Vermintide I: Witch Hunter
Vermintide II: Witch Hunter Captain, Bounty Hunter, Zealot
Victors 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 Victors 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.
- A Lighter Shade of Grey: 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.
- Almighty Janitor: His knowledge, skill, and devotion to the Empire is 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. ...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.
- Automatic Crossbows: 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.
- Badass Boast: His taunt in the sequel in his base class has him let off one of these."Fall back! I smite your heathen souls!"
"The crime is your foul existance! The sentence is death!"
- Badass Longcoat: Part of the typical attire of a Witch Hunter for both practical traveling and intimidation purposes.
- Bad Boss: 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. Kruber comments that Victor's one of the "better men he's served under".
- Bald of Awesome: His Zealot path in the sequel has him shave his head, as is common among members of the Sigmarite clergy.
- Blade on a Stick: The Winds of Magic Downloadable Content 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.
- Borrowed Catchphrase: "A Quiet Drink" may have him call everyone else "Lumberfoots". Apparently the term ended up on his mind after how much Kerillian says it.
- Bounty Hunter: A possible career for him in Vermintide 2, specialized in ranged attacks. If this class has been chosen, 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.
- Burn the Witch!: His version of the Chamber of Gnignol is a prison where a witch is being burned at a stake.
- Can't Hold His Liquor: 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.
- Church Militant: A member of the Holy Order of the Templars of Sigmar.
- Critical Hit Class: 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.
- Critical Status Buff: The Zealot career in II boosts his aptitude the lower his health is.
- The Dreaded: Of most Skaven◊, if Total War: Warhammer II is any indication. Enough so that the three 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.
- Dual Wielding: His loadouts in both games provide him the option to wield either a rapier and an off-hand pistol, or Guns Akimbo via brace of pistols. 2 additionally has an axe and falchion combo for him to use.
- Enemy Mine: His willingness to use any means to secure the Empire's safety tends to him accepting help from those who share it's enemies, even if not it's allegiances. 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 characteristic Elven condescension.
- Epic Flail: He has the war flail available to him in Vermintide II. It's a great weapon for dealing with shielded enemies.
- Eye Scream: Lost one of his eyes to a Skaven attack years ago. The incident has had him focused on the building Skaven threat ever since. Unused voice lines from the sequel indicate the responsible to be Skarrik Spinemanglr.
- The Friend Nobody Likes: He is not well liked by the rest of the group, 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. Kerillian can outright state this about him in "A Quiet Drink" while admitting she's also an example.
- Gangsta Style: 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.
- Gatling Good: Downplayed by his use of a Repeater Pistol. It is an eight-barreled device with an action that rotates each barrel to be in-line with the firing pin, allowing for the rapid discharge of eight sequential shots. Alternatively, he can release the action, throw it into a full spin, and rapidly discharge all eight of them in a fan-fire mode.
- Good Is Not Nice: 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.
- Guns Akimbo: 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.
- I Was Just Passing Through: 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, 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.
- In Vino Veritas: The Anniversary Event, which naturally involves the played party getting quite wasted, has dialogue from revealing something the uptight and dogmatic Victor would surely never admit to while sober: he never actually wanted to be Witch Hunter. He would have preferred to be a Steam Tank pilot. It also has him display 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 "Valiant Kruber!".
- Jerk with a Heart of Gold: 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 keeps it from being too comforting.
- One conversation line that may be triggered at the beginning of Wheat and Chaff has him chastising Kerillian for complaining about having to fetch grainsacks for starving survivors.Victor: We do this because we are the only ones who 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.
- One conversation line that may be triggered at the beginning of Wheat and Chaff has him chastising Kerillian for complaining about having to fetch grainsacks for starving survivors.
- Judge, Jury, and Executioner: His office charges him to root out heresy, proclaim guilt, and perform punishment as he sees fit.
- Large Ham: Frequently makes dramatic declarations in a nasal voice. But then, displaying his zeal is part of the job."Ugh... HOOOLY Sigmar... BLESS this ravaged body!"
- The Leader: 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.
- Macho Masochism: 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?
- Meaningful Name: 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.
- More Dakka: Though he would be offended to have it described with 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.
- The Musketeer: 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.
- Nice Hat: Standard attire for a Witch Hunter, and practically as sign of his office.
- Noodle Incident: Victor allowed flagellants of Sigmar into his retinue once, and only once, and it was apparently a terrible experience.
- Not So Above It All: "A Quiet Drink" shows that even Victor can't be completely straight-laced while drunk. In fact, he might even imitate a steam tank whistle out of nowhere.
- Oblivious Guilt Slinging: "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.
- Odd Friendship: With Bardin of all people, though it's more of a grudging respect on Victor's side.
- One-Hit Polykill: 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.
- The One Thing I Don't Hate About You: 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.
- Pet the Dog: 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".
- Similarly, his banter with Sienna has him trying to help her return to the Mages College to finish her training, which is 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."
- Properly Paranoid: Paranoia is in his job description, after all. As someone who hunts the Skaven on a personal vendetta, it's a totally justified attitude.Saltzpyre: Don't relax, that's when they'll strike.
- Religious Bruiser: As expected from someone explicitly sanctioned by the Sigmarite church. Saltzpyre frequently intones supplications to Sigmar in battle and abjures enemies in His name.
- Royal Rapier: 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.
- Screw the Rules, I'm Doing What's Right!: 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.
- Sword and Gun: 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 can briefly stagger enemies which gives Victor time to wind up a charge attack or safely whittle down a mob while retreating.
- Take Up My Sword: He anoints Kruber his successor in 2, offering the Mercenary his Order sword as proof of promotion should Saltzpyre himself fall in battle. Kruber being Kruber, is quite surprised by this, but also hesitant to take up on the offer.
- Throw-Away Guns: He can rapid-fire his way through his pistols by discarding each and pulling another out of the Hammer Space of his coat.
- 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 not doing so because he has become sentimentally attached to them or anything.
- Well-Intentioned Extremist: His devotion to the security of the Empire, protecting it from all threats arcane and mundane, is undeniable. His methods are equally... undeniable.
- With Us or Against Us: 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.
- The Witch Hunter: 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 indicated 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 they pop up in-game.
Vermintide I: Bright Wizard
Vermintide II: Battle Wizard, Pyromancer, Unchained
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.
- Badass Spaniard: Her name implies she's from Estalia, the setting's version of 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.
- Brilliant, but Lazy: 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.
- Clear My Name: 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 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.
- Deadpan Snarker: While they're all guilty of this, Sienna has the honor of being the only person to face Victor in Snark-to-Snark Combat and win.
- Specifically, she suggests that Victor's threats about her judgement are to hide that he's smitten with her, which leaves him sputtering in anger. She's mentioned this theory to Kruber as well.
- First-Name Basis: She is the only one to ever address Victor by his first name.
- Flaming Hair: See her profile image for details.
- Flaming Sword: 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.
- Flirting Under Fire: 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.
- Functional Addict: 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.
- Glowing Eyes of Doom: 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.
- Having a Blast: 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.
- Heroic RRoD: 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.
- Hot-Blooded: 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.
- Incendiary Exponent: The more she draws on the Winds of Magic, the more her body is wreathed in the glowing flame of Aqshy.
- Jerkass Has a Point: 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.
- Kill It with Fire: Her favorite method of dispatch, and general solution to any problem.Sienna: Why am I here? To burn things, of course.
- Lady of Black Magic: Though her magic is ironically from the Bright school, she is a fitting example.
- Long-Range Fighter: She wields considerable destructive power channeling her Bright magic, but her potential for melee damage is considerably lower than that of the other characters. Even some Clanrats can withstand multiple charged hits from her mundane weapons.
- Magic Knight: She may employ fire magic with rapturous enthusiasm, but she is also proficient in the use of swords and maces, swinging between channeling and striking down that which might survive the barrage of her magic. The Unchained class improves her close-range potential substantially, giving her increased melee damage at higher overcharge.
- Magic Staff: 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.
- Meaningful Name: 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...
- Odd Friendship: With Kerillian. She has some small degree of understanding and a healthy level of respect for Kerillian's beliefs and 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 tangents. In the sequel this escalates to Vitriolic Best Buds 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 (not the case with the Unchained in the sequel, though), and exceeding the maximum will 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.
- Playing with Fire: Pretty much all her magic is fire-based.
- Pyro Maniac: 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 Chamber of Gnignol is appropriately, a city in flames.
- Recruiting the Criminal: 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.
- Screaming Warrior: 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!!"
- Suicidal Overconfidence: 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."
- Vague Age: constant smoke inhalation has given her the voice of an older woman and magicians (like real world drug addicts) often dont look their ages. She could be anywhere between her early thirties to her late fifties.
Vermintide I: Dwarf Ranger
Vermintide II: Veteran Ranger, Iron Breaker, Slayer
- Adventurer Archaeologist: 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 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 Chamber of Gnignol is an underground dwarven chamber filled with gold and riches.
- The Alcoholic: Always willing to mention his love of fine drink, which is to be expected. Contrast with Kruber's decidedly less jolly preference for the bottle.
- An Axe to Grind: Melee options include a single axe, an axe and shield, or a larger two-handed axe.
- The Slayer class in the sequel adds a pair of axes wielded in each hand.
- Armor Is Useless: 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 Walking Shirtless Scene.
- Badass Beard: Because what self-respecting dwarf doesn't have one?
- Bald of Awesome: Male pattern baldness doesn't stop Bardin from kicking ass. As a Slayer, it doesn't even stop him from having a mohawk.
- The Bard: Not his actual job, but Bardin prides himself on his singing and even offers to give the others lessons. He's even introduced singing a song in Vermintide 2. He sings about all sorts of things, such as...
- Battlecry: When he performs his Slayer leap in the sequel, he'll roar out one of these."GRIIIIMNIIIIIIIIIIIRRRR!!"
- Berserk Button: 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?!
- The Big Guy: Downplayed. Bardin's pathfinding skills are important in Karak Azgoraz 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 Ironbreaker and Slayer classes, though.
- Boisterous Bruiser: He loves nothing more than charging the enemy, swinging his weapons, and going to the pub afterward.
- Booze Flamethrower: Discussed and Played for Laughs. Sienna sometimes asks him how much he drank before the mission, because she's worried she might light his breath on fire.
- Close-Range Combatant: The Slayer class prevents him from using any ranged weapons and replaces his second weapon slot with another melee weapon.
- Coattail-Riding Relative: Played for Laughs. 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.
- Cultural Rebel: hes very strange by Dwarf standards. Most dwarves are dour, constantly ruminating on grudges and distrustful of outsiders, especially wizards and Elves. Besides his justified hatred of Greenskins and Skaven, he doesnt seem to care as much as an average Dwarf about grudges, allows himself to smile and not take things too seriously, and doesnt seem to hold most of the Dwarven supremacist views common in most hold born Dwarves. Much of what Kerillian says 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 let their guard down. Hes 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 hes 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, is the likely cause.
- Death Seeker: 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.
- 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 row!""I am a mountain, I feel...OW! NOTHING!"
- Drop the Hammer: Capable of wielding dwarven hammers in both single-handed and two-handed varieties.
- Drunken Song: His love of song and love of drink come together when he gets his hands on some Bugmans. Doubles as an Ode to Intoxication.
- And of course there's the aforementioned Doom of Broggi Stonehand. It's a fine song to go with an ale or twelve!
- Dual Wielding: Depending on which career he's assuming, Bardin could either wield twin hammers, dual axes, or two Drakefire pistols.
- Elves vs. Dwarves: If Kerillian gets captured and he notices he'll ask the others if they really want to save her.
- Face Death with Dignity: 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!
- Friendly Sniper: Especially in the sequel, where he starts out as a ranged specialist with three weapons, two of which are most effective at sniping.
- Foreign Cuss Word: In amongst the more conventional bits of Khazalid that he uses, there are more than a few expletives;Bardin: "Krut! A gas rat!"
- Guns Akimbo: Known to pack a pair of dwarven flame pistols on occasion, using them in alternating shots.
- I Shall Taunt You: 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!"
- Luckily, My Shield Will Protect Me: 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.
- Up to Eleven as 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, but also makes it clear he doesn't want to talk about it.
- My Grandma Can Do Better Than You: He might say a line to this effect in the sequel as he uses his Ironbreaker ability to shrug off blows."I've a grandmother hits harder than that!"
- Mysterious Past: Double Subverted. 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.
- My Species Doth Protest Too Much: Once lets slip he sometimes thinks Dwarves 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 Dwarves in the past for thinking this. But if there is ever a Godzilla Threshold that would justify it, then The End Times are it.
- Never Accepted in His Hometown: Implied. The Lorebook mentions that Bardin was unpopular back in Karak Norn, described as "overly chatty". Plus, he was a Dwarf Ranger, which is the ultimate 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.
- The Nicknamer: 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 , Victor is "Grimgi"note , Kerillian is "Wutelgi"note , and Sienna is "Zharrin"note .
- Noodle Incident: A bit like 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 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.
- Not So Different: From Kerillian of all people in Vermintide 2. Both of them will either steel their resolve and look to the history and traditions of their respective races for inspiration (becoming a Handmaiden and an Ironbreaker, respectively) or embrace the slaughter and madness and become homicidal Death Seeker killing machines (as a Shade and a Slayer, respectively).
- They also share the same situation in regards to their homelands; they're both abroad in human lands for their own private reasons, and either can't or won't go back home.
- Odd Friendship: While their exchanges are full of verbal jabs, Bardin and Kerillian seem to have a healthy respect for each other's skills.Bardin: I've half a mind to travel south after this, see that forest of yours for myself.Kerillian: And you'd be welcome.Bardin: Truly? That's not what I hear.Kerillian: Aye! Blood and bone makes for good root mulch!
- Our Dwarves Are All the Same: He is fairly typical for a dwarf of the old world, 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.
- Pintsized Powerhouse: 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 the Slayer's Dual Axes, all of Bardin's weapons are very strong but slow.
- Powerful Pick: The Karak Azgaraz content brings War Picks as a new weapon choice for Bardin. Slow to attack, but works wonders against armour.
- Professional Gambler: 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.
- Punny Name: A Dwarf who enjoys singing and his name is Bardin.
- Put the "Laughter" in "Slaughter": Frequently belly-laughs with joy as he carves his way through a knot of Skaven.
- Smoke Out: 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.
- The Storyteller: 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.
- Treasure Map: 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.
- Throwing Your Sword Always Works: Winds of Magic gives him access to throwing axes, useable in both his Ranger and Slayer careers.
- Weaksauce Weakness: Due to lacking a ranged weapon of any sort, 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.
- You Are a Credit to Your Race: 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".
- You Can't Go Home Again: In II, Kerillian states she thinks Bardin isn't actually trying to find Karak Zorn, he just refuses to turn home for whatever reason.
- You Fight Like a Cow: Bardin's other hobby apart from drinking ale and battling the forces of Chaos is to belittle and make fun of them.Bardin: You hit like gobbos, the lot of you.
Vermintide I: Waywatcher
Vermintide II: Waystalker, Handmaiden, Shade
- Absurdly Sharp Blade: 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.
- Action Girl: Obviously.
- Alcohol-Induced Idiocy: "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.
- An Axe to Grind: In the Castle Drachenfels DLC, Kerillian gains a long-handled Asrai glaive, useful for wide sweeping attacks, which returns in 2 as one of the default weapon options. Alternatively, Return to Ubersreik lets her wield a hadraich, or elven half-axe carried both by Asrai when traveling lightly and by draich corsairs when a full axe is too cumbersome to use during boarding action.
- An Odd Place to Sleep: 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.
- The Archer: Wields the only bow in the party besides Huntsman Kruber and is a deadeye shot with it, as expected of a Wood Elf.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.
- Automatic Crossbow: 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 Dark Elves.
- Back Stab: 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.
- Blade on a Stick: Beginning in the Castle Drachenfels DLC of 1, Kerillian can wield a graceful Asrai glaive. Functionally a long-handled Elven battleaxe, 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.
- Body-Count Competition: Subverted. Kerillian counts her kills, but doesn't want to compete. Bardin seems eager to compete, but doesn't keep count.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.
- Bow and Sword, in Accord: Seamlessly switches between shooting and slicing, and is equally skilled at both.
- Brave Scot: Perhaps the first example in fiction of a Scottish Elf.
- Cultural Posturing: She is almost incapable of saying anything to her comrades that does not make mention of her innate superiority to them, even when she is complimenting them.
- Doesn't Like Guns: 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 "needs must" as she does.Kerillian: It's small, filthy, and noisy — just like a dwarf!
- Dreaming of Things to Come: 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.
- Dual Wielding: Favors a swift pair of elven daggers or short swords, though sometimes she wields a long sword instead.
- Elves vs. Dwarves: 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.Kerillian: You start slow, dwarf. Like an avalanche.
- 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 enemies away from her, and she can shoot over his head without having her aim blocked since he's pretty short.
- The Exile: 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.
- The Faceless: No matter where she is, she wears a veil over her mouth and nose, a hood over her head, and has silver Peek-a-Bangs over one eye. Her other headgear options are full masks that only show her eyes.
- Fantastic Slurs: Tends to refer to humans and possibly dwarfs as 'Lumberfoots', or 'mayflies'.
- Fingerless Gloves: Part of her Waywatcher attire for allowing her tactile sensitivity while allowing her a better grip for climbing trees.
- Forest Ranger: Waywatchers by definition, acting as sentinels over the territory of Athel Loren. Her version of the Chamber of Gnignol is an Elven forest, presumably the one she was from.
- Fragile Speedster: Her attack speed is greater than that of her companions, even her two-handed melee weapon is 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 doesn't have any great blocking weapon, so she can't block many hits or push enemies away very effectively.
- The Friend Nobody Likes: Her Fantastic Racism 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.
- 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.
- Garden Garment: She has strips of tree bark and vines that perfectly contour to her bracers and boots. Knowing the Wood Elves, they could well have been custom-grown to fit her. Being a Waywatcher, they are likely less for armour and more for camouflage.
- Heroes Prefer Swords: Most of her melee weaponry consists of blades on short hafts, like daggers, shortswords, and longswords, often Dual Wielding more than one at once.
- Homing Projectile: 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 One-Hit Polykill as it over-penetrates and seeks a new target.
- Hot-Blooded: She is as much a Stealth Expert as any other Waywatcher, but rather than quietly observe and report like most of her fellows, her impatience leads her to prefer more... direct approaches.
- I Never Said It Was Poison: She accidentally gives Saltzpyre a legitimate reason to be angry at her while bragging to Kruber. It's probably the angriest we hear Saltzpyre get.Kerillian: You should have seen me at Hoggar's Bridge. Dozens, I claimed.Saltzpyre: Hoggar's Bridge... Two Nuln regiments vanished without trace at Hoggar's Bridge. Elf? ELF!
- In Vino Veritas: "A Quiet Drink" sees the entire playing party inebriated, and might see her uncharacteristically complain about that she wants to go home.
- Jerk with a Heart of Gold: Though her level of jerk manages to outshine 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.Kruber: Have you traveled far, Elf? [...] 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.
Kerillian: There is no competition, only the counting.
- Notably, it's one of the few times she acknowledges him by name. She gradually starts to use his name more, and vice versa.
- Minor Injury Overreaction: 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. This is also the criticism she faces from her teammates if she squanders her healing items.
- Multishot: Her Waystalker subclass active ability in Vermintide II allows her to nock three enchanted 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.
- Mysterious Past: Little is known of why she left Athel Loren and came to Ubersreik, though what we do know is that it involved her curiosity and 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.
- Dialogue in II reveals that Kerillian isn't her real name.
- Never Bareheaded: None of her cosmetic headgear ever reveals her face. She 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.
- The Nicknamer: Like Bardin, she doesn't often call the other heroes by name. Victor is "One-Eye", Kruber is "Mercenary", Sienna is "Wizard" or "Aqshinar"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".
- Ninja Run: 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.
- Noodle Incident: Party banter in Vermintide 2 has her recount an incident where she took on two dozen enemies at once in Hoggar's Bridge, which turns out to be two Nuln regiments. Saltzpyre is not pleased.
- Not Bad: If Kruber takes the Huntsman specialization in Vermintide 2 - which bears a lot of similarities to her default Waywatcher class, from the fashion to the weapons to the overall style - she will admit that she approves of his new path.
- Not So Above It All: 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.
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!
- This is further reinforced if she happens to be the one to land the final blow on Rasknitt in the sequel.
- 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.
- Not So Different: From Bardin of all people in Vermintide 2. Both of them will either steel their resolve and look to the history and traditions of their respective races for inspiration (becoming a Handmaiden and an Ironbreaker, respectively) or embrace the slaughter and madness and become homicidal Death Seeker killing machines (as a Shade and a Slayer, respectively).
- When drunk she also claims to be this to Saltspyre (although she hates to admit it), as they're both The Friend Nobody Likes (although Victor insists he's well-respected by "Valiant Kruber" at least, which Kerillian denies).
- Odd Friendship: 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 she thought humans were capable of. It's even implied that Sienna knows why she's in Ubersreik. This escalates to Vitriolic Best Buds in the sequel, where Sienna is perfectly happy to throw Kerillian's own insults back at her if she can but is still the only one who is genuinely upset if Kerillian dies.
- 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.
- Ship Tease: A mild example with the new Keep banter added in Vermintide 2. Kerillian has apparently been hounding Kruber to leave the service of Saltzpyre for quite a while now. When pressed as to why, however, she gets coy and gives a particularly weak excuse. 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.
- The Snark Knight: 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.
- Spam Attack: Her swift bow is capable of allowing her to generate an almost-Rain of Arrows single-handedly.
- Smug Super: 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".
- "A Quiet Drink" has humorously manage to act even more arrogant by frequently referring to herself as Queen Kerillian (the First).
- Technicolor Eyes: She has black eyes, and while they are neither particularly Evil nor Crazy, they do give her an exotic, otherworldly look among the lands of men.
- Why Did It Have to Be Snakes?: 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.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!
- 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 Pet the Dog moment in Against the Grain, where the band is freeing captive farmers. Despite going into the mission 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 she's happy to have helped them.
- Windows of the Soul: Kruber, who has never seen an Elf except across a battlefield before meeting Kerillian, comments that her eyes are a lot "harder" than he had expected of one of The Fair Folk. Kerillian tells him her eyes have seen things that makes them that way.
- You Are a Credit to Your Race: She can't seem to compliment her companions without condescension.Krellian: Kruber, you are the least annoying of all the mayflies I haven't killed yet.
- You Can't Go Home Again: Vermintide 2 has her mention that she can't go home until she's righted some wrong, though she's vague on what that was.
Vermintide I: Empire Soldier
Vermintide II: Mercenary, Foot Knight, Huntsman
- A Father to His Men: Kruber once trained and led a military detachment of his own, the 8th Ostland Swordsmen. Unlike conventional military leaders, Kruber doesn't believe in The Spartan Way, and leads by example and bolstering good morale rather than being just another Drill Sergeant Nasty, 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.
- The Alcoholic: There's indications he's been starting to take to the bottle a bit too much in the first game' 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.
- Armor Is Useless: He might be wearing plate armor in the form of a breastplate, shoulderpads and cuisses unlike the other heroes, but it doesn't help him take any more damage than the others.
- His Foot Knight upgrade in 2 is fully decked out in plate armor. Subverted, in that he not only gets a base-level stamina and damage resistance bonus while a Foot Knight, but he can also receive increased health, an aura of damage resistance for allies near him, and he can use the momentum of his fully-armored body to charge through enemies, stay in the fight, and hold the line for quite a long time.
- Badass Beard: Has a fine set of chops, kept trimmed with military precision. By the time of 2 it's grown rather shabby, and if he becomes a Foot Knight, he shaves it and replaces it with a Badass Mustache.
- Badass Boast: In 2, his Mercenary special ability is always accompanied by one of these."Oi! We're the bloody Ubersreik five! Or four - doesn't matter!
"Gaah! We'll give 'em all-out war! Right here! Right now!"
- Badass Normal: 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.
- Blade on a Stick: In the second game he can use the Halberd which gives him range and damage.
- Book Dumb: Kruber is by no means a stupid man, but he is clearly one of the least educated in the group.
- The Big Guy: Easily the tallest and broadest member of the party, and one of the better armored.
- BFS: Can equip a massive Imperial greatsword and cleave Skaven heads like a boss with it.
- Bring It: One among his many boisterous battlecries as a Mercenary."Think you can stop us?! You're welcome to bloody try!"
- Buffy Speak: He sometimes warns of packmasters by saying, "Mind the reachy-grabby one."
- Call to Agriculture: Would love nothing more than to retire from military life and go back to the farming of his youth near Ubersreik. However, as his 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.
- Cannot Talk to Women: 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, 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.
- Charles Atlas Superpower: The foot knight career has him resume his military and physical training. Said training and 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 war demi god. And Marcus can just shove him over like a particularly tall traffic cone.
- Difficult, but Awesome: 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 Storm Vermin.
- Drop the Hammer: Starts with a two-handed White Wolf Hammer that can smash entire scores of 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 armorbreaking).
- Drowning My Sorrows: While most of the other characters get goofy, Kruber admits during the events of A Quiet Drink that he drinks because it "helps me forget" for a while.
- Dual Wielding: 2 lets him wield a mace and a sword in each hand with the Mace & Sword combo.
- "Facing the Bullets" One-Liner: The purview of his Morale Boost career skill for the Mercenary.
- Farm Boy: 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. He certainly lived long enough to regret his career change.
- Foe-Tossing Charge: His Foot Knight class 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.
- Fish out of Water: 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.
- Flanderization: Kruber has a lot of 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 Dumb Muscle 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".Bardin: Perhaps you should drink more, Azumgi. You're already so unsteady on your feet.Kruber: I'd go for that!
- Foe-Tossing Charge: 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. This leaves them wide open for a Blunderbuss shot or a few solid whacks with a warhammer.
- Gatling Good: One of his alternate ranged weapons is an outrider repeating gun 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 taking out ratling gunners.
- The Heart: Hes often the moral center of the party. Hes been a good influence on Saltzpyre in particular, who seems to factor in how Kruber would view the partys actions when making decisions as the unofficial leader. Not that Saltzpyre would ever admit it while sober.
- Heroes Prefer Swords: Lead a squad of swordsmen, and is proficient in both the two-handed greatsword, the shorter arming sword, and using a sword in concert with a shield.
- I Call It "Vera": He names his repeating handguns "Ursula". All of them.
- Knight In Sour Armor: 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.
- The Leader: Kruber is arguably the actual leader of the group, as he 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.
- Luckily, My Shield Will Protect Me: One of the two characters to make regular use of shields, along with Bardin.
- Male Gaze: 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.
- Mighty Glacier: He's one of the slower characters and has few ways to move or maneuver regardless of specialization, but he's one of two characters who can use a shield. He gets a large number of talents that help him block, and as a Foot Knight he gets abilities that reduce all incoming damage for his whole team. None of this diminishes his ability to kill anything that gets near him.
- The Musketeer: Kruber has a wide variety of melee weapons, and all of his ranged weapons are black powder firearms.
- Nice Guy: 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 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 Sanity Slippage, Markus either gives up on leaving military life behind to be a mercenary, ascended to Foot Knight, or at worst... devotes himself to Taal and Rhya as a Huntsman, serving as a scout in the Reikwald and being more lonely. This is compared to Saltzpyre becoming a religious zealot, Kerillian taking up worship of a God of Murder, Sienna embracing being a magical Pyromaniac and Bardin taking a death-seeking oath.
- Nice Hat: 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 "Old Companion".
- Reassignment Backfire: 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.
- Religious Bruiser: He is very devoted to the Imperial gods, in particular to 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.
- Rugged Scar: Has a prominent scar on his chin in 1, and gains a particularly nasty, claw-like one over his left eye in 2.
- 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.
- Sergeant Rock: 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.
- Shell-Shocked Veteran: 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 (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.
- Short-Range Shotgun: His blunderbuss, which takes considerable time to reload, but is capable of shredding targets at short range and knocking over and stunning targets not far beyond that.
- Shut Up, Hannibal!: 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: Neither did you.
- Sole Survivor: Of his regiment of swordsmen. A necromantic spell ripped through it during a battle with The Undead. The specifics are not described but are implied to have been very... disturbing. Markus has not been the same ever since.
- Start My Own: 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 Private Military Contractors.
- Tragic Bigot: 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.
- All There in the Manual: According to "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.
- Crazy-Prepared: He would have to be, to hire a grey wizard to keep a Perception Filter spell cast over his inn.
- Mission Briefing: 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.
- Mission Control: Gathers intelligence and comes up with critical objectives that the party needs to meet to stem the Vermintide.
- Mysterious Past: 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 myriad of connections with many powerful figures, Emperor Karl Franz implied to be one of them. According to "A Guide to Ubersreik", Lohner worked as a very successful mercenary in his youth, and 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, which could very well be the Grudgebringer, after which the mercenary band was named, thus directly implying him to be none other than Morgan Bernhardt himself.
- Additionally, the way he 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.
- Retired Badass: 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. 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 the Grudgebringers.
- The Spymaster: 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.
- Ascended Extra: In the second game she reveals she is a formidable Grey Wizard herself, and serves as your primary mission-giver and source of intelligence.
- Card Sharp: 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).
- Deadpan Snarker: 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. The ones she told them to do.
- Getaway Driver: 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.
- Grumpy Old Man: Inverted Trope, Olesya rarely ever says a kind word and spent most of the first game complaining about the heroes taking too long.
- Handicapped Badass: Is missing an eye and one leg that she replaced with a pegleg.
- Hellish Horse: Downplayed in a Dark Is Not Evil way by a pair of Spectral Horses that pull her wagon. They are not real creatures, but rather manifest Grey Magic that is cast by her. They come in extremely handy to swiftly cart the party about.
- Husky Russkie: Olesya's accent implies that she's from Kislev, Warhammer's Fantasy Counterpart Culture of Russia. Downplayed, as she's never seen fighting and her Grey Magic specializes in illusions and stealth. She definitely has the thick-skinned, unfazeable personality this trope implies however.
- It Is Pronounced "Tro-PAY": "Olesya" is pronounced like "Alisha".
- Master of Illusion: Is revealed as this 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.
- Miniature Senior Citizens: She's just barely taller than Bardin.
- Perception Filter: Olesya is supposedly a master at this, as her magic basically makes the Red Moon Inn and Taal's Horn Keep invisible to enemy forces 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.
- Signature Team Transport: Olesya's wagon gets them safely to and from mission sites among the Skaven-infested streets.
- Swapped Roles: 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. He reacts as you'd expect. Just as Planned.
- Thinking Up Portals: 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.
- We ARE Struggling Together: 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.
- Casting a Shadow: Because the Ulgu ("Grey") magic is concerned with shadows, disorienting and confusing with the lack of light, in a classic Dark Is Not Evil manner.
- Continuity Cameo: Christoph Engel originally appeared in Warhammer Fantasy Roleplay as the only (acknowledged) wizard with a permanent residence in Ubersreik.
- King Incognito: According to "A Guide to Ubersreik", Engel tends to dress as a simple traveler or beggar when he leaves his tower. Since almost no one knows his face and he is 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.
- Mage Tower: 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.
- Master of Illusion: He's casting a spell that's causing a Perception Filter over the Red Moon Inn. As you walk through it, you'll even encounter a Lotus-Eater Machine 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).
- The Voice: Despite going to his tower, the party never actually meets him face-to-face, hearing only his voice booming out to them through magic. 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.
- Walking Spoiler: 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. It's also suggested by the a developer blog post for II that Christoph Engel could be nothing but a guise for Olesya.
Grey Seer Rasknitt
Leader of Clan Fester
- Big Bad: The Warlord of Clan Fester and the Skaven attacking Ubersreik.
- Disney Villain Death: 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. In the DLC mission "Waylaid", it is revealed that he survived the fall.
- Decapitated Army: 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.
- Defeat Equals Explosion: His fate in the second game once his health reaches zero.
- Dragon-in-Chief / Dragon Ascendant: 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.
- Evil Gloating: Throughout the final level, he constantly mocks the heroes that their attempts to stop him are futile.
- Evil Sorceror: He's a Grey Seer, a powerful Skaven sorcerer.
- Final Boss: He's faced head-on at the end of the Skittergate level in II, alongside his personal Stormfiend, Deathrattler.
- Gatling Good: He commands a heavily modified Stormfiend named Deathrattler in the second game that dual wields Ratling Guns.
- Killed Off for Real: In the sequel, when a player deals the final blow to him, he'll rise up off the ground and then explode into a fine black slurry, confirming beyond the shadow of a doubt that Rasknitt is finally dead for good.
- Large Ham: He spends all of the mission spouting out gloriously grandiose insults and boasts. And laughing. Laughing a lot.
- Laughing Mad: He tends to laugh maniacally.
- No-Sell: In the first game, Rasknitt cannot be harmed due to him drawing on Morrslieb to power a force field should the players attempt to attack him through ranged weapons.
- Out-Gambitted: By Olesya and Lohner throughout the sequel. This time it finally gets him killed.
- Professional Butt-Kisser: Grovels to Ribspreader, especially when the Skittergate disastrously fails to operate again.
- The Starscream: He boasts that he will overthrow the Council of Thirteen. Unsurprising, seeing that all Skaven suffer from Chronic Backstabbing Disorder.
- This Cannot Be!: Has three of them in rapid succession 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.
- Walking Spoiler: Considering literally every other trope description of them is blanked out.
- White Hair, Black Heart: 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.
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.
- Badass Abnormal: It's clear from all of the green Warp energy kicking up from all of his attacks that he is no simple Chieftain.
- Boss Remix: The fight with him is set to an awesome remix of the Stormvermin soundtrack.
- Dragon Ascendant: Of sorts - after Rasknitt was killed, Krench took over as the Warlord for Clan Fester, but he never actually made an appearance on this.
- Though considering Rasknitt's survival, it is likely that he is merely just a Dragon taking orders from Rasknitt in secret.
- Flunky Boss: As is natural for Skaven, he's quickly accompanied by more clanrats/slaves, and periodically summons Stormvermins to his aid.
- Foreshadowing: Krench's green clothing, as well as parts of the room he's in resembling the symbol of Nurgle◊, foreshadowed how Nurgle-worshippers were a new enemy faction within Vermintide II.
- King Mook: He's a beefed-up Stormvermin.
- Large and in Charge: As an important chieftain of his Clan, Krench is bar none the biggest non-Ogre Skaven in the game, towering over even Saltzpyre by a good margin.
- Trash Talk: A lot throughout his fight. Notably, the heroes that are played will occasionally respond back to him.
- You Are Too Late: The heroes of Ubersreik arrive to only learn the deal Clan Fester was inching toward has already been struck.
- An Axe to Grind: Wields a massive axe (with a severed head attached to the middle) that merely being planted into the ground can send the heroes flying through sheer force.
- Big-Bad Ensemble: The main antagonist of the Rotbloods in Vermintide II, working alonside Rasknitt.
- Dirty Coward: 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.
- The Dragon: Seeing that he is a Chaos Champion and not a Chaos Lord, he leads the forces of Rotbloods in Helmgart under orders from his superiors back in Norsca.
- Flunky Boss: Despite his boasts of facing the heroes "alone", he'll call his minions to his aid at certain health thresholds.
- Gladiator Games: Fights the heroes in an arena in his war camp.
- King Mook: Bödvarr is a larger Chaos Warrior with some new moves.
- Large and in Charge: The largest and tallest Chaos Warrior in the game.
- Mascot Mook: Bödvarr is featured prominently in promotional art and on the game's cover.
- Summon to Hand: Can throw his axe at his enemies and can summon it back to his hand.
- This Is Unforgivable!: 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.
- Tin Tyrant: Large and in Charge and covered in 24-Hour Armor blessed by Grandfather Nurgle.
- Villainous Breakdown: 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!
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.
- Affably Evil: 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.
- The Dragon: To Bödvarr.
- Early-Bird Cameo: He's present in the Prologue when the Skittergate malfunctions, alongside Rasknitt and Bödvarr.
- Fat Bastard: He's as morbidly obese as the rest of his Nurglite sorcerer brethren. Lohner even calls him this in one of his mission briefings.
- The Ghost: 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.
- It's Personal: He stole Lohner's book collection, so Lohner really wants to see him dead.
- King Mook: Halescourge is an enhanced Blightstormer.
- Teleport Spam: Also like his sorcerer brethren, he is fond of teleporting.
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.
- Big Guy, Little Guy: The big guy to Rasknitt.
- The Dragon: To Rasknitt.
- Dual Wielding: His secondary weapons are two short swords.
- Dumb Muscle: It's mentioned several times that he's a complete idiot but he's enormous, heavily-armored, and carries a very large weapon.
- Dummied Out: He has unused lines stating he's the one who took Saltzpyre's eye. Many of them are taunts directed to him about it and how he intends to finish the job.Skarrik Spinemanglr: Come-come one-eye man-thing! Skarrik remember. Take other eye!
- Early-Bird Cameo: 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 Queek Headtaker.
- Flunky Boss: Like his predecessor, he summons a lot of minions.
- Guttural Growler: His voice is positively gravely, far more than any other Skaven character. The only ones more guttural than him are the Rat Ogres.
- King Mook: Just as Krench was before him, he is a bigger and souped-up Stormvermin.
- Large and in Charge: The largest Skaven in the game who isn't a Rat Ogre or Stormfiend.
- Skeletons in the Coat Closet: His back is adorned with skulls.
- Spin Attack: Very fond of doing these, and with his polearm it sweeps across a large chunk of the arena.
- Trash Talk: Also like his predecessor.
- Unwitting Pawn: Lohner notes he's too dumb to come up with any of the plans he's carrying out, so he has to be somebody's pawn.
The faction as a whole
- Villain Team-Up: Despite much of the leadership of the in-game Skaven faction being attributed to Clan Fester, their organization as a whole is actually a confederation of Fester and Clans Eshin (Gutter Runners), Moulder (Packmasters and Rat Ogres), Skryre (Ratling Gunners, Warpfire Throwers and Poisoned Wind Globadiers), and Pestilens (Plague Monks).
ClanratsThe 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.
- Combat Pragmatist: Very very prone to ambushing the players from high areas, flanking them, attacking from behind, etc.
- Dirty Coward: 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.
- Musical Spoiler: Via Source Music in the first game, as they blare a horn to signal their attack. In the second game, tolling of bells signals their attack instead.
- Shield-Bearing Mook: In the second game, a few of them carry shields, making them marginally harder to take down from the front.
- Zerg Rush: Tend to appear in numbers.
SkavenslavesThe 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.
- Attack! Attack! Attack!: Have no regard for their own safety and will ferociously attack the heroes thanks to having nothing to lose.
- Cannon Fodder: The Skaven's natural Lack of Empathy 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 their superiors care not a whit.
- Death of a Thousand Cuts: 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.
- Dirty Coward: 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 Left 4 Dead.
- For Doom the Bell Tolls: The tolling of a bell is used in the sequel to alert the heroes to an incoming horde.
- The Goomba: The weakest enemy encountered in the game, they are really only dangerous when sent in hordes, which they are... often.
- Musical Spoiler: Via Source Music, as they blare a horn (or toll a bell in the sequel) to signal their attack.
- One-Hit-Point Wonder: They cannot sustain even incidental damage, but since they are 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.
- Suicidal Overconfidence: 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.
- Torches and Pitchforks: Their typical armament, as they have to make do with cast off and scavenged weaponry.
- Zerg Rush: Even moreso than the Clanrats. They appear in huge hordes whenever the horn sounds, much akin to the horde in Left 4 Dead. However, they're even weaker than regular Clanrats.
StormverminWearing 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.
- Attack Its Weak Point: Their head is unarmoured and vulnerable to all attacks.
- Beef Gate: 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.
- Blade on a Stick: Their weapon of choice is a halberd which allows them to guard, as well as attack from a range.
- Elite Mook: Much stronger and tougher than their Clanrat brethren.
- Evil Wears Black: Due to the Stormvermin being recruited exclusively from those Skaven born with black fur.
- Heavily Armored Mook: Has armor on their body to prevent damage from being dealt there. One must use an Armor-Piercing Attack or hit their head to damage them.
- Knock Back: Is able to push the player back with its halberd, often following it up with a strong over-hand strike.
- Luckily, My Shield Will Protect Me: Vermintide 2 introduces a sword and shield variant of the stormvermin.
- Mook Lieutenant: They can occasionally be found commanding and leading lesser Skaven, rather than deployed in patrolling squads.
- No-Sell: Due to being armored, their body armor makes most non-charged attacks all but useless. Attack their head, use a Charged Attack, or an armor-piercing weapon to damage them.
- Patrolling Mook: 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.
- Red and Black and Evil All Over: They are marked by bright red cloth over their armor, which in turn protects their black fur. This communicates to onlookers that they are not to be trifled with.
- Shield-Bearing Mook: 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.
- Wolfpack Boss: Alerting and fighting an entire patrol can become like this, as they're made of at least six Elite Mooks that can surround and deal very heavy damage to an unprepared team.
Poison Wind GlobadierWearing 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.
- Action Bomb: When its gas tank is damaged, it'll try to blow up on a hero as a Last Ditch Move.
- Deadly Gas: Throws spheres containing deadly Warpstone gas that deal damage over time in an Area of Effect.
- Expy: Has a constant damage Herd-Hitting Attack like the Spitter from Left 4 Dead 2. It also has some qualities of the Boomer, being able to cause an Interface Screw with its ability as well as the ability to explode.
- Gas Mask Mooks: Wears a gas mask to protect itself from its own deadly gas.
- Herd-Hitting Attack: Its gas hits a wide area, forcing the heroes to move apart.
- Sound-Coded for Your Convenience: Alerts the heroes via Vader Breath sound thanks to his rebreather.
- Taking You with Me: 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.
- Team Killer: That gas doesn't differentiate between heroes and other Skaven. The Globadiers don't care.
- Throw Down the Bomblet: Rely exclusively on their gas grenades for offense.
- Vader Breath: His rebreather is clearly audible, and is usually the sign the party will have that he is about.
Gutter RunnerFor 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 heros torso, forcing the rest of the players to rush to the aid of their comrade.
- Deadly Lunge: His preferred method of attack.
- Expy: Of the Hunter from Left 4 Dead. 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.
- Fragile Speedster: Doesn't have much health, but is incredibly fast and can deal very high damage with its attacks.
- Highly Visible Ninja: Someone should really tell Clan Eshin that warpstone blades glow...
- Invisibility Cloak: Gains a temporary one when it uses a smoke bomb.
- Knife Nut: Attacks with a knife that glow green in one hand and Wolverine Claws in the other.
- McNinja: Being a ninja-rat from a Fantasy Counter Part Culture version of renaissance Europe.
- Never Split The Party: Enforces this, as an incapacitated hero can only be saved by another party member and Gutter Runners know this.
- No Body Left Behind: Explodes 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.
- Personal Space Invader: Jumps onto a hero to incapacitate them, then starts tearing their nipples out.
- Smoke Out: If attacked and not killed when it's pinned down a hero, it will throw a smoke bomb to temporarily turn itself invisible.
- Unnecessary Combat Roll: Very fond of doing this, particularly when being shot since it's trying to dodge laterally.
- With Catlike Tread: The first sign of a Gutter Runner's presence is usually its surprisingly loud whispers. On the other hand, the whispers also don't let you know which direction the rat bastard is coming from."Always sneaking, stabbing..."
PackmasterPackmasters 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.
- The Beastmaster: What they're originally intended to be in the lore. These versions "tame" a different type of beasts, however- said beasts being the heroes. 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 Left 4 Dead 2, by incapacitating heroes and dragging them around against their will, often into more trouble.
- Improbable Weapon User: Its weapon is a spiked neck clamp that it uses to strangle and damage heroes while dragging them around.
- My Rules Are Not Your Rules: Your character loses all collision when grabbed by a Packmaster, letting them pull you through otherwise-impassable walls of Skavenslaves or Clanrats.
- Never Split The Party: Another enforcer of this, as an incapacitated hero can only be saved by another party member.
- Skeletons in the Coat Closet: Wears a skull necklace and also has skulls on its weapons. This actually works against him as they clatter loudly, giving away his position.
- Sound-Coded for Your Convenience: 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.
- Torture Technician: 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.
- What a Drag: Grabs heroes with its Things-Catcher and drags them around. However, it's not the dragging but rather the choking and the spikes that hurts more.
Ratling GunnerThe 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.
- Achilles' Heel: 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.
- Attack Its Weak Point: Its head is unarmoured and vulnerable to all attacks.
- Bottomless Magazines: Averted, 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.
- Gatling Good: 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.
- Heavily Armored Mook: 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.
- No longer the case in 2 where unarmored versions sometimes appear, especially on lower difficulties.
- Mighty Glacier: Is very slow-moving thanks to its heavy gun. However, once that gun spins up, it's going to deliver A LOT of damage.
- More Dakka: 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.
- Sound-Coded for Your Convenience: A gatling gun spinning up is the cue that he'll be firing a hail of bullets.
- Team Killer: 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 ThrowerThe 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 gunners 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.
- Anti-Frustration Features: The flames will push you back out of them to prevent you from getting caught in a Cycle of Hurting. Zig-zagged, though, since if you run out of ammunition this effect also prevents you from simply 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.
- Attack Its Weak Point: A very large and noticeble Warpstone crystal is in a holder above its 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.
- Fire-Breathing Weapon: Uses the Warpfire Thrower that operates as a flamethrower, but it ejects much more devastating warpstone-fueled fire.
- Sound-Coded for Your Convenience: It frequently laughs and says "burn the surface dwellers" to alert heroes that it's around.
- Team Killer: Like the Ratling Gunner, Warpfire Throwers could roast any hapless mook that strays into their cone of fire.
Plague MonkDedicated 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.
- The Berserker: 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.
- Elite Mook: Bigger and tougher then most Skaven, save for Stormvermin and Rat Ogres.
- Feel No Pain: Very little of it at any rate, their sensitivity to harm dulled and diluted by the many sicknesses they have willingly endured.
- Kung Fu-Proof Mook: 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!
- The Pig Pen: Even by Skaven standards, and that is saying something.
- Plague Master: Members of a religious order of plagemasters.
- Religious Bruiser: When not yet alerted to the player, they can be seen forming little prayer circles together. Presumably holding hands is a great way to exchange germs.
- Screaming Warrior: They scream as they run at and lay into a hero.
- Warrior Monk: Every bit as much zealots as they are warriors.
Rat OgreAbout 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, theyll find themselves on the receiving end of the Rat Ogre's claws.
- Boss in Mook Clothing: Has more health than any other enemy in the game, deals very heavy damage, usually requiring a team to take down.
- Covered in Scars: 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.
- Dumb Muscle: 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 Left 4 Dead. Huge amounts of health, fast moving, high attacking power with knockback, often requiring a team to take down.
- Grapple Move: Can grab and throw players away for a good amount of damage.
- Hybrid Monster: Rat ogres are created by cross-breeding rats and other species (mainly ogres as the name implies) through surgical and magical means.
- Knock Back: Several of its abilities cause this, even if guarded.
- Lightning Bruiser: Fast, painful, and has a lot of health.
- Mighty Roar: It does one to signal its entrance.
- Sound-Coded for Your Convenience: Alerts the party with a Mighty Roar when it appears.
- Top-Heavy Guy: Has very muscular arms and torso, even moreso than its legs, giving it a similar but less exaggerated build to Left 4 Dead's Tank.
Sack RatAmong 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.
- Expy: Of the Fallen Survivor from Left 4 Dead 2, they are Metal Slimes that quickly run away from players but give good loot and supplies when killed.
- Metal Slime: Very prone to fleeing once attacked, but drops some nice goodies when killed.
- Non-Action Guy: Doesn't try to attack the heroes thanks to having no weaponry, instead attempting to escape.
- Schