: As a Grail Knight, Kruber's Blessed Blade grants him increased movement speed for as long as he's holding a charged attack. Players tend to use it as an on-demand speed buff regardless of whether there's an Elite enemy or monster in front of them or not.
* OrphanedEtymology: He quotes UsefulNotes/NapoleonBonaparte's "an army marches on its stomach" quip in one of his intros for Empire in Flames, and treats it as if it's already a famous expression in-universe.
* ThePaladin: As a Grail Knight and Champion of the Lady, he is effectively this. Most of his talents also reflect this, being a complete trade of his mundane military training for magical blessings from the Lady which he uses to smite down evil.
* ReassignmentBackfire: A disagreement with less-than-competent superior got him reassigned from the richest part of the Empire to the poorest, intended to put him in his place and well out of the way. He choose to see this instead as an opportunity to make a name for himself in a place where few would willingly go.
* ReligiousBruiser: He is very devoted to the Imperial gods, invoking Sigmar, Rhya, and especially Taal, the God of Nature and the Lord of Beasts, Forests and Mountains. His achievement for reaching level 30 is called Champion of Taal, and his Huntsman class has him take to some of Taal's teachings more strictly. As a Grail Knight, he is one of the champions of the Lady of the Lake, and embodies the holy virtues of her religion. In the Chaos Wastes, he wants to entreat with Taal mainly because he's worshipped by the peoples of both the Empire and Bretonnia (rather than being an EthnicGod like Sigmar or the Lady).
* RuggedScar: Has a prominent scar on his chin in ''1'', and gains a particularly nasty, claw-like one over his left eye in ''2''. We can probably guess some Skaven was responsible for the latter.
* {{Retcon}}: Kruber originally had lines implying he was outright illiterate in the first game, but they were later removed (and him being able to make out the letter in The Courier map for the Stromdorf DLC indicates that he has some degree of literacy). The new story for it was him being illiterate until the requirements of an Empire Sergeant had him get acquainted with it. Thus, when he's newly-promoted in his brief WFRP appearance, he's the only future member of the Five who doesn't have the "Read/Write" talent.
* SergeantRock: His profession as an Empire Sargent-At-Arms, drilling and leading his squad of swordsmen, inspiring them with his prowess, wit, and sense of humor. He fulfills a similar job in the group, encouraging them and advocating cohesion.
* ShellShockedVeteran: He was doing well as a campaigner until a fateful battle with an army of the Undead, where a necromantic spell ripped through his unit, leaving him as one of the few survivors. The effect was traumatizing to say the least, and his enthusiasm for war has been tempered since, to the point that he requested ([[ResignationsNotAccepted and was denied]]) a discharge from service. In his room, on his desk, he has some small toys he's made out of bits of wood and potatoes. It's not clear if these represent his family, his former men, or his current companions. He does want to express the pain and stress that he's going through, and he seems to be channeling that into making these little toys.
* ShipTease: [[https://www.youtube.com/watch?v=bZf9otf2k_Q In one line of dialogue]], Kerillian catches Kruber staring at her. He explains that he's never seen an elf up close, but sounds a bit smitten by her as well. As noted above, he also finds her singing enchanting, though Bardin cautions against actually ''telling'' her that. After he becomes a Grail Knight, Lohner notes in "A Close Call" that Kerillian seems to have softened on Kruber, and in his keep dialogue he seems unusually concerned with whether or not Kerillian likes his (incredibly fake) Bretonnian accent. In the Lohner's Chronicles entry "Empty Chambers" leading up to the release of Kerillian's Sister of the Thorn class, he mentions that he's asked Bardin to keep an eye on Kruber, as he's become depressed ever since the elf took off to Athel Loren without a word and he's worried Kruber might actually try to follow her. After she becomes a Sister of the Thorn and mentions her despondence at Ariel being absorbed into the High Elf Everqueen, Kruber casually offers to ''beat up a god'' if it'll make Kerillian feel better. When she talks him down on the logic that he'd die if he tried, he simply states that the offer is still on the table in case she changes her mind.
* ShortRangeShotgun: His blunderbuss, which takes considerable time to reload, but is capable of shredding targets at short range and [[BlownAcrossTheRoom knocking over and stunning]] targets not far beyond that.
* ShutUpHannibal:
** He delivers a very short, curt one to Kerillian when she takes her usual condescension a step too far.
--->'''Kerillian:''' One-Eye didn't show much care for your family.\\
'''Kruber:''' [[TranquilFury Neither did you.]]
** The last level of Castle Drachenfels has a voice whisper to various members of the party. While most of the party will respond with denial or fear (even Saltzpyre), Kruber just tells it to piss off.
* {{Sidequest}}: As a Grail Knight, Kruber can fulfil certain "duties" given to him by the Lady of the Lake in order to gain team-wide combat buffs that will last a whole level. These are typically [[MassMonsterSlaughterSidequest Kill]] or {{Fetch Quest}}s, such as slaying a certain amount of Elite mobs, or getting a tome, etc... These are not limited to Kruber himself, however, and are shared with everyone in the party, meaning his allies can help him, and in return receive the same benefits.
* SoleSurvivor: Of his regiment of swordsmen. A [[BlackMagic necromantic spell]] ripped through it during a battle with TheUndead. The [[NoodleIncident specifics are not described]] but are implied to have been very... [[TakeOurWordForIt disturbing]]. [[ShellShockedVeteran Markus has not been the same ever since]].
* StartMyOwn: His ''Mercenary'' class in ''Vermintide II'' represents a change in career after he retires from the Empire's state troops and decides to apply his experiences by putting together his own group of PrivateMilitaryContractors.
* SupportPartyMember: All of Markus's careers have some level of team support abilities built into their kit baseline, and all of them except Huntsman can gain further such abilities from talents.
* SurvivorsGuilt: In addition to being the SoleSurvivor of his regiment as well as its commander, he also knows for sure that he's the only one left because one of his fellows pushed him out of the way of the spell that annihilated the regiment.
* TouchedByVorlons: Becoming a Grail Knight imbues him with supernatural attributes by the blessing of The Lady.
* TragicBigot: His distrust of Sienna's magic stems from his experience with necromancy. He's well aware that it isn't fair to her, and tries not to let it affect the way he treats her.
--> '''Kruber:''' Believe me, Wizard, I'm ''trying.''
* {{Troll}}: Once it's learned that Kruber is actually Bretonnian nobility, he likes to tease Saltzpyre by occasionally reminding him that he now outranks him.
* UnfriendlyFire: He implies he's killed, or at least conspired to kill, incompetent superiors before, which mildly surprises Kerillian.
* WhatTheHellIsThatAccent: After receiving the Lady's blessing and becoming a Grail Knight, Kruber started speaking in a vague Bretonnian accent. Nobody in the Keep likes that, especially Lohner. Apparently he's self-conscious about this since Kerillian (who's heard enough Bretonnians to have an ear for their accents) mocks him for it.
[[/folder]]
!Allies

[[folder:Franz Lohner]]
!!Innkeeper
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/franz_lohner.png]]
[[caption-width-right:350:''Rested? Healed? Good, because I got another job for you. And it won’t keep.'']]
->'''Voiced by:''' David Shaw Parker
As cheerful as can be managed, Franz is doing what he can to aid and coordinate what little is left of Ubersreik's inhabitants. He's not afraid to call on smugglers and other underground elements to help keep supplies flowing if that's what it takes.

to:

* AdaptationalSuperpowerChange: As a Grail Knight[[note]]more accurately a Grail Paladin, BigBadEnsemble: The main antagonist of the Rotbloods in ''Vermintide II'', working alongside Rasknitt.
* DirtyCoward: Despite boasting
that is a hero-level Grail Knight[[/note]] he gets bonuses to can kill the heroes by himself, as soon as he starts losing he calls his melee damage through his talents, plus (via quests) a healing factor and access minions to replenishing potions.aid him. The heroes usually taunt him about this when it happens.
** On -->'''Kerillian:''' Like a rat, he talks brave but hides behind minions.
* FlunkyBoss: Despite his boasts of facing
the tabletop, heroes "alone", he'll call his minions to his aid at certain health thresholds.
* GladiatorGames: Fights
the Lady's Blessing was instead a defensive buff, specifically a 6+ ward save (1/6 chance for attacks heroes in an arena in his war camp.
* GroundPound: This is his breakout move that he does when mobbed by players, whereupon he will slam the hilt of his axe into the ground
to randomly be negated). Grail Knights also get peak human physical stats (mainly Strength 4), but [[CharlesAtlasSuperpower Kruber basically already had those.create a shockwave that damages and tosses everybody backwards.
* HoistByHisOwnPetard: His habit of [[FlunkyBoss calling in backup]] tends to backfire on him more than it helps, as he takes time calling them in, time during which he is ''entirely vulnerable''. Bödvarr tends to lose as much, if not more of his health during these intermission speeches than he does while ''actually fighting''.
* KingMook: Bödvarr is a larger Chaos Warrior with more health and some new moves.
* LargeAndInCharge: The largest and tallest Rotblood in the game. [[https://i.imgur.com/b9PngOQ.png He makes standard Chaos Warriors look small.
]]
** Also, his Blessed Blade * MascotMook: Bödvarr is a bit different from its tabletop counterpart, featured prominently in promotional art and on the Sword of the Lady's Champion. The former just does more damage, but the latter invoked StrongAsTheyNeedToBe by having its strength always equal to its target's Toughness plus one, meaning that while even a lowly mook could potentially survive a hit from it, by the same token even a demigod couldn't just NoSell it. A similar effect can be recreated when using the Virtue of Knightly Temper, which guarantees a OneHitKill on a CriticalHit if the enemy's current health is lower than four times the damage of that hit, or two times if it's a Lord or monster, and applies to both the Blessed Blade and normal weapon attacks.
* TheAgeless: He gains this on becoming a Grail Knight. It's not a FountainOfYouth but he will get no older physically.
* TheAlcoholic: There's indications he's been starting to take to the bottle a bit too much in the first
game's DLC maps and the second game. cover.
* NamesToRunAwayFromReallyFast: Practically a requirement for Chaos Champion names.
In the bonus mission ''A Quiet Drink'' where ''everyone'' is smashed, Markus is clearly less-affected this particular case, "Ribspreader" refers to a [[CruelAndUnusualDeath particularly]] [[https://en.wikipedia.org/wiki/Blood_eagle gruesome]] form of execution/sacrifice practiced by the alcohol (although still audibly drunker than Bardin) and admits to Sienna that he hasn't been sober in twenty years. Looking closely Norscans.
* SummonToHand: Can throw his axe
at his model reveals that his eyes are perpetually bloodshot.
* ArbitraryEquipmentRestriction: As a Grail Knight, Kruber can only wield "noble" weapons, meaning he's largely restricted to swords, maces, and shields. Spears and halberds are not available, due to being "peasant" weapons, as are his guns and bow.
* TheArcher: Kruber can become this in Vermintide 2 if he's a Huntsman, the only class he has that can use a bow instead of black powder weaponry at range. While slightly less accurate than Kerillian, the tradeoff is that his arrows hit much harder than hers which makes him ideal for taking out specials and armored
enemies from long range.
* ArmorIsUseless:
** Played Straight in the first game, he might be wearing plate armor in the form of a breastplate, pauldrons, and cuisses unlike the other heroes, but it doesn't help him take any more damage than the others.
** Subverted in the second, where each of his classes durability is directly correlated to how much armor they're wearing. As a lightly armored Huntsman, he has the lowest base health tier and little in the way of defensive talents. With the half-plated Mercenary career, he has a medium amount of health and a decent amount of defensive abilities to go with it. As a Grail Knight, he wears a mix of mail and plate armor all over his body, giving him full 150 health pool of a tank class, as well as a few defensive boosts to go with it. And finally, His Foot Knight career is fully decked out in plate armor, giving it equal health to the Grail Knight, significant innate damage resistance,
and can increase summon it much further than any other career choice.
* ArmorPiercingAttack: As a Grail Knight,
back to his Blessed Blade ignores all types of enemy armor and shields, allowing him to do high burst damage to almost anything without regarding their protections. Only bosses with specifically-scripted invulnerability phases can NoSell this. On Legend difficulty, Blessed Blade will one-shot Chaos Warriors even when striking their armored torsos.
* BadassBoast:
** In ''2'', his Mercenary special ability is always accompanied by one of these.
--->"Oi! We're the bloody Ubersreik five! [[VerbalBackspace Or four]] -- doesn't matter!\\
"Gaah! We'll give 'em all-out war! Right here! Right now!"
*** He [[AscendedMeme adopts the same term]] in the DLC campaigns, such as his simple response to Nurgloth's own boasts:
--->'''Kruber:''' Yeah? Well we're the Bloody Ubersreik almost-Five, and you're going down!
** When Bardin asks if he's worried about reprisals from Imperial officials for effectively deserting to become a Grail Knight, he replies "with the way we live, there's a queue they'll have to join, isn't there?"; apparently his regiment's officers rate rather low on his threat list compared to the Grey Seer, Exalted Champions, Sorcerer Lords, Warlords, Beastlords, and Chieftains that they've already killed.
hand.
** After Kerillian shares the tale of what happened to Isha, Markus semi-jokingly offers to go beat up ''Everqueen Alarielle.'' Kerillian tells him her bodyguards would kill him with ease. * SuperStrength: He just reiterates his offer, subtly boasting that not even the best warriors the High Elves have could stop him.
* BadassNormal: He has many years of military experience, but is still a common footsoldier in a party of monster hunters, non-human long-lived warriors, and a wizard, which makes it more impressive he
can tag along with punt any of them. At the very least, heroes dozens of feet with his strikes, not to mention his abilities to accelerate his own 400+ kg[[note]]Bodvarr is a bulky man around nine feet tall; volumetrically scaling up from a 100 kg, six foot man yields a weight of 337 kg. He's also wearing full plate armor, which historically tended towards 1/5 to 1/4 of the very-stringent Saltzpyre particularly seems to respect user's bodyweight.[[/note]] armored bulk with ease and swing around a hilariously oversized axe (though he does so pretty slowly, more like a sledgehammer than a proper weapon).
* ThisIsUnforgivable: During
his combat ability. This gets taken even further in II when fight, he becomes a Grail Knight, as in addition to the heroic exploits swears that he and the rest of the Ubersreik Five can lay claim to, being allowed to drink from the Grail means facing Gilles le Breton, the Green Knight and one of the greatest swordsmen in history, in single combat and ''winning''. Moreover, he seems to be a Paladin rather than a generic knight.[[note]]The trailer depicts him getting his Blessed Blade in a manner identical to how Paladins are described getting their Swords of the Lady's Champion, and on the tabletop, Paladins with the Grail Vow are the only Grail Knights who can even use those weapons.[[/note]]
* TheBigGuy: Easily largest member of the party and bar Ironbreaker Bardin, the best armored.
* {{BFS}}: Can equip a massive Imperial greatsword and cleave Skaven heads like a boss with it. He displays this in ''Vermintide 1'''s intro. He gets an even bigger Executioner's sword as a DLC weapon and keeps it in the second game, where he also gets access to a somewhat more restrained Bretonnian Longsword.
* BladeOnAStick: In the second game he can use the halberd which gives him range and damage.
* BookDumb: Kruber is by no means a stupid man, but he is clearly one of the least educated in the group. In WFRP, his younger self has an average intelligence rating of 31, which is actually slightly higher than Saltzpyre's (30) and close to Bardin's (32), though far lower than Sienna's (46) or Kerillian's (47).
* BringIt: One among his many boisterous battlecries as a Mercenary.
--> "Think you can stop us?! You're welcome to bloody try!"
* BuffySpeak: He sometimes warns of packmasters by saying, "Mind the reachy-grabby one."
* ButtMonkey: Downplayed. Bardin and Kerillian love to
will make jokes at the heroes pay for freeing his expense, which he takes largely in stride.
* CallToAgriculture: Would love nothing more than to retire from military life
slaves, burning his supplies and go back to the farming of his youth near Ubersreik. However, as his [[ResignationsNotAccepted request for discharge was denied]], Saltzpyre's job to help him escort Fuegonasus to trial was appealing because it could exempt preventing him from harnessing the remainder power of his military service.
** In the sequel he gets his wish to an extent as a Huntsman, where he gives up military life to live in the wilds as a scout.
** Although in conversation with Sienna, he states that he no longer has the desire to go back to farming, preferring the life of a mercenary. She suggests he start a mercenary company,
Ghulmagak's monolith.
* TinTyrant: LargeAndInCharge
and he states he would be quite open to her joining him.
* CannotTalkToWomen: In one line of dialogue, he tries to strike up a conversation with Kerillian. Comes across as endearing, especially when he and Kerillian discuss the dreams they've had.
-->'''Kruber:''' You seem a bit quieter of late, elf. Not that I'm complaining, you understand... or that I want you to be quiet... Taal, I'm no good at this.\\
'''Kerillian:''' Relax, mayfly. No offence was taken. I've had bad dreams of late, that's all. A common affliction amongst my kind.\\
'''Kruber:''' Yeah? I know what you mean. Couple of nights ago, I had this one with a giant squig, a jug of lamp oil, and Volkmar the Grim... and I was naked, too.\\
'''Kerillian:''' ...I confess that does sound terrifying, [[BrainBleach at least to any witnesses]].\\
'''Kruber:''' No need to be snippy. Put me right out of sorts, it did.\\
'''Kerillian:''' Would you prefer mine? With the Pale Queen, and the Mirai? And the dying flame? You know nothing of bad dreams, Kruber.
* CharlesAtlasSuperpower: The Foot Knight career has him resume his military and physical training. Said training allows him, a man armed with nothing but unenchanted armor and a (based on loot rarity) unenchanted or lightly enchanted weapon, to force a chaos warrior to their knees or sprawled on to their back. For reference, a chaos warrior is an eight-to-ten foot tall, unaging slab of muscle and fury
covered in TwentyFourHourArmor blessed so heavily by their deity that they can scarcely be considered human any longer. This slab is then dressed in armor forged in the flames of what is essentially hell, armor that elevates him to the prowess of a demigod of war. And Marcus can just shove him over like a particularly tall traffic cone. Given that he's shown doing so in the second game's cinematic trailer, this can't even be put down to GameplayAndStorySegregation.
Grandfather Nurgle.
* CloseRangeCombatant: Kruber as a whole is generally the most melee-oriented of the 5 playable characters, having the most melee weapon options and least ranged ones to choose from.[[labelnote:*]]Now tied with Saltzpyre, as his Warrior Priest DLC came with ''six'' new weapons to compensate for the fact that said class can't use ''any'' of his old ones, while only Zealot can use a half of the new, while Kruber has ten to twelve options for melee weapons on any of his classes[[/labelnote]] His firearms are very powerful and accurate (excepting the Blunderbuss), but their long reload times limit their usage to specials and the occasional elite. Downplayed as the generally more ranged-oriented Huntsman, and taken up to eleven as a Grail Knight, who cannot use ranged weaponry at all but makes up for this with magical enhancement bestowed by the Lady of the Lake.
* CriticalHitClass: As a Grail Knight, his Virtue of Knightly Temper talent would certainly behoove you to play him like this. Due to how the talent works[[note]]guarantees a OneHitKill if the target's current health is lower than 4x (2x for monsters and Lords) the damage of your next CriticalHit.[[/note]], it would be wise to stack critical chance as high as humanly possible, which can be further boosted by completing Duties and gaining the right Benisons, that can also be enhanced by Virtue of Purity. When paired with an Executioner Sword, a critical heavy attack can one-shot a Chaos Warrior on Legend most of the time, and a high-crit Blessed Blade can instantly delete a monster as soon as it dips under half health.
* CripplingOverspecialization: As a Grail Knight, Kruber cannot use ranged weaponry aside from bombs, which makes him especially vulnerable against enemies that can attack him from afar, such as Ratling Gunners and Blightstormers, or special foes that can disable him easily in melee, like Packmasters or Gutter Runners.
* DarkSecret: [[spoiler:Kruber is haunted by the deaths of the men under his command, and feels he is a lackluster soldier. It is strongly implied that he used to be a vicious and unscrupulous man before becoming the NiceGuy we now know. Deep down he thinks that the Empire is going to lose the war with Chaos and he has been tempted to turn the others over to the Pactsworn, for the coin and to save his own hide.]]
* DifficultButAwesome: When equipped with the warhammer, he deals a ''lot'' of damage and
VillainousBreakdown: He doesn't even need to charge his attacks against armored enemies, but his strikes are slow and get even slower when he charges the weapon -- the only decent way to use it against hordes. It is thus extremely important to plan ahead where to move and when to start his attacks, lest he leaves himself open against swarms. Play him right and you get a powerful combatant, particularly against Stormvermin.
* DoesNotLikeGuns: As a Grail Knight, he refuses to touch "unchivalrous" weapons, chief among them firearms (actually illegal in Bretonnia according to lore).
* DropTheHammer: Starts with a two-handed White Wolf Hammer that can smash multiple Skaven in a single charged blow. Interestingly, the weapon switches the usual properties of melee weapons: the standard attack is an armor-breaking single target overhead swing while the charged attack strikes in a wide arc (and is still armor breaking).
* DrowningMySorrows: While most
take all of the other characters get goofy, Kruber admits during ruin caused by the events heroes lightly at all.
-->'''Bödvarr Ribspreader:''' My slaves. My spoils
of ''A Quiet Drink'' that he drinks because it [[MyGreatestFailure "helps me forget"]] war. Lord Ghulmagak. You will pay for a while.
* DualWielding: ''2'' lets him wield a mace and a sword in each hand with the Mace & Sword combo.
* DumbMuscle: He's the strongest and largest member
them all!

!!Burblespue Halescourge
!!!Chaos Sorcerer Lord

A Sorcerer Lord
of the party,[[note]]Kerillian is about Rotblood Tribe, Burblespue Halescourge was involved in the same height when she stands straight up and Saltzpyre making of the pact with Clan Fester. His existence is slightly taller, but Kruber's noticeably broader first eluded in build.[[/note]] but is BookDumb enough to be a common target of mockery for his companions.
* ElitesAreMoreGlamorous: It's strongly implied by his
the original fully armored attire, and repeated portrayal in the trailer as wielding game's [=DLCs=], after he steals a {{BFS}} that Kruber was an elite Empire Greatsword captain.
* ExtremelyShortTimespan: Grail Knight Markus likely holds the record for achieving that role the fastest in history; normally it takes years if not decades.
* FacingTheBulletsOneLiner: The purview
number of his Morale Boost career skill for the Mercenary.
* FarmBoy: Kruber was one until he couldn't stand it anymore and enlisted to the State Troops - this is probably why he's more of a Taal-worshiper. [[ShellShockedVeteran He certainly lived long enough to regret his career change]].
* FleurDeLis: [[SigilSpam Wears this symbol everywhere and on everything]] as a Grail Knight in honor of his Bretonnian heritage.
* AFatherToHisMen: Kruber once trained and led a military detachment of his own, the 8th Ostland Swordsmen. Unlike conventional military leaders, Kruber doesn't believe in TheSpartanWay, and leads by example and bolstering good morale rather than being just another DrillSergeantNasty, and thus became very popular among his troops. He fought side-by-side with them against Chaos Warriors, Beastmen, the Undead, and possibly Orcs, and his men loved him enough to give their own lives to save his.
* FishOutOfWater: As mentioned above and below, Kruber is nothing more than a humble and weary soldier in the company of some of the most
dangerous people in the Old World, and thanks to Imperial propaganda, '''''didn't even know Skaven existed''''' before the Vermintide rose to attack Ubersreik. He loses this trait as time goes on, especially once he gains the Lady's favor and becomes a Grail Knight.
* {{Flanderization}}: Kruber has a lot of [[AllThereInTheManual backstory in the manual]], but a lot of it -- his years of military experience, the necromancer slaughtering his unit, his war-weariness -- rarely ever comes up in-game, having the unintended side effect of making him come across as DumbMuscle compared to a religious zealot, a pyromaniac, and two non-humans visiting a human city for mysterious reasons. The DLC content and new voice acting seems to take this and run with it, like in Summoner's Peak where he takes enthusiastic glee in "pulling levers with reckless abandon". It becomes HarsherInHindsight after the ''Stromdorf'' DLC, where it becomes blatantly apparent that Kruber's developed a [[TheAlcoholic severe drinking problem]] just to cope with what he's seen and done.
-->'''Bardin:''' Perhaps you should drink more, Azumgi. You're already so unsteady on your feet.\\
'''Kruber:''' [[INeedAFreakingDrink I'd go for that!]]
* FoeTossingCharge: As a Foot Knight in the sequel, he gets to perform one of these, battering aside smaller enemies and knocking larger ones to the ground, as he is a BULL OF OSTLAND! indeed -- only Chaos Warriors, Stormvermin and the even-larger bosses and monsters will not be thrown aside as Kruber charges through them, but they'll be knocked down or left staggered
books from it. This leaves them wide open for a [[ShotgunsAreJustBetter Blunderbuss shot]] or a few solid whacks with a [[ArmorPiercingAttack warhammer]].
* FunctionalAddict: Despite clearly being implied to be a significant alcoholic, there's no indications from any other characters that it's ever really caused him trouble with his job of cutting up Pactsworn.
* GatlingGood: One of his alternate ranged weapons is an outrider repeater handgun with eight barrels. It can be used either by emptying the barrels one by one or by spinning them and discharging several or all remaining chambers at once. Its good range, armor piercing trait and decent damage make it well-suited for [[DeathByIrony taking out ratling gunners.]]
* HatOfAuthority: He has earned the right to wear fancy headwear on the battlefield, a sign of his rank and seniority in the Empire's army and mercenary corps. He refers to his old weather-beaten wide-brimmed hat with its multiple decorative feathers his "[[ICallItVera Old Companion]]".
* TheHeart: He's often the moral center of the party. He’s been a good influence on Saltzpyre in particular, who seems to factor in how Kruber would view the party’s actions when making decisions as the unofficial leader. Not that Saltzpyre would ever admit it while sober.
* HeroesPreferSwords: Led a squad of swordsmen in the past, and is proficient in the two-handed greatsword, the executioner's sword, the shorter arming sword, the Bretonnian longsword, dual-wielding a shortsword with a mace, and using either an arming sword or a longsword in concert with a shield. As a Grail Knight he will flat-out refuse to use any weapons other than swords, hammers, and maces (bar the occasional bomb) [[InvokedTrope because the Lady dubs them unchivalrous]]. His active ability as a Grail Knight also has him swinging an enchanted longsword, regardless of what weapon he's carrying normally.
* HeroicLineage: The reason why he can be a Grail Knight is that he's actually the descendant of a former Bretonnian knight who was framed for the murder of a Duke and wrongfully banished.
* HiddenDepths:
** Despite seemingly being a tad set in his ways such that he plans to continue his combat career by founding a mercenary company despite of how his former regiment's annihilation haunts him and has pulled him into alcoholism, and he gets plenty of humorous dialogue at his expense over his lack of education and world knowledge, Kruber may be legitimately interested in expanding his horizons - dialogue in missions with Kerillian has him ask if it would be possible for her to teach him to shoot a bow like her (which she considers an impossibility), and dialogue in the keep with Bardin has him insist to Bardin that he would like to learn engineering from him.
** The Nameless Voice taunts him about how he used to "do anything for coin and a full tankard" and that he's "tardy with warnings, with blade-work... with the truth." It also questions if those days are really behind him or if his current personality is an act. The implication is that he used to be much less scrupulous as a mercenary than he is now, and his concern for civilian casualties and protectiveness of his friends are signs of him trying to make up for those days, consciously or no. [[ShutUpHannibal Though Kruber's reponses are all entirely unwilling to regard these allegations...]]
* ICallItVera: He names his repeating handguns "Ursula". ''All'' of them.
* KleptomaniacHero: He admits to Sienna that he stole a lot of his medals and hats, tells Kerillian that he had a lot of fun pillaging Parravon, and the flavor text for some of his weapons like Defiance and Destiny imply that they're also stolen.
* KnightInShiningArmor: As a Grail Knight, Kruber is this, complete with confidence and a bit of classist snobbishness, since he will refer to Saltzpyre as a "peasant."
* KnightInSourArmor: His experiences have left him embittered and world-weary, but that does not stop him from being the most compassionate member of the party or trying it keep its spirits up, his long experience as a leader of men not deserting him so easily.
* LanternJawOfJustice: Although covered up by his massively bushy beard, he does actually have one. He receives a clean shave upon being anointed as a Grail Knight, which exposes his chin. This is best seen when [[https://i.redd.it/pazswpj57bv51.png playing as a Grail Knight and wearing the Obese Megalodon hat]], as every other class headgear will cover his face up with a full helmet.
* LastOfHisKind: Kruber is the last known descendant of the de Mandelot lineage, which gives him Bretonnian heritage and privilege to pursue the title of Grail Knight... and he did indeed earn the title.
* TheLeader: Kruber is arguably the actual leader of the group, as he [[TheHeart treats everyone nicely to bolster their confidence and morale]], as well as having actual experience as a regiment leader, which is reflected by his default choice of career skill in ''2'' and the numerous battle commands he shouts while facing the enemy. Truly, the only reasons why he submits to Saltzpyre's authority are out of respect and that the latter technically outranks him in the Imperial military hierarchy, at least until he becomes a Grail Knight. Notably, all of his classes come built in with some form of team buff or other.
* LuckilyMyShieldWillProtectMe: Can wield either thin metal heater shields in combination with arming swords, maces, or spears, or larger, thicker, wooden shields in combination with Bretonnian longswords.
* MightyGlacier: He swings slow and hard, thus he is one of the slower characters and has few ways to move or maneuver regardless of specialization, but he is more than capable of killing anything that gets near him.
* TheMusketeer: Kruber has a wide variety of melee weapons, and all of his ranged weapons (except as Huntsman) are black powder firearms.
* NiceGuy: Always tries to prevent infighting and calms down arguments by emphasizing they need to work together. Telling, in the Wizard's Tower his version of the [[MentalWorld Chamber of Gnignol]] is a lovely grassy field on a sunny day as opposed to the more grim environments of his companions.
** A bit of fridge brilliance in that, as a Sergeant, it's his job to preserve unit coherency during stressful and dangerous situations. He makes an effort to be nice to everyone, and everyone is generally nice (or in Kerillian's case, nicer) to him too.
** In the second game this is reflected while the rest of the group has potentially undergone severe SanitySlippage, Markus [[AlternateCharacterInterpretation either]] gives up on leaving military life behind to be a mercenary, is offered a place among a chivalry order as a Foot Knight, embraces his Bretonnian origins by passing the trials to become a Grail Knight or at worst... devotes himself to Taal and Rhya as a Huntsman, serving as a scout in the Reikwald and being more lonely.[[labelnote:*]]Although it's also implied by Lohner and several of his cosmetic items he's also fallen into being a poacher and possibly fallen in with bandits.[[/labelnote]] This is compared to Saltzpyre becoming a flagellating Zealot, Kerillian taking up worship of [[WarGod Khaine]] as a Shade, Sienna embracing being an Unchained {{Pyromaniac}} and Bardin taking the [[DeathSeeker Slayer oath]].
* NoodleIncident: He's apparently done a lot of unscrupulous things as a mercenary. One known incident was "a bit of loot and pillage" in Parravon; if this dialogue triggers while he's a Grail Knight, he'll then say that he hopes the Bretonnians don't find out about it, because they might take away his knighthood.
* NotTheIntendedUse: As a Grail Knight, Kruber's Blessed Blade grants him increased movement speed for as long as he's holding a charged attack. Players tend to use it as an on-demand speed buff regardless of whether there's an Elite enemy or monster in front of them or not.
* OrphanedEtymology: He quotes UsefulNotes/NapoleonBonaparte's "an army marches on its stomach" quip in one of his intros for Empire in Flames, and treats it as if it's already a famous expression in-universe.
* ThePaladin: As a Grail Knight and Champion of the Lady, he is effectively this. Most of his talents also reflect this, being a complete trade of his mundane military training for magical blessings from the Lady which he uses to smite down evil.
* ReassignmentBackfire: A disagreement with less-than-competent superior got him reassigned from the richest part of the Empire to the poorest, intended to put him in his place and well out of the way. He choose to see this instead as an opportunity to make a name for himself in a place where few would willingly go.
* ReligiousBruiser: He is very devoted to the Imperial gods, invoking Sigmar, Rhya, and especially Taal, the God of Nature and the Lord of Beasts, Forests and Mountains. His achievement for reaching level 30 is called Champion of Taal, and his Huntsman class has him take to some of Taal's teachings more strictly. As a Grail Knight, he is one of the champions of the Lady of the Lake, and embodies the holy virtues of her religion. In the Chaos Wastes, he wants to entreat with Taal mainly because he's worshipped by the peoples of both the Empire and Bretonnia (rather than being an EthnicGod like Sigmar or the Lady).
* RuggedScar: Has a prominent scar on his chin in ''1'', and gains a particularly nasty, claw-like one over his left eye in ''2''. We can probably guess some Skaven was responsible for the latter.
* {{Retcon}}: Kruber originally had lines implying he was outright illiterate in the first game, but they were later removed (and him being able to make out the letter in The Courier map for the Stromdorf DLC indicates that he has some degree of literacy). The new story for it was him being illiterate until the requirements of an Empire Sergeant had him get acquainted with it. Thus, when he's newly-promoted in his brief WFRP appearance, he's the only future member of the Five who doesn't have the "Read/Write" talent.
* SergeantRock: His profession as an Empire Sargent-At-Arms, drilling and leading his squad of swordsmen, inspiring them with his prowess, wit, and sense of humor. He fulfills a similar job in the group, encouraging them and advocating cohesion.
* ShellShockedVeteran: He was doing well as a campaigner until a fateful battle with an army of the Undead, where a necromantic spell ripped through his unit, leaving him as one of the few survivors. The effect was traumatizing to say the least, and his enthusiasm for war has been tempered since, to the point that he requested ([[ResignationsNotAccepted and was denied]]) a discharge from service. In his room, on his desk, he has some small toys he's made out of bits of wood and potatoes. It's not clear if these represent his family, his former men, or his current companions. He does want to express the pain and stress that he's going through, and he seems to be channeling that into making these little toys.
* ShipTease: [[https://www.youtube.com/watch?v=bZf9otf2k_Q In one line of dialogue]], Kerillian catches Kruber staring at her. He explains that he's never seen an elf up close, but sounds a bit smitten by her as well. As noted above, he also finds her singing enchanting, though Bardin cautions against actually ''telling'' her that. After he becomes a Grail Knight, Lohner notes in "A Close Call" that Kerillian seems to have softened on Kruber, and in his keep dialogue he seems unusually concerned with whether or not Kerillian likes his (incredibly fake) Bretonnian accent. In the Lohner's Chronicles entry "Empty Chambers" leading up to the release of Kerillian's Sister of the Thorn class, he mentions that he's asked Bardin to keep an eye on Kruber, as he's become depressed ever since the elf took off to Athel Loren without a word and he's worried Kruber might actually try to follow her. After she becomes a Sister of the Thorn and mentions her despondence at Ariel being absorbed into the High Elf Everqueen, Kruber casually offers to ''beat up a god'' if it'll make Kerillian feel better. When she talks him down on the logic that he'd die if he tried, he simply states that the offer is still on the table in case she changes her mind.
* ShortRangeShotgun: His blunderbuss, which takes considerable time to reload, but is capable of shredding targets at short range and [[BlownAcrossTheRoom knocking over and stunning]] targets not far beyond that.
* ShutUpHannibal:
** He delivers a very short, curt one to Kerillian when she takes her usual condescension a step too far.
--->'''Kerillian:''' One-Eye didn't show much care for your family.\\
'''Kruber:''' [[TranquilFury Neither did you.]]
** The last level of Castle Drachenfels has a voice whisper to various members of the party. While most of the party will respond with denial or fear (even Saltzpyre), Kruber just tells it to piss off.
* {{Sidequest}}: As a Grail Knight, Kruber can fulfil certain "duties" given to him by the Lady of the Lake in order to gain team-wide combat buffs that will last a whole level. These are typically [[MassMonsterSlaughterSidequest Kill]] or {{Fetch Quest}}s, such as slaying a certain amount of Elite mobs, or getting a tome, etc... These are not limited to Kruber himself, however, and are shared with everyone in the party, meaning his allies can help him, and in return receive the same benefits.
* SoleSurvivor: Of his regiment of swordsmen. A [[BlackMagic necromantic spell]] ripped through it during a battle with TheUndead. The [[NoodleIncident specifics are not described]] but are implied to have been very... [[TakeOurWordForIt disturbing]]. [[ShellShockedVeteran Markus has not been the same ever since]].
* StartMyOwn: His ''Mercenary'' class in ''Vermintide II'' represents a change in career after he retires from the Empire's state troops and decides to apply his experiences by putting together his own group of PrivateMilitaryContractors.
* SupportPartyMember: All of Markus's careers have some level of team support abilities built into their kit baseline, and all of them except Huntsman can gain further such abilities from talents.
* SurvivorsGuilt: In addition to being the SoleSurvivor of his regiment as well as its commander, he also knows for sure that he's the only one left because one of his fellows pushed him out of the way of the spell that annihilated the regiment.
* TouchedByVorlons: Becoming a Grail Knight imbues him with supernatural attributes by the blessing of The Lady.
* TragicBigot: His distrust of Sienna's magic stems from his experience with necromancy. He's well aware that it isn't fair to her, and tries not to let it affect the way he treats her.
--> '''Kruber:''' Believe me, Wizard, I'm ''trying.''
* {{Troll}}: Once it's learned that Kruber is actually Bretonnian nobility, he likes to tease Saltzpyre by occasionally reminding him that he now outranks him.
* UnfriendlyFire: He implies he's killed, or at least conspired to kill, incompetent superiors before, which mildly surprises Kerillian.
* WhatTheHellIsThatAccent: After receiving the Lady's blessing and becoming a Grail Knight, Kruber started speaking in a vague Bretonnian accent. Nobody in the Keep likes that, especially Lohner. Apparently he's self-conscious about this since Kerillian (who's heard enough Bretonnians to have an ear for their accents) mocks him for it.
[[/folder]]
!Allies

[[folder:Franz Lohner]]
!!Innkeeper
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/franz_lohner.png]]
[[caption-width-right:350:''Rested? Healed? Good, because I got another job for you. And it won’t keep.'']]
->'''Voiced by:''' David Shaw Parker
As cheerful as can be managed,
Franz is doing what he can to aid and coordinate what little is left of Ubersreik's inhabitants. He's not afraid to call on smugglers and other underground elements to help keep supplies flowing if that's what it takes.Lohner.



* AllThereInTheManual: According to "[[Tabletopgame/WarhammerFantasyRoleplay A Guide to Ubersreik]]", Lohner worked as a very successful mercenary in his youth, and made enough money from it while he still had his health to buy the Red Moon Inn and retire to being an innkeep.
* CrazyPrepared: He would have to be, to hire a grey wizard to keep a PerceptionFilter spell cast over his inn.
* TheHeart: Lohner tries to get the Ubersreik Five to bond and open up, reasoning that it makes them a more effective unit. He's been semi-successful at it too, if the "Franz Lohner's Chronicle" blog posts are any indication.
* MissionBriefing: Lets the party know what is up and why they are needed to go to a particular place and do a particular thing, speaking over loading screens about the specifics.
* MissionControl: Gathers intelligence and comes up with critical objectives that the party needs to meet to stem the Vermintide.
* MysteriousPast: There's a considerable level of mystery surrounding who or ''what'' Lohner is. He's without a doubt more than "just an innkeeper", as evident by his [[TheSpymaster myriad of connections with many powerful figures, Emperor Karl Franz implied to be one of them]]. According to "[[Tabletopgame/WarhammerFantasyRoleplay A Guide to Ubersreik]]", Lohner worked as a very successful mercenary in his youth, and [[spoiler:Waylaid shows him with a Grudgebringer shield]]. Talking to Lohner in the Keep in ''2'' may also have him refer to a "beaut of a sword" that he once owned, [[spoiler:which could very well be ''the'' Grudgebringer, after which the mercenary band was named, thus directly implying him to be none other than [[Videogame/WarhammerDarkOmen Morgan Bernhardt]] himself]]. Additionally, the way he [[SuspiciouslySpecificDenial quite suspiciously denies]] knowing who the "other chap" in the "Old Comrades" ravaged art is indirectly implies it ''was'' him in his youth, when he was a nobleman warrior and trusted ally of Countess Gertrun of Middenheim. The Lohner's Chronicle post "Obsession" more or less confirms him as Morgan Bernhardt, with him referencing an old elven friend named Elrod, who was an allied Wood Elf commander in Dark Omen. [[https://www.vermintide.com/news/franz-lohners-chronicle-deathly-whispers "Deathly Whispers"]] has him imply he's done a lot of mysterious things in his time - some of which would probably make members of the Ubersreik Five quite mad at him - and he claims to know exactly why the infamously insane Elector Count [[{{Cloudcuckoolander}} Marius Leitdorf]] went mad.
* RetiredBadass: [[spoiler:The Waylaid DLC has him in possession of a Grudgebringer shield; heavily suggesting that he's a former Grudgebringer and has fought the skaven before. [[OffScreenMomentOfAwesome It also has you first find him alone in a room full of dead Stormvermin]].]] The "A Guide to Ubersreik" does indeed confirm he was once part of [[spoiler:the Grudgebringers.]]
* SecretKeeper: It appears most of the party trust him with their darkest secrets, including ''[[DarkAndTroubledPast Bardin]]'' and even ''[[TheSpook Kerillian.]]''
* ShipperOnDeck: In a few Lohner's Chronicle posts, the spymaster openly speculates that Kerillian and Kruber have a thing for one another, writing about it in his journal. Kerillian threatens him into stopping his speculation in "A Close Call" when she figures it out, and while he does stop on pain of mutilation, the affair doesn't seem to have actually changed his mind about the pairing. Said speculation took the form of prose poetry, much to Sienna's amusement. As of "Message From Okri", [[https://www.vermintide.com/news/franz-lohners-chronicle-a-message-from-okri he's back at it]] despite said threats.
* TheSpymaster: Implied but never stated that his profession extends beyond being the simple owner of an inn. Given his strategic acumen, network of informants across the city and the Reikland more generally, and connections with a Grey Wizard who does him significant magical favors, it is unlikely he was "only" ever an innkeeper.
[[/folder]]

[[folder:Olesya Pimenova]]
!!Carriage Driver
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/olesya.png]]
[[caption-width-right:350:''Ah, there you are! Get on board.'']]
->'''Voiced by:''' Nicolette [=McKenzie=]
A sour and impatient older lady with a moderate eastern european accent. She frequently chides the crew for being slow or late as soon as she sees them.

to:

* AllThereInTheManual: According to "[[Tabletopgame/WarhammerFantasyRoleplay A Guide to Ubersreik]]", Lohner worked as AffablyEvil: As customary of a Nurgle worshipper, he's very successful mercenary in polite and calls the group his youth, esteemed guests and made enough money from it while he still had his health to buy the Red Moon Inn and retire to being an innkeep.
* CrazyPrepared: He would have to be, to hire a grey wizard to keep a PerceptionFilter spell cast over his inn.
* TheHeart: Lohner tries to get the Ubersreik Five to bond and open up, reasoning that it makes
gives them a more effective unit. greetings at the start of the boss battle.
* TheDragon: To Bödvarr.
* EarlyBirdCameo:
He's been semi-successful at it too, if present in the "Franz Prologue when the Skittergate malfunctions, alongside Rasknitt and Bödvarr.
* FatBastard: He's as morbidly obese as the rest of his Nurglite sorcerer brethren. Lohner even calls him this in one of his mission briefings.
* TheGhost: His name is first mentioned in the ''Death on the Reik'' [=DLC=] of the first game, and the heroes correctly deduce him to be a Norscan, but only meet him in ''Vermintide II''.
* ItsPersonal: He stole
Lohner's Chronicle" blog posts are any indication.
* MissionBriefing: Lets the party know what is up and why they are needed to go to a particular place and do a particular thing, speaking over loading screens about the specifics.
* MissionControl: Gathers intelligence and comes up with critical objectives that the party needs to meet to stem the Vermintide.
* MysteriousPast: There's a considerable level of mystery surrounding who or ''what''
book collection, so Lohner is. He's without a doubt more than "just really wants to see him dead.
* KingMook: Halescourge is
an innkeeper", as evident by his [[TheSpymaster myriad enhanced Blightstormer.
* LargeAndInCharge: On top
of connections with many powerful figures, Emperor Karl Franz implied to be one of them]]. According to "[[Tabletopgame/WarhammerFantasyRoleplay A Guide to Ubersreik]]", Lohner worked as a being very successful mercenary in his youth, and [[spoiler:Waylaid shows him with a Grudgebringer shield]]. Talking to Lohner in the Keep in ''2'' may also have him refer to a "beaut of a sword" that he once owned, [[spoiler:which could very well be ''the'' Grudgebringer, after which the mercenary band was named, thus directly implying him to be none other than [[Videogame/WarhammerDarkOmen Morgan Bernhardt]] himself]]. Additionally, the way he [[SuspiciouslySpecificDenial quite suspiciously denies]] knowing who the "other chap" in the "Old Comrades" ravaged art is indirectly implies it ''was'' him in his youth, when he was a nobleman warrior and trusted ally of Countess Gertrun of Middenheim. The Lohner's Chronicle post "Obsession" more or less confirms him as Morgan Bernhardt, with him referencing an old elven friend named Elrod, who was an allied Wood Elf commander in Dark Omen. [[https://www.vermintide.com/news/franz-lohners-chronicle-deathly-whispers "Deathly Whispers"]] has him imply he's done a lot of mysterious things in his time - some of which would probably make members of the Ubersreik Five quite mad at him - and he claims to know exactly why the infamously insane Elector Count [[{{Cloudcuckoolander}} Marius Leitdorf]] went mad.
* RetiredBadass: [[spoiler:The Waylaid DLC has him in possession of a Grudgebringer shield; heavily suggesting that
wide, he's a former Grudgebringer good foot and has fought the skaven before. [[OffScreenMomentOfAwesome It also has you first find him alone in a room full of dead Stormvermin]].]] The "A Guide to Ubersreik" does indeed confirm he was once part of [[spoiler:the Grudgebringers.]]
then some taller than common Blightstormers, albeit not as tall as Bodvarr.
* SecretKeeper: It appears most of the party trust him with their darkest secrets, including ''[[DarkAndTroubledPast Bardin]]'' and even ''[[TheSpook Kerillian.]]''
* ShipperOnDeck: In a few Lohner's Chronicle posts, the spymaster openly speculates that Kerillian and Kruber have a thing for one another, writing about it in
TeleportSpam: Also like his journal. Kerillian threatens him into stopping his speculation in "A Close Call" when she figures it out, and while sorcerer brethren, he does stop on pain is fond of mutilation, the affair doesn't seem to have actually changed his mind about the pairing. Said speculation teleporting.

!!Skarrik Spinemanglr
!!!Skaven Warlord

A ferocious Skaven Warlord hailing from Clan Pestilens who
took the form Chieftain Krench's place as lord of prose poetry, much to Sienna's amusement. As of "Message From Okri", [[https://www.vermintide.com/news/franz-lohners-chronicle-a-message-from-okri he's back at it]] despite said threats.
* TheSpymaster: Implied but never stated that
Clan Fester after his profession extends beyond death at Stromdorf. Noted for not being the simple owner of an inn. Given his strategic acumen, network of informants across the city and the Reikland more generally, and connections with a Grey Wizard who does him significant magical favors, it is unlikely he was "only" ever an innkeeper.
[[/folder]]

[[folder:Olesya Pimenova]]
!!Carriage Driver
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/olesya.png]]
[[caption-width-right:350:''Ah, there you are! Get on board.'']]
->'''Voiced by:''' Nicolette [=McKenzie=]
A sour and impatient older lady with a moderate eastern european accent. She frequently chides the crew for being slow or late as soon as she sees them.
particularly bright.



* AbhorrentAdmirer: Group and keep banter in ''2'' implies that Olesya has an eye for Kruber, which weirds him out greatly due to their stark difference in age and personality, not helped by the fact that he's already pining for Kerillian. The other members are aware of this and will relentlessly tease him when given the chance.
-->'''Bardin:''' Olesya should know the gatekeeper's exact location, but instead she used her power to look at Kruber's morning routine. *laughs*
-->'''Kerillian:''' We need this lifting platform to go down just like Olesya needs Kruber.
* TheArchmage: In the second game she runs rings around at least two Chaos Sorcerer Lords and a Grey Seer, always finding the weak spots in their best laid plans.
* AscendedExtra: In the second game she reveals she is a formidable wizard herself, and serves as your primary mission-giver and source of intelligence.
* CardSharp: Apparently unwinds with the main characters from time to time and is well known for being a master at gambling. Kruber suspects that she cheats... which for an unsanctioned grey wizard, is both entirely plausible and would be nearly impossible to catch her in the act of (and further imply she is certainly unsanctioned, as the Grey Order has no tolerance at all toward the use of illusion magic for personal profit).
* CastingAShadow: She is a Grey Wizard, whose magical arts relate to darkness, deceit and confusion.
* DeadpanSnarker: In the first game she tended to tell the main characters they needed to hurry up, or that they were late. In the second she enjoys taking pot-shots at them in between missions, often commenting on how graceless and thuggish their actions are. [[HypocriticalHumor The ones she told them to do.]]
* DoomedHometown: She's a Kislevite and Kislev has already fallen. She seems to be taking it in stride.
* EyepatchOfPower: And with some vicious-looking scars stemming from that eye that can be easily seen despite the eyepatch, too.
* GetawayDriver: Fullfils this role for the group in ''1'', transporting them all over and around Ubersreik with a carriage. Downplayed in ''2'', where she doesn't drive them place to place, but instead conjures up Bridges of Shadow to get the party in and out of Helmgart and its periphery at a snap.
* GrumpyOldMan: Gender-inverted, Olesya rarely ever says a kind word and spent most of the first game complaining about the heroes taking too long. She's a bit more sociable in the second game, however.
* HandicappedBadass: Is missing an eye and one leg that she replaced with a pegleg.
* HellishHorse: {{Downplayed|Trope}} in a DarkIsNotEvil way by a pair of Spectral Horses that pull her wagon. They are not real creatures, but rather manifest [[CastingAShadow Grey Magic]] that is cast by her. They come in extremely handy to swiftly cart the party about.
* HuskyRusskie: Olesya's accent implies that she's from Kislev, Warhammer's FantasyCounterpartCulture of Russia. Downplayed, as she's never seen fighting and her [[CastingAShadow Grey Magic]] specializes in illusions and stealth. She definitely has the thick-skinned, unfazeable personality this trope implies however.
** The second game confirms she's from Kislev in the description for the Hunter of the Wastes painting, which mentions that she lived in the Kislev borderlands.
* MasterOfIllusion: Is revealed to be a self-taught practitioner of shadow magic in the Waylaid DLC, to Saltzpyre's great shock, and in the second game uses her abilities to keep the heroes' base safe, along with spying on and sabotaging the enemy forces.
* MiniatureSeniorCitizens: She's just barely taller than Bardin.
* PerceptionFilter: As a Grey Wizard, Olesya is a master at this, as her magic basically makes the Red Moon Inn and Taal's Horn Keep invisible to enemy forces [[spoiler:until it fails]]. She apparently casts this on herself as well, as her carriage is usually out in the open and more often than not surrounded by ratmen, who don't even seem to acknowledge her presence.
* SignatureTeamTransport: Olesya's wagon gets them safely to and from mission sites among the Skaven-infested streets.
* SoreLoser: Fluff text from Fortunes of War's unlockable portrait frames imply she's this, with Olesya becoming increasingly upset the harder difficulties conquered. If the players managed to beat the map on Cataclysm, she becomes so mad she's practically delirious and fuming, almost to the point of passing out.
* SwappedRoles: Takes over from Lohner as the primary mission-giver, while Lohner takes over Olesya's role of support and logistics.
* {{Troll}}: Admits that she ''really'' enjoys annoying Bödvarr. [[TranquilFury He reacts]] [[VillainousBreakdown as you'd expect.]] JustAsPlanned. In "Dark Omens" the party may speculate that she makes her teleportation spells disorienting on purpose.
* ThinkingUpPortals: Conjures the Bridge of Shadows in the second game, allowing the group to teleport instantly to a mission and then out again upon completion at predesignated points.
* WeAreStrugglingTogether: Downplayed. Saltzpyre ''hates'' her since he's a witch-hunter and she is an unsanctioned witch, but is willing to work with her because she gets results. She doesn't acknowledge his dislike for her at all.
[[/folder]]

[[folder:Christoph Engel]]
!!Grey Wizard

to:

* AbhorrentAdmirer: Group and keep AssassinationAttempt: His banter in ''2'' implies reveals that Olesya has an eye for Kruber, which weirds he thinks ''Rasknitt'', the figurehead of the attack on Helmgart and sworn enemy of the Five, somehow hired the heroes to assassinate him out greatly due to their stark difference in age as part of a scheme and personality, not helped by the fact vows to slay both them and Rasknitt later.
* BigGuyLittleGuy: The big guy to Rasknitt.
* TheDragon: To Rasknitt, though technically Skarrik outranks him.
* DualWielding: His secondary weapons are two short swords.
* DumbMuscle: It's mentioned several times
that he's already pining for Kerillian. The a complete idiot but he's enormous, heavily-armored, and carries a very large weapon.
* EarlyBirdCameo: He's present in the Prologue when the Skittergate malfunctions, alongside Rasknitt and Bödvarr.
* {{Expy}}: His overall appearance, rack of skulls and dual-wielding fighting style is very reminiscent of [[Characters/WarhammerSkaven Queek Headtaker]].
* FlunkyBoss: Like his predecessor, he summons a lot of minions.
* GutturalGrowler: His voice is positively gravely, far more than any
other members Skaven character. The only ones more guttural than him are aware of this the ''Rat Ogres''.
* KingMook: Just as Krench was before him, he is a bigger
and will relentlessly tease souped-up Stormvermin.
* LargeAndInCharge: The largest Skaven in the game who isn't a Rat Ogre or Stormfiend. He's [[https://i.imgur.com/1wa0Mo6.jpg bigger than a Chaos Warrior]].
* SkeletonsInTheCoatCloset: His back is adorned with skulls.
* SpinAttack: Very fond of doing these, and with his polearm it sweeps across a large chunk of the arena.
* TrashTalk: Also like his predecessor.
* UnwittingPawn: Lohner notes he's too dumb to come up with any of the plans he's carrying out, and Rasknitt seems to be the brains of the operation.
* VillainousValour: Gotta give the rodent his due, he's impressively brave for a Skaven. Despite them cutting through his entire warren of warriors to get to
him he jumps down to fight the party directly when given he is in a pretty decent position to run away, as must Skaven Warlords would if they could. He [[FlunkyBoss doesn't fight alone]] but then no boss in the chance.
-->'''Bardin:''' Olesya should know the gatekeeper's exact location, but instead she used her power to look at Kruber's morning routine. *laughs*
-->'''Kerillian:''' We need this lifting platform to go down just like Olesya needs Kruber.
* TheArchmage: In the second
game she runs rings around at least two does.

!!Nurgloth the Eternal
!!!Chaos Sorcerer Lord
A Rotblood
Chaos Sorcerer Lords and a Grey Seer, always finding the weak spots Lord who took up residence in their best laid plans.
* AscendedExtra: In the second game she reveals she is a formidable wizard herself, and serves as your primary mission-giver and source of intelligence.
* CardSharp: Apparently unwinds with the main characters from time to time and is well known for being a master at gambling. Kruber suspects that she cheats... which for an unsanctioned grey wizard, is both entirely plausible and would be nearly impossible to catch her in the act of (and further imply she is certainly unsanctioned, as the Grey Order has no tolerance at all toward the use of illusion magic for personal profit).
* CastingAShadow: She is a Grey Wizard, whose magical arts relate to darkness, deceit and confusion.
* DeadpanSnarker: In the first game she tended to tell the main characters they needed to hurry up, or that they were late. In the second she enjoys taking pot-shots at them in between missions, often commenting on how graceless and thuggish their actions are. [[HypocriticalHumor The ones she told them to do.]]
* DoomedHometown: She's a Kislevite and Kislev has already fallen. She seems to be taking it in stride.
* EyepatchOfPower: And with some vicious-looking scars stemming from that eye that can be easily seen despite the eyepatch, too.
* GetawayDriver: Fullfils this role for the group in ''1'', transporting them all over and around Ubersreik with a carriage. Downplayed in ''2'', where she doesn't drive them place to place, but instead conjures up Bridges of Shadow to get the party in and out of Helmgart and its periphery at a snap.
* GrumpyOldMan: Gender-inverted, Olesya rarely ever says a kind word and spent most of the first game complaining about the heroes taking too long. She's a bit more sociable in the second game, however.
* HandicappedBadass: Is missing an eye and one leg that she replaced with a pegleg.
* HellishHorse: {{Downplayed|Trope}} in a DarkIsNotEvil way by a pair of Spectral Horses that pull her wagon. They are not real creatures, but rather manifest [[CastingAShadow Grey Magic]] that is cast by her. They come in extremely handy to swiftly cart the party about.
* HuskyRusskie: Olesya's accent implies that she's from Kislev, Warhammer's FantasyCounterpartCulture of Russia. Downplayed, as she's never seen fighting and her [[CastingAShadow Grey Magic]] specializes in illusions and stealth. She definitely has the thick-skinned, unfazeable personality this trope implies however.
** The second game confirms she's from Kislev in the description for the Hunter of the Wastes painting, which mentions that she lived in the Kislev borderlands.
* MasterOfIllusion: Is revealed to be a self-taught practitioner of shadow magic in the Waylaid DLC, to Saltzpyre's great shock, and
[[HauntedCastle Castle Drachenfels]] in the second game uses her abilities to keep the heroes' base safe, along with spying on and sabotaging the enemy forces.
* MiniatureSeniorCitizens: She's just barely taller than Bardin.
* PerceptionFilter: As a Grey Wizard, Olesya is a master at this, as her magic basically makes the Red Moon Inn and Taal's Horn Keep invisible
tries to enemy forces [[spoiler:until it fails]]. She apparently casts this on herself as well, as her carriage is usually out in the open and more often than not surrounded by ratmen, who don't even seem to acknowledge her presence.
* SignatureTeamTransport: Olesya's wagon gets them safely to and from mission sites among the Skaven-infested streets.
* SoreLoser: Fluff text from Fortunes of War's unlockable portrait frames imply she's this, with Olesya becoming increasingly upset the harder difficulties conquered. If the players managed to beat the map on Cataclysm, she becomes so mad she's practically delirious and fuming, almost to the point of passing out.
* SwappedRoles: Takes over from Lohner as the primary mission-giver, while Lohner takes over Olesya's role of support and logistics.
* {{Troll}}: Admits that she ''really'' enjoys annoying Bödvarr. [[TranquilFury He reacts]] [[VillainousBreakdown as you'd expect.]] JustAsPlanned. In "Dark Omens" the party may speculate that she makes her teleportation spells disorienting on purpose.
* ThinkingUpPortals: Conjures the Bridge of Shadows in the second game, allowing the group to teleport instantly to
summon a mission and then out again upon completion at predesignated points.
* WeAreStrugglingTogether: Downplayed. Saltzpyre ''hates'' her since he's a witch-hunter and she is an unsanctioned witch, but is willing to work with her because she gets results. She doesn't acknowledge his dislike for her at all.
[[/folder]]

[[folder:Christoph Engel]]
!!Grey Wizard
daemon there.



* CastingAShadow: Because the Ulgu ("Grey") magic is concerned with shadows, disorienting and confusing with the lack of light, in a classic DarkIsNotEvil manner.
* ContinuityCameo: Christoph Engel originally appeared in ''Tabletopgame/WarhammerFantasyRoleplay'' as the only (acknowledged) wizard with a permanent residence in Ubersreik.
* KingIncognito: [[AllThereInTheManual According to]] ''[[Tabletopgame/WarhammerFantasyRoleplay A Guide to Ubersreik]]'', Engel tends to dress as a simple traveler or beggar when he leaves his tower. Since [[TheGhost almost no one knows his face]] and he is [[PerceptionFilter a master of Ulgu]], this is fairly effective at preserving his mystique and allowing him to interact with others without them knowing it was him.
* MageTower: His residence, though no obvious doors exist to get into it from the street level. This is intentional, as a Grey Wizard he prefers cleverly hidden entrances over obvious ones.
* MasterOfIllusion: He's casting a spell that's causing a PerceptionFilter over the Red Moon Inn. As you walk through it, you'll even encounter a LotusEaterMachine room tied to your character's personal eccentricities, different for each character (though the party realizes that this isn't exactly out of character for the ''Grey Wizard'' and isn't fooled).
* TheVoice: Despite going to his tower, the party never actually ''meets'' him face-to-face, hearing only his voice booming out to them through magic. [[spoiler:This is part of what gives credence to the notion that he might simply be an illusion by Olesya to cast suspicion off her for her unsanctioned magic.]]
* WalkingSpoiler: Isn't mentioned in most of the missions. His interest in the arcane helps drive parts of the ''Castle Drachenfels'' and ''Karak Azgaraz'' content however, as he knows of magical artifacts that could help the resistance... or at the very least should be kept out of the skaven's paws. [[http://www.vermintide.com/news/dev_blog_lohner_olesya/ It's also suggested]] by the a developer blog post for ''II'' that Christoph Engel could be nothing but a guise for Olesya, which was later confirmed in [[https://www.vermintide.com/news/franz-lohners-chronicle-shadow-magic Lohner's journal.]]

to:

* CastingAShadow: Because CrosshairAware: One of his attacks has him in the Ulgu ("Grey") magic is concerned with shadows, disorienting center of his arena and confusing with summoning concentric rings of explosions that the lack of light, in a classic DarkIsNotEvil manner.
* ContinuityCameo: Christoph Engel originally appeared in ''Tabletopgame/WarhammerFantasyRoleplay'' as the only (acknowledged) wizard with a permanent residence in Ubersreik.
* KingIncognito: [[AllThereInTheManual According to]] ''[[Tabletopgame/WarhammerFantasyRoleplay A Guide
heroes need to Ubersreik]]'', Engel tends dodge to dress as a simple traveler or beggar when he leaves his tower. Since [[TheGhost almost no one knows his face]] avoid damage. Each ring also conveniently shows which area will not explode and he is [[PerceptionFilter a master of Ulgu]], this is fairly effective at preserving his mystique and allowing him safe to interact with others without them knowing it was him.
stand on.
* MageTower: His residence, though no obvious doors exist to get into it from the street level. This is intentional, as a Grey Wizard he prefers cleverly hidden entrances over obvious ones.
* MasterOfIllusion:
DragonTheirFeet: He's casting a spell that's causing a PerceptionFilter over Chaos Sorcerer Lord from the Red Moon Inn. As you walk through it, you'll even encounter a LotusEaterMachine room tied to your character's personal eccentricities, different for each character (though same tribe as Burblespue so presumably was under Bödvarr's authority yet took no art in the party realizes that this isn't exactly out of character for battles around Helmgart and the ''Grey Wizard'' and isn't fooled).
* TheVoice: Despite going to his tower, the party never actually ''meets'' him face-to-face, hearing only his voice booming out to
Skittergate, possibly ignoring them through magic. [[spoiler:This is part of what gives credence to the notion that he might simply be an illusion by Olesya to cast suspicion off her for her unsanctioned magic.]]
* WalkingSpoiler: Isn't mentioned
in most of the missions. His his interest in the arcane helps drive parts of the ''Castle Drachenfels'' and ''Karak Azgaraz'' content however, as he knows of magical artifacts that could help the resistance... or Castle Drachenfels.
* EvilGloating: In contrast to Burblespue Halescourge who is
at the very least should be kept out AffablyEvil, about 80% of Nurgloth's voice lines have him taunt the skaven's paws. [[http://www.vermintide.com/news/dev_blog_lohner_olesya/ It's also suggested]] by heroes.
* FatBastard: Is as bloated as any other Chaos Sorcerer in
the game.
* FliesEqualsEvil: Can summon
a developer blog post for ''II'' swarm of flies to stun the players.
* FusionDance: He states
that Christoph Engel could be nothing but he and his summoned daemon have become one rather than the more common DemonicPossession.
* GuideDangIt: He has the ''Berserker'' armor type, rather than the expected Monster armor type of prior Sorcerer Lord Burblespue. This makes heavy attacks from many typical anti-boss weapons deal reduced damage to him. On the other hand, it ''also'' means he's highly vulnerable to shotgun-type weapons that other bosses strongly resist.
* SinisterScythe: Wields
a guise for Olesya, scythe, which was later confirmed is a favored weapon for Nurglites.
* UnwittingPawn: Developments
in [[https://www.vermintide.com/news/franz-lohners-chronicle-shadow-magic Lohner's journal.]]the Chaos Wastes missions rather imply that his plot in Castle Drachenfels may have been manipulated [[spoiler: by Be'lakor]] to draw the Ubersreik Five there as part of a separate plan.



!Antagonists

[[folder:Antagonists (Vermintide)]]
!!Grey Seer Rasknitt
!!!Leader of Clan Fester
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rasknitt.png]]
[[caption-width-right:350:''The tide! The tide! Drown-tide!'']]
->'''Voiced by:''' Andreas Rylander
When Clan Fester was inflicted with the Brood Blight, their breeders became sterile, and the desperate clan sought means to undo this affliction, for they were under the threat of extinction. The Grey Seer named Rasknitt would approach the clan and offer them the cure for the plague, but to give them this, he demanded the conquering of the man-thing city of Ubersreik...

to:

!Antagonists

[[folder:Antagonists (Vermintide)]]
!!Grey Seer Rasknitt
!!!Leader
[[folder:Clan Fester (Skaven)]]
!!As a Whole
* AntagonistTitle: They are the eponymous vermintide. Even in ''2'' and its expansions where the Warriors
of Clan Fester
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rasknitt.png]]
[[caption-width-right:350:''The tide!
Chaos and Beastmen join the fray, the game is still named after the Skaven and they remain the most prominent antagonists.
* CreepyHighPitchedVoice: Skaven have high, chittering voices, echoing the squeaks of real rats.
* EliteArmy: 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 CannonFodder 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).[[/note]] Fester brought far more than that to attack (the relatively small) Ubersreik alone, even assuming GameplayAndStorySegregation that deflates their in-game numbers two, five, or even ten fold.
* GameplayAndStorySegregation:
**
The tide! Drown-tide!'']]
->'''Voiced by:''' Andreas Rylander
When
books repeatedly emphasize that the Skaven are cowards who will break and run after fewer losses than comparable human forces. 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 continue to 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).[[/note]] 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 was inflicted with is deploying high tech prototypes.
* NiceJobFixingItVillain: 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 for you, doing some of
the Brood Blight, their breeders became sterile, work for you at worst or giving you an opening to escape at best.
* SoundCodedForYourConvenience: If the tolling of bells
and the desperate clan sought means to undo this affliction, for 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 were under charge for the kills after a few seconds.
* VillainTeamUp: 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.
* WeHaveReserves: Their leadership is entirely unconcerned about sending thousands of them into the meat grinder to conquer Ubersreik and later Helmgart.
* YouDirtyRat: A whole race of them.

!!Skavenslaves
The lowest of the low in the Skaven hierarchy, Skavenslaves perform the most menial and/or dangerous tasks, and constantly face
the threat of extinction. The Grey Seer named Rasknitt would approach being devoured by their kin. In battle, they are deployed for meat grinder tactics, swarming the clan enemy in sheer numbers, and offer them the cure for the plague, but to give them this, he demanded the conquering of the man-thing city of Ubersreik...therefore lack armour and decent weapons.



* BigBad: The Warlord of Clan Fester and the Skaven attacking Ubersreik.
* BigDumbBody: Starts his boss fight on top of his personal Stormfiend, Deathrattler.
* DisneyVillainDeath: When the Screaming Bell's supports are destroyed, the pillar holding it collapses and he falls into a deep pit, which finally overcomes his shield. Even though the narrator [[RetCon explicitly states that he died]], the DLC mission "Waylaid" reveals that he survived the fall.
* DecapitatedArmy: [[spoiler:After his death, the rest of the Skaven, without a leader, began to tear themselves apart in a bid to take his place or fled in search of easier pickings.]]
* DefeatEqualsExplosion: [[spoiler:His fate in the second game once his health reaches zero.]]
* DragonInChief / DragonAscendant: Olesya reveals in the second game that Rasknitt was never the true leader of Clan Fester, and was only the leader of the invasion force during the events of the first game. After Clan Fester's Warlord was slain, Rasknitt returned, pinned the failure of Ubersreik on said Warlord and took over.
* EvilGloating: Throughout the final level of ''I'', he constantly mocks the heroes that their attempts to stop him are futile.
* EvilSorceror: He's a Grey Seer, a powerful Skaven sorcerer.
* {{Expy}}: Of another ambitious Grey Seer, Thanquol. Rasknitt is uncharacteristically lucky and hard for the protagonists to kill, coming back from certain death and getting away from the consequences of his actions by pinning the blame of defeat on someone else, in this case the previous warlord of Clan Fester. In the finale of II, he returns one last time with his own personal, AceCustom Rat Ogre named Deathrattler, who draws parallels to many, many commissioned Bonerippers Thanquol is fond of using.
* FinalBoss: [[spoiler:He's faced head-on at the end of the Skittergate level in ''II'', alongside his personal Stormfiend, Deathrattler.]]
* FlunkyBoss: Spawns the most mooks to back him up of all the bosses, on top of having a second boss as his pet. Said boss is generally considered to be a greater threat than Rasknitt himself.
* GatlingGood: He commands a heavily modified Stormfiend named Deathrattler in the second game that dual wields Ratling Guns.
* KilledOffForReal: [[spoiler:In the sequel, when a player deals the final blow to him, he'll rise up off the ground and then explode into a [[ChunkySalsaRule fine black slurry]], confirming beyond the shadow of a doubt that Rasknitt is finally dead for good]].
* LargeHam: He spends all of the mission spouting out gloriously grandiose insults and boasts. And [[EvilLaugh laughing]]. Laughing [[LaughingMad a lot]].
* LaughingMad: He tends to laugh maniacally.
* NoSell: In the first game, Rasknitt cannot be harmed due to him drawing on [[BadMoonRising Morrslieb]] to power a force field should the players attempt to attack him through ranged weapons.
* OutGambitted: By Olesya and Lohner [[spoiler: throughout the sequel. This time it finally gets him killed.]]
* ProfessionalButtKisser: Grovels to Ribspreader, especially when the Skittergate disastrously fails to operate again.
* ShockAndAwe: His primary means of attack, besides [[FlunkyBoss getting others to do it for him]] is to throw waves of green warp lightning at you in various forms.
* TheStarscream: He boasts that he will overthrow the Council of Thirteen. Unsurprising, seeing that all Skaven suffer from ChronicBackstabbingDisorder.
* SquishyWizard: While he still has the obligatory boss health pool, Rasknitt rather pathetically easily staggered. Indeed, just spamming light attacks on him will lock him into a CycleOfHurting until his uninterupptable teleport, allowing a team that knows he only teleports into the four corners of the arena he's fought in to camp around and take turns beating him into a pulp.
* SuperpowerMeltdown: Loses control of his magic [[spoiler: At the end of his boss fight, teleporting around the arena randomly while eletrocuting himself until he collapses in a heap and is rendered helpless]].
* ThisCannotBe: Has three of them in rapid succession [[spoiler: when he sees the Skittergate has been sabotaged by the same five from Ubersreik, when his pet Stormfiend is killed, and finally when he himself is killed.]]
* WalkingSpoiler: Considering literally every other trope description of them is blanked out.
* WhiteHairBlackHeart: White fur, actually, but the same principle applies to Grey Seers like him; light-colored fur and horns are what marks out a Skaven as a natural wizard to be trained by the Horned Rat's priesthood.

!!Krench
!!!Clan Fester Chieftain

A chieftain of Clan Fester that has struck...''some'' kind of deal to make his clan more powerful. As ''II'' clearly shows, it was an alliance with the Nurgle-worshipping Rotblood army.

to:

* BigBad: The Warlord of Clan Fester AttackAttackAttack: Have no regard for their own safety and the Skaven attacking Ubersreik.
* BigDumbBody: Starts his boss fight on top of his personal Stormfiend, Deathrattler.
* DisneyVillainDeath: When the Screaming Bell's supports are destroyed, the pillar holding it collapses and he falls into a deep pit, which finally overcomes his shield. Even though the narrator [[RetCon explicitly states that he died]], the DLC mission "Waylaid" reveals that he survived the fall.
* DecapitatedArmy: [[spoiler:After his death, the rest of the Skaven, without a leader, began to tear themselves apart in a bid to take his place or fled in search of easier pickings.]]
* DefeatEqualsExplosion: [[spoiler:His fate in the second game once his health reaches zero.]]
* DragonInChief / DragonAscendant: Olesya reveals in the second game that Rasknitt was never the true leader of Clan Fester, and was only the leader of the invasion force during the events of the first game. After Clan Fester's Warlord was slain, Rasknitt returned, pinned the failure of Ubersreik on said Warlord and took over.
* EvilGloating: Throughout the final level of ''I'', he constantly mocks
will ferociously attack the heroes that thanks to having nothing to lose.
* BaldOfEvil: Owing to
their attempts to stop him poor health, terrible living conditions and constant torment, Skavenslaves are futile.
mostly furless and have their pink and naked flesh exposed.
* EvilSorceror: He's CannonFodder: The Skaven's natural LackOfEmpathy leads them to care not for the lives of others, and in the case of the Skavenslaves, their life is less valuable than even that of Clanrats. A messy death is considered the inevitable result of sending them into battle, and [[WeHaveReserves their superiors care not a Grey Seer, whit]].
* DeathOfAThousandCuts: Their primary threat is this. Their attacks don't hit very hard, but when you're getting stabbed from twenty different directions, their weak arms don't matter.
* DirtyCoward: More cowardly than the normal Clanrats, and Skavenslaves will not charge the heroes head-on when only one to three of them remain as they know they don't stand
a powerful Skaven sorcerer.
chance.
* {{Expy}}: Of another ambitious Grey Seer, Thanquol. Rasknitt is uncharacteristically lucky and hard for the protagonists to kill, coming back Horde attack from certain death and getting away from the consequences ''VideoGame/Left4Dead''.
* ForDoomTheBellTolls: The tolling
of his actions by pinning the blame of defeat on someone else, in this case the previous warlord of Clan Fester. In the finale of II, he returns one last time with his own personal, AceCustom Rat Ogre named Deathrattler, who draws parallels to many, many commissioned Bonerippers Thanquol a bell is fond of using.
* FinalBoss: [[spoiler:He's faced head-on at the end of the Skittergate level in ''II'', alongside his personal Stormfiend, Deathrattler.]]
* FlunkyBoss: Spawns the most mooks to back him up of all the bosses, on top of having a second boss as his pet. Said boss is generally considered to be a greater threat than Rasknitt himself.
* GatlingGood: He commands a heavily modified Stormfiend named Deathrattler
used in the second game that dual wields Ratling Guns.
* KilledOffForReal: [[spoiler:In
sequel to alert the sequel, when a player deals heroes to an incoming horde.
* TheGoomba: The weakest enemy encountered in
the final blow to him, he'll rise up off the ground and then explode into a [[ChunkySalsaRule fine black slurry]], confirming beyond the shadow of a doubt that Rasknitt is finally dead for good]].
* LargeHam: He spends all of the mission spouting out gloriously grandiose insults and boasts. And [[EvilLaugh laughing]]. Laughing [[LaughingMad a lot]].
* LaughingMad: He tends to laugh maniacally.
* NoSell: In the first
game, Rasknitt they are really only dangerous when sent in hordes, [[ZergRush which they are...]] [[WeHaveReserves often]].
* MusicalSpoiler: Via SourceMusic, as they blare a horn (or toll a bell in the sequel) to signal their attack.
* OneHitPointWonder: They
cannot be harmed due to him drawing on [[BadMoonRising Morrslieb]] to power a force field should the players attempt to attack him through ranged weapons.
* OutGambitted: By Olesya and Lohner [[spoiler: throughout the sequel. This time it finally gets him killed.]]
* ProfessionalButtKisser: Grovels to Ribspreader, especially when the Skittergate disastrously fails to operate again.
* ShockAndAwe: His primary means of attack, besides [[FlunkyBoss getting others to do it for him]] is to throw waves of green warp lightning at you
sustain even incidental damage, but since they are [[ZergRush sent in various forms.
* TheStarscream: He boasts that he will overthrow the Council of Thirteen. Unsurprising, seeing that all Skaven suffer from ChronicBackstabbingDisorder.
* SquishyWizard: While he still has the obligatory boss health pool, Rasknitt rather pathetically
large hordes]], they can easily staggered. Indeed, just spamming light overwhelm a party who over-relies on slow-hitting, high-damage weaponry without the quick-hitting, low-damage weaponry needed to thin their numbers.
* SuicidalOverconfidence: Their suicidal
attacks on him will lock him into are born less of a CycleOfHurting until his uninterupptable teleport, allowing a team that knows he only teleports into belief in the four corners possibility of victory than a keen understanding of the arena he's fought in to camp around and take turns beating him into a pulp.
* SuperpowerMeltdown: Loses control of his magic [[spoiler: At the end of his boss fight, teleporting around the arena randomly while eletrocuting himself until he collapses in a heap and is rendered helpless]].
* ThisCannotBe: Has three of them in rapid succession [[spoiler: when he sees the Skittergate has been sabotaged by the same five from Ubersreik, when his pet Stormfiend is killed, and finally when he himself is killed.]]
* WalkingSpoiler: Considering literally every other trope description of them is blanked out.
* WhiteHairBlackHeart: White fur, actually, but the same principle applies to Grey Seers like him; light-colored fur and horns are what marks out a Skaven as a natural wizard to be trained by the Horned Rat's priesthood.

!!Krench
!!!Clan Fester Chieftain

A chieftain of Clan Fester that has struck...''some'' kind of deal to
suffering they will endure if they do not make his clan more powerful. As ''II'' clearly shows, it was an alliance the attempt. Skavenslaves attack with the Nurgle-worshipping Rotblood army.ferocity of wretches with nothing to lose, and die in droves doing it.
* TorchesAndPitchforks: Their typical armament, as they have to make do with cast off and scavenged weaponry.
* ZergRush: Even moreso than the Clanrats. They appear in huge hordes whenever the horn sounds, much akin to the horde in ''VideoGame/Left4Dead''. However, they're even weaker than regular Clanrats.

!!Clanrats
The Clanrats make up the bulk of the Skaven army and are among the lowest ranking in the vile clan hierarchy. Slightly shorter than your average man, the common Clanrat's matted fur is filthy and patched, with wounds and boils covering parts of their body. They are clothed in rags and scrap armour, carrying worn down swords, knives, maces, flails, spears, and torches.



* BadassAbnormal: [[spoiler:It's clear from all of the green Warp energy kicking up from all of his attacks that he is no simple Chieftain.]]
* BossRemix: The fight with him is set to [[https://www.youtube.com/watch?v=7RnTDYhAsj0 an awesome remix]] of the Stormvermin soundtrack.
* DragonAscendant: Of sorts -- after Rasknitt [[spoiler:is killed, Krench takes over as the Warlord for Clan Fester, but he never actually makes an appearance on this]]. The again, considering Rasknitt's survival, it is likely that he is merely just a Dragon taking orders from Rasknitt in secret.
* FlunkyBoss: [[spoiler:[[DirtyCoward As is natural for Skaven]], he's quickly accompanied by more clanrats/slaves, and periodically summons Stormvermins to his aid.]]
* {{Foreshadowing}}: [[spoiler:Krench's green clothing, as well as parts of the room he's in resembling [[https://1d4chan.org/images/b/b6/220px-Nurgle_Symbol.png the symbol of Nurgle]], foreshadowed how Nurgle-worshippers were a new enemy faction within ''Vermintide II''.]]
* KingMook: He's a beefed-up Stormvermin.
* LargeAndInCharge: As an important chieftain of his Clan, Krench is bar none the biggest non-Ogre Skaven in the first game, towering over even ''Saltzpyre'' by a good margin.
* TrashTalk: [[spoiler:A lot throughout his fight. Notably, the heroes that are played will occasionally respond back to him.]]
* YouAreTooLate: [[spoiler:The heroes of Ubersreik arrive to only learn the deal Clan Fester was inching toward has already been struck.]]
[[/folder]]

[[folder:Antagonists (''Vermintide II'')]]
!!Bödvarr Ribspreader
!!!Chaos Champion
[[quoteright:312:https://static.tvtropes.org/pmwiki/pub/images/bodvarr_ribspreader.png]]
[[caption-width-right:312:''The ones I seek come to me! Stealers of slaves, torchers of loot, defilers of Lords... You'll suffer for it all!'']]
A Chaos Lord[[note]]The characters only ever refer to him as "Champion", but the achievements and Okri's book call him a Lord, fitting the tabletop's classification, and he's shown to have authority over Burblespue and Nurgloth, both of whom are explicitly Sorcerer Lords, who would outrank a mere Exalted Hero. Fluff-wise "Chaos Champion" is a broad category that encompasses a lot of types, including Lords, but is usually presumed to refer to Exalted Heroes in the absence of other details.[[/note]]who leads the Nurgle-worshipping Rotblood Tribe of Norsca, Bödvarr Ribspreader has made an alliance with Clan Fester for the purpose of attacking Helmgart.

to:

* BadassAbnormal: [[spoiler:It's clear CombatPragmatist: Very very prone to ambushing the players from all of the green Warp energy kicking up high areas, flanking them, attacking from all behind, etc.
* DirtyCoward: Occasionally they will try to run or cower in fear instead
of his attacks that he is no simple Chieftain.]]
fighting when caught alone.
* BossRemix: {{Mooks}}: The fight with him is set to [[https://www.youtube.com/watch?v=7RnTDYhAsj0 an awesome remix]] of the Stormvermin soundtrack.
* DragonAscendant: Of sorts -- after Rasknitt [[spoiler:is killed, Krench takes over as the Warlord for Clan Fester,
run-of-the-mill enemies, they're weak but he never actually makes an appearance on this]]. The again, considering Rasknitt's survival, it is likely that he is merely just a Dragon taking orders from Rasknitt attack in secret.
large numbers.
* FlunkyBoss: [[spoiler:[[DirtyCoward As is natural for Skaven]], he's quickly accompanied by more clanrats/slaves, and periodically summons Stormvermins to his aid.]]
* {{Foreshadowing}}: [[spoiler:Krench's green clothing, as well as parts of the room he's in resembling [[https://1d4chan.org/images/b/b6/220px-Nurgle_Symbol.png the symbol of Nurgle]], foreshadowed how Nurgle-worshippers were a new enemy faction within ''Vermintide II''.]]
* KingMook: He's a beefed-up Stormvermin.
* LargeAndInCharge: As an important chieftain of his Clan, Krench is bar none the biggest non-Ogre Skaven
MusicalSpoiler: Via SourceMusic in the first game, towering over even ''Saltzpyre'' by as they blare a good margin.
* TrashTalk: [[spoiler:A lot throughout his fight. Notably,
horn to signal their attack. In the second game, tolling of bells signals their attack instead.
* ShieldBearingMook: In the second game, a few of them carry shields, making them marginally harder to take down from the front.
* ZergRush: Tend to appear in numbers.

!! Stormvermin
Wearing heavy armour, red cloth and a crest adorned helmet, the Stormvermin are among the fighting elite of the Skaven clans. Well trained in the use of halberds, they are tough challenge in one on one combat. Stormvermin will mix up stabs, swings, blocks and parries, to always keep the players on their toes. Facing a lone Stormvermin can be quite a challenge, but taking on a whole Patrol is borderline suicidal. Using their tactical training, the Stormvermin Patrol will quickly surround individual
heroes that are played will occasionally respond back to him.]]
* YouAreTooLate: [[spoiler:The heroes of Ubersreik arrive to only learn the deal Clan Fester was inching toward has already been struck.]]
[[/folder]]

[[folder:Antagonists (''Vermintide II'')]]
!!Bödvarr Ribspreader
!!!Chaos Champion
[[quoteright:312:https://static.tvtropes.org/pmwiki/pub/images/bodvarr_ribspreader.png]]
[[caption-width-right:312:''The ones I seek come to me! Stealers of slaves, torchers of loot, defilers of Lords... You'll suffer for it all!'']]
A Chaos Lord[[note]]The characters only ever refer to him as "Champion", but the achievements
and Okri's book call him a Lord, fitting the tabletop's classification, and he's shown to have authority over Burblespue and Nurgloth, both of whom are explicitly Sorcerer Lords, who would outrank a mere Exalted Hero. Fluff-wise "Chaos Champion" is a broad category that encompasses a lot of types, including Lords, but is usually presumed to refer to Exalted Heroes in the absence of other details.[[/note]]who leads the Nurgle-worshipping Rotblood Tribe of Norsca, Bödvarr Ribspreader has made an alliance with Clan Fester for just a few well placed blows bring the purpose player to their knees. If the Patrol is engaged, the players must work together and be constantly aware of attacking Helmgart.their surroundings if they are to survive.



* BigBadEnsemble: The main antagonist of the Rotbloods in ''Vermintide II'', working alongside Rasknitt.
* DirtyCoward: Despite boasting that he can kill the heroes by himself, as soon as he starts losing he calls his minions to aid him. The heroes usually taunt him about this when it happens.
-->'''Kerillian:''' Like a rat, he talks brave but hides behind minions.
* FlunkyBoss: Despite his boasts of facing the heroes "alone", he'll call his minions to his aid at certain health thresholds.
* GladiatorGames: Fights the heroes in an arena in his war camp.
* GroundPound: This is his breakout move that he does when mobbed by players, whereupon he will slam the hilt of his axe into the ground to create a shockwave that damages and tosses everybody backwards.
* HoistByHisOwnPetard: His habit of [[FlunkyBoss calling in backup]] tends to backfire on him more than it helps, as he takes time calling them in, time during which he is ''entirely vulnerable''. Bödvarr tends to lose as much, if not more of his health during these intermission speeches than he does while ''actually fighting''.
* KingMook: Bödvarr is a larger Chaos Warrior with more health and some new moves.
* LargeAndInCharge: The largest and tallest Rotblood in the game. [[https://i.imgur.com/b9PngOQ.png He makes standard Chaos Warriors look small.]]
* MascotMook: Bödvarr is featured prominently in promotional art and on the game's cover.
* NamesToRunAwayFromReallyFast: Practically a requirement for Chaos Champion names. In this particular case, "Ribspreader" refers to a [[CruelAndUnusualDeath particularly]] [[https://en.wikipedia.org/wiki/Blood_eagle gruesome]] form of execution/sacrifice practiced by Norscans.
* SummonToHand: Can throw his axe at his enemies and can summon it back to his hand.
* SuperStrength: He can punt any of the heroes dozens of feet with his strikes, not to mention his abilities to accelerate his own 400+ kg[[note]]Bodvarr is a bulky man around nine feet tall; volumetrically scaling up from a 100 kg, six foot man yields a weight of 337 kg. He's also wearing full plate armor, which historically tended towards 1/5 to 1/4 of the user's bodyweight.[[/note]] armored bulk with ease and swing around a hilariously oversized axe (though he does so pretty slowly, more like a sledgehammer than a proper weapon).
* ThisIsUnforgivable: During his fight, he swears that he will make the heroes pay for freeing his slaves, burning his supplies and preventing him from harnessing the power of Ghulmagak's monolith.
* TinTyrant: LargeAndInCharge and covered in TwentyFourHourArmor blessed by Grandfather Nurgle.
* VillainousBreakdown: He doesn't take all of the ruin caused by the heroes lightly at all.
-->'''Bödvarr Ribspreader:''' My slaves. My spoils of war. Lord Ghulmagak. You will pay for them all!

!!Burblespue Halescourge
!!!Chaos Sorcerer Lord

A Sorcerer Lord of the Rotblood Tribe, Burblespue Halescourge was involved in the making of the pact with Clan Fester. His existence is first eluded in the original game's [=DLCs=], after he steals a number of dangerous books from Franz Lohner.

to:

* BigBadEnsemble: The main antagonist of AdaptationalBadass: In the Rotbloods tabletop game (and in ''Vermintide II'', working alongside Rasknitt.
* DirtyCoward: Despite boasting that he can kill
other adaptations such as ''Total War''), Stormvermin are near-identical to Imperial halberdiers or swordsmen, their only notable advantage being moderately better armor.[[note]]Their weapons and combat stats are the heroes by himself, as soon as he starts losing he calls his minions to aid him. The heroes usually taunt him same aside from Stormvermin being faster [movement 5 and initiative 5 versus the State Troops' movement 4 and initiative 3] and State Troops having better morale [leadership 7 versus the Stormvermins' leadership 5]. As for armor, Storvermin have an armor save of 5+, versus State Troops at 6+; noticeably better, but not enormously so.[[/note]] This is reflected in their point value on the tabletop; Stormvermin are worth about this when it happens.two Clanrats and only slightly more than a State Troop.[[note]]From Skaven 7e and Empire 8e: Clanrats are 4 points (5 if given a spear and shield), Imperial spearmen and halberdiers are 6 (swordsmen are 7), and Storvermin are 7 (8 with a shield).[[/note]] In ''Vermintide'' on the other hand, the Stormvermins' heavy plate armor, health, and high damage make each one easily equivalent to many Clanrats.
* AttackItsWeakPoint: Their head is unarmoured and vulnerable to all attacks.
* BeefGate: The Stormvermin Patrols, which consist of 4-6 of them on the lower difficulties, and 20-30 on the higher. The game info even suggests that you avoid the patrol.
* BladeOnAStick: Their weapon of choice is a halberd which allows them to guard, as well as attack from a range.
* EliteMook: Much stronger and tougher than their Clanrat brethren.
* EvilWearsBlack: Due to the Stormvermin being recruited exclusively from those Skaven born with black fur.

-->'''Kerillian:''' Like * HeavilyArmoredMook: Has armor on their body to prevent damage from being dealt there. One must use an ArmorPiercingAttack or hit their head to damage them.
* KnockBack: Is able to push the player back with its halberd, often following it up with
a rat, he talks brave but hides behind minions.strong over-hand strike.
* LuckilyMyShieldWillProtectMe: ''Vermintide 2'' introduces a sword and shield variant of the stormvermin. Their shields are thick metal pieces that'd make a dwarf proud, as opposed to the shoddy wooden shields Clanrats use, so they can't be destroyed. A handful of attacks, however, can still go right through them (like handgun bullets).
* MookLieutenant: They can occasionally be found commanding and leading lesser Skaven, rather than deployed in patrolling squads.

* FlunkyBoss: Despite his boasts of facing NoSell: Due to being armored, their body armor makes most non-charged attacks all but useless. Attack their head, use a ChargedAttack, or an [[ArmorPiercingAttack armor-piercing]] weapon to damage them.
* PatrollingMook: Stormvermin Patrols will patrol an area, allowing
the heroes "alone", he'll call his minions to his aid at certain health thresholds.
* GladiatorGames: Fights the heroes in an arena in his war camp.
* GroundPound: This is his breakout move that he does
hide from them. Thankfully, they make a ''very'' distinctive "Yah! Hee!" sound when mobbed they're around.
* RedAndBlackAndEvilAllOver: They are marked
by players, whereupon he will slam the hilt of his axe into the ground to create a shockwave that damages and tosses everybody backwards.
* HoistByHisOwnPetard: His habit of [[FlunkyBoss calling in backup]] tends to backfire on him more than it helps, as he takes time calling them in, time during which he is ''entirely vulnerable''. Bödvarr tends to lose as much, if not more of his health during these intermission speeches than he does while ''actually fighting''.
* KingMook: Bödvarr is a larger Chaos Warrior with more health and some new moves.
* LargeAndInCharge: The largest and tallest Rotblood in the game. [[https://i.imgur.com/b9PngOQ.png He makes standard Chaos Warriors look small.]]
* MascotMook: Bödvarr is featured prominently in promotional art and on the game's cover.
* NamesToRunAwayFromReallyFast: Practically a requirement for Chaos Champion names. In this particular case, "Ribspreader" refers to a [[CruelAndUnusualDeath particularly]] [[https://en.wikipedia.org/wiki/Blood_eagle gruesome]] form of execution/sacrifice practiced by Norscans.
* SummonToHand: Can throw his axe at his enemies and can summon it back to his hand.
* SuperStrength: He can punt any of the heroes dozens of feet with his strikes, not to mention his abilities to accelerate his own 400+ kg[[note]]Bodvarr is a bulky man around nine feet tall; volumetrically scaling up from a 100 kg, six foot man yields a weight of 337 kg. He's also wearing full plate
bright red cloth over their armor, which historically tended towards 1/5 in turn protects their black fur. This communicates to 1/4 of the user's bodyweight.[[/note]] armored bulk onlookers that they are [[EliteMook not to be trifled with]].
* ShieldBearingMook: The second game introduce Stormvermin Swordsmen who fight
with ease shield and swing around a hilariously oversized axe (though he does so pretty slowly, more sword, who deal less damage but are harder to take down. Flanking or staggering are your best bets.
* WolfpackBoss: Alerting and fighting an entire patrol can become
like a sledgehammer than a proper weapon).
* ThisIsUnforgivable: During his fight, he swears
this, as they're made of at least six EliteMooks that he will make can surround and deal very heavy damage to an unprepared team.

!!Poison Wind Globadier
Wearing their signature robes and gas mask and carrying a heavy rebreathing apparatus,
the heroes pay for freeing his slaves, burning his supplies and preventing him Poison Wind Globadiers have actually strapped a ticking time bomb on their backs, since the container is filled with highly combustible warp-gas. These hired elite soldiers can be heard from harnessing the power of Ghulmagak's monolith.
* TinTyrant: LargeAndInCharge
quite a distance, clanking and covered in TwentyFourHourArmor blessed by Grandfather Nurgle.
* VillainousBreakdown: He doesn't take all of the ruin caused by the heroes lightly at all.
-->'''Bödvarr Ribspreader:''' My slaves. My spoils of war. Lord Ghulmagak. You will pay for them all!

!!Burblespue Halescourge
!!!Chaos Sorcerer Lord

A Sorcerer Lord of the Rotblood Tribe, Burblespue Halescourge was involved in the making of the pact
wheezing their way into battle, whilst preparing their globes with Clan Fester. His existence is first eluded in the original game's [=DLCs=], after he steals a number of dangerous books from Franz Lohner.deadly green gas to be flung at their enemy.



* AffablyEvil: As customary of a Nurgle worshipper, he's very polite and calls the group his esteemed guests and gives them greetings at the start of the boss battle.
* TheDragon: To Bödvarr.
* EarlyBirdCameo: He's present in the Prologue when the Skittergate malfunctions, alongside Rasknitt and Bödvarr.
* FatBastard: He's as morbidly obese as the rest of his Nurglite sorcerer brethren. Lohner even calls him this in one of his mission briefings.
* TheGhost: His name is first mentioned in the ''Death on the Reik'' [=DLC=] of the first game, and the heroes correctly deduce him to be a Norscan, but only meet him in ''Vermintide II''.
* ItsPersonal: He stole Lohner's book collection, so Lohner really wants to see him dead.
* KingMook: Halescourge is an enhanced Blightstormer.
* LargeAndInCharge: On top of being very wide, he's a good foot and then some taller than common Blightstormers, albeit not as tall as Bodvarr.
* TeleportSpam: Also like his sorcerer brethren, he is fond of teleporting.

!!Skarrik Spinemanglr
!!!Skaven Warlord

A ferocious Skaven Warlord hailing from Clan Pestilens who took Chieftain Krench's place as lord of Clan Fester after his death at Stromdorf. Noted for not being particularly bright.

to:

* AffablyEvil: As customary of ActionBomb: When its gas tank is damaged, it'll try to blow up on a Nurgle worshipper, he's very polite and calls hero as a LastDitchMove.
* DeadlyGas: Throws spheres containing deadly Warpstone gas that deal damage over time in an AreaOfEffect.
* {{Expy}}: Has a constant damage HerdHittingAttack like
the group his esteemed guests and gives them greetings at the start Spitter from ''VideoGame/Left4Dead2''. It also has some qualities of the boss battle.
Boomer, being able to cause an InterfaceScrew with its ability as well as the ability to explode.
* TheDragon: To Bödvarr.
GasMaskMooks: Wears a gas mask to protect itself from its own deadly gas.
* EarlyBirdCameo: He's present GlowingEyesOfDoom: A dark yellow/orange light comes from the optics of their gas mask, and when they're about to self destruct they'll turn red.
* HerdHittingAttack: Its gas hits a wide area, forcing the heroes to move apart.
* LongRangeFighter: Their sole attack is to chuck a sphere full of a gas at their targets, having no way to actually attack other than to either back off and flee or activate their self destruct.
* NeverMyFault: 'Accidentally' gassing a bunch of other Skaven to death has Globadiers completely deflect all blame from themselves for it.
--> ''I didn't throw that.''
--> ''Fool-slaves! Got
in the Prologue when way!''
--> '''''HRRRGH,''''' ''Idiots! Go die somewhere else!''
* SoundCodedForYourConvenience: Alerts
the Skittergate malfunctions, alongside Rasknitt heroes via VaderBreath sound thanks to his rebreather, and Bödvarr.
the hissing and groaning sounds of the machine containing their warp-gas.
* FatBastard: He's TakingYouWithMe: If the gas tank is damaged enough, it will attempt to charge to the nearest hero and explode into a huge cloud of gas and shrapnel.
* TeamKiller: That gas doesn't differentiate between heroes and other Skaven. The Globadiers don't care.
* ThrowDownTheBomblet: Rely exclusively on their gas grenades for offense.
* VaderBreath: His rebreather is clearly audible, and is usually the sign the party will have that he is about.

!!Gutter Runner
For a Gutter Runner, stealth is everything. Always moving in the shadows, the Gutter Runner wear a black cloak to blend in with their surroundings and make
as morbidly obese little noise as possible. Equipped with Warpstone Rat Claws that glow a sickening shade of green, the Gutter Runner will expertly leap at its enemy, using its weight and momentum to knock the player onto their back. Left prone and vulnerable, the Gutter Runner will then proceed to hack into the hero’s torso, forcing the rest of his Nurglite sorcerer brethren. Lohner even calls him this in one of his mission briefings.
* TheGhost: His name is first mentioned in
the ''Death on players to rush to the Reik'' [=DLC=] aid of the first game, and the heroes correctly deduce him to be a Norscan, but only meet him in ''Vermintide II''.
* ItsPersonal: He stole Lohner's book collection, so Lohner really wants to see him dead.
* KingMook: Halescourge is an enhanced Blightstormer.
* LargeAndInCharge: On top of being very wide, he's a good foot and then some taller than common Blightstormers, albeit not as tall as Bodvarr.
* TeleportSpam: Also like his sorcerer brethren, he is fond of teleporting.

!!Skarrik Spinemanglr
!!!Skaven Warlord

A ferocious Skaven Warlord hailing from Clan Pestilens who took Chieftain Krench's place as lord of Clan Fester after his death at Stromdorf. Noted for not being particularly bright.
their comrade.



* AssassinationAttempt: His banter reveals that he thinks ''Rasknitt'', the figurehead of the attack on Helmgart and sworn enemy of the Five, somehow hired the heroes to assassinate him as part of a scheme and vows to slay both them and Rasknitt later.
* BigGuyLittleGuy: The big guy to Rasknitt.
* TheDragon: To Rasknitt, though technically Skarrik outranks him.
* DualWielding: His secondary weapons are two short swords.
* DumbMuscle: It's mentioned several times that he's a complete idiot but he's enormous, heavily-armored, and carries a very large weapon.
* EarlyBirdCameo: He's present in the Prologue when the Skittergate malfunctions, alongside Rasknitt and Bödvarr.
* {{Expy}}: His overall appearance, rack of skulls and dual-wielding fighting style is very reminiscent of [[Characters/WarhammerSkaven Queek Headtaker]].
* FlunkyBoss: Like his predecessor, he summons a lot of minions.
* GutturalGrowler: His voice is positively gravely, far more than any other Skaven character. The only ones more guttural than him are the ''Rat Ogres''.
* KingMook: Just as Krench was before him, he is a bigger and souped-up Stormvermin.
* LargeAndInCharge: The largest Skaven in the game who isn't a Rat Ogre or Stormfiend. He's [[https://i.imgur.com/1wa0Mo6.jpg bigger than a Chaos Warrior]].
* SkeletonsInTheCoatCloset: His back is adorned with skulls.
* SpinAttack: Very fond of doing these, and with his polearm it sweeps across a large chunk of the arena.
* TrashTalk: Also like his predecessor.
* UnwittingPawn: Lohner notes he's too dumb to come up with any of the plans he's carrying out, and Rasknitt seems to be the brains of the operation.
* VillainousValour: Gotta give the rodent his due, he's impressively brave for a Skaven. Despite them cutting through his entire warren of warriors to get to him he jumps down to fight the party directly when he is in a pretty decent position to run away, as must Skaven Warlords would if they could. He [[FlunkyBoss doesn't fight alone]] but then no boss in the game does.

!!Nurgloth the Eternal
!!!Chaos Sorcerer Lord
A Rotblood Chaos Sorcerer Lord who took up residence in [[HauntedCastle Castle Drachenfels]] in the second game and tries to summon a daemon there.

to:

* AssassinationAttempt: His banter reveals that he thinks ''Rasknitt'', the figurehead DeadlyLunge: Their preferred method of the attack on Helmgart and sworn enemy of the Five, somehow hired the heroes to assassinate him as part of a scheme and vows to slay both them and Rasknitt later.
* BigGuyLittleGuy: The big guy to Rasknitt.
* TheDragon: To Rasknitt, though technically Skarrik outranks him.
* DualWielding: His secondary weapons are two short swords.
* DumbMuscle: It's mentioned several times that he's a complete idiot but he's enormous, heavily-armored, and carries a very large weapon.
* EarlyBirdCameo: He's present in the Prologue when the Skittergate malfunctions, alongside Rasknitt and Bödvarr.
attack.
* {{Expy}}: His overall appearance, rack of skulls Of the Hunter from ''VideoGame/Left4Dead''. A fast but fragile unit that incapacitates heroes while doing high damage per second. Runners are a bit chewier than Hunters though, especially on higher difficulties.
* FragileSpeedster: They don't have much health, but are incredibly fast, can come from many different angles thanks to their impressive leaps,
and dual-wielding fighting style is can deal very reminiscent high damage with their attacks. This occasionally works against them, as their high-speed leaps can slam them right into a wall if they miss their target and kill them, or send them flying off a cliff.
* HighlyVisibleNinja: Someone should really tell Clan Eshin that warpstone blades glow...
* InvisibilityCloak: They gain a temporary one when it [[SmokeOut uses a smoke bomb]].
* McNinja: Being a ninja-rat from a FantasyCounterPartCulture version
of [[Characters/WarhammerSkaven Queek Headtaker]].
* FlunkyBoss: Like his predecessor, he summons
renaissance Europe. As a lot side note, their clan learned its stealth skills from the ''Warhammer'' equivalents of minions.
China, Japan, and India.
* GutturalGrowler: His voice is positively gravely, far NeverSplitTheParty: They enforce this, as an incapacitated hero can only be saved by another party member and Gutter Runners know this.
* NoBodyLeftBehind: They explode into goop on death, adding
more than any paranoia that it may still be around, cloaked. Averted in ''2'', where they leave bodies like other Skaven character. The only ones more guttural than him are the ''Rat Ogres''.
* KingMook: Just as Krench was before him, he is a bigger
rats and souped-up Stormvermin.
have a distinctive death-wheeze when you kill them.
* LargeAndInCharge: The largest Skaven in the game who isn't PersonalSpaceInvader: They jump onto a Rat Ogre or Stormfiend. He's [[https://i.imgur.com/1wa0Mo6.jpg bigger than hero to incapacitate them, then starts [[WebAnimation/ZeroPunctuation tearing their nipples out]].
* SmokeOut: If attacked and not killed when they're pinned down by
a Chaos Warrior]].
hero, they will throw a smoke bomb to temporarily turn themselves invisible.
* SkeletonsInTheCoatCloset: His back is adorned with skulls.
* SpinAttack: Very
UnnecessaryCombatRoll: They're very fond of doing these, and this, particularly when being shot since they're trying to dodge laterally.
* WithCatlikeTread: Surprisingly for an assassin-type enemy, Gutter Runners are not the least bit sneaky,
with his polearm it sweeps across a large chunk of the arena.
* TrashTalk: Also like his predecessor.
* UnwittingPawn: Lohner notes he's too dumb
heroes all remarking on how loudly they scarper around in addition to come up their highly-audible chatter. Their presence can be anticipated simply by keeping an ear out for their loud voice lines. On the other hand, the whispers also don't let you know which direction the rat bastard is coming from, since they're only audible ''before'' they [[DeadlyLunge actually start leaping at you.]]
--> "Always sneaking, stabbing..."

!!Packmaster
Packmasters are Clan Moulder troops tasked
with any driving packs of ravening beasts into battle, using whips and intimidation to spur their charges into a frenzy of teeth and claws. However, the plans he's carrying out, and Rasknitt seems Packmasters hired by Clan Fester in their assault on Ubersreik are predominantly equipped with things-catchers, a pole arm designed to be the brains of the operation.
* VillainousValour: Gotta give the rodent his due, he's impressively brave for a Skaven. Despite them cutting through his entire warren of warriors to get to him he jumps down to fight the party directly when he is in a pretty decent position to run away, as must Skaven Warlords would if they could. He [[FlunkyBoss doesn't fight alone]] but then no boss in the game does.

!!Nurgloth the Eternal
!!!Chaos Sorcerer Lord
A Rotblood Chaos Sorcerer Lord who took up residence in [[HauntedCastle Castle Drachenfels]] in the second game and tries to summon a daemon there.
incapacitate opponents by strangulation.



* CrosshairAware: One of his attacks has him in the center of his arena and summoning concentric rings of explosions that the heroes need to dodge to avoid damage. Each ring also conveniently shows which area will not explode and is safe to stand on.
* DragonTheirFeet: He's a Chaos Sorcerer Lord from the same tribe as Burblespue so presumably was under Bödvarr's authority yet took no art in the battles around Helmgart and the Skittergate, possibly ignoring them in his interest in the Castle Drachenfels.
* EvilGloating: In contrast to Burblespue Halescourge who is at least AffablyEvil, about 80% of Nurgloth's voice lines have him taunt the heroes.
* FatBastard: Is as bloated as any other Chaos Sorcerer in the game.
* FliesEqualsEvil: Can summon a swarm of flies to stun the players.
* FusionDance: He states that he and his summoned daemon have become one rather than the more common DemonicPossession.
* GuideDangIt: He has the ''Berserker'' armor type, rather than the expected Monster armor type of prior Sorcerer Lord Burblespue. This makes heavy attacks from many typical anti-boss weapons deal reduced damage to him. On the other hand, it ''also'' means he's highly vulnerable to shotgun-type weapons that other bosses strongly resist.
* SinisterScythe: Wields a scythe, which is a favored weapon for Nurglites.
* UnwittingPawn: Developments in the Chaos Wastes missions rather imply that his plot in Castle Drachenfels may have been manipulated [[spoiler: by Be'lakor]] to draw the Ubersreik Five there as part of a separate plan.

[[/folder]]

[[folder:Clan Fester (Skaven)]]
!!As a Whole
* AntagonistTitle: 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.
* CreepyHighPitchedVoice: Skaven have high, chittering voices, echoing the squeaks of real rats.
* EliteArmy: 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 CannonFodder 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).[[/note]] Fester brought far more than that to attack (the relatively small) Ubersreik alone, even assuming GameplayAndStorySegregation that deflates their in-game numbers two, five, or even ten fold.
* GameplayAndStorySegregation:
** The books repeatedly emphasize that the Skaven are cowards who will break and run after fewer losses than comparable human forces. 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 continue to 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).[[/note]] 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.
* NiceJobFixingItVillain: 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 for you, doing some of the work for you at worst or giving you an opening to escape at best.
* SoundCodedForYourConvenience: 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.
* VillainTeamUp: 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.
* WeHaveReserves: Their leadership is entirely unconcerned about sending thousands of them into the meat grinder to conquer Ubersreik and later Helmgart.
* YouDirtyRat: A whole race of them.

!!Skavenslaves
The lowest of the low in the Skaven hierarchy, Skavenslaves perform the most menial and/or dangerous tasks, and constantly face the threat of being devoured by their kin. In battle, they are deployed for meat grinder tactics, swarming the enemy in sheer numbers, and therefore lack armour and decent weapons.

to:

* CrosshairAware: One of his attacks has him TheBeastmaster: What they're originally intended to be in the center of his arena and summoning concentric rings of explosions that the heroes need to dodge to avoid damage. Each ring also conveniently shows which area will not explode and is safe to stand on.
* DragonTheirFeet: He's
lore. These versions "tame" a Chaos Sorcerer Lord from the same tribe as Burblespue so presumably was under Bödvarr's authority yet took no art in the battles around Helmgart and the Skittergate, possibly ignoring them in his interest in the Castle Drachenfels.
* EvilGloating: In contrast to Burblespue Halescourge who is at least AffablyEvil, about 80% of Nurgloth's voice lines have him taunt the heroes.
* FatBastard: Is as bloated as any other Chaos Sorcerer in the game.
* FliesEqualsEvil: Can summon a swarm of flies to stun the players.
* FusionDance: He states that he and his summoned daemon have become one rather than the more common DemonicPossession.
* GuideDangIt: He has the ''Berserker'' armor type, rather than the expected Monster armor
different type of prior Sorcerer Lord Burblespue. This makes heavy attacks from many typical anti-boss weapons deal reduced damage to him. On beasts, however- said beasts being the other hand, it ''also'' means he's highly vulnerable to shotgun-type weapons heroes. [[LampshadeHanging The website acknowledges that other bosses strongly resist.
* SinisterScythe: Wields a scythe, which
this is a favored weapon for Nurglites.
* UnwittingPawn: Developments in the Chaos Wastes missions rather imply that his plot in Castle Drachenfels may have been manipulated [[spoiler: by Be'lakor]]
unusual]], and speculates as to draw the Ubersreik Five there as part of a separate plan.

[[/folder]]

[[folder:Clan
why Clan Fester (Skaven)]]
!!As a Whole
* AntagonistTitle: They
would pay the extra warpstone tokens to employ Clan Moulder's agents in this manner; the implications are disturbing... the eponymous vermintide. Even in tutorial level for ''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.
* CreepyHighPitchedVoice: Skaven have high, chittering voices, echoing the squeaks of real rats.
* EliteArmy:
shows exactly why Clan Fester seems to be insisted upon this change, as they need a testing ground for Skaven weapons source of fresh man-thing slaves and are the beneficiaries of it eventually managed to capture all the Great Clans, heroes.
* {{Expy}}: Of the Jockey from ''VideoGame/Left4Dead2'', by incapacitating heroes
and as a result dragging them around against their special units are will, often into 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 trouble.
* ItsPersonal: All five of
the normal versions required multiple (admittedly much weaker) clanrats heroes seem to crew and had a roughly 1/6 chance of killing teammates or the crew every time they're used. All of their loathe Packmasters in particular with a seething passion. They have Things-Catchers, marking them as Master Moulders. nothing but scathing choice words to announce their arrival, and cheer the most triumphantly when a Packmaster is slain. Given the Packmaster's [[WhatADrag M.O.]] and [[MadeASlave the fate]] of those successfully sold to their masters, it's quite justified.
* ImprobableWeaponUser:
Their Stormvermin all have 3/4 plate backed by mail, whereas most art weapon is a spiked neck clamp that it uses to strangle 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, damage heroes while these were expensive upgrades for dragging them on the tabletop.
** In general they also have
around.
* MyRulesAreNotYourRules: Your character loses all collision when grabbed by
a much higher ratio of specials and elites to CannonFodder 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 Packmaster, letting them pull you through otherwise-impassable walls of Skavenslaves plus 14 claws or Clanrats.
* NeverSplitTheParty: Another enforcer
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 this, as an incapacitated hero can only twelve weapons teams (2 Warpfire Throwers, 2 Poisoned Wind Mortars, 6 Warplock Jezzails, 2 Ratling Guns).[[/note]] Fester brought far more than that to attack (the relatively small) Ubersreik alone, even assuming GameplayAndStorySegregation that deflates be saved by another party member.
* TheQuietOne: The sequel has them lose all of
their in-game numbers two, five, or even ten fold.
* GameplayAndStorySegregation:
** The books repeatedly emphasize
voicelines, leaving only the chittering of bones they wear as the only hint that the Skaven are cowards who will break they're near.
* SkeletonsInTheCoatCloset: Wears a skull necklace
and run after fewer losses than comparable human forces. also has skulls on its weapons. This is reflected in their stats in the tabletop, RPG, and ''Total War'' series by actually works against him as they clatter loudly, giving away his position.
* SlaveryIsASpecialKindOfEvil: They’re by far the
most Skaven low morale/leadership rankings (most Skaven, including ''Stormvermin'', are Leadership 5, putting hated of the rats the heroes face, with Kerillian in particular lamenting 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 continue to charge with zombie-like persistence even after you've as 'cruel among a cruel kin'. Whoever is caught by a Packmaster as isn’t 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
soon after can look forward to captivity, being eaten alive as rations, and/or sold off for inhumane biology experiments - their users, which hatred of Packmasters 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).[[/note]] 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.
* NiceJobFixingItVillain: 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 for you, doing some of the work for you at worst or giving you an opening to escape at best.
well-founded.
* SoundCodedForYourConvenience: If Makes a bone rattling sound that the tolling heroes can identify thanks to his skulls moving about. Also tends to rapidly say "catch" in the repetitive manner of bells the Skaven.
* TheLastOfTheseIsNotLikeTheOthers: The Monster enemy type is used for all bosses...
and the war cries of hundreds of Skaven doesn't come out of nowhere, then you can anticipate Packmaster.
* TortureTechnician: Their modus operandi is to grab heroes with
a horde ambush if you hear the angry chittering strangling device and babbling of Skaven lying in wait drag them around you as they slowly choke to death, before they charge for hanging the kills after a few seconds.
* VillainTeamUp: Despite much of the leadership of the in-game Skaven faction being attributed
hero and leaving them to Clan Fester, die.
* WhatADrag: They grab heroes with
their organization as a whole is actually a confederation of Fester Things-Catcher and Clans Eshin (Gutter Runners), Moulder (Packmasters drag them around. However, it's not the dragging but rather the choking and Rat Ogres), the spikes that hurts more.

!!Ratling Gunner
The Ratling Gun is a six-barreled monstrosity of a gun, powered by warp steam and operated with a hand crank. This fearsome weapon of unparalleled rate of fire is normally operated by a Clan
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.
* WeHaveReserves: Their leadership is entirely unconcerned about sending thousands of them into
weapons team, but the meat grinder to conquer version deployed in Ubersreik and later Helmgart.
* YouDirtyRat: A whole race
seems to be of them.

!!Skavenslaves
The lowest of the low in the Skaven hierarchy, Skavenslaves perform the most menial and/or dangerous tasks, and constantly face the threat
a lighter, experimental type, capable of being devoured by their kin. In battle, they are deployed for meat grinder tactics, swarming the enemy in sheer numbers, moved and therefore lack armour and decent weapons.fired by a single large Skaven.



* AttackAttackAttack: Have no regard for their own safety and will ferociously attack the heroes thanks to having nothing to lose.
* BaldOfEvil: Owing to their poor health, terrible living conditions and constant torment, Skavenslaves are mostly furless and have their pink and naked flesh exposed.
* CannonFodder: The Skaven's natural LackOfEmpathy leads them to care not for the lives of others, and in the case of the Skavenslaves, their life is less valuable than even that of Clanrats. A messy death is considered the inevitable result of sending them into battle, and [[WeHaveReserves their superiors care not a whit]].
* DeathOfAThousandCuts: Their primary threat is this. Their attacks don't hit very hard, but when you're getting stabbed from twenty different directions, their weak arms don't matter.
* DirtyCoward: More cowardly than the normal Clanrats, and Skavenslaves will not charge the heroes head-on when only one to three of them remain as they know they don't stand a chance.
* {{Expy}}: Of the Horde attack from ''VideoGame/Left4Dead''.
* ForDoomTheBellTolls: The tolling of a bell is used in the sequel to alert the heroes to an incoming horde.
* TheGoomba: The weakest enemy encountered in the game, they are really only dangerous when sent in hordes, [[ZergRush which they are...]] [[WeHaveReserves often]].
* MusicalSpoiler: Via SourceMusic, as they blare a horn (or toll a bell in the sequel) to signal their attack.
* OneHitPointWonder: They cannot sustain even incidental damage, but since they are [[ZergRush sent in large hordes]], they can easily overwhelm a party who over-relies on slow-hitting, high-damage weaponry without the quick-hitting, low-damage weaponry needed to thin their numbers.
* SuicidalOverconfidence: Their suicidal attacks are born less of a belief in the possibility of victory than a keen understanding of the suffering they will endure if they do not make the attempt. Skavenslaves attack with the ferocity of wretches with nothing to lose, and die in droves doing it.
* TorchesAndPitchforks: Their typical armament, as they have to make do with cast off and scavenged weaponry.
* ZergRush: Even moreso than the Clanrats. They appear in huge hordes whenever the horn sounds, much akin to the horde in ''VideoGame/Left4Dead''. However, they're even weaker than regular Clanrats.

!!Clanrats
The Clanrats make up the bulk of the Skaven army and are among the lowest ranking in the vile clan hierarchy. Slightly shorter than your average man, the common Clanrat's matted fur is filthy and patched, with wounds and boils covering parts of their body. They are clothed in rags and scrap armour, carrying worn down swords, knives, maces, flails, spears, and torches.

to:

* AttackAttackAttack: Have no regard for AchillesHeel: They are even more vulnerable to headshots than their own safety and will ferociously attack the heroes thanks to having nothing to lose.
* BaldOfEvil: Owing to their poor health, terrible living conditions and constant torment, Skavenslaves are mostly furless and have their pink and naked flesh exposed.
* CannonFodder: The Skaven's natural LackOfEmpathy leads them to care not for the lives of others, and in the case of the Skavenslaves, their life is less valuable than even that of Clanrats. A messy death is considered the inevitable result of sending them into battle, and [[WeHaveReserves their superiors care not a whit]].
* DeathOfAThousandCuts: Their primary threat is this. Their attacks don't hit very hard, but when you're getting stabbed from twenty different directions, their weak arms don't matter.
* DirtyCoward: More cowardly than the normal Clanrats, and Skavenslaves will not charge the heroes head-on when only one to three of them remain as they know they don't stand a chance.
* {{Expy}}: Of the Horde attack from ''VideoGame/Left4Dead''.
* ForDoomTheBellTolls: The tolling of a bell is used in the sequel to alert the heroes to an incoming horde.
* TheGoomba: The weakest enemy encountered in the game, they are really only dangerous when sent in hordes, [[ZergRush which they are...]] [[WeHaveReserves often]].
* MusicalSpoiler: Via SourceMusic, as they blare a horn (or toll a bell in the sequel) to signal their attack.
* OneHitPointWonder: They cannot sustain even incidental damage, but
brethren since they are [[ZergRush sent in large hordes]], they can easily overwhelm have to stand still while firing, allowing anyone he's not focusing on to take him down with a single headshot from a crossbow or gun.
* AttackItsWeakPoint: Its head is unarmoured and vulnerable to all attacks.
* BottomlessMagazines: {{Averted|Trope}}, the Ratling Gun may have a deep reserve of ammunition, but not inexhaustible. The weapon must periodically cease fire to allow the wielder to change belts or clear jams, and it is at this moment the
party who over-relies on slow-hitting, high-damage weaponry without has the quick-hitting, low-damage weaponry needed best opportunity to thin their numbers.displace and strike.
* SuicidalOverconfidence: Their suicidal attacks are born less of GatlingGood: Carries an ''even more'' experimental Ratling Gun that can be handled by a belief in single Skaven, and uses it to riddle your heroes with warpstone bullets.
* HeavilyArmoredMook: Since it is a high-priority target, it is equipped with substantial armor so it can keep firing despite
the possibility of victory return fire that it might attract. Only its head is clear, requiring the party to aim for that or hit them with armor-piercing attacks. This is no longer the case in ''2'', where unarmored versions sometimes appear, especially on lower difficulties.
* LaughingMad: The only audible noise they make other
than a keen understanding of the suffering angry hissing is maniacal laughter as they will endure if they do not make let loose a hailstorm of bullets into their target.
* NiceJobFixingItVillain: Of all
the attempt. Skavenslaves attack specials, Ratlings are generally the most potent at actually killing their own troops, with the ferocity indiscriminate rain of wretches with nothing bullets being relatively simple to lose, steer into a crowd of slaves or a monster if you have the space and die in droves a shield to protect yourself. It’s entirely possible for most of a horde to be culled or a chunk of monster HP to be chewed up by a sole Ratling Gun being tricked, but [[DifficultButAwesome doing it.
* TorchesAndPitchforks: Their typical armament, as they have to make do with cast off
so takes some practice and scavenged weaponry.
suitable terrain.]]
* ZergRush: Even moreso than the Clanrats. They appear in huge hordes whenever the horn sounds, much akin MightyGlacier: Is very slow-moving thanks to the horde in ''VideoGame/Left4Dead''. its heavy gun. However, they're even weaker than regular Clanrats.

!!Clanrats
once that gun spins up, it's going to deliver A LOT of damage.
* MoreDakka:
The Clanrats make up Ratling Gunner receives a hefty boost to its fire rate in ''Vermintide 2'', as well as a near-instant spooling time that practically lets them open fire the bulk instant they see a player.
* {{Steampunk}}: The Ratling Gun is driven by warpstone-heated steam, and the sound
of the steam engine building pressure can alert the party that a Ratling Gunner is moving into attack position.
* SoundCodedForYourConvenience: A gatling gun spinning up is the cue that he'll be firing a hail of bullets.
* TeamKiller: [[ChronicBackstabbingDisorder
Skaven army and are among the lowest ranking do not have allies, only mortal rivals of temporary convenience.]] Thus, if any other Skaven gets in the vile clan hierarchy. Slightly shorter way of the gunfire, well, "better him than your average man, I". There is even a challenge in ''Vermintide 2'' that requires the common Clanrat's matted fur player to have a Ratling Gunner kill a certain amount of other mooks for them.

!!Warpfire Thrower
The Warpfire Thrower
is filthy whispered of in many quarters – chiefly for the horrors it has wrought in the cramped confines of dwarfen holds. Though little more than a vat of unstable warp-fuel and patched, an ignition source, it is a weapon to be feared, as many charred skeletons would perhaps attest, could they speak of it. With the smouldering projector aimed, the simple flip of a switch births roiling clouds of warpfire that scours all from the gunner’s path.

Though the Warpfire Thrower is frequently seen wielded by weapon teams of two skaven, particularly deranged gunners have been known to take the field without the aid of a fuel-bearer. Eager to earn favour
with wounds and boils covering parts of their body. They are clothed in rags and scrap armour, carrying worn down swords, knives, maces, flails, spears, and torches.masters, such ratmen readily trade the additional burden for the chance to deny another skaven a share of the glory.



* CombatPragmatist: Very very prone to ambushing the players from high areas, flanking them, attacking from behind, etc.
* DirtyCoward: Occasionally they will try to run or cower in fear instead of fighting when caught alone.
* {{Mooks}}: The run-of-the-mill enemies, they're weak but attack in large numbers.
* MusicalSpoiler: Via SourceMusic in the first game, as they blare a horn to signal their attack. In the second game, tolling of bells signals their attack instead.
* ShieldBearingMook: In the second game, a few of them carry shields, making them marginally harder to take down from the front.
* ZergRush: Tend to appear in numbers.

!! Stormvermin
Wearing heavy armour, red cloth and a crest adorned helmet, the Stormvermin are among the fighting elite of the Skaven clans. Well trained in the use of halberds, they are tough challenge in one on one combat. Stormvermin will mix up stabs, swings, blocks and parries, to always keep the players on their toes. Facing a lone Stormvermin can be quite a challenge, but taking on a whole Patrol is borderline suicidal. Using their tactical training, the Stormvermin Patrol will quickly surround individual heroes and with just a few well placed blows bring the player to their knees. If the Patrol is engaged, the players must work together and be constantly aware of their surroundings if they are to survive.

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* CombatPragmatist: Very very prone to ambushing {{Angrish}}: They're even more unhinged than usual for a Skaven, the players from high areas, flanking them, attacking from behind, etc.
* DirtyCoward: Occasionally they will try to run or cower in fear instead of fighting when caught alone.
* {{Mooks}}: The run-of-the-mill enemies, they're weak but attack in large numbers.
* MusicalSpoiler: Via SourceMusic in the first game, as they blare a horn to signal their attack. In the second game, tolling of bells signals their attack instead.
* ShieldBearingMook: In the second game, a few of them carry shields, making them marginally harder to take down from the front.
* ZergRush: Tend to appear in numbers.

!! Stormvermin
Wearing heavy armour, red cloth and a crest adorned helmet, the Stormvermin are among the fighting elite of the Skaven clans. Well trained in the use of halberds, they are tough challenge in one on one combat. Stormvermin will mix up stabs, swings, blocks and parries, to always keep the players on their toes. Facing a lone Stormvermin can be quite a challenge, but taking on a whole Patrol is borderline suicidal. Using their tactical training, the Stormvermin Patrol will quickly surround individual heroes and with just a few well placed blows bring the player to their knees. If the Patrol is engaged, the players must work together and be constantly aware
bulk of their surroundings dialogue being barely-intelligible threats and absolutely livid war-cries.
* AntiFrustrationFeatures: Their flames will push you back out of them to prevent you from getting caught in a CycleOfHurting. [[ZigZaggedTrope Zig-zagged]], though, since
if they you run out of ammunition this effect also prevents you from simply [[SelfDestructiveCharge powering through the flames]] to introduce the fire rat to your melee weapon. If you get trapped into a corner or are standing on a cliff at the time, well, you're either bathing in flames or falling off the cliff.
* AttackItsWeakPoint: A very large and noticeble Warpstone crystal is in a holder above their back. Shooting it with a powerful enough ranged attack will cause it
to survive.explode, killing the fire rat instantly. Banging on the crystal with a melee weapon also causes the fire rat to explode, however, which deposits the flame patch ''right under your feet'', so give it a second thought before bumrushing one at close range.
* BlowYouAway: Ironically, the actual flames aren't particularly dangerous to a hero - but the sheer force of the weapons pushback can easily keep you pinned and be left at the mercy of the horde, or leave you dangling off a cliff.
* FireBreathingWeapon: They use a Warpfire Thrower, which operates as a flamethrower but ejects much more devastating warpstone-fueled fire.
* {{Knockback}}: Their fire drives as much pressure as heat; anything not fixed in place will be blown back by the flames.
* SoundCodedForYourConvenience: It frequently laughs and says "burn the surface dwellers" to alert heroes that it's around.
* TeamKiller: Like the Ratling Gunners, Warpfire Throwers could roast any hapless mook that strays into their cone of fire.
* TechnicolorFire: Their flame burns bright green, presumably due to the warpstone powder mixed into its fuel.

!!Plague Monk
Dedicated to the spread of corruption and decay, the Plague Monks are zealots of Clan Pestilens, whose sole purpose is the spread of disease in the name of the Great Horned One. Recognizable through their soiled garments and putrid stench, these vile beings are a revolting attack on the senses for even their fellow Skaven.



* AdaptationalBadass: In the tabletop game (and in other adaptations such as ''Total War''), Stormvermin are near-identical to Imperial halberdiers or swordsmen, their only notable advantage being moderately better armor.[[note]]Their weapons and combat stats are the same aside from Stormvermin being faster [movement 5 and initiative 5 versus the State Troops' movement 4 and initiative 3] and State Troops having better morale [leadership 7 versus the Stormvermins' leadership 5]. As for armor, Storvermin have an armor save of 5+, versus State Troops at 6+; noticeably better, but not enormously so.[[/note]] This is reflected in their point value on the tabletop; Stormvermin are worth about two Clanrats and only slightly more than a State Troop.[[note]]From Skaven 7e and Empire 8e: Clanrats are 4 points (5 if given a spear and shield), Imperial spearmen and halberdiers are 6 (swordsmen are 7), and Storvermin are 7 (8 with a shield).[[/note]] In ''Vermintide'' on the other hand, the Stormvermins' heavy plate armor, health, and high damage make each one easily equivalent to many Clanrats.
* AttackItsWeakPoint: Their head is unarmoured and vulnerable to all attacks.
* BeefGate: The Stormvermin Patrols, which consist of 4-6 of them on the lower difficulties, and 20-30 on the higher. The game info even suggests that you avoid the patrol.
* BladeOnAStick: Their weapon of choice is a halberd which allows them to guard, as well as attack from a range.
* EliteMook: Much stronger and tougher than their Clanrat brethren.
* EvilWearsBlack: Due to the Stormvermin being recruited exclusively from those Skaven born with black fur.
* HeavilyArmoredMook: Has armor on their body to prevent damage from being dealt there. One must use an ArmorPiercingAttack or hit their head to damage them.
* KnockBack: Is able to push the player back with its halberd, often following it up with a strong over-hand strike.
* LuckilyMyShieldWillProtectMe: ''Vermintide 2'' introduces a sword and shield variant of the stormvermin. Their shields are thick metal pieces that'd make a dwarf proud, as opposed to the shoddy wooden shields Clanrats use, so they can't be destroyed. A handful of attacks, however, can still go right through them (like handgun bullets).
* MookLieutenant: They can occasionally be found commanding and leading lesser Skaven, rather than deployed in patrolling squads.
* NoSell: Due to being armored, their body armor makes most non-charged attacks all but useless. Attack their head, use a ChargedAttack, or an [[ArmorPiercingAttack armor-piercing]] weapon to damage them.
* PatrollingMook: Stormvermin Patrols will patrol an area, allowing the heroes to hide from them. Thankfully, they make a ''very'' distinctive "Yah! Hee!" sound when they're around.
* RedAndBlackAndEvilAllOver: They are marked by bright red cloth over their armor, which in turn protects their black fur. This communicates to onlookers that they are [[EliteMook not to be trifled with]].
* ShieldBearingMook: The second game introduce Stormvermin Swordsmen who fight with shield and sword, who deal less damage but are harder to take down. Flanking or staggering are your best bets.
* WolfpackBoss: Alerting and fighting an entire patrol can become like this, as they're made of at least six EliteMooks that can surround and deal very heavy damage to an unprepared team.

!!Poison Wind Globadier
Wearing their signature robes and gas mask and carrying a heavy rebreathing apparatus, the Poison Wind Globadiers have actually strapped a ticking time bomb on their backs, since the container is filled with highly combustible warp-gas. These hired elite soldiers can be heard from quite a distance, clanking and wheezing their way into battle, whilst preparing their globes with deadly green gas to be flung at their enemy.

to:

* AdaptationalBadass: In TheBerserker: They charge straight at the tabletop game (and in other adaptations such as ''Total War''), Stormvermin are near-identical to Imperial halberdiers or swordsmen, their only notable advantage being moderately better armor.[[note]]Their weapons heroes with neither fear nor pain and combat stats are the same aside from Stormvermin being faster [movement 5 and initiative 5 versus the State Troops' movement 4 and initiative 3] and State Troops having better morale [leadership 7 versus the Stormvermins' leadership 5]. As for armor, Storvermin have an armor save of 5+, versus State Troops at 6+; noticeably better, but not enormously so.[[/note]] This is reflected in their point value on the tabletop; Stormvermin are worth about two Clanrats and only slightly more than a State Troop.[[note]]From Skaven 7e and Empire 8e: Clanrats are 4 points (5 if given a spear and shield), Imperial spearmen and halberdiers are 6 (swordsmen are 7), and Storvermin are 7 (8 lay into them with a shield).[[/note]] In ''Vermintide'' on the other hand, the Stormvermins' heavy plate armor, health, and high damage make each one easily equivalent to many Clanrats.
* AttackItsWeakPoint: Their head is unarmoured and vulnerable to all attacks.
* BeefGate: The Stormvermin Patrols, which consist
rapid series of 4-6 of savage blows, only stopping briefly when knocked back or permanently when killed.
* DemonicSpiders: Few enemies will tear through your stamina or health if you get attacked by
them on the lower difficulties, and 20-30 on the higher. The game info even suggests that you avoid the patrol.
* BladeOnAStick: Their weapon of choice is a halberd which allows them to guard, as well as attack from a range.
unexpectedly quite like Plague Monks.
* EliteMook: Much stronger Bigger and tougher than their Clanrat brethren.
* EvilWearsBlack: Due to the
then most Skaven, save for Stormvermin being recruited exclusively from those Skaven born with black fur.
and Rat Ogres.
* HeavilyArmoredMook: Has armor on FeelNoPain: Very little of it at any rate, their body sensitivity to prevent damage from being dealt there. One must use an ArmorPiercingAttack or hit their head to damage them.
* KnockBack: Is able to push
harm dulled and diluted by the player back with its halberd, often following it up with a strong over-hand strike.
many sicknesses they have willingly endured.
* LuckilyMyShieldWillProtectMe: ''Vermintide 2'' introduces a sword and shield variant of the stormvermin. KungFuProofMook: Their shields are thick metal pieces that'd make a dwarf proud, as opposed to the shoddy wooden shields Clanrats use, so they can't be destroyed. A handful of attacks, however, can still go right through them (like handgun bullets).
* MookLieutenant: They can occasionally be found commanding and leading lesser Skaven, rather than deployed in patrolling squads.
* NoSell: Due to being armored, their body armor makes most non-charged
attacks all but useless. Attack their head, use a ChargedAttack, or an [[ArmorPiercingAttack armor-piercing]] weapon to damage them.
* PatrollingMook: Stormvermin Patrols will patrol an area, allowing the heroes to hide from them. Thankfully, they make a ''very'' distinctive "Yah! Hee!" sound when
cannot be interrupted and they're around.
extremely difficult to stagger, so you can't prevent them from hitting you by keeping them off-balance. Hope you learned to block!
* RedAndBlackAndEvilAllOver: ThePigPen: Even by ''Skaven'' standards, and that is saying something.
* PlagueMaster: Members of a religious order of plaguemasters.
* ReligiousBruiser: When not yet alerted to the player, they can be seen [[ArtificialAtmosphericActions forming little prayer circles together]]. Presumably holding hands is [[PlagueMaster a great way to exchange germs]].
* ScreamingWarrior:
They are marked by bright red cloth over their armor, which in turn protects their black fur. This communicates to onlookers that deliver shrill screams as they run at and lay into a hero.
* WarriorMonk: Every bit as much zealots as
they are [[EliteMook warriors.

!!Rat Ogre
About twice the size of a regular human, the Rat Ogre is the result of horrendous surgical and crossbreeding experiments (mainly, but
not to be trifled with]].
* ShieldBearingMook: The second game introduce Stormvermin Swordsmen who fight with shield
limited to, between Skaven and sword, who deal less damage but are harder to take down. Flanking or staggering are your best bets.
* WolfpackBoss: Alerting
Ogres). A feral, primal nearly unstoppable killing machine, the Rat Ogre has the strength and fighting an entire patrol can become like this, size to cause the ground to shake as they're made of at least six EliteMooks that can surround it charges. Should our heroes fail to move and deal very heavy damage to an unprepared team.

!!Poison Wind Globadier
Wearing their signature robes and gas mask and carrying a heavy rebreathing apparatus,
be caught in the Poison Wind Globadiers have actually strapped a ticking time bomb charge, they’ll find themselves on their backs, since the container is filled with highly combustible warp-gas. These hired elite soldiers can be heard from quite a distance, clanking and wheezing their way into battle, whilst preparing their globes with deadly green gas to be flung at their enemy.receiving end of the Rat Ogre's claws.



* ActionBomb: When its gas tank is damaged, it'll try to blow up on a hero as a LastDitchMove.
* DeadlyGas: Throws spheres containing deadly Warpstone gas that deal damage over time in an AreaOfEffect.
* {{Expy}}: Has a constant damage HerdHittingAttack like the Spitter from ''VideoGame/Left4Dead2''. It also has some qualities of the Boomer, being able to cause an InterfaceScrew with its ability as well as the ability to explode.
* GasMaskMooks: Wears a gas mask to protect itself from its own deadly gas.
* GlowingEyesOfDoom: A dark yellow/orange light comes from the optics of their gas mask, and when they're about to self destruct they'll turn red.
* HerdHittingAttack: Its gas hits a wide area, forcing the heroes to move apart.
* LongRangeFighter: Their sole attack is to chuck a sphere full of a gas at their targets, having no way to actually attack other than to either back off and flee or activate their self destruct.
* NeverMyFault: 'Accidentally' gassing a bunch of other Skaven to death has Globadiers completely deflect all blame from themselves for it.
--> ''I didn't throw that.''
--> ''Fool-slaves! Got in the way!''
--> '''''HRRRGH,''''' ''Idiots! Go die somewhere else!''
* SoundCodedForYourConvenience: Alerts the heroes via VaderBreath sound thanks to his rebreather, and the hissing and groaning sounds of the machine containing their warp-gas.
* TakingYouWithMe: If the gas tank is damaged enough, it will attempt to charge to the nearest hero and explode into a huge cloud of gas and shrapnel.
* TeamKiller: That gas doesn't differentiate between heroes and other Skaven. The Globadiers don't care.
* ThrowDownTheBomblet: Rely exclusively on their gas grenades for offense.
* VaderBreath: His rebreather is clearly audible, and is usually the sign the party will have that he is about.

!!Gutter Runner
For a Gutter Runner, stealth is everything. Always moving in the shadows, the Gutter Runner wear a black cloak to blend in with their surroundings and make as little noise as possible. Equipped with Warpstone Rat Claws that glow a sickening shade of green, the Gutter Runner will expertly leap at its enemy, using its weight and momentum to knock the player onto their back. Left prone and vulnerable, the Gutter Runner will then proceed to hack into the hero’s torso, forcing the rest of the players to rush to the aid of their comrade.

to:

* ActionBomb: When its gas tank is damaged, it'll try BioweaponBeast: These are bred by Clan Moulder, who run a strong trade in selling or renting them to blow up on a hero other Skaven clans as a LastDitchMove.
* DeadlyGas: Throws spheres containing deadly Warpstone gas
heavy muscle that deal damage over time in an AreaOfEffect.
* {{Expy}}: Has a constant damage HerdHittingAttack like the Spitter from ''VideoGame/Left4Dead2''. It also has some qualities of the Boomer, being able to cause an InterfaceScrew with its ability as well as the ability to explode.
* GasMaskMooks: Wears a gas mask to protect itself from its own deadly gas.
* GlowingEyesOfDoom: A dark yellow/orange light comes from the optics of their gas mask, and when
will obey without question or fear. Their high price means they they're about mostly reserved as bodyguards to self destruct they'll turn red.
* HerdHittingAttack: Its gas hits a wide area, forcing
high-ranking Skaven or employed as "linebreaker" units on the heroes battlefield.
* BossInMookClothing: Has more health than any other enemy in the game, deals very heavy damage, usually requiring a team
to move apart.
take down.
* LongRangeFighter: Their sole attack is to chuck a sphere full of a gas at CoveredInScars: Has multiple incisions across its body, easily seen by their targets, having no way to actually attack other than to either back off heavy stitches and flee or activate their self destruct.contrast with its patchy fur, as a result of the many vivisection-like surgeries it has been forced to endure to make it what it is.
* NeverMyFault: 'Accidentally' gassing DumbMuscle: Rat ogres are exceptionally strong, but not particularly bright, relying on simply direct aggression to see them through. This can be exploited as it manifests in-game as a bunch kind of target fixation, such that one member of the party can lead it into a crossfire as it ignores the three other, potentially more dangerous, targets.
* {{Expy}}: Of the Tank from ''VideoGame/Left4Dead''. Huge amounts of health, fast moving, high attacking power with knockback, often requiring a team to take down.
* GrappleMove: Can grab and throw players away for a good amount of damage.
* HybridMonster: Rat ogres are created by cross-breeding rats and
other Skaven to death species (mainly ogres as the name implies) through surgical and magical means.
* KnockBack: Several of its abilities cause this, even if guarded.
* LightningBruiser: Fast, painful, and
has Globadiers completely deflect all blame from themselves for it.
--> ''I didn't throw that.''
--> ''Fool-slaves! Got in the way!''
--> '''''HRRRGH,''''' ''Idiots! Go die somewhere else!''
a lot of health.
* MightyRoar: It does one to signal its entrance.
* SoundCodedForYourConvenience: Alerts the heroes via VaderBreath sound thanks to his rebreather, and the hissing and groaning sounds of the machine containing their warp-gas.
* TakingYouWithMe: If the gas tank is damaged enough, it will attempt to charge to the nearest hero and explode into a huge cloud of gas and shrapnel.
* TeamKiller: That gas doesn't differentiate between heroes and other Skaven. The Globadiers don't care.
* ThrowDownTheBomblet: Rely exclusively on their gas grenades for offense.
* VaderBreath: His rebreather is clearly audible, and is usually the sign the
party will have that he is about.

!!Gutter Runner
For a Gutter Runner, stealth is everything. Always moving in the shadows, the Gutter Runner wear a black cloak to blend in
with their surroundings a MightyRoar when it appears.
* TopHeavyGuy: Has very muscular arms
and make as little noise as possible. Equipped with Warpstone Rat Claws that glow a sickening shade of green, the Gutter Runner will expertly leap at its enemy, using its weight and momentum to knock the player onto their back. Left prone and vulnerable, the Gutter Runner will then proceed to hack into the hero’s torso, forcing even moreso than its legs, giving it a similar but less exaggerated build to ''VideoGame/Left4Dead's'' Tank.

!!Sack Rat
Among
the rest Clawpacks of warrior vermin assaulting Ubersreik, there are reportedly Skaven agents carrying large sacks and seemingly acting independently from the players to rush to invading force. They scour the aid of town for valuables, most likely on orders from an enterprising chieftain or warlord, pouncing on the opportunity to expand their comrade.influence.



* DeadlyLunge: Their preferred method of attack.
* {{Expy}}: Of the Hunter from ''VideoGame/Left4Dead''. A fast but fragile unit that incapacitates heroes while doing high damage per second. Runners are a bit chewier than Hunters though, especially on higher difficulties.
* FragileSpeedster: They don't have much health, but are incredibly fast, can come from many different angles thanks to their impressive leaps, and can deal very high damage with their attacks. This occasionally works against them, as their high-speed leaps can slam them right into a wall if they miss their target and kill them, or send them flying off a cliff.
* HighlyVisibleNinja: Someone should really tell Clan Eshin that warpstone blades glow...
* InvisibilityCloak: They gain a temporary one when it [[SmokeOut uses a smoke bomb]].
* McNinja: Being a ninja-rat from a FantasyCounterPartCulture version of renaissance Europe. As a side note, their clan learned its stealth skills from the ''Warhammer'' equivalents of China, Japan, and India.
* NeverSplitTheParty: They enforce this, as an incapacitated hero can only be saved by another party member and Gutter Runners know this.
* NoBodyLeftBehind: They explode into goop on death, adding more paranoia that it may still be around, cloaked. Averted in ''2'', where they leave bodies like other rats and have a distinctive death-wheeze when you kill them.
* PersonalSpaceInvader: They jump onto a hero to incapacitate them, then starts [[WebAnimation/ZeroPunctuation tearing their nipples out]].
* SmokeOut: If attacked and not killed when they're pinned down by a hero, they will throw a smoke bomb to temporarily turn themselves invisible.
* UnnecessaryCombatRoll: They're very fond of doing this, particularly when being shot since they're trying to dodge laterally.
* WithCatlikeTread: Surprisingly for an assassin-type enemy, Gutter Runners are not the least bit sneaky, with the heroes all remarking on how loudly they scarper around in addition to their highly-audible chatter. Their presence can be anticipated simply by keeping an ear out for their loud voice lines. On the other hand, the whispers also don't let you know which direction the rat bastard is coming from, since they're only audible ''before'' they [[DeadlyLunge actually start leaping at you.]]
--> "Always sneaking, stabbing..."

!!Packmaster
Packmasters are Clan Moulder troops tasked with driving packs of ravening beasts into battle, using whips and intimidation to spur their charges into a frenzy of teeth and claws. However, the Packmasters hired by Clan Fester in their assault on Ubersreik are predominantly equipped with things-catchers, a pole arm designed to incapacitate opponents by strangulation.

to:

* DeadlyLunge: Their preferred method of attack.
* {{Expy}}: Of the Hunter Fallen Survivor from ''VideoGame/Left4Dead''. A fast but fragile unit ''VideoGame/Left4Dead2'', they are {{Metal Slime}}s that incapacitates quickly run away from players but give good loot and supplies when killed.
* MetalSlime: Very prone to fleeing once attacked, but drops some nice goodies when killed.
* NonActionGuy: Doesn't try to attack the
heroes while doing high damage per second. Runners are a bit chewier than Hunters though, especially on higher difficulties.
* FragileSpeedster: They don't have much health, but are incredibly fast, can come from many different angles
thanks to their impressive leaps, and having no weaponry, instead attempting to escape.
* SchmuckBait: ''Any'' experienced ''Vermintide'' player
can deal very high damage with their attacks. This occasionally works against them, as their high-speed leaps can slam them right into clearly remember a wall if they miss their target and time that a failure to kill them, or send them flying off a cliff.
* HighlyVisibleNinja: Someone should really tell Clan Eshin that warpstone blades glow...
* InvisibilityCloak: They gain a temporary
one when it [[SmokeOut uses a smoke bomb]].
* McNinja: Being a ninja-rat from a FantasyCounterPartCulture version
of renaissance Europe. As a side note, their clan learned its stealth skills from the ''Warhammer'' equivalents of China, Japan, and India.
* NeverSplitTheParty: They enforce this, as an incapacitated hero can only be saved by another party member and Gutter Runners know this.
* NoBodyLeftBehind: They explode into goop on death, adding more paranoia that it may still be around, cloaked. Averted in ''2'', where they leave bodies like other rats and have a distinctive death-wheeze when you kill them.
* PersonalSpaceInvader: They jump onto a hero
these quickly led to incapacitate them, then starts [[WebAnimation/ZeroPunctuation tearing their nipples out]].
* SmokeOut: If attacked and not killed when they're pinned down by a hero, they will throw a smoke bomb to temporarily turn
themselves invisible.
* UnnecessaryCombatRoll: They're very fond
or their entire team to grab the IdiotBall tightly. The main threat of doing this, particularly these rats is causing otherwise competent teams to ignore self-preservation to fruitlessly chase after a Sack Rat, hoping earn some supplies or loot dice, which usually just causes a TotalPartyKill as the team tries to recklessly rush through the hordes in front of them.
* SoundCodedForYourConvenience: Will often say "mine"
when being shot since they're trying to dodge laterally.
* WithCatlikeTread: Surprisingly for an assassin-type enemy, Gutter Runners are not the least bit sneaky, with the heroes all remarking on how loudly
unalerted, also as they scarper around in addition do their best to avoid the heroes.

!!Stormfiend
The Stormfiend is a hideous combination of bio-engineering and sadistic techno-magic and is among the most powerful monsters of the Skaven army. Enhanced versions of the already ferocious Rat Ogres, Stormfiends are smarter, deadlier and harder to kill. With the help of a brain-creature hardwired
to their highly-audible chatter. Their presence can be anticipated simply by keeping an ear out for backs, these abominations are now able to utilize complex weapons. The combination of brute force, bullet-resistant metal armor and flamethrower-like Warpfire Projectors mounted on each arm make these war-beasts capable of annihilating entire regiments on their loud voice lines. On the other hand, the whispers also don't let you know which direction the rat bastard is coming from, since they're only audible ''before'' they [[DeadlyLunge actually start leaping at you.]]
--> "Always sneaking, stabbing..."

!!Packmaster
Packmasters are Clan Moulder troops tasked with driving packs of ravening beasts into battle, using whips and intimidation to spur their charges into a frenzy of teeth and claws. However, the Packmasters hired by Clan Fester in their assault on Ubersreik are predominantly equipped with things-catchers, a pole arm designed to incapacitate opponents by strangulation.
own.



* TheBeastmaster: What they're originally intended to be in the lore. These versions "tame" a different type of beasts, however- said beasts being the heroes. [[LampshadeHanging The website acknowledges that this is unusual]], and speculates as to why Clan Fester would pay the extra warpstone tokens to employ Clan Moulder's agents in this manner; the implications are disturbing... the tutorial level for ''2'' shows exactly why Clan Fester insisted upon this change, as they need a source of fresh man-thing slaves and it eventually managed to capture all the heroes.
* {{Expy}}: Of the Jockey from ''VideoGame/Left4Dead2'', by incapacitating heroes and dragging them around against their will, often into more trouble.
* ItsPersonal: All five of the heroes seem to loathe Packmasters in particular with a seething passion. They have nothing but scathing choice words to announce their arrival, and cheer the most triumphantly when a Packmaster is slain. Given the Packmaster's [[WhatADrag M.O.]] and [[MadeASlave the fate]] of those successfully sold to their masters, it's quite justified.
* ImprobableWeaponUser: Their weapon is a spiked neck clamp that it uses to strangle and damage heroes while dragging them around.
* MyRulesAreNotYourRules: Your character loses all collision when grabbed by a Packmaster, letting them pull you through otherwise-impassable walls of Skavenslaves or Clanrats.
* NeverSplitTheParty: Another enforcer of this, as an incapacitated hero can only be saved by another party member.
* TheQuietOne: The sequel has them lose all of their voicelines, leaving only the chittering of bones they wear as the only hint that they're near.
* SkeletonsInTheCoatCloset: Wears a skull necklace and also has skulls on its weapons. This actually works against him as they clatter loudly, giving away his position.
* SlaveryIsASpecialKindOfEvil: They’re by far the most hated of the rats the heroes face, with Kerillian in particular lamenting them as 'cruel among a cruel kin'. Whoever is caught by a Packmaster as isn’t killed soon after can look forward to captivity, being eaten alive as rations, and/or sold off for inhumane biology experiments - their hatred of Packmasters is well-founded.
* SoundCodedForYourConvenience: Makes a bone rattling sound that the heroes can identify thanks to his skulls moving about. Also tends to rapidly say "catch" in the repetitive manner of the Skaven.
* TheLastOfTheseIsNotLikeTheOthers: The Monster enemy type is used for all bosses... and the Packmaster.
* TortureTechnician: Their modus operandi is to grab heroes with a strangling device and drag them around as they slowly choke to death, before hanging the hero and leaving them to die.
* WhatADrag: They grab heroes with their Things-Catcher and drag them around. However, it's not the dragging but rather the choking and the spikes that hurts more.

!!Ratling Gunner
The Ratling Gun is a six-barreled monstrosity of a gun, powered by warp steam and operated with a hand crank. This fearsome weapon of unparalleled rate of fire is normally operated by a Clan Skryre weapons team, but the version deployed in Ubersreik seems to be of a lighter, experimental type, capable of being moved and fired by a single large Skaven.

to:

* TheBeastmaster: What AdaptationalWimp: While warpfire thrower-equipped Stormfiends do exist in lore, they are more typically armed with ''three'' [[GatlingGood Ratling Cannons]] instead. For a more accurate representation of what a "common" Stormfiend should be like, look at Rasknitt's pet Deathrattler, but add another Ratling Gun on top of its head. Of course, like normal Rat Ogres, they're originally intended also much larger and tougher than their canonical counterparts to be compensate.
* ArtificialStupidity: The Stormfiend is by far and away the ''dumbest'' Monster
in the lore. These versions "tame" a different type of beasts, however- said beasts being game due to the heroes. [[LampshadeHanging The website acknowledges way its AI handles obstacles. In wide-open areas, the Stormfiend will prioritize getting to high ground, where it has a larger field of view and thus a wider angle from which it could stand and hose players down with its warpfire throwers, but throw in tall obstacles or ledges, and the creature will constantly fumble around trying to climb on top of anything and ''everything'' it sees, and leaving its back completely exposed. Failing this, it will usually stand its ground to shoot from afar, as its combat package makes it less aggressive about getting up in the players' grill to hit them.
* AttackItsWeakPoint: There's a small deformed "brain-creature" stitched to its back
that this tells it what to do. The Stormfiend is unusual]], and speculates as to why Clan Fester would pay well-armored, the extra warpstone tokens to employ Clan Moulder's agents in this manner; brain-creature is most certainly not.
* GeniusBruiser: Unlike
the implications are disturbing... feral, animalistic Rat Ogre, the tutorial level Stormfiend is controlled by a shriveled up creature stitched onto its back, granting it enough intelligence to use the dual-mounted Warpfire throwers mounted on its arms.
* KillItWithFire: It has two souped-up warpfire throwers on its arms, with flames that linger on the floor, unlike normal flamerats.
* LogicalWeakness: The shriveled rat-thing on its back is acting as the brain
for ''2'' shows exactly why Clan Fester insisted upon this change, as they need a source of fresh man-thing slaves the Stormfiend, and it eventually managed to capture all accordingly acts as a soft weak point for the heroes.
* {{Expy}}: Of
otherwise armored brute. That being said, the Jockey from ''VideoGame/Left4Dead2'', by incapacitating heroes brain-creature has a working pair of eyes and dragging them around against their will, often into more trouble.
* ItsPersonal: All five of
the heroes seem Stormfiend is very quick to loathe Packmasters in particular with a seething passion. They have nothing but scathing choice words to announce their arrival, and cheer attack anyone striking the most triumphantly when a Packmaster is slain. Given the Packmaster's [[WhatADrag M.O.]] and [[MadeASlave the fate]] of those successfully sold to their masters, brain-creature, so it's quite justified.
rather hard to take advantage of this flaw in melee.
* ImprobableWeaponUser: Their weapon MightyGlacier: It's big and relatively slow, but it hits hard, is a spiked neck clamp thickly-armored and doesn't have to move when it can scorch your ass from afar.
* PutTheLaughterInSlaughter: The small rat can be heard laughing when the Stormfiend opens up with its flamethrowers. The wee bastard is also heard cackling in the distance as warning
that it uses you're about to strangle and damage heroes while dragging them around.
fight one.
[[/folder]]

[[folder:Rotblood Tribe (Warriors of Chaos)]]
!!As a Whole
* MyRulesAreNotYourRules: Your AllThereInTheScript: The boss character loses all collision when grabbed by a Packmaster, letting Naglfahr is an Exalted Chaos Champion; while this is never stated in-game, his entity name in the game files is "chaos_exalted_champion_norsca" (it can also be inferred from his size and the fact that he uses the same character model as Bodvarr, just without the helmet).
* AlwaysChaoticEvil: The human enemies in the second game, and each of
them pull you through otherwise-impassable is [[{{Pun}} rotten to the core.]]
* BarbarianTribe: Especially notable with the Marauders, although their sorcerers and armored Chaos Warriors break from the mold somewhat.
* CorpseLand: In contrast to their Skaven allies, who leave little behind them but rubble and bones, the Rotbloods revel in violence and leave the dead scattered everywhere among flesh-growths, with bodies tied to
walls and tortured, huge piles of Skavenslaves or Clanrats.
* NeverSplitTheParty: Another enforcer
gore and corpses, and groups of this, people hung by nooses being common sights.
* EliteMooks: Their melee units compared to the Skaven. Basic Marauders have longer reach are twice
as an incapacitated hero tough as Clanrats (as in double health, cleave resistance, and stagger resistance) and are accompanied by Marauder Champions who have no clear counterpart in the Skaven forces. A similar difference exists between Cultists and Skavenslaves, Chaos Spawn and Bile Trolls have more powerful attacks than Rat Ogres and both can only be saved by another party member.
* TheQuietOne: The sequel has them lose all
regenerate, and Chaos Warriors are ludicrously more dangerous than Stormvermin. Balancing this out is the fact that the Warriors of Chaos have zero ranged units or "disablers" aside from their voicelines, leaving only sorceers, thus they're generally less dangerous than the Skaven due to the latter's spam of poison gas, teleporting assassins, ratling guns, and flamethrowers.
* EvilIsBigger: Fitting the usual depiction of Northmen, even basic Marauders are tall and bulky, to say nothing of the Chaos Warriors.
* EvilSoundsDeep: The Northlanders all have varying levels of deep, booming voices, directly contrasting the high-pitched
chittering of bones their Skaven allies.
* ThePigPen: Fitting, seeing as they're followers of Nurgle, the Chaos God of diseases and plague.
* WeHaveReserves: Just as with the Skaven,
they wear have no qualms about how many of their number die. Which is good, because their forces consist almost entirely of unarmored men and megafauna with melee weapons in a setting where early guns exist, and unlike the Skaven they don't have many specials to balance it out. Bodvarr claims to have an "endless horde" to throw at the Reikland, though by "War Camp" even he admits that the Ubersreik Five has put quite a dent in it (part of why his main base is understaffed). The Chaos Wastes expansion reveals that their home is in the [[EldritchLocation Wastes]] themselves rather than southern Norsca or the Eastern Steppe like most Norscan and Kurgan tribes, which means that conventional demographic limits do not apply to them.
* TheWorfEffect: A generic Rotblood Exalted Chaos Champion who [[PropRecycling uses the same model as Bodvarr]] is killed in seconds by Warrior Priest Saltzpyre in the latter's debut trailer. A second shows up leading a small army towards the Ubersik Five at the end of the same trailer, with the latter being unconcerned.

!!Nurgle Cultist
* AttackAttackAttack: Their minds are as rotted as their bodies, leaving them unable to think much beyond the most direct focus of their fever-dream like rage.
* BandageMummy: The're often wrapped in filthy bandages over their gangrenous peeling skin, giving them a leper-like appearance.
* MadeOfPlasticine: For some infected individuals, [[BeneficialDisease Nurgle's blessings only serve to make them more resilient for having endured them]]. However, these are ''not'' those individuals, but the many more who succumbed to Nurgle's diseases and become severely weakened by them. [[JustifiedTrope As a result]], their bodies come apart under even modest force.
* MusicalSpoiler: Via SourceMusic; a Norscan horn is blown to signal them to attack.
* NothingButSkinAndBones: Many of Nurgle's more blessed will often swell with his blessings. However, these are not so "blessed", their infections consuming their bodies instead of strengthening them, resulting in them having an almost skeletal appearance.
* PlagueZombie: Those Norscans too weak to resist Nurgle's decay or corrupted Imperial citizens are used
as the Rotbloods's main fodder. The only hint difference between them and actual zombies is that they're near.
not undead.
* SkeletonsInTheCoatCloset: Wears a skull necklace and also has skulls on its weapons. This actually works against him as they clatter loudly, giving away his position.
* SlaveryIsASpecialKindOfEvil: They’re by far the most hated of the rats the heroes face, with Kerillian in particular lamenting them as 'cruel among a cruel kin'. Whoever is caught by a Packmaster as isn’t killed soon after can look forward to captivity, being eaten alive as rations, and/or sold off for inhumane biology experiments - their hatred of Packmasters is well-founded.
* SoundCodedForYourConvenience: Makes a bone rattling sound that the heroes can identify thanks to his skulls moving about. Also tends to rapidly say "catch" in the repetitive manner of the Skaven.
* TheLastOfTheseIsNotLikeTheOthers:
ZergRush: The Monster enemy type is Cultists are used for all bosses... and the Packmaster.
* TortureTechnician: Their modus operandi is to grab heroes with a strangling device and drag them around
in this capacity as they slowly choke to death, before hanging the hero and leaving them to die.
* WhatADrag: They grab heroes with their Things-Catcher and drag them around. However, it's not the dragging but rather the choking and the spikes that hurts more.

!!Ratling Gunner
The Ratling Gun is
a six-barreled monstrosity of a gun, powered by warp steam and operated with a hand crank. This fearsome weapon of unparalleled rate of fire is normally operated by a Clan Skryre weapons team, but the slightly stronger version deployed in Ubersreik seems to be of a lighter, experimental type, capable of being moved and fired Skavenslaves.

!!Chaos Marauders
Barbaric tribesmen from the frozen north, Marauders are natural-born fighters, tempered
by a single large Skaven.life of hardship, who despise the soft-bellied Empire and its notions of laws and discipline. Theirs is an existence where only the strong survive, where worth is proved upon the field of battle, not by cowering behind walls of stone and steel.

Marauders come to the fight in a storm of axes, sword and clubs, praises to the Dark Gods howling from their lips. Such a sight is born from the darkest of legends, an assault fit to chill the heart of even the bravest soul and sweep away the strongest defense.

They come in four variants: Raiders (one-handed weapons), Bulwarks (shields), Savages (dual-wielding axes) and Maulers (great axes).



* AchillesHeel: They are even more vulnerable to headshots than their brethren since they have to stand still while firing, allowing anyone he's not focusing on to take him down with a single headshot from a crossbow or gun.
* AttackItsWeakPoint: Its head is unarmoured and vulnerable to all attacks.
* BottomlessMagazines: {{Averted|Trope}}, the Ratling Gun may have a deep reserve of ammunition, but not inexhaustible. The weapon must periodically cease fire to allow the wielder to change belts or clear jams, and it is at this moment the party has the best opportunity to displace and strike.
* GatlingGood: Carries an ''even more'' experimental Ratling Gun that can be handled by a single Skaven, and uses it to riddle your heroes with warpstone bullets.
* HeavilyArmoredMook: Since it is a high-priority target, it is equipped with substantial armor so it can keep firing despite the return fire that it might attract. Only its head is clear, requiring the party to aim for that or hit them with armor-piercing attacks. This is no longer the case in ''2'', where unarmored versions sometimes appear, especially on lower difficulties.
* LaughingMad: The only audible noise they make other than angry hissing is maniacal laughter as they let loose a hailstorm of bullets into their target.
* NiceJobFixingItVillain: Of all the specials, Ratlings are generally the most potent at actually killing their own troops, with the indiscriminate rain of bullets being relatively simple to steer into a crowd of slaves or a monster if you have the space and a shield to protect yourself. It’s entirely possible for most of a horde to be culled or a chunk of monster HP to be chewed up by a sole Ratling Gun being tricked, but [[DifficultButAwesome doing so takes some practice and suitable terrain.]]
* MightyGlacier: Is very slow-moving thanks to its heavy gun. However, once that gun spins up, it's going to deliver A LOT of damage.
* MoreDakka: The Ratling Gunner receives a hefty boost to its fire rate in ''Vermintide 2'', as well as a near-instant spooling time that practically lets them open fire the instant they see a player.
* {{Steampunk}}: The Ratling Gun is driven by warpstone-heated steam, and the sound of the steam engine building pressure can alert the party that a Ratling Gunner is moving into attack position.
* SoundCodedForYourConvenience: A gatling gun spinning up is the cue that he'll be firing a hail of bullets.
* TeamKiller: [[ChronicBackstabbingDisorder Skaven do not have allies, only mortal rivals of temporary convenience.]] Thus, if any other Skaven gets in the way of the gunfire, well, "better him than I". There is even a challenge in ''Vermintide 2'' that requires the player to have a Ratling Gunner kill a certain amount of other mooks for them.

!!Warpfire Thrower
The Warpfire Thrower is whispered of in many quarters – chiefly for the horrors it has wrought in the cramped confines of dwarfen holds. Though little more than a vat of unstable warp-fuel and an ignition source, it is a weapon to be feared, as many charred skeletons would perhaps attest, could they speak of it. With the smouldering projector aimed, the simple flip of a switch births roiling clouds of warpfire that scours all from the gunner’s path.

Though the Warpfire Thrower is frequently seen wielded by weapon teams of two skaven, particularly deranged gunners have been known to take the field without the aid of a fuel-bearer. Eager to earn favour with their masters, such ratmen readily trade the additional burden for the chance to deny another skaven a share of the glory.

to:

* AchillesHeel: They are even more vulnerable AxeCrazy: "Unhinged" might be an understated way to headshots than describe Norscan warriors, who fight to the death confident that their brethren since they have to stand still while firing, allowing anyone he's not focusing on to take him down with a single headshot from a crossbow or gun.
* AttackItsWeakPoint: Its head is unarmoured
gods will preserve the souls of those who kill and vulnerable to all attacks.
die in their name.
* BottomlessMagazines: {{Averted|Trope}}, BarbarianTribe: On the Ratling Gun may have a deep reserve "chaotic destructive horde" end of ammunition, but not inexhaustible. The weapon must periodically cease fire to allow the wielder to change belts or clear jams, and it is at this moment the party has the best opportunity to displace and strike.spectrum.
* GatlingGood: Carries an ''even more'' experimental Ratling Gun that can be handled by a single Skaven, and uses it to riddle your heroes CoolHelmet: Maulers wear full-faced, metal helmets with warpstone bullets.
* HeavilyArmoredMook: Since it is
chainmail masks, which makes attacking their head a high-priority target, it is equipped worse prospect than attacking their body, with substantial only a few weapons being able to cause damage to their head. In-game, their helmet is considered Super Armor, which is the same level as a Chaos Warrior's body; their helmets are ''really good'', but they don't have any armor so it elsewhere.
* DemonicSpiders: Much like Plague Monks, Marauders' Berserkers "Savages/Frothers" will take players down hard and fast if they get the jump on them. They don't attack quite as fast (still pretty fast, though), but their appearance and height being very similar to basic raiders
can keep firing despite make them hard to pick out from a Chaos Marauder horde.
* GiantMook: Chaos Maulers are taller than
the return fire that it might attract. Only its head rest of the marauder variants, wielding two-handed axes and slightly more armored. They are essentially weaker versions of Chaos Warriors.
* HadToBeSharp: Being from the GrimUpNorth where the raw magic of Chaos blows freely from the polar Warp Gate, the environment of Norsca tends to reward those willing to be savage and ruthless as a matter of survival.
* ReligiousBruiser: When they are not yet alerted to the party, one of their ArtificialAtmosphericActions
is clear, requiring holding their weapons and intoning prayers to the [[GodOfEvil Dark Gods]] to witness them. Being alerted to the party to aim for that or hit will often cause them with armor-piercing attacks. This is no longer the case to yell out prayers and benedictions to Nurgle before attacking.
* ScreamingWarrior: Their Berserkers
in ''2'', where unarmored versions sometimes appear, especially on lower difficulties.
* LaughingMad: The only audible noise they make other than angry hissing is maniacal laughter
particular scream incoherently as they let loose a hailstorm of bullets lunge into their target.
* NiceJobFixingItVillain: Of all
the specials, Ratlings are generally the most potent at actually killing their own troops, with the indiscriminate rain of bullets being relatively simple to steer into a crowd of slaves or a monster if you have the space and a shield to protect yourself. It’s entirely possible for most of a horde to be culled or a chunk of monster HP to be chewed up by a sole Ratling Gun being tricked, but [[DifficultButAwesome doing so takes some practice and suitable terrain.]]
* MightyGlacier: Is very slow-moving thanks to its heavy gun. However, once that gun spins up, it's going to deliver A LOT of damage.
* MoreDakka: The Ratling Gunner receives a hefty boost to its fire rate in ''Vermintide 2'', as well as a near-instant spooling time that practically lets them open fire the instant they see a player.
* {{Steampunk}}: The Ratling Gun is driven by warpstone-heated steam, and the sound of the steam engine building pressure can alert the party that a Ratling Gunner is moving into attack position.
* SoundCodedForYourConvenience: A gatling gun spinning up is the cue that he'll be firing a hail of bullets.
* TeamKiller: [[ChronicBackstabbingDisorder Skaven do not have allies, only mortal rivals of temporary convenience.]] Thus, if any other Skaven gets in the way of the gunfire, well, "better him than I". There is even a challenge in ''Vermintide 2'' that requires the player to have a Ratling Gunner kill a certain amount of other mooks for them.

!!Warpfire Thrower
The Warpfire Thrower is whispered of in many quarters – chiefly for the horrors it has wrought in the cramped confines of dwarfen holds. Though little more than a vat of unstable warp-fuel and an ignition source, it is a weapon to be feared, as many charred skeletons would perhaps attest, could they speak of it. With the smouldering projector aimed, the simple flip of a switch births roiling clouds of warpfire that scours all from the gunner’s path.

Though the Warpfire Thrower is frequently seen wielded by weapon teams of two skaven, particularly deranged gunners have been known to take the field without the aid of a fuel-bearer. Eager to earn favour
enemy with their masters, such ratmen readily trade due hand axes.
* ShieldBearingMook: The Bulwarks, making them harder to attack from
the additional burden for front unless staggered.

!!Chaos Warriors
Imbued with
the chance power of Chaos and encased in armour forged in infernal flames, the Chaos Warriors are living weapons equal in strength to deny another skaven a share several battle-hardened mortal men. Having shed the concerns of petty mortality, the Chaos Warrior dons the mantle of war in the name of the glory.Chaos Gods' ruinous powers, replacing comfort and love for power and immortality. Transcending beyond such primitive needs as food and rest, their nourishment becomes carnage, their language violence. They walk the face of the Old World as instruments for their blasphemous god’s will, with the lifeblood of the slain staining their armour.



* {{Angrish}}: They're even more unhinged than usual for a Skaven, the bulk of their dialogue being barely-intelligible threats and absolutely livid war-cries.
* AntiFrustrationFeatures: Their flames will push you back out of them to prevent you from getting caught in a CycleOfHurting. [[ZigZaggedTrope Zig-zagged]], though, since if you run out of ammunition this effect also prevents you from simply [[SelfDestructiveCharge powering through the flames]] to introduce the fire rat to your melee weapon. If you get trapped into a corner or are standing on a cliff at the time, well, you're either bathing in flames or falling off the cliff.
* AttackItsWeakPoint: A very large and noticeble Warpstone crystal is in a holder above their back. Shooting it with a powerful enough ranged attack will cause it to explode, killing the fire rat instantly. Banging on the crystal with a melee weapon also causes the fire rat to explode, however, which deposits the flame patch ''right under your feet'', so give it a second thought before bumrushing one at close range.
* BlowYouAway: Ironically, the actual flames aren't particularly dangerous to a hero - but the sheer force of the weapons pushback can easily keep you pinned and be left at the mercy of the horde, or leave you dangling off a cliff.
* FireBreathingWeapon: They use a Warpfire Thrower, which operates as a flamethrower but ejects much more devastating warpstone-fueled fire.
* {{Knockback}}: Their fire drives as much pressure as heat; anything not fixed in place will be blown back by the flames.
* SoundCodedForYourConvenience: It frequently laughs and says "burn the surface dwellers" to alert heroes that it's around.
* TeamKiller: Like the Ratling Gunners, Warpfire Throwers could roast any hapless mook that strays into their cone of fire.
* TechnicolorFire: Their flame burns bright green, presumably due to the warpstone powder mixed into its fuel.

!!Plague Monk
Dedicated to the spread of corruption and decay, the Plague Monks are zealots of Clan Pestilens, whose sole purpose is the spread of disease in the name of the Great Horned One. Recognizable through their soiled garments and putrid stench, these vile beings are a revolting attack on the senses for even their fellow Skaven.

to:

* {{Angrish}}: TwentyFourHourArmor: Chaos Warriors need no sleep, nor food and drink, [[NobodyPoops nor even a chamber pot]]. Their armor is bonded to them and they have no wish to remove it.
* AdaptationalWimp: While about as tough as you'd expect them to be, Chaos Warriors are ''much'' dumber and slower than they normally are, making their attacks very easy to dodge out of the way of.
* AnnoyingArrows: Chaos Warriors have the "Super Armor" armor type, making them highly resistant to all ranged attacks, including those that would normally blow straight through armor like Handguns.
* EliteMook:
They're even more unhinged than usual this for a Skaven, the bulk of Rotbloods as heavily armored and strong warriors.
* EvilSoundsDeep: They have extremely low gravelly voices.
* KungFuProofMook: They are "super armored" enemies, which means in addition to non-armor-piercing weapon attacks, most ranged attacks will do nearly nothing to them, though critical hits and ranged gunpowder weapons will fare better.
* HeavilyArmoredMook: Chaos Warriors are infamous for
their dialogue being barely-intelligible threats heavy armor, and absolutely livid war-cries.
* AntiFrustrationFeatures: Their flames
the ones the party will push you back out encounter are no exception. There is no part of them to prevent you from that is ''not'' armored, just parts that are ''less'' armored than others. Taking them down effectively requires coordinated attacks or piercing weapons.
* MightyGlacier: Rusted giants that move at a walking pace, but they are the most heavily armored enemies in the game bar none (their head is just slightly less protected) and
getting caught in a CycleOfHurting. [[ZigZaggedTrope Zig-zagged]], though, since if you run out hit by one is likely to take most or all of ammunition this effect also prevents you from simply [[SelfDestructiveCharge powering through the flames]] to introduce the fire rat to your melee weapon. If you get trapped into a corner or health on higher difficulties.
* MookLieutenant: They can occasionally be found leading patrols of Norscan Marauders. This makes sense, as lore-wise Chaos Warriors
are standing on a cliff at usually the time, well, you're either bathing in flames or falling off the cliff.
* AttackItsWeakPoint: A very large and noticeble Warpstone crystal is in a holder above
chiefs of entire tribes, hence their back. Shooting it with rarity and [[AsskickingLeadsToLeadership prowess]].
* SmashMook: They are lumbering and slow, but
a powerful enough ranged single attack from their gigantic axes will cause it knock you into next week. Even blocking their overhead swings is likely to explode, drain all of your stamina.
* TheComputerShallTauntYou: Chaos Warriors are very dismissive of the Ubersreik Five, and have a lot of lines that taunt the heroes when the Chaos Warriors are aware of them. It also indicates which member the Warrior is currently targeting; e.g. insults against Bardin mean the Warrior will focus on
killing the fire rat instantly. Banging Dwarf. Notably, epithets focusing on the crystal with a melee weapon also causes Empire target Kruber, while Chaos Warriors taunting Saltzpyre will focus on his faith and profession.

!!Chaos Sorcerer of Nurgle
Chaos Sorcerers draw upon
the fire rat full fury of the Winds of Magic. Unlike the tutored wizards of the Empire, whose rituals and rites offer protection against the ravages of Chaos, Sorcerers trust to explode, their wits and the fluxsome favour of the Dark Gods to endure the ravages of raw magic. Few are entirely successful, and certainly none are successful forever. Magic is the stuff of Chaos itself, and those who wield it without safeguards are destined to warp, body and soul, beneath its baleful power.

Gameplay-wise, they come in two varieties. These being the Lifeleech and the Blightstormer. Lifeleeches will magically grab a hero and start draining their life, leaving them completely helpless. Blightstormers,
however, which deposits the flame patch ''right under your feet'', so give it a second thought before bumrushing one at close range.
* BlowYouAway: Ironically, the actual flames aren't particularly dangerous to a hero - but the sheer force of the weapons pushback can easily keep you pinned and be left at the mercy of the horde, or leave you dangling off a cliff.
* FireBreathingWeapon: They use a Warpfire Thrower, which operates as a flamethrower but ejects much more devastating warpstone-fueled fire.
* {{Knockback}}: Their fire drives as much pressure as heat; anything not fixed in place will be blown back by the flames.
* SoundCodedForYourConvenience: It frequently laughs and says "burn the surface dwellers" to alert heroes
conjure plague tornadoes that it's around.
* TeamKiller: Like the Ratling Gunners, Warpfire Throwers could roast any hapless mook that strays into
sweep up and damage everything in their cone of fire.
* TechnicolorFire: Their flame burns bright green, presumably due to the warpstone powder mixed into its fuel.

!!Plague Monk
Dedicated to the spread of corruption and decay, the Plague Monks are zealots of Clan Pestilens, whose sole purpose is the spread of disease in the name of the Great Horned One. Recognizable through their soiled garments and putrid stench, these vile beings are a revolting attack on the senses for even their fellow Skaven.
way.



* TheBerserker: They charge straight at the heroes with neither fear nor pain and lay into them with a rapid series of savage blows, only stopping briefly when knocked back or permanently when killed.
* DemonicSpiders: Few enemies will tear through your stamina or health if you get attacked by them unexpectedly quite like Plague Monks.
* EliteMook: Bigger and tougher then most Skaven, save for Stormvermin and Rat Ogres.
* FeelNoPain: Very little of it at any rate, their sensitivity to harm dulled and diluted by the many sicknesses they have willingly endured.
* KungFuProofMook: Their attacks cannot be interrupted and they're extremely difficult to stagger, so you can't prevent them from hitting you by keeping them off-balance. Hope you learned to block!
* ThePigPen: Even by ''Skaven'' standards, and that is saying something.
* PlagueMaster: Members of a religious order of plaguemasters.
* ReligiousBruiser: When not yet alerted to the player, they can be seen [[ArtificialAtmosphericActions forming little prayer circles together]]. Presumably holding hands is [[PlagueMaster a great way to exchange germs]].
* ScreamingWarrior: They deliver shrill screams as they run at and lay into a hero.
* WarriorMonk: Every bit as much zealots as they are warriors.

!!Rat Ogre
About twice the size of a regular human, the Rat Ogre is the result of horrendous surgical and crossbreeding experiments (mainly, but not limited to, between Skaven and Ogres). A feral, primal nearly unstoppable killing machine, the Rat Ogre has the strength and size to cause the ground to shake as it charges. Should our heroes fail to move and be caught in the charge, they’ll find themselves on the receiving end of the Rat Ogre's claws.

to:

* TheBerserker: BlowYouAway: Blightstormers conjure plague winds into tornadoes that chase the players around. They charge straight at the heroes with neither fear nor pain and lay into them with a rapid series of savage blows, only stopping briefly when knocked back or permanently when killed.
* DemonicSpiders: Few enemies will tear through your stamina or health if you get attacked by them unexpectedly quite like Plague Monks.
* EliteMook: Bigger and tougher then most Skaven, save
cause damage over time for Stormvermin and Rat Ogres.
* FeelNoPain: Very
a little bit if they catch you (assuming they don't throw you out of it at any rate, the map).
* {{Expy}}: Lifeleeches are functionally identical to Smokers from ''VideoGame/Left4Dead,'' firing a projectile that immobilises its target, drags them over to it, and then does slow damage over time until they fall. Ironically, despite
their sensitivity to harm dulled and diluted by the many sicknesses they have willingly endured.
* KungFuProofMook: Their attacks cannot be interrupted and
Nurgle origins, they're extremely difficult to stagger, so you can't prevent them from hitting you by keeping them off-balance. Hope you learned to block!
arguably ''less'' [[{{Squick}} gross]] than their inspiration.
* ThePigPen: Even by ''Skaven'' standards, and that is saying something.
* PlagueMaster: Members of a religious order of plaguemasters.
* ReligiousBruiser: When not yet alerted
FatBastard: Are immensely obese to the player, point of being rotund, a classic trait of Nurgle worshippers.
* InTheHood: Lifeleeches wear a pointed hood.
* LargeHam: The Blightstormers, with emphasis on ''[[FatBastard large]]''. If you happen to hear any of their lines, particularly while casting, nine times out of ten, they'll be screamed as loudly as possible.
-->'''Blightstormer:''' Vortex wind of Father Fly! I cast on you, now die! DIE! '''DIE!'''
* LifeDrinker: As the name implies, Lifeleeches will drain the health of whoever
they can be seen [[ArtificialAtmosphericActions forming little prayer circles together]]. Presumably holding hands is [[PlagueMaster a great way to exchange germs]].
* ScreamingWarrior: They deliver shrill screams as
grab. Downplayed in that they run at aren't immortal, and lay are in fact quite [[SquishyWizard squishy]].
* NoBodyLeftBehind: Sorcerers will disintegrate
into a hero.
* WarriorMonk: Every bit as much zealots as they are warriors.

!!Rat Ogre
About twice the size of a regular human, the Rat Ogre is the result of horrendous surgical and crossbreeding experiments (mainly, but not limited to, between Skaven and Ogres). A feral, primal nearly unstoppable
glowing green ash upon killing machine, them.
* RingOut: A very real threat when you're sucked into a blightstorm out in
the Rat Ogre has open near a {{Bottomless Pit|s}}, as it can fling you outside of the strength map to your doom and size causing everything you're carrying on you to cause be permanently lost. Better hope one doesn't hit you when you're a Grimoire holder.
* SquishyWizard: Neither variant could stand up to a lot of punishment, and are usually killed in one solid hit from a melee weapon, or a ranged weapon shot.
* TeleportSpam: Both varieties of Sorcerer will teleport if damaged and not killed, but Leeches will do so especially often. Lifeleechers will try to teleport closer to and behind players, while Blightstormers will move away from
the ground party but still within line of sight to them.
* UnskilledButStrong: As opposed to the trained wizards of the Empire, the Chaos Sorcerers use magic with reckless abandon. Lampshaded by Sienna when killing a Blightstormer.
-->'''Sienna:''' All talent no training, that Blightstormer!
* VaderBreath: The sound cue of a nearby Blightstormer is his raspy breathing coming out of his metal mask.
!!Bile Troll
Trolls are known for their indiscriminate appetites and raw physical might. Bile Trolls, their being forever altered by the warping might of the Dark Gods, are even more ferocious. Though Trolls are dim-witted in the extreme, it is a foolish soul who underestimates such an opponent. Should a blade penetrate its tough – almost-rocky – hide, the Troll’s formidable regenerative abilities will knit the wound together in a matter of moments. Worse, the attacker will now find himself in easy range of beady-eyed retribution. A fortunate soul will be content only with a pulverizing blow fit
to shake as it charges. Should our heroes fail to move and be caught in the charge, they’ll find themselves on the receiving end hillside. The unlucky perishes in a flood of the Rat Ogre's claws.seething, acidic vomit that scours flesh from bone.



* BioweaponBeast: These are bred by Clan Moulder, who run a strong trade in selling or renting them to other Skaven clans as heavy muscle that will obey without question or fear. Their high price means they they're mostly reserved as bodyguards to high-ranking Skaven or employed as "linebreaker" units on the battlefield.
* BossInMookClothing: Has more health than any other enemy in the game, deals very heavy damage, usually requiring a team to take down.
* CoveredInScars: Has multiple incisions across its body, easily seen by their heavy stitches and contrast with its patchy fur, as a result of the many vivisection-like surgeries it has been forced to endure to make it what it is.
* DumbMuscle: Rat ogres are exceptionally strong, but not particularly bright, relying on simply direct aggression to see them through. This can be exploited as it manifests in-game as a kind of target fixation, such that one member of the party can lead it into a crossfire as it ignores the three other, potentially more dangerous, targets.
* {{Expy}}: Of the Tank from ''VideoGame/Left4Dead''. Huge amounts of health, fast moving, high attacking power with knockback, often requiring a team to take down.
* GrappleMove: Can grab and throw players away for a good amount of damage.
* HybridMonster: Rat ogres are created by cross-breeding rats and other species (mainly ogres as the name implies) through surgical and magical means.
* KnockBack: Several of its abilities cause this, even if guarded.
* LightningBruiser: Fast, painful, and has a lot of health.
* MightyRoar: It does one to signal its entrance.
* SoundCodedForYourConvenience: Alerts the party with a MightyRoar when it appears.
* TopHeavyGuy: Has very muscular arms and torso, even moreso than its legs, giving it a similar but less exaggerated build to ''VideoGame/Left4Dead's'' Tank.

!!Sack Rat
Among the Clawpacks of warrior vermin assaulting Ubersreik, there are reportedly Skaven agents carrying large sacks and seemingly acting independently from the invading force. They scour the town for valuables, most likely on orders from an enterprising chieftain or warlord, pouncing on the opportunity to expand their influence.

to:

* BioweaponBeast: These are bred by Clan Moulder, who run a strong trade in selling or renting them to other Skaven clans BodyHorror: As ugly as heavy muscle that will obey without question or fear. Their high price means they they're mostly reserved as bodyguards to high-ranking Skaven or employed as "linebreaker" units on the battlefield.
* BossInMookClothing: Has more health than any other enemy in the game, deals very heavy damage, usually requiring a team to take down.
* CoveredInScars: Has multiple incisions
normal trolls are, normal trolls don't have gaping maws, extra eyes, and whipping tentacles appearing randomly across its body, easily seen by their heavy stitches and contrast with its patchy fur, as a result of the many vivisection-like surgeries it has been forced to endure to make it what it is.bodies.
* BreathWeapon: Like all trolls, they weaponize the digestive acid in their bellies by vomiting it up on their foes. It can blind as well as slow, and the sticky spot remains festering on the ground for several seconds.
* DamageSpongeBoss: A significant part of it's power compared to the other bosses simply comes from the fact that it takes a ''lot'' of killing before going down, thanks to it's HealingFactor, and requires multiple party members to focus their attention on it during it's downed phase or it'll take even ''longer'' to kill.
* DumbMuscle: Rat ogres are exceptionally Like all trolls, not very bright but very tough and strong, but not particularly bright, relying on simply direct aggression to see them through. This can be exploited as it manifests in-game as sharing an issue with tunnel vision with the Skaven Rat Ogre.
* HealingFactor: After sustaining damage, the troll will collapse, heave heavily for several seconds, and regain
a kind large portion of target fixation, such that one member of its health. However, if the party can lead it into a crossfire as it ignores redouble their efforts to damage the three other, potentially more dangerous, targets.
* {{Expy}}: Of
troll during this time they can mitigate the Tank from ''VideoGame/Left4Dead''. Huge amounts of health, fast moving, high attacking power with knockback, often requiring a team to take down.
* GrappleMove: Can grab and throw players away
recovery. On higher difficulties, the Troll will passively heal itself when not damaged for a good amount of damage.
few seconds.
* HybridMonster: Rat ogres TragicMonster: Oddly enough they are created by cross-breeding rats and other species (mainly ogres as this. While some trolls turn to Chaos of their own accord the name implies) through surgical and magical means.
* KnockBack: Several of its abilities cause this,
game's Bile Trolls are explicitly normal trolls infected by the Rotbloods against their will. On the mission to stop this happening Victor remarks that even if guarded.
''trolls'' don't deserve what's been done to them.
* LightningBruiser: Fast, painful, OurTrollsAreDifferent: Trolls in the setting in general are already strong, tough, and has a lot of health.
* MightyRoar: It does one to signal its entrance.
* SoundCodedForYourConvenience: Alerts
disgusting. That is before you add the party with a MightyRoar warping effects of wild Chaos magic that mutates them into these forms.
* UnskilledButStrong: Moves and attacks slowly and inaccurately, but hits hard
when it appears.
* TopHeavyGuy: Has very muscular arms
connects. Its bile slowing and torso, even moreso than covering over a player's vision especially makes them vulnerable for its legs, giving it a similar otherwise-impractical attacks.

!!Chaos Spawn
To be blessed by one’s god should be the ultimate dream of any fanatic,
but less exaggerated build to ''VideoGame/Left4Dead's'' Tank.

!!Sack Rat
Among the Clawpacks of warrior vermin assaulting Ubersreik, there are reportedly Skaven agents carrying large sacks and seemingly acting independently
for anyone who looks upon a Chaos Spawn, these boons look like something from the invading force. They scour the town for valuables, most likely on orders deepest darkest pits of a nightmare. Having received too many gifts from an enterprising chieftain or warlord, pouncing on the opportunity to expand their influence. Dark Gods, these warriors have succumbed to madness and mutation. Through anguished wails of pain and terror, their fragile human shells are shed and replaced by a creature that can only be described as a horrifying monstrosity. Making no physical sense, these abominable creatures embody Chaos itself.



* {{Expy}}: Of the Fallen Survivor from ''VideoGame/Left4Dead2'', they are {{Metal Slime}}s that quickly run away from players but give good loot and supplies when killed.
* MetalSlime: Very prone to fleeing once attacked, but drops some nice goodies when killed.
* NonActionGuy: Doesn't try to attack the heroes thanks to having no weaponry, instead attempting to escape.
* SchmuckBait: ''Any'' experienced ''Vermintide'' player can clearly remember a time that a failure to kill one of these quickly led to themselves or their entire team to grab the IdiotBall tightly. The main threat of these rats is causing otherwise competent teams to ignore self-preservation to fruitlessly chase after a Sack Rat, hoping earn some supplies or loot dice, which usually just causes a TotalPartyKill as the team tries to recklessly rush through the hordes in front of them.
* SoundCodedForYourConvenience: Will often say "mine" when unalerted, also as they do their best to avoid the heroes.

!!Stormfiend
The Stormfiend is a hideous combination of bio-engineering and sadistic techno-magic and is among the most powerful monsters of the Skaven army. Enhanced versions of the already ferocious Rat Ogres, Stormfiends are smarter, deadlier and harder to kill. With the help of a brain-creature hardwired to their backs, these abominations are now able to utilize complex weapons. The combination of brute force, bullet-resistant metal armor and flamethrower-like Warpfire Projectors mounted on each arm make these war-beasts capable of annihilating entire regiments on their own.
----
* AdaptationalWimp: While warpfire thrower-equipped Stormfiends do exist in lore, they are more typically armed with ''three'' [[GatlingGood Ratling Cannons]] instead. For a more accurate representation of what a "common" Stormfiend should be like, look at Rasknitt's pet Deathrattler, but add another Ratling Gun on top of its head. Of course, like normal Rat Ogres, they're also much larger and tougher than their canonical counterparts to compensate.
* ArtificialStupidity: The Stormfiend is by far and away the ''dumbest'' Monster in the game due to the way its AI handles obstacles. In wide-open areas, the Stormfiend will prioritize getting to high ground, where it has a larger field of view and thus a wider angle from which it could stand and hose players down with its warpfire throwers, but throw in tall obstacles or ledges, and the creature will constantly fumble around trying to climb on top of anything and ''everything'' it sees, and leaving its back completely exposed. Failing this, it will usually stand its ground to shoot from afar, as its combat package makes it less aggressive about getting up in the players' grill to hit them.
* AttackItsWeakPoint: There's a small deformed "brain-creature" stitched to its back that tells it what to do. The Stormfiend is well-armored, the brain-creature is most certainly not.
* GeniusBruiser: Unlike the feral, animalistic Rat Ogre, the Stormfiend is controlled by a shriveled up creature stitched onto its back, granting it enough intelligence to use the dual-mounted Warpfire throwers mounted on its arms.
* KillItWithFire: It has two souped-up warpfire throwers on its arms, with flames that linger on the floor, unlike normal flamerats.
* LogicalWeakness: The shriveled rat-thing on its back is acting as the brain for the Stormfiend, and it accordingly acts as a soft weak point for the otherwise armored brute. That being said, the brain-creature has a working pair of eyes and the Stormfiend is very quick to attack anyone striking the brain-creature, so it's rather hard to take advantage of this flaw in melee.
* MightyGlacier: It's big and relatively slow, but it hits hard, is thickly-armored and doesn't have to move when it can scorch your ass from afar.
* PutTheLaughterInSlaughter: The small rat can be heard laughing when the Stormfiend opens up with its flamethrowers. The wee bastard is also heard cackling in the distance as warning that you're about to fight one.

to:

* {{Expy}}: Of AndIMustScream: Each Chaos Spawn was once a proud Chaos Warrior who could not handle the Fallen Survivor from ''VideoGame/Left4Dead2'', the burden of the mutations and other "gifts" imposed on them. They have since mutated into an incomprehensible mound of flesh, driven by a hunger made worse by the fact that they are {{Metal Slime}}s frequently starved before being unleashed into battle to increase their savagery.
* BodyHorror: The physical embodiment, representative of the undirected mutating influence of Chaos.
* CombatTentacles: Long tapered arms of twisted muscle jutting from arbitrary locations on their body
that quickly run away from players they use to swat, grasp, slam, and grapple the party should they get into range.
* ConfusionFu: The Chaos Spawn mostly fights in a similar manner to the Rat Ogre,
but give good loot has a much more erratic AI, making it significantly harder to deal with.
* EldritchAbomination: They are twisted beyond all measure, a mass of pink flesh
and supplies when killed.
tentacles with only a jagged maw as a discernible feature.
* MetalSlime: Very prone to fleeing once attacked, but drops some nice goodies when killed.
* NonActionGuy: Doesn't try to
GrappleMove: They have an entirely unblockable grab attack the heroes thanks to having no weaponry, instead attempting to escape.
* SchmuckBait: ''Any'' experienced ''Vermintide'' player can clearly remember a time
that will deal significant damage and, if the spawn is low on health, heal it for a failure significant amount. Luckily, it remains vulnerable during this entire animation, and can be staggered out of it to kill save the victim, provided one of these quickly led an attack powerful enough to do so.
* ImAHumanitarian: If they manage to grab a character they will bite them repeatedly to heal
themselves or their entire team to grab before slamming them into the IdiotBall tightly. The main threat of these rats is causing otherwise competent teams to ignore self-preservation to fruitlessly chase after nearby terrain.
* WasOnceAMan: Each Chaos Spawn was once
a Sack Rat, hoping earn some supplies or loot dice, which usually just causes a TotalPartyKill as the team tries to recklessly rush through the hordes in front of them.
* SoundCodedForYourConvenience: Will often say "mine" when unalerted, also as they do their best to avoid the heroes.

!!Stormfiend
The Stormfiend is a hideous combination of bio-engineering and sadistic techno-magic and is among the most powerful monsters of the Skaven army. Enhanced versions of the already ferocious Rat Ogres, Stormfiends are smarter, deadlier and harder to kill. With the help of a brain-creature hardwired to their backs, these abominations are now able to utilize complex weapons. The combination of brute force, bullet-resistant metal armor and flamethrower-like Warpfire Projectors mounted on each arm make these war-beasts capable of annihilating entire regiments on their own.
----
* AdaptationalWimp: While warpfire thrower-equipped Stormfiends do exist in lore, they are more typically armed with ''three'' [[GatlingGood Ratling Cannons]] instead. For a more accurate representation of what a "common" Stormfiend should be like, look at Rasknitt's pet Deathrattler, but add another Ratling Gun on top of its head. Of course, like normal Rat Ogres, they're also much larger and tougher than their canonical counterparts to compensate.
* ArtificialStupidity: The Stormfiend is by far and away the ''dumbest'' Monster in the game due to the way its AI handles obstacles. In wide-open areas, the Stormfiend will prioritize getting to high ground, where it has a larger field of view and thus a wider angle from which it could stand and hose players down with its warpfire throwers, but throw in tall obstacles or ledges, and the creature will constantly fumble around trying to climb on top of anything and ''everything'' it sees, and leaving its back completely exposed. Failing this, it will usually stand its ground to shoot from afar, as its combat package makes it less aggressive about getting up in the players' grill to hit them.
* AttackItsWeakPoint: There's a small deformed "brain-creature" stitched to its back that tells it what to do. The Stormfiend is well-armored, the brain-creature is most certainly not.
* GeniusBruiser: Unlike the feral, animalistic Rat Ogre, the Stormfiend is controlled by a shriveled up creature stitched onto its back, granting it enough intelligence to use the dual-mounted Warpfire throwers mounted on its arms.
* KillItWithFire: It has two souped-up warpfire throwers on its arms, with flames that linger on the floor, unlike normal flamerats.
* LogicalWeakness: The shriveled rat-thing on its back is acting as the brain for the Stormfiend, and it accordingly acts as a soft weak point for the otherwise armored brute. That being said, the brain-creature has a working pair of eyes and the Stormfiend is very quick to attack anyone striking the brain-creature, so it's rather hard to take advantage of this flaw in melee.
* MightyGlacier: It's big and relatively slow, but it hits hard, is thickly-armored and doesn't have to move when it can scorch your ass from afar.
* PutTheLaughterInSlaughter: The small rat can be heard laughing when the Stormfiend opens up with its flamethrowers. The wee bastard is also heard cackling in the distance as warning that you're about to fight one.
proud Chaos Warrior before turning into something else entirely.



[[folder:Rotblood Tribe (Warriors of Chaos)]]
!!As a Whole
* AllThereInTheScript: The boss character Naglfahr is an Exalted Chaos Champion; while this is never stated in-game, his entity name in the game files is "chaos_exalted_champion_norsca" (it can also be inferred from his size and the fact that he uses the same character model as Bodvarr, just without the helmet).
* AlwaysChaoticEvil: The human enemies in the second game, and each of them is [[{{Pun}} rotten to the core.]]
* BarbarianTribe: Especially notable with the Marauders, although their sorcerers and armored Chaos Warriors break from the mold somewhat.
* CorpseLand: In contrast to their Skaven allies, who leave little behind them but rubble and bones, the Rotbloods revel in violence and leave the dead scattered everywhere among flesh-growths, with bodies tied to walls and tortured, huge piles of gore and corpses, and groups of people hung by nooses being common sights.
* EliteMooks: Their melee units compared to the Skaven. Basic Marauders have longer reach are twice as tough as Clanrats (as in double health, cleave resistance, and stagger resistance) and are accompanied by Marauder Champions who have no clear counterpart in the Skaven forces. A similar difference exists between Cultists and Skavenslaves, Chaos Spawn and Bile Trolls have more powerful attacks than Rat Ogres and both can regenerate, and Chaos Warriors are ludicrously more dangerous than Stormvermin. Balancing this out is the fact that the Warriors of Chaos have zero ranged units or "disablers" aside from their sorceers, thus they're generally less dangerous than the Skaven due to the latter's spam of poison gas, teleporting assassins, ratling guns, and flamethrowers.
* EvilIsBigger: Fitting the usual depiction of Northmen, even basic Marauders are tall and bulky, to say nothing of the Chaos Warriors.
* EvilSoundsDeep: The Northlanders all have varying levels of deep, booming voices, directly contrasting the high-pitched chittering of their Skaven allies.
* ThePigPen: Fitting, seeing as they're followers of Nurgle, the Chaos God of diseases and plague.
* WeHaveReserves: Just as with the Skaven, they have no qualms about how many of their number die. Which is good, because their forces consist almost entirely of unarmored men and megafauna with melee weapons in a setting where early guns exist, and unlike the Skaven they don't have many specials to balance it out. Bodvarr claims to have an "endless horde" to throw at the Reikland, though by "War Camp" even he admits that the Ubersreik Five has put quite a dent in it (part of why his main base is understaffed). The Chaos Wastes expansion reveals that their home is in the [[EldritchLocation Wastes]] themselves rather than southern Norsca or the Eastern Steppe like most Norscan and Kurgan tribes, which means that conventional demographic limits do not apply to them.
* TheWorfEffect: A generic Rotblood Exalted Chaos Champion who [[PropRecycling uses the same model as Bodvarr]] is killed in seconds by Warrior Priest Saltzpyre in the latter's debut trailer. A second shows up leading a small army towards the Ubersik Five at the end of the same trailer, with the latter being unconcerned.

!!Nurgle Cultist
* AttackAttackAttack: Their minds are as rotted as their bodies, leaving them unable to think much beyond the most direct focus of their fever-dream like rage.
* BandageMummy: The're often wrapped in filthy bandages over their gangrenous peeling skin, giving them a leper-like appearance.
* MadeOfPlasticine: For some infected individuals, [[BeneficialDisease Nurgle's blessings only serve to make them more resilient for having endured them]]. However, these are ''not'' those individuals, but the many more who succumbed to Nurgle's diseases and become severely weakened by them. [[JustifiedTrope As a result]], their bodies come apart under even modest force.
* MusicalSpoiler: Via SourceMusic; a Norscan horn is blown to signal them to attack.
* NothingButSkinAndBones: Many of Nurgle's more blessed will often swell with his blessings. However, these are not so "blessed", their infections consuming their bodies instead of strengthening them, resulting in them having an almost skeletal appearance.
* PlagueZombie: Those Norscans too weak to resist Nurgle's decay or corrupted Imperial citizens are used as the Rotbloods's main fodder. The only difference between them and actual zombies is that they're not undead.
* ZergRush: The Cultists are used in this capacity as a slightly stronger version of Skavenslaves.

!!Chaos Marauders
Barbaric tribesmen from the frozen north, Marauders are natural-born fighters, tempered by a life of hardship, who despise the soft-bellied Empire and its notions of laws and discipline. Theirs is an existence where only the strong survive, where worth is proved upon the field of battle, not by cowering behind walls of stone and steel.

Marauders come to the fight in a storm of axes, sword and clubs, praises to the Dark Gods howling from their lips. Such a sight is born from the darkest of legends, an assault fit to chill the heart of even the bravest soul and sweep away the strongest defense.

They come in four variants: Raiders (one-handed weapons), Bulwarks (shields), Savages (dual-wielding axes) and Maulers (great axes).

to:

[[folder:Rotblood Tribe (Warriors of Chaos)]]
!!As a Whole
* AllThereInTheScript: The boss character Naglfahr is an Exalted Chaos Champion; while this is never stated in-game, his entity name in the game files is "chaos_exalted_champion_norsca" (it can also be inferred from his size and the fact that he uses the same character model
[[folder:Beastmen]]
!!The faction
as Bodvarr, just without the helmet).
a whole

* AlwaysChaoticEvil: The human enemies in the second game, and each Why, of them is [[{{Pun}} rotten to the core.]]
* BarbarianTribe: Especially notable
course. In fact, they are ''so'' chaotically-evil that they would often butt heads with even other Chaos-aligned factions that are remotely organized in any way, such as the Marauders, although their sorcerers and armored Chaos Warriors break from the mold somewhat.
* CorpseLand: In contrast to their Skaven allies, who leave little behind them but rubble and bones, the Rotbloods revel in violence and leave the dead scattered everywhere among flesh-growths,
''Skaven''. They only "cooperate" with bodies tied to walls and tortured, huge piles of gore and corpses, and groups of people hung by nooses being common sights.
* EliteMooks: Their melee units compared to the Skaven. Basic Marauders have longer reach are twice as tough as Clanrats (as in double health, cleave resistance, and stagger resistance) and are accompanied by Marauder Champions who have no clear counterpart in the Skaven forces. A similar difference exists between Cultists and Skavenslaves, Chaos Spawn and Bile Trolls have more powerful attacks than Rat Ogres and both can regenerate, and Chaos Warriors are ludicrously more dangerous than Stormvermin. Balancing this out is the fact that
the Warriors of Chaos have zero ranged units or "disablers" aside from their sorceers, thus they're Chaos, who generally less dangerous consider them barely-sapient cannon fodder.
* ArtifactMook: Buying ''Winds of Magic'' retroactively places them in maps set in and around Ubersreik, Helmgart, Ussingen, and Bogenhafen, even though chronologically they were not encountered until Maisberg and the Chaos Wastes, well after the former four adventures, with the characters treating their introduction in "Dark Omens" as a surprise.
* BeastMan: Humanoids with hooves, horns and heads of ungulates and the fangs and claws of predatory animals.
* BloodKnight: All Beastment exist to slaughter enemies in glorious combat, in the name of their Chaotic patrons.
* DownloadableContent: The Beastmen are available to fight in the DLC ''Winds of Magic'' for ''Vermintide 2''. The ''Chaos Wastes'' DLC added them to the titular mode without charge, even if ''Winds of Magic'' isn't owned.
* TheDreaded: ''Kerillian'' of all people drops her snarky act when they first appear in Dark Omens, recognizing them for the threat they are. Given the ArchEnemy relationship her people have with them, it tracks.
* ItCanThink: Although most men consider the Beastmen to be nothing more than animals acting on instinct alone, they are actually quite cunning. Some, such as Khazrak the One-Eye, are even capable of planning complex battle strategies.
* ItsPersonal: Except for Bardin (who still hates them), the heroes seem to despise the Beastmen more
than the Skaven due to the latter's spam of poison gas, teleporting assassins, ratling guns, and flamethrowers.
* EvilIsBigger: Fitting the usual depiction of Northmen, even basic Marauders are tall and bulky, to say nothing of the Chaos Warriors.
* EvilSoundsDeep: The Northlanders all have varying levels of deep, booming voices, directly contrasting the high-pitched chittering of
or Norscans, each for their Skaven allies.
* ThePigPen: Fitting, seeing
own reasons. Kruber hates them because, as a FarmBoy in the Empire, he knows how much of a persistent threat they are to rural communities near the forests (in fact his first kill was a Tuskgor as a kid), and he sees their savage religion and customs as a perversion of Taal worship. Kerillian hates them because they're followers of Nurgle, traditionally the Chaos God ArchEnemy of diseases the Wood Elves (both Asrai and plague.
* WeHaveReserves: Just as with the Skaven, they have no qualms about how many of their number die. Which is good,
Eonir) and because their forces consist almost entirely of unarmored men very existence spreads Chaos corruption, reducing beautiful nature to hellscape and megafauna with melee weapons causing magical pestilence (including "sickness in the hearts of newborns"). Sienna hates them for perverting the Winds of Magic, which she as a setting wizard has a connection to. And Saltzpyre hates them both for being as pure an embodiment of Chaos as possible outside of daemons (the Beastmen are called the "Children of Chaos" for a reason) and for their existence owing in part to the weakness in the heart of the Empire (many parents are unable to kill their mutated children and instead dump them in the forests, where early guns exist, they grow into Beastmen).
-->'''Sienna:''' You sure you're on our side, Markus? After all, Taal's worship's only a stone throw away from these beasties.\\
'''Kruber:''' That ain't funny. They're as different as a witch and a wizard. Taal's all about the cycle of life, the purity of the hunt. Beastmen? Ain't no purity in them. Just corruption.
* {{Mooks}}: Generally, they die in droves when facing a disciplined, organized army and thus only prey on weaker forces... or five heroes traipsing through their territory.
* StoryAndGameplaySegregation: Per the lore, the Beastmen have an irrational and deep-seated hatred for anything that's remotely orderly, organized, or structured, and especially the color red. This often puts them at bitter odds with even other Chaos-aligned factions, including the Skaven. This isn't reflected in-game, however, where they're content with playing second fiddle to the ratmen. The game itself clearly presents them as opposed to the Skaven in "Dark Omens", when you come across Skaven corpses in their territory (including a rat ogre body that must be interacted with to trigger a scripted ambush), only to have them as cooperating with the rats in every subsequent mission.
* WackyWaysideTribe: The unnamed warherd in "Dark Omens" is not linked to the Pactsworn threat in any way and is fully dealt with at the end of that one mission. The Beastmen tribes encountered in the Chaos Wastes similarly just exist to be cannon fodder,
and unlike the Rotbloods and Skaven they don't have many specials (each of whom got a handwave as to balance it out. Bodvarr claims to have an "endless horde" to throw at why they're there) the Reikland, though by "War Camp" even he admits that the Ubersreik Five has put quite a dent in it (part of why his main base is understaffed). The Chaos Wastes expansion reveals that are always crawling with Beastmen, so there's no need to justify their home presence.
* WombHorror: One of the ways Beastmen are created
is when a mutation occurs in the [[EldritchLocation Wastes]] themselves rather than southern Norsca or womb of a normal human female. The Beastman featured prominently in the Eastern Steppe like most Norscan and Kurgan tribes, trailer was born this way.

!!Ungor
* ArcherArchetype: Oddly enough (for this game), Ungors can use bows, making them the first common enemy with a ranged variant.
* BladeOnAStick: In addition to their bows, they wield crude spears
which means they ready if their target closes to short range.
* DemonicSpiders: They have the only ranged attacks in the game from non-specials, which can be a real annoyance if turns out your back is turned to them. As well, their spears give them more range than other CannonFodder enemies which can make properly judging your safety distance to them more difficult, especially while they're mixed into a horde of other enemies.
* FaunsAndSatyrs: Their fuzzy legs and more human-like torsos give them a Satyr-like appearance.
* ImperialStormtrooperMarksmanshipAcademy: While they may wield bows, said bows aren't of a particularly high quality and the Ungors aren't disciplined enough to master them. As a result, they often miss their mark, usually only damaging players if they stand still or are distracted. Their main gameplay role seems to be to force players out of their comfort zone and adapt.

!!Gor
* CounterAttack: When staggered, they will retaliate with a fierce headbutt.
* DarkIsEvil: They have noticeably dark fur, and are quite evil.
* {{Mooks}}: The main CannonFodder of the Beastmen faction, comparable to Marauders.

!!Bestigor
* AchillesHeel: Shoving them or giving them a strong enough hit during their charge will cause them to stumble and become vulnerable.
* EliteMooks: As their name implies they are the "best" of the Beastmen warherds as indicated by their imposing size, heavy armor, and gigantic horns.
* FoeTossingCharge: His special ability: he charges towards his foes knocking them over and anyone who happens to be in the way.
* HeavilyArmoredMook: They wear armor consisting of metal steel plates likely looted from overrun foundries and crudely hammered into shape to fit over their frame.
* LeeroyJenkins: They run into players headfirst -- and can get knocked over by shoving or giving them a good strike into
that conventional demographic limits do oncoming head.

!!Standard Bearer/Wargor
* HelmetsAreHardlyHeroic: They wear armor over their bodies but
not apply helmets, [[AttackItsWeakPoint leaving their head vulnerable]].
* LargeAndInCharge: The leaders of the Beastmen warherds, they tower over the common Gors and Ungors (but not the Minotaurs).
* StatusBuff: Their totems can buff their allies, with invulnerability confirmed
to them.
be among said buffs.
* TheWorfEffect: A generic Rotblood Exalted StoryAndGameplaySegregation: In the lore, Wargors are one of the most powerful and feared Beastmen and act as leaders for entire Warherds. In-game you can end up killing dozens in a single mission. They're about as strong as they should be but far more common.

!!Minotaur
* AdaptationalBadass: 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). ''TabletopGame/WarhammerFantasyRoleplay'' 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 RedShirt. ''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 who [[PropRecycling uses (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 same model as Bodvarr]] is killed in seconds by Warrior Priest Saltzpyre in the latter's debut trailer. A second shows up leading RPG and wargame they didn't attack much faster than a small army towards the Ubersik Five at the end of the same trailer, with the latter being unconcerned.

!!Nurgle Cultist
Gor.
* AttackAttackAttack: Their minds They are as rotted as their bodies, leaving them unable to think much beyond the most direct focus of their fever-dream like rage.
* BandageMummy: The're often wrapped in filthy bandages over their gangrenous peeling skin, giving them a leper-like appearance.
* MadeOfPlasticine: For some infected individuals, [[BeneficialDisease Nurgle's blessings only serve to make them more resilient for having endured them]]. However, these are ''not'' those individuals, but the many more
relentless attackers who succumbed to Nurgle's diseases and become severely weakened by them. [[JustifiedTrope As a result]], their bodies come apart under even modest force.
* MusicalSpoiler: Via SourceMusic; a Norscan horn is blown to signal them to attack.
* NothingButSkinAndBones: Many of Nurgle's more blessed
will often swell with his blessings. However, these are not so "blessed", their infections consuming their bodies instead of strengthening them, resulting in them having an almost skeletal appearance.
never stop swinging their axes.
* PlagueZombie: Those Norscans too weak to resist Nurgle's decay or corrupted Imperial citizens are used as BullfightBoss: Downplayed. While the Rotbloods's main fodder. Minotaur does occasionally perform a FoeTossingCharge, it doesn't do this as often as it would cleave at nearby players with its dual axes.
* DualWielding:
The only difference between them and actual zombies is Minotaur sports two giant axes that it uses to cleave at its prey.
* DumbMuscle: Minotaurs are so dull that they need help feeding themselves from other Beastmen, but
they're not undead.
* ZergRush: The Cultists are used
terrifying whirlwinds of anger and muscle in this capacity as a slightly stronger version combat.
* OurMinotaursAreDifferent: Gigantic, vicious and man-eating humanoids with heads and hooves
of Skavenslaves.

!!Chaos Marauders
Barbaric tribesmen from
bulls.
* UnblockableAttack: Averted, other monsters, all of
the frozen north, Marauders are natural-born fighters, tempered by a life of hardship, who despise the soft-bellied Empire and its notions of laws and discipline. Theirs is an existence where Minotaurs attacks can be fully blocked, with only the strong survive, where worth is proved upon the field issue of battle, not by cowering behind walls of stone and steel.

Marauders come to the fight in a storm of axes, sword and clubs, praises to the Dark Gods howling
taking knockback from their lips. Such a sight is born his headbutt and of course, the stamina drain from the darkest of legends, an assault fit to chill the heart of even the bravest soul and sweep away the strongest defense.

They come in four variants: Raiders (one-handed weapons), Bulwarks (shields), Savages (dual-wielding axes) and Maulers (great axes).
blocking it's relentless assault.
[[/folder]]

!Others

[[folder:Cousin Okri]]
[[EveryoneCallsHimBarkeep Supposedly]] Bardin Goreksson's Cousin, whose great exploits are mentioned by Bardin.



* AxeCrazy: "Unhinged" might be an understated way to describe Norscan warriors, who fight to the death confident that their gods will preserve the souls of those who kill and die in their name.
* BarbarianTribe: On the "chaotic destructive horde" end of the spectrum.
* CoolHelmet: Maulers wear full-faced, metal helmets with chainmail masks, which makes attacking their head a worse prospect than attacking their body, with only a few weapons being able to cause damage to their head. In-game, their helmet is considered Super Armor, which is the same level as a Chaos Warrior's body; their helmets are ''really good'', but they don't have any armor elsewhere.
* DemonicSpiders: Much like Plague Monks, Marauders' Berserkers "Savages/Frothers" will take players down hard and fast if they get the jump on them. They don't attack quite as fast (still pretty fast, though), but their appearance and height being very similar to basic raiders can make them hard to pick out from a Chaos Marauder horde.
* GiantMook: Chaos Maulers are taller than the rest of the marauder variants, wielding two-handed axes and slightly more armored. They are essentially weaker versions of Chaos Warriors.
* HadToBeSharp: Being from the GrimUpNorth where the raw magic of Chaos blows freely from the polar Warp Gate, the environment of Norsca tends to reward those willing to be savage and ruthless as a matter of survival.
* ReligiousBruiser: When they are not yet alerted to the party, one of their ArtificialAtmosphericActions is holding their weapons and intoning prayers to the [[GodOfEvil Dark Gods]] to witness them. Being alerted to the party will often cause them to yell out prayers and benedictions to Nurgle before attacking.
* ScreamingWarrior: Their Berserkers in particular scream incoherently as they lunge into the enemy with their due hand axes.
* ShieldBearingMook: The Bulwarks, making them harder to attack from the front unless staggered.

!!Chaos Warriors
Imbued with the power of Chaos and encased in armour forged in infernal flames, the Chaos Warriors are living weapons equal in strength to several battle-hardened mortal men. Having shed the concerns of petty mortality, the Chaos Warrior dons the mantle of war in the name of the Chaos Gods' ruinous powers, replacing comfort and love for power and immortality. Transcending beyond such primitive needs as food and rest, their nourishment becomes carnage, their language violence. They walk the face of the Old World as instruments for their blasphemous god’s will, with the lifeblood of the slain staining their armour.

to:

* AxeCrazy: "Unhinged" might be an understated way to describe Norscan warriors, who fight to TheAce: Half the death confident time another hero kills a monster or performs an impressive kill streak, Bardin claims they're ''almost'' as good as Cousin Okri, or that their gods will preserve the souls of those who kill and die he would've done it faster and/or better. A conversation in their name.
* BarbarianTribe: On the "chaotic destructive horde" end of the spectrum.
* CoolHelmet: Maulers wear full-faced, metal helmets with chainmail masks, which makes attacking their head a worse prospect than attacking their body, with only a few weapons being able to cause damage to their head. In-game, their helmet is considered Super Armor, which is the same level as a Chaos Warrior's body; their helmets are ''really good'', but they don't have any armor elsewhere.
* DemonicSpiders: Much like Plague Monks, Marauders' Berserkers "Savages/Frothers" will take players down hard and fast if they get the jump on them. They don't attack quite as fast (still pretty fast, though), but their appearance and height being very similar to basic raiders can make them hard to pick out from a Chaos Marauder horde.
* GiantMook: Chaos Maulers are taller than the rest of the marauder variants, wielding two-handed axes and slightly more armored. They are essentially weaker versions of Chaos Warriors.
* HadToBeSharp: Being from the GrimUpNorth where the raw magic of Chaos blows freely from the polar Warp Gate, the environment of Norsca tends to reward those willing to be savage and ruthless as a matter of survival.
* ReligiousBruiser: When they are not yet alerted to the party, one of their ArtificialAtmosphericActions is holding their weapons and intoning prayers to the [[GodOfEvil Dark Gods]] to witness them. Being alerted to the party will often cause them to yell out prayers and benedictions to Nurgle before attacking.
* ScreamingWarrior: Their Berserkers in particular scream incoherently as they lunge into the enemy with their due hand axes.
* ShieldBearingMook: The Bulwarks, making them harder to attack from the front unless staggered.

!!Chaos Warriors
Imbued with the power of Chaos and encased in armour forged in infernal flames,
the Chaos Warriors are living weapons equal Wastes has Kruber ask Bardin about who Grombrindal is (A mysterious, inexplicably immortal Dwarf hero [[BigDamnHeroes who appears to aid Dwarfs in strength battle]] and disappears once it ends), and after Bardin tells him Grombrindal is not an ancestor god, Kruber asks if he's like Okri. ''Bardin considers this to several battle-hardened mortal men. Having shed be an apt comparison'', though he requests that Kruber not tell anyone that Bardin said that.
* EveryoneCallsHimBarkeep: Even Lohner refers to him as "Cousin Okri", so it's uncertain if he's an actual cousin of Bardin's or if it's more of a title.
* {{Expy}}: Of [[VideoGame/Left4Dead2 Ellis' buddy Keith]], being an [[TheGhost unseen]] friend of one of
the concerns player characters who gets mentioned a lot in unusual stories. The main difference is that while Keith is famous for [[AmusingInjuries getting into all sorts of petty mortality, self-destructive shenanigans]], Okri is presented as more of a straight up badass.
* TheGhost: We never see him, but supposedly, he's keeping an eye on the Ubersreik Five. Lohner is supposedly in regular contact with him, and he even provides the daily and weekly challenges for the heroes to "keep them from being complacent".
[[/folder]]

[[folder:Nameless Voice (Spoilers)]]
A mysterious and ominous disembodied voice that occasionally whispers to the Ubersreik Five during their trip to Castle Drachenfels in the second game, and the basement in the keep as they prepare to go to
the Chaos Warrior dons Wastes. As it spoke to them while a daemon-summoning ritual was occurring and while the mantle of war in the name Ubersreik Five prepared to magically travel to a land of the Chaos Gods' ruinous powers, replacing comfort gods, it can be inferred that the voice comes from a daemon -- specifically, an ancient and love for power and immortality. Transcending beyond such primitive needs powerful daemon prince known as food and rest, their nourishment becomes carnage, their language violence. They walk Be'lakor, the face of the Old World as instruments for their blasphemous god’s will, with the lifeblood of the slain staining their armour.Dark Master.



* TwentyFourHourArmor: Chaos Warriors need no sleep, nor food and drink, [[NobodyPoops nor even a chamber pot]]. Their armor is bonded to them and they have no wish to remove it.
* AdaptationalWimp: While about as tough as you'd expect them to be, Chaos Warriors are ''much'' dumber and slower than they normally are, making their attacks very easy to dodge out of the way of.
* AnnoyingArrows: Chaos Warriors have the "Super Armor" armor type, making them highly resistant to all ranged attacks, including those that would normally blow straight through armor like Handguns.
* EliteMook: They're this for the Rotbloods as heavily armored and strong warriors.
* EvilSoundsDeep: They have extremely low gravelly voices.
* KungFuProofMook: They are "super armored" enemies, which means in addition to non-armor-piercing weapon attacks, most ranged attacks will do nearly nothing to them, though critical hits and ranged gunpowder weapons will fare better.
* HeavilyArmoredMook: Chaos Warriors are infamous for their heavy armor, and the ones the party will encounter are no exception. There is no part of them that is ''not'' armored, just parts that are ''less'' armored than others. Taking them down effectively requires coordinated attacks or piercing weapons.
* MightyGlacier: Rusted giants that move at a walking pace, but they are the most heavily armored enemies in the game bar none (their head is just slightly less protected) and getting hit by one is likely to take most or all of your health on higher difficulties.
* MookLieutenant: They can occasionally be found leading patrols of Norscan Marauders. This makes sense, as lore-wise Chaos Warriors are usually the chiefs of entire tribes, hence their rarity and [[AsskickingLeadsToLeadership prowess]].
* SmashMook: They are lumbering and slow, but a single attack from their gigantic axes will knock you into next week. Even blocking their overhead swings is likely to drain all of your stamina.
* TheComputerShallTauntYou: Chaos Warriors are very dismissive of the Ubersreik Five, and have a lot of lines that taunt the heroes when the Chaos Warriors are aware of them. It also indicates which member the Warrior is currently targeting; e.g. insults against Bardin mean the Warrior will focus on killing the Dwarf. Notably, epithets focusing on the Empire target Kruber, while Chaos Warriors taunting Saltzpyre will focus on his faith and profession.

!!Chaos Sorcerer of Nurgle
Chaos Sorcerers draw upon the full fury of the Winds of Magic. Unlike the tutored wizards of the Empire, whose rituals and rites offer protection against the ravages of Chaos, Sorcerers trust to their wits and the fluxsome favour of the Dark Gods to endure the ravages of raw magic. Few are entirely successful, and certainly none are successful forever. Magic is the stuff of Chaos itself, and those who wield it without safeguards are destined to warp, body and soul, beneath its baleful power.

Gameplay-wise, they come in two varieties. These being the Lifeleech and the Blightstormer. Lifeleeches will magically grab a hero and start draining their life, leaving them completely helpless. Blightstormers, however, conjure plague tornadoes that sweep up and damage everything in their way.

to:

* TwentyFourHourArmor: Chaos Warriors need no sleep, nor food AllThereInTheScript: The file names for its lines all include "daemon_whispers", while the character's responses all include "archdaemon_response", suggesting that the voice belongs to a [[DemonLordsAndArchdevils greater daemon]].
* CanonCharacterAllAlong: In one [[https://www.vermintide.com/news/franz-lohners-chronicle-territorial-squabbles journal entry]], Lohner speculates that the voice is actually [[Characters/WarhammerChaosGodsAndDaemons Be'lakor]], the first Daemon Prince. Later proven true by the June 2022 update, which changes the subtitles to identify the voice as "Be'lakor the Dark Master".
* TheCorruptor: It tries to tempt the Five into worshipping Chaos,
and drink, [[NobodyPoops nor even a chamber pot]]. Their armor is bonded to them and they have no wish to remove it.
* AdaptationalWimp: While about as tough as you'd expect them to be, Chaos Warriors are ''much'' dumber and slower than they normally are, making their attacks very easy to dodge out of the way of.
* AnnoyingArrows: Chaos Warriors have the "Super Armor" armor type, making them highly resistant to all ranged attacks, including those that
asks Kruber how much money it would normally blow straight through armor like Handguns.
* EliteMook: They're this
take for the Rotbloods as heavily armored and strong warriors.
* EvilSoundsDeep: They have extremely low gravelly voices.
* KungFuProofMook: They are "super armored" enemies, which means in addition
him to non-armor-piercing weapon attacks, most ranged attacks will do nearly nothing to them, though critical hits and ranged gunpowder weapons will fare better.
* HeavilyArmoredMook: Chaos Warriors are infamous for their heavy armor, and the ones the party will encounter are no exception. There is no part
kill his comrades. As of them that is ''not'' armored, just parts that are ''less'' armored than others. Taking them down effectively requires coordinated attacks or piercing weapons.
yet it's been unsuccessful.
* MightyGlacier: Rusted giants that move at a walking pace, but they are the most heavily armored enemies DemonLordsAndArchdevils: Identified in the game bar none (their head is just slightly less protected) and getting hit by one is likely to take most or all of your health on higher difficulties.
* MookLieutenant: They can occasionally be found leading patrols of Norscan Marauders. This makes sense,
files as lore-wise Chaos Warriors are usually an "archdaemon", the chiefs of entire tribes, hence their rarity and [[AsskickingLeadsToLeadership prowess]].
* SmashMook: They are lumbering and slow, but a single attack from their gigantic axes will knock you into next week. Even blocking their overhead swings
Voice is likely eventually established to drain all of your stamina.
* TheComputerShallTauntYou: Chaos Warriors are very dismissive
belong to a daemon prince -- a mortal champion of the Ubersreik Five, Chaos Gods rewarded with [[DemonOfHumanOrigin ascension to immortal daemonhood]]. In fact, Be'lakor is the first mortal to ever receive this privilege, and have a lot the most powerful of lines that taunt all daemons.
* TheDreaded: Whoever or ''whatever'' it was, it manages to scare all
the heroes when to the point they [[LetUsNeverSpeakOfThisAgain refuse to discuss their experience in the castle afterwards.]]
* GreaterScopeVillain: The voice has no direct hand in the plot beyond whispering eerie taunts and coyly implying that it is manipulating the party somehow. The June 2022 update reveals that the voice is actually [[DemonLordsAndArchdevils Be'lakor the Dark Master]], a major villain in the ''Warhammer'' world and a ''significantly'' more powerful antagonist than Rasknitt or the Pactsworn.
* HannibalLecture: It often taunts and mocks the heroes this way, pointing out their past regrets and failures.
* NonActionBigBad: Never does anything physically, since Be'lakor is prevented from taking a physical form due to royally annoying
the Chaos Warriors are aware Gods eons ago, but can still become a major foe in the Chaos Wastes sections.
%%* TheReasonYouSuckSpeech: It gives these out often.%%ZCE
* SoftSpokenSadist: It never raises its voice, yet it's very clear it delights in psychologically tormenting the heroes.
* TroubleFollowsYouHome: The voice is first encountered in Castle Drachenfels during a daemonic ritual, but it later starts appearing within Taal's Horn Keep after a portal to [[{{Mordor}} the Chaos Wastes]] is installed in the basement. While it still can't do more than talk, its presence doesn't help the party's poor morale.
-->''"I must say, I prefer the decor in this keep
of yours, Victor."''
* UnreliableNarrator: It's not clear where the lies begin and end, nor how much of what it says is derived from reading the heroes' minds versus trying to gaslight
them. It also indicates which member doesn't help that the Warrior is currently targeting; e.voice liberally mixes things the player knows to be false (e.g. insults against Bardin mean the Warrior will focus on killing the Dwarf. Notably, epithets focusing on the Empire target Kruber, while Chaos Warriors taunting telling Saltzpyre will focus on his faith that Sigmar is dead) with things that they know to be true, and profession.

!!Chaos Sorcerer of Nurgle
Chaos Sorcerers draw upon
uses half-truths when convenient (e.g. telling Kruber that the full fury Lady in the Lake is manipulating him; she is (the voice even correctly identifies [[spoiler: the Lady as the Elven God Lileath]]), but in service of a goal that would give him and possibly the rest of the Winds of Magic. Unlike Five a path to survival, which the tutored wizards of the Empire, whose rituals and rites offer protection against the ravages of Chaos, Sorcerers trust to their wits voice leaves out).
* TheVoice: The one speaking is never seen,
and the fluxsome favour of the Dark Gods to endure the ravages of raw magic. Few are entirely successful, and certainly none are successful forever. Magic is the stuff of Chaos itself, and those who wield it without safeguards are destined to warp, body and soul, beneath its baleful power.

Gameplay-wise, they
voices come in two varieties. These being from all around a given hero, though only the Lifeleech and one it's speaking to can hear it.
[[/folder]]

[[folder:Constant Drachenfels]]
Sometimes called
the Blightstormer. Lifeleeches will magically grab a hero and start draining their life, leaving them completely helpless. Blightstormers, however, conjure plague tornadoes Great Enchanter, Constant Drachenfels was the ancient sorcerer that sweep up and damage everything in their way.built Castle Drachenfels. His was a legacy of evil across the ages. Though not around when the Ubersreik Five visit his presence still hangs over his old home.



* BlowYouAway: Blightstormers conjure plague winds into tornadoes that chase the players around. They cause damage over time for a little bit if they catch you (assuming they don't throw you out of the map).
* {{Expy}}: Lifeleeches are functionally identical to Smokers from ''VideoGame/Left4Dead,'' firing a projectile that immobilises its target, drags them over to it, and then does slow damage over time until they fall. Ironically, despite their Nurgle origins, they're arguably ''less'' [[{{Squick}} gross]] than their inspiration.
* FatBastard: Are immensely obese to the point of being rotund, a classic trait of Nurgle worshippers.
* InTheHood: Lifeleeches wear a pointed hood.
* LargeHam: The Blightstormers, with emphasis on ''[[FatBastard large]]''. If you happen to hear any of their lines, particularly while casting, nine times out of ten, they'll be screamed as loudly as possible.
-->'''Blightstormer:''' Vortex wind of Father Fly! I cast on you, now die! DIE! '''DIE!'''
* LifeDrinker: As the name implies, Lifeleeches will drain the health of whoever they grab. Downplayed in that they aren't immortal, and are in fact quite [[SquishyWizard squishy]].
* NoBodyLeftBehind: Sorcerers will disintegrate into glowing green ash upon killing them.
* RingOut: A very real threat when you're sucked into a blightstorm out in the open near a {{Bottomless Pit|s}}, as it can fling you outside of the map to your doom and causing everything you're carrying on you to be permanently lost. Better hope one doesn't hit you when you're a Grimoire holder.
* SquishyWizard: Neither variant could stand up to a lot of punishment, and are usually killed in one solid hit from a melee weapon, or a ranged weapon shot.
* TeleportSpam: Both varieties of Sorcerer will teleport if damaged and not killed, but Leeches will do so especially often. Lifeleechers will try to teleport closer to and behind players, while Blightstormers will move away from the party but still within line of sight to them.
* UnskilledButStrong: As opposed to the trained wizards of the Empire, the Chaos Sorcerers use magic with reckless abandon. Lampshaded by Sienna when killing a Blightstormer.
-->'''Sienna:''' All talent no training, that Blightstormer!
* VaderBreath: The sound cue of a nearby Blightstormer is his raspy breathing coming out of his metal mask.
!!Bile Troll
Trolls are known for their indiscriminate appetites and raw physical might. Bile Trolls, their being forever altered by the warping might of the Dark Gods, are even more ferocious. Though Trolls are dim-witted in the extreme, it is a foolish soul who underestimates such an opponent. Should a blade penetrate its tough – almost-rocky – hide, the Troll’s formidable regenerative abilities will knit the wound together in a matter of moments. Worse, the attacker will now find himself in easy range of beady-eyed retribution. A fortunate soul will be content only with a pulverizing blow fit to shake the hillside. The unlucky perishes in a flood of seething, acidic vomit that scours flesh from bone.
----
* BodyHorror: As ugly as normal trolls are, normal trolls don't have gaping maws, extra eyes, and whipping tentacles appearing randomly across their bodies.
* BreathWeapon: Like all trolls, they weaponize the digestive acid in their bellies by vomiting it up on their foes. It can blind as well as slow, and the sticky spot remains festering on the ground for several seconds.
* DamageSpongeBoss: A significant part of it's power compared to the other bosses simply comes from the fact that it takes a ''lot'' of killing before going down, thanks to it's HealingFactor, and requires multiple party members to focus their attention on it during it's downed phase or it'll take even ''longer'' to kill.
* DumbMuscle: Like all trolls, not very bright but very tough and strong, sharing an issue with tunnel vision with the Skaven Rat Ogre.
* HealingFactor: After sustaining damage, the troll will collapse, heave heavily for several seconds, and regain a large portion of its health. However, if the party can redouble their efforts to damage the troll during this time they can mitigate the recovery. On higher difficulties, the Troll will passively heal itself when not damaged for a few seconds.
* TragicMonster: Oddly enough they are this. While some trolls turn to Chaos of their own accord the game's Bile Trolls are explicitly normal trolls infected by the Rotbloods against their will. On the mission to stop this happening Victor remarks that even ''trolls'' don't deserve what's been done to them.
* OurTrollsAreDifferent: Trolls in the setting in general are already strong, tough, and disgusting. That is before you add the warping effects of wild Chaos magic that mutates them into these forms.
* UnskilledButStrong: Moves and attacks slowly and inaccurately, but hits hard when it connects. Its bile slowing and covering over a player's vision especially makes them vulnerable for its otherwise-impractical attacks.

!!Chaos Spawn
To be blessed by one’s god should be the ultimate dream of any fanatic, but for anyone who looks upon a Chaos Spawn, these boons look like something from the deepest darkest pits of a nightmare. Having received too many gifts from their Dark Gods, these warriors have succumbed to madness and mutation. Through anguished wails of pain and terror, their fragile human shells are shed and replaced by a creature that can only be described as a horrifying monstrosity. Making no physical sense, these abominable creatures embody Chaos itself.
----
* AndIMustScream: Each Chaos Spawn was once a proud Chaos Warrior who could not handle the the burden of the mutations and other "gifts" imposed on them. They have since mutated into an incomprehensible mound of flesh, driven by a hunger made worse by the fact that they are frequently starved before being unleashed into battle to increase their savagery.
* BodyHorror: The physical embodiment, representative of the undirected mutating influence of Chaos.
* CombatTentacles: Long tapered arms of twisted muscle jutting from arbitrary locations on their body that they use to swat, grasp, slam, and grapple the party should they get into range.
* ConfusionFu: The Chaos Spawn mostly fights in a similar manner to the Rat Ogre, but has a much more erratic AI, making it significantly harder to deal with.
* EldritchAbomination: They are twisted beyond all measure, a mass of pink flesh and tentacles with only a jagged maw as a discernible feature.
* GrappleMove: They have an entirely unblockable grab attack that will deal significant damage and, if the spawn is low on health, heal it for a significant amount. Luckily, it remains vulnerable during this entire animation, and can be staggered out of it to save the victim, provided one an attack powerful enough to do so.
* ImAHumanitarian: If they manage to grab a character they will bite them repeatedly to heal themselves before slamming them into the nearby terrain.
* WasOnceAMan: Each Chaos Spawn was once a proud Chaos Warrior before turning into something else entirely.

to:

* BlowYouAway: Blightstormers conjure plague winds into tornadoes that chase the players around. They cause damage over time for a little bit if they catch you (assuming they don't throw you out PoisonIsEvil: One of the map).
* {{Expy}}: Lifeleeches are functionally identical
incidents Drachenfels is famous for is the Poison Feast, in which he invited the Emperor Carolus II and his family and courtiers to Smokers from ''VideoGame/Left4Dead,'' firing his castle to a projectile feast, [[SchmuckBait claiming he had repented of his evil,]] only to feed the royal party poison that immobilises its target, drags left them over to it, paralyzed and then does slow damage over time until they fall. Ironically, despite their Nurgle origins, they're arguably ''less'' [[{{Squick}} gross]] than their inspiration.
* FatBastard: Are immensely obese
forced to watch him torture the point of being rotund, a classic trait of Nurgle worshippers.
* InTheHood: Lifeleeches wear a pointed hood.
* LargeHam: The Blightstormers, with emphasis on ''[[FatBastard large]]''. If you happen to hear any of their lines, particularly while casting, nine times out of ten, they'll be screamed as loudly as possible.
-->'''Blightstormer:''' Vortex wind of Father Fly! I cast on you, now die! DIE! '''DIE!'''
* LifeDrinker: As the name implies, Lifeleeches will drain the health of whoever they grab. Downplayed in that they aren't immortal, and are in fact quite [[SquishyWizard squishy]].
* NoBodyLeftBehind: Sorcerers will disintegrate into glowing green ash upon killing them.
* RingOut: A very real threat when you're sucked into a blightstorm out in the open near a {{Bottomless Pit|s}}, as it can fling you outside
rest of the map court to your doom and causing everything you're carrying on you death before he left them to be permanently lost. Better hope one starve. [[ForTheEvulz This seems to have been mostly for his amusement.]] The Ubersreik Five can find the remains of this incident.
* PosthumousCharacter: Drachenfels [[Literature/{{Drachenfels}} died decades before the events of the game.]] Kerillian
doesn't hit you when you're a Grimoire holder.
* SquishyWizard: Neither variant could stand up to a lot of punishment,
believe he's really dead and are usually killed in one solid hit from a melee weapon, or a ranged weapon shot.
* TeleportSpam: Both varieties of Sorcerer
is sure he will teleport if damaged and not killed, but Leeches will do so especially often. Lifeleechers will try to teleport closer to and behind players, while Blightstormers will move away from return. [[spoiler: Going by the party but still within line of sight to them.
* UnskilledButStrong: As opposed to
End Times lore she's wrong about the trained wizards first, right about the second.]]
* ShroudedInMyth: The exact nature
of the Empire, the Chaos Sorcerers use magic with reckless abandon. Lampshaded by Sienna when killing a Blightstormer.
-->'''Sienna:''' All talent no training, that Blightstormer!
* VaderBreath: The sound cue of a nearby Blightstormer is
Great Enchanter and his raspy breathing coming out of his metal mask.
!!Bile Troll
Trolls are known for their indiscriminate appetites and raw physical might. Bile Trolls, their being forever altered by the warping might of the Dark Gods, are even more ferocious. Though Trolls are dim-witted in the extreme, it is a foolish soul who underestimates such an opponent. Should a blade penetrate its tough – almost-rocky – hide, the Troll’s formidable regenerative abilities will knit the wound together in
deeds seems to be a matter of moments. Worse, the attacker will now find himself in easy range of beady-eyed retribution. A fortunate soul will be content only with a pulverizing blow fit to shake the hillside. The unlucky perishes in a flood of seething, acidic vomit that scours flesh from bone.
----
* BodyHorror: As ugly as normal trolls are, normal trolls don't have gaping maws, extra eyes, and whipping tentacles appearing randomly across their bodies.
for debate in-universe. Saltzpyre even doubts he ever really existed.
* BreathWeapon: Like all trolls, they weaponize the digestive acid in their bellies by vomiting it up on their foes. It can blind as well as slow, and the sticky spot remains festering on the ground for several seconds.
* DamageSpongeBoss: A significant part of it's power compared to the other bosses simply comes from the fact that it takes a ''lot'' of killing before going down, thanks to it's HealingFactor, and requires multiple party members to focus their attention on it during it's downed phase or it'll take even ''longer'' to kill.
* DumbMuscle: Like all trolls, not very bright but very tough and strong, sharing an issue with tunnel vision with the Skaven Rat Ogre.
* HealingFactor: After sustaining damage, the troll will collapse, heave heavily for several seconds, and regain a large portion of its health. However, if the party can redouble their efforts to damage the troll during this time they can mitigate the recovery. On higher difficulties, the Troll will passively heal itself when not damaged for a few seconds.
* TragicMonster: Oddly enough they are this.
TimeAbyss: While some trolls turn to Chaos of their own accord probably under a different name Drachenfels was alive as a primitive human tribal shaman when the game's Bile Trolls are explicitly normal trolls infected Old Ones first arrived in the Warhammer world. This means that by the Rotbloods against their will. On time of his death the mission to stop this happening Victor remarks that even ''trolls'' don't deserve what's been done to them.
* OurTrollsAreDifferent: Trolls
only beings in the setting in general are already strong, tough, and disgusting. That is before you add the warping effects of wild Chaos magic world that mutates them into these forms.
* UnskilledButStrong: Moves and attacks slowly and inaccurately, but hits hard when it connects. Its bile slowing and covering over a player's vision especially makes them vulnerable for its otherwise-impractical attacks.

!!Chaos Spawn
To be blessed by one’s god should be
were older than him were the ultimate dream of any fanatic, but for anyone who looks upon a Chaos Spawn, these boons look like something from the deepest darkest pits of a nightmare. Having received too many gifts from their Dark Gods, these warriors have succumbed to madness and mutation. Through anguished wails of pain and terror, their fragile human shells are shed and replaced by a creature that can only be described as a horrifying monstrosity. Making no physical sense, these abominable creatures embody Chaos itself.
----
* AndIMustScream: Each Chaos Spawn was once a proud Chaos Warrior who could not handle the the burden
oldest of the mutations dragons, dragon ogres and other "gifts" imposed on them. They have since mutated into an incomprehensible mound of flesh, driven by a hunger made worse by the fact that they are frequently starved before being unleashed into battle to increase their savagery.
* BodyHorror: The physical embodiment, representative of the undirected mutating influence of Chaos.
* CombatTentacles: Long tapered arms of twisted muscle jutting from arbitrary locations on their body that they use to swat, grasp, slam, and grapple the party should they get into range.
* ConfusionFu: The Chaos Spawn mostly fights in a similar manner to the Rat Ogre, but has a much more erratic AI, making it significantly harder to deal with.
* EldritchAbomination: They are twisted beyond all measure, a mass of pink flesh and tentacles with only a jagged maw as a discernible feature.
* GrappleMove: They have an entirely unblockable grab attack that will deal significant damage and, if the spawn is low on health, heal it for a significant amount. Luckily, it remains vulnerable during this entire animation, and can be staggered out of it to save the victim, provided one an attack powerful enough to do so.
* ImAHumanitarian: If they manage to grab a character they will bite them repeatedly to heal themselves before slamming them into the nearby terrain.
* WasOnceAMan: Each Chaos Spawn was once a proud Chaos Warrior before turning into something else entirely.
treemen.




[[folder:Beastmen]]
!!The faction as a whole

* AlwaysChaoticEvil: Why, of course. In fact, they are ''so'' chaotically-evil that they would often butt heads with even other Chaos-aligned factions that are remotely organized in any way, such as the ''Skaven''. They only "cooperate" with the Warriors of Chaos, who generally consider them barely-sapient cannon fodder.
* ArtifactMook: Buying ''Winds of Magic'' retroactively places them in maps set in and around Ubersreik, Helmgart, Ussingen, and Bogenhafen, even though chronologically they were not encountered until Maisberg and the Chaos Wastes, well after the former four adventures, with the characters treating their introduction in "Dark Omens" as a surprise.
* BeastMan: Humanoids with hooves, horns and heads of ungulates and the fangs and claws of predatory animals.
* BloodKnight: All Beastment exist to slaughter enemies in glorious combat, in the name of their Chaotic patrons.
* DownloadableContent: The Beastmen are available to fight in the DLC ''Winds of Magic'' for ''Vermintide 2''. The ''Chaos Wastes'' DLC added them to the titular mode without charge, even if ''Winds of Magic'' isn't owned.
* TheDreaded: ''Kerillian'' of all people drops her snarky act when they first appear in Dark Omens, recognizing them for the threat they are. Given the ArchEnemy relationship her people have with them, it tracks.
* ItCanThink: Although most men consider the Beastmen to be nothing more than animals acting on instinct alone, they are actually quite cunning. Some, such as Khazrak the One-Eye, are even capable of planning complex battle strategies.
* ItsPersonal: Except for Bardin (who still hates them), the heroes seem to despise the Beastmen more than the Skaven or Norscans, each for their own reasons. Kruber hates them because, as a FarmBoy in the Empire, he knows how much of a persistent threat they are to rural communities near the forests (in fact his first kill was a Tuskgor as a kid), and he sees their savage religion and customs as a perversion of Taal worship. Kerillian hates them because they're traditionally the ArchEnemy of the Wood Elves (both Asrai and Eonir) and because their very existence spreads Chaos corruption, reducing beautiful nature to hellscape and causing magical pestilence (including "sickness in the hearts of newborns"). Sienna hates them for perverting the Winds of Magic, which she as a wizard has a connection to. And Saltzpyre hates them both for being as pure an embodiment of Chaos as possible outside of daemons (the Beastmen are called the "Children of Chaos" for a reason) and for their existence owing in part to the weakness in the heart of the Empire (many parents are unable to kill their mutated children and instead dump them in the forests, where they grow into Beastmen).
-->'''Sienna:''' You sure you're on our side, Markus? After all, Taal's worship's only a stone throw away from these beasties.\\
'''Kruber:''' That ain't funny. They're as different as a witch and a wizard. Taal's all about the cycle of life, the purity of the hunt. Beastmen? Ain't no purity in them. Just corruption.
* {{Mooks}}: Generally, they die in droves when facing a disciplined, organized army and thus only prey on weaker forces... or five heroes traipsing through their territory.
* StoryAndGameplaySegregation: Per the lore, the Beastmen have an irrational and deep-seated hatred for anything that's remotely orderly, organized, or structured, and especially the color red. This often puts them at bitter odds with even other Chaos-aligned factions, including the Skaven. This isn't reflected in-game, however, where they're content with playing second fiddle to the ratmen. The game itself clearly presents them as opposed to the Skaven in "Dark Omens", when you come across Skaven corpses in their territory (including a rat ogre body that must be interacted with to trigger a scripted ambush), only to have them as cooperating with the rats in every subsequent mission.
* WackyWaysideTribe: The unnamed warherd in "Dark Omens" is not linked to the Pactsworn threat in any way and is fully dealt with at the end of that one mission. The Beastmen tribes encountered in the Chaos Wastes similarly just exist to be cannon fodder, and unlike the Rotbloods and Skaven (each of whom got a handwave as to why they're there) the Wastes are always crawling with Beastmen, so there's no need to justify their presence.
* WombHorror: One of the ways Beastmen are created is when a mutation occurs in the womb of a normal human female. The Beastman featured prominently in the trailer was born this way.

!!Ungor
* ArcherArchetype: Oddly enough (for this game), Ungors can use bows, making them the first common enemy with a ranged variant.
* BladeOnAStick: In addition to their bows, they wield crude spears which they ready if their target closes to short range.
* DemonicSpiders: They have the only ranged attacks in the game from non-specials, which can be a real annoyance if turns out your back is turned to them. As well, their spears give them more range than other CannonFodder enemies which can make properly judging your safety distance to them more difficult, especially while they're mixed into a horde of other enemies.
* FaunsAndSatyrs: Their fuzzy legs and more human-like torsos give them a Satyr-like appearance.
* ImperialStormtrooperMarksmanshipAcademy: While they may wield bows, said bows aren't of a particularly high quality and the Ungors aren't disciplined enough to master them. As a result, they often miss their mark, usually only damaging players if they stand still or are distracted. Their main gameplay role seems to be to force players out of their comfort zone and adapt.

!!Gor
* CounterAttack: When staggered, they will retaliate with a fierce headbutt.
* DarkIsEvil: They have noticeably dark fur, and are quite evil.
* {{Mooks}}: The main CannonFodder of the Beastmen faction, comparable to Marauders.

!!Bestigor
* AchillesHeel: Shoving them or giving them a strong enough hit during their charge will cause them to stumble and become vulnerable.
* EliteMooks: As their name implies they are the "best" of the Beastmen warherds as indicated by their imposing size, heavy armor, and gigantic horns.
* FoeTossingCharge: His special ability: he charges towards his foes knocking them over and anyone who happens to be in the way.
* HeavilyArmoredMook: They wear armor consisting of metal steel plates likely looted from overrun foundries and crudely hammered into shape to fit over their frame.
* LeeroyJenkins: They run into players headfirst -- and can get knocked over by shoving or giving them a good strike into that oncoming head.

!!Standard Bearer/Wargor
* HelmetsAreHardlyHeroic: They wear armor over their bodies but not helmets, [[AttackItsWeakPoint leaving their head vulnerable]].
* LargeAndInCharge: The leaders of the Beastmen warherds, they tower over the common Gors and Ungors (but not the Minotaurs).
* StatusBuff: Their totems can buff their allies, with invulnerability confirmed to be among said buffs.
* StoryAndGameplaySegregation: In the lore, Wargors are one of the most powerful and feared Beastmen and act as leaders for entire Warherds. In-game you can end up killing dozens in a single mission. They're about as strong as they should be but far more common.

!!Minotaur
* AdaptationalBadass: 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). ''TabletopGame/WarhammerFantasyRoleplay'' 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 RedShirt. ''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.
* AttackAttackAttack: They are relentless attackers who will almost never stop swinging their axes.
* BullfightBoss: Downplayed. While the Minotaur does occasionally perform a FoeTossingCharge, it doesn't do this as often as it would cleave at nearby players with its dual axes.
* DualWielding: The Minotaur sports two giant axes that it uses to cleave at its prey.
* DumbMuscle: Minotaurs are so dull that they need help feeding themselves from other Beastmen, but they're terrifying whirlwinds of anger and muscle in combat.
* OurMinotaursAreDifferent: Gigantic, vicious and man-eating humanoids with heads and hooves of bulls.
* UnblockableAttack: Averted, other monsters, all of the Minotaurs attacks can be fully blocked, with only the issue of taking knockback from his headbutt and of course, the stamina drain from blocking it's relentless assault.
[[/folder]]

!Others

[[folder:Cousin Okri]]
[[EveryoneCallsHimBarkeep Supposedly]] Bardin Goreksson's Cousin, whose great exploits are mentioned by Bardin.
----
* TheAce: Half the time another hero kills a monster or performs an impressive kill streak, Bardin claims they're ''almost'' as good as Cousin Okri, or that he would've done it faster and/or better. A conversation in the Chaos Wastes has Kruber ask Bardin about who Grombrindal is (A mysterious, inexplicably immortal Dwarf hero [[BigDamnHeroes who appears to aid Dwarfs in battle]] and disappears once it ends), and after Bardin tells him Grombrindal is not an ancestor god, Kruber asks if he's like Okri. ''Bardin considers this to be an apt comparison'', though he requests that Kruber not tell anyone that Bardin said that.
* EveryoneCallsHimBarkeep: Even Lohner refers to him as "Cousin Okri", so it's uncertain if he's an actual cousin of Bardin's or if it's more of a title.
* {{Expy}}: Of [[VideoGame/Left4Dead2 Ellis' buddy Keith]], being an [[TheGhost unseen]] friend of one of the player characters who gets mentioned a lot in unusual stories. The main difference is that while Keith is famous for [[AmusingInjuries getting into all sorts of self-destructive shenanigans]], Okri is presented as more of a straight up badass.
* TheGhost: We never see him, but supposedly, he's keeping an eye on the Ubersreik Five. Lohner is supposedly in regular contact with him, and he even provides the daily and weekly challenges for the heroes to "keep them from being complacent".
[[/folder]]

[[folder:Nameless Voice (Spoilers)]]
A mysterious and ominous disembodied voice that occasionally whispers to the Ubersreik Five during their trip to Castle Drachenfels in the second game, and the basement in the keep as they prepare to go to the Chaos Wastes. As it spoke to them while a daemon-summoning ritual was occurring and while the Ubersreik Five prepared to magically travel to a land of the Chaos gods, it can be inferred that the voice comes from a daemon -- specifically, an ancient and powerful daemon prince known as Be'lakor, the Dark Master.
----
* AllThereInTheScript: The file names for its lines all include "daemon_whispers", while the character's responses all include "archdaemon_response", suggesting that the voice belongs to a [[DemonLordsAndArchdevils greater daemon]].
* CanonCharacterAllAlong: In one [[https://www.vermintide.com/news/franz-lohners-chronicle-territorial-squabbles journal entry]], Lohner speculates that the voice is actually [[Characters/WarhammerChaosGodsAndDaemons Be'lakor]], the first Daemon Prince. Later proven true by the June 2022 update, which changes the subtitles to identify the voice as "Be'lakor the Dark Master".
* TheCorruptor: It tries to tempt the Five into worshipping Chaos, and even asks Kruber how much money it would take for him to kill his comrades. As of yet it's been unsuccessful.
* DemonLordsAndArchdevils: Identified in the game files as an "archdaemon", the Voice is eventually established to belong to a daemon prince -- a mortal champion of the Chaos Gods rewarded with [[DemonOfHumanOrigin ascension to immortal daemonhood]]. In fact, Be'lakor is the first mortal to ever receive this privilege, and the most powerful of all daemons.
* TheDreaded: Whoever or ''whatever'' it was, it manages to scare all the heroes to the point they [[LetUsNeverSpeakOfThisAgain refuse to discuss their experience in the castle afterwards.]]
* GreaterScopeVillain: The voice has no direct hand in the plot beyond whispering eerie taunts and coyly implying that it is manipulating the party somehow. The June 2022 update reveals that the voice is actually [[DemonLordsAndArchdevils Be'lakor the Dark Master]], a major villain in the ''Warhammer'' world and a ''significantly'' more powerful antagonist than Rasknitt or the Pactsworn.
* HannibalLecture: It often taunts and mocks the heroes this way, pointing out their past regrets and failures.
* NonActionBigBad: Never does anything physically, since Be'lakor is prevented from taking a physical form due to royally annoying the Chaos Gods eons ago, but can still become a major foe in the Chaos Wastes sections.
%%* TheReasonYouSuckSpeech: It gives these out often.%%ZCE
* SoftSpokenSadist: It never raises its voice, yet it's very clear it delights in psychologically tormenting the heroes.
* TroubleFollowsYouHome: The voice is first encountered in Castle Drachenfels during a daemonic ritual, but it later starts appearing within Taal's Horn Keep after a portal to [[{{Mordor}} the Chaos Wastes]] is installed in the basement. While it still can't do more than talk, its presence doesn't help the party's poor morale.
-->''"I must say, I prefer the decor in this keep of yours, Victor."''
* UnreliableNarrator: It's not clear where the lies begin and end, nor how much of what it says is derived from reading the heroes' minds versus trying to gaslight them. It doesn't help that the voice liberally mixes things the player knows to be false (e.g. telling Saltzpyre that Sigmar is dead) with things that they know to be true, and uses half-truths when convenient (e.g. telling Kruber that the Lady in the Lake is manipulating him; she is (the voice even correctly identifies [[spoiler: the Lady as the Elven God Lileath]]), but in service of a goal that would give him and possibly the rest of the Five a path to survival, which the voice leaves out).
* TheVoice: The one speaking is never seen, and the voices come from all around a given hero, though only the one it's speaking to can hear it.
[[/folder]]

[[folder:Constant Drachenfels]]
Sometimes called the Great Enchanter, Constant Drachenfels was the ancient sorcerer that built Castle Drachenfels. His was a legacy of evil across the ages. Though not around when the Ubersreik Five visit his presence still hangs over his old home.
----
* PoisonIsEvil: One of the incidents Drachenfels is famous for is the Poison Feast, in which he invited the Emperor Carolus II and his family and courtiers to his castle to a feast, [[SchmuckBait claiming he had repented of his evil,]] only to feed the royal party poison that left them paralyzed and forced to watch him torture the rest of the court to death before he left them to starve. [[ForTheEvulz This seems to have been mostly for his amusement.]] The Ubersreik Five can find the remains of this incident.
* PosthumousCharacter: Drachenfels [[Literature/{{Drachenfels}} died decades before the events of the game.]] Kerillian doesn't believe he's really dead and is sure he will return. [[spoiler: Going by the End Times lore she's wrong about the first, right about the second.]]
* ShroudedInMyth: The exact nature of the Great Enchanter and his deeds seems to be a matter for debate in-universe. Saltzpyre even doubts he ever really existed.
* TimeAbyss: While probably under a different name Drachenfels was alive as a primitive human tribal shaman when the Old Ones first arrived in the Warhammer world. This means that by the time of his death the only beings in the world that were older than him were the oldest of the dragons, dragon ogres and treemen.
[[/folder]]
Is there an issue? Send a MessageReason:
Asskicking Leads To Leadership is the new name of the trope.


* MookLieutenant: They can occasionally be found leading patrols of Norscan Marauders. This makes sense, as lore-wise Chaos Warriors are usually the chiefs of entire tribes, hence their rarity and [[AsskickingEqualsAuthority prowess]].

to:

* MookLieutenant: They can occasionally be found leading patrols of Norscan Marauders. This makes sense, as lore-wise Chaos Warriors are usually the chiefs of entire tribes, hence their rarity and [[AsskickingEqualsAuthority [[AsskickingLeadsToLeadership prowess]].
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Added DiffLines:

* EvilStoleMyFaith: Struggles with his devotion to Sigmar as the campaign wears on. Not that he doubts that Sigmar is real or that he's wrong, but that his patron is strong enough to save anything as the forces of Chaos rampage across the world.
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* DoesNotLikeGuns: As a Grail Knight, he refuses to touch "unchivalrous" weapons, chief among them firearms.

to:

* DoesNotLikeGuns: As a Grail Knight, he refuses to touch "unchivalrous" weapons, chief among them firearms.firearms (actually illegal in Bretonnia according to lore).

Added: 1973

Removed: 92

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* AssassinationAttempt: His banter reveals that he thinks ''Rasknitt'', the figurehead of the attack on Helmgart and sworn enemy of the Five, somehow hired the heroes to assassinate him as part of a scheme and vows to slay both them and Rasknitt later.



* BaldOfEvil: Owing to their poor health, terrible living conditions and constant torment, Skavenslaves are mostly furless and have their pink and naked flesh exposed.



* LongRangeFighter: Their sole attack is to chuck a sphere full of a gas at their targets, having no way to actually attack other than to either back off and flee or activate their self destruct.



* SlaveryIsASpecialKindOfEvil: They’re by far the most hated of the rats the heroes face, with Kerillian in particular lamenting them as 'cruel among a cruel kin'. Whoever is caught by a Packmaster as isn’t killed soon after can look forward to captivity, being eaten alive as rations, and/or sold off for inhumane biology experiments - their hatred of Packmasters is well-founded.



* DieLaughing: Even while dying, they can't help but let out a maniacal laugh one last time.


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* LaughingMad: The only audible noise they make other than angry hissing is maniacal laughter as they let loose a hailstorm of bullets into their target.
* NiceJobFixingItVillain: Of all the specials, Ratlings are generally the most potent at actually killing their own troops, with the indiscriminate rain of bullets being relatively simple to steer into a crowd of slaves or a monster if you have the space and a shield to protect yourself. It’s entirely possible for most of a horde to be culled or a chunk of monster HP to be chewed up by a sole Ratling Gun being tricked, but [[DifficultButAwesome doing so takes some practice and suitable terrain.]]


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* CorpseLand: In contrast to their Skaven allies, who leave little behind them but rubble and bones, the Rotbloods revel in violence and leave the dead scattered everywhere among flesh-growths, with bodies tied to walls and tortured, huge piles of gore and corpses, and groups of people hung by nooses being common sights.
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* CreepyHighPitchedVoice: Skaven have high, chittering voices, echoing the squeaks of real rats.
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* EvilSoundsDeep: The Northlanders all have varying levels of deep, booming voices, directly contrasting the high-pitched chittering of their Skaven allies.
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Fixing grammar


* ForeignCussWord: In amongst the more conventional bits of Khazalid that he uses, there are more than a few expletives;

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* ForeignCussWord: In amongst the more conventional bits of Khazalid that he uses, there are more than a few expletives;expletives.
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Tidying up passages


* ExtremeOmnivore: If Catrinne and Olesya are to be believed, Bardin seems to like eating paintbrushes and candles. If the Grail Knight DLC is purchased, he and Sienna also have a conversation about how a Bretonnian duke gifted him a horse in exchange for his service... and rather than riding it, Bardin proceeded to cook it for dinner. Lohner also complains in Keep dialogue that Bardin keeps making troll stew that everyone else hates, causing Bardin to claim it's just too strong for them. He even eats the messenger pigeons that keep getting sent to the keep. The fact that he's had a necessarily lonely and self-sufficient existence as a Ranger may be guessed as an explanation for his extremely-pliable tastes, but he doesn't even bother to explain himself in that way or in any way express it as something to apologize about.

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* ExtremeOmnivore: If Catrinne and Olesya are to be believed, Bardin seems to like eating paintbrushes and candles. If the Grail Knight DLC is purchased, he and Sienna also have a conversation about how a Bretonnian duke gifted him a horse in exchange for his service... and rather than riding it, Bardin proceeded to cook it for dinner. Lohner also complains in Keep dialogue that Bardin keeps making troll stew that everyone else hates, causing Bardin to claim it's just too strong for them. He even eats the messenger pigeons that keep getting sent to the keep. The fact that he's had a necessarily lonely and self-sufficient existence as a Ranger may be guessed as an explanation for his extremely-pliable tastes, but he doesn't even bother feel the need to explain himself in that way or in any way express it as something to apologize about.justify his behaviour.
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Fixing grammar


* TheExile: [[spoiler:Nurgloth can whisper to Bardin that he's really an exile rather than a seeker in the Blood in Darkness map, though it is unknown if this exile is truly official in anyway rather than just self-imposed.]]

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* TheExile: [[spoiler:Nurgloth can whisper to Bardin that he's really an exile rather than a seeker in the Blood in Darkness map, though it is unknown if this exile is truly official in anyway any way rather than just self-imposed.]]
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Fixing grammar


* TheEngineer: His Outcast Engineer is of the Combat variety, with him going all-out with precision hand-made armaments. Slightly downplayed in that he's only responsible for maintaining his own custom gear and not his allies', though not that they would need it given what they usually use.

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* TheEngineer: His Outcast Engineer is of the Combat variety, with him going all-out with precision hand-made armaments. Slightly downplayed in that he's only responsible for maintaining his own custom gear and not his allies', though allies'; not that they would need it given what they usually use.
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Fixing grammar


* DarkAndTroubledPast: ''2'' gives him one of these. The website's blurb on the Ironbreaker career makes it clear Bardin legitimately used to one of these impeccably-equipped elite Dwarf warriors, which is a far cry from the largely-distrusted Rangers that he later joined for some reason...the Slayer career's blurb also says that "Bardin has long borne a burden on his heart." A conversation in the keep will have Kerillian state that she suspects Bardin is not actually looking for Karak Zorn and simply wishes to stay away from his kin for a reason unbeknownst to her, while another one with Kruber has Bardin get upset with him that a group of enemies got very close to them in their last battle because of a lack of vigilance on Kruber's part, complaining that slacking like that gets folks killed in way that seems like Bardin's projecting. The Blood in Darkness map has Nurgloth's whispers to Bardin reveal [[spoiler:he was the only sentry that was on duty for the Zilfin Deeps before a horde of skaven annihilated the Dwarfs there [[SoleSurvivor to survive]], though a gutter runner that was no doubt aiming to end him too wounded him and prevented him from sounding the alarm. His failure to bring word back in time from his injuries and possibly prevent the slaughter also [[OutlivingOnesOffspring cost Bardin his son, Mordin]].]] "-[[https://www.vermintide.com/news/family-matters Family Matters]]" further makes his family's past a sad tale indeed -- his traditionalist warrior father quarreled with his iconoclast engineer uncle before a "mining accident" killed the former and led the latter to die as a Slayer, Bardin canceled his engineer apprenticeship and joined the throngs to eventually become an Ironbreaker, Bardin's daughter took to engineering in spite of him and left for Karak Norn, and his departure from his wife isn't sure to have been amicable. The Outcast Engineer class for Bardin is stated to a bit of way for him to make amends to his daughter.

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* DarkAndTroubledPast: ''2'' gives him one of these. The website's blurb on the Ironbreaker career makes it clear Bardin legitimately used to one of these impeccably-equipped elite Dwarf warriors, which is a far cry from the largely-distrusted Rangers that he later joined for some reason...the Slayer career's blurb also says that "Bardin has long borne a burden on his heart." A conversation in the keep will have Kerillian state that she suspects Bardin is not actually looking for Karak Zorn and simply wishes to stay away from his kin for a reason unbeknownst to her, while another one with Kruber has Bardin get upset with him that a group of enemies got very close to them in their last battle because of a lack of vigilance on Kruber's part, complaining that slacking like that gets folks killed in way that seems like Bardin's projecting. The Blood in Darkness map has Nurgloth's whispers to Bardin reveal [[spoiler:he was the only sentry that was on duty for the Zilfin Deeps before a horde of skaven annihilated the Dwarfs there [[SoleSurvivor to survive]], though a gutter runner that was no doubt aiming to end him too wounded him and prevented him from sounding the alarm. His failure to bring word back in time from his injuries and possibly prevent the slaughter also [[OutlivingOnesOffspring cost Bardin his son, Mordin]].]] "-[[https://www.vermintide.com/news/family-matters Family Matters]]" further makes his family's past a sad tale indeed -- his traditionalist warrior father quarreled with his iconoclast engineer uncle before a "mining accident" killed the former and led the latter to die as a Slayer, Bardin canceled his engineer apprenticeship and joined the throngs to eventually become an Ironbreaker, Bardin's daughter took to engineering in spite of him and left for Karak Norn, and his departure from his wife isn't sure to have been amicable. The Outcast Engineer class for Bardin is stated to be a bit of a way for him to make amends to his daughter.
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Fixing Grammar


* BadassFamily: Bardin has the infamous Cousin Okri who has performed such amazing feats that other members of the Ubersreik Five (who've prevented a Skaven clan's attack with little more help than a Grey Wizard and an innkeeper to guide them) think he might of have made him up. Less mentioned is Cousin Dori, a Dwarf who made bombs. Either way, Bardin clearly loves them as he has their names inscribed on the hafts of his Longbeard's Axe skin (In Dwarf Runes of course).

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* BadassFamily: Bardin has the infamous Cousin Okri who has performed such amazing feats that other members of the Ubersreik Five (who've prevented a Skaven clan's attack with little more help than a Grey Wizard and an innkeeper to guide them) think he might of have made him up. Less mentioned is Cousin Dori, a Dwarf who made bombs. Either way, Bardin clearly loves them as he has their names inscribed on the hafts of his Longbeard's Axe skin (In Dwarf Runes of course).

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* ArbitrarySkepticism: Victor lives in a world where monsters are common and has seen all kinds of strange magic but is adamant that the Great Enchanter Constant Drachenfels never existed. He remains steadfast in this opinion even when ''standing in Castle Drachenfels.''



* FlatEarthAtheist: Victor lives in a world where monsters are common and has seen all kinds of strange magic but is adamant that the Great Enchanter Constant Drachenfels never existed. He remains steadfast in this opinion even when ''standing in Castle Drachenfels.''
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* {{Expy}}: Of another ambitious Grey Seer, Thanquol. Rasknitt is uncharacteristically lucky and hard for the protagonists to kill, coming back from certain death and getting away from the consequences of his actions by pinning the blame of defeat on someone else, in this case the previous warlord of Clan Fester. In the finale of II, he returns one last time with his own personal, AceCustom Rat Ogre named Deathrattler, who draws parallels to many, many commissioned Bonerippers Thanquol is fond of using.
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* PutTheLaughterInSlaughter: The small rat can be heard laughing when the Stormfiend opens up with its flamethrowers.

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* PutTheLaughterInSlaughter: The small rat can be heard laughing when the Stormfiend opens up with its flamethrowers. The wee bastard is also heard cackling in the distance as warning that you're about to fight one.
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** She also has MysticalWhiteHair, something not really seen among Wood Elves. The Asrai tend to have eaither human like hair colours or occasionally green hair among spellcasters. Dark Elves are the ones that have white hair (not often, black hair being more common, but [[https://static.wikia.nocookie.net/warhammerfb/images/5/59/Dark_Elf_Witch_Elves_8th_Edition_Miniatures.jpg/revision/latest?cb=20160425134256 it does happen]]) so this could be seen as {{Foreshadowing}} for her family ancestry.

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** She also has MysticalWhiteHair, something not really seen among Wood Elves. The Asrai tend to have eaither human like either human-like hair colours or occasionally green hair among spellcasters. Dark Elves are the ones that have white hair (not often, black hair being more common, but [[https://static.wikia.nocookie.net/warhammerfb/images/5/59/Dark_Elf_Witch_Elves_8th_Edition_Miniatures.jpg/revision/latest?cb=20160425134256 it does happen]]) so this could be seen as {{Foreshadowing}} for her family ancestry.
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** She also has MysticalWhiteHair, something not really seen among Wood Elves. The Asrai tend to have eaither human like hair colours or occasionally green hair among spellcasters. Dark Elves are the ones that have white hair (not often, black har being more common, but [[https://static.wikia.nocookie.net/warhammerfb/images/5/59/Dark_Elf_Witch_Elves_8th_Edition_Miniatures.jpg/revision/latest?cb=20160425134256 it does happen) so this could be seen as {{Foreshadowing}} for her family ancestry.

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** She also has MysticalWhiteHair, something not really seen among Wood Elves. The Asrai tend to have eaither human like hair colours or occasionally green hair among spellcasters. Dark Elves are the ones that have white hair (not often, black har hair being more common, but [[https://static.wikia.nocookie.net/warhammerfb/images/5/59/Dark_Elf_Witch_Elves_8th_Edition_Miniatures.jpg/revision/latest?cb=20160425134256 it does happen) happen]]) so this could be seen as {{Foreshadowing}} for her family ancestry.

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* MortalityPhobia: Of all five heroes, Kerillian seems to dread the prospect of dying the most, as apparent through her low-health quotes. Considering how a wood elf soul not sheltered by the mystical powers of Athel Loren would either be consumed by the Chaos God Slaanesh, or doomed to eternal torment in the realm of Ereth Khial, the Pale Queen, an outcast such as she would be rightly terrified of death.

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* MortalityPhobia: Of all five heroes, Kerillian seems to dread the prospect of dying the most, as apparent through her low-health quotes. Considering how a wood elf soul not sheltered by the mystical powers of Athel Loren would could either be consumed by the Chaos God Slaanesh, or doomed to eternal torment in the realm of Ereth Khial, the Pale Queen, an outcast such as she would be rightly terrified of death.


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** She also has MysticalWhiteHair, something not really seen among Wood Elves. The Asrai tend to have eaither human like hair colours or occasionally green hair among spellcasters. Dark Elves are the ones that have white hair (not often, black har being more common, but [[https://static.wikia.nocookie.net/warhammerfb/images/5/59/Dark_Elf_Witch_Elves_8th_Edition_Miniatures.jpg/revision/latest?cb=20160425134256 it does happen) so this could be seen as {{Foreshadowing}} for her family ancestry.

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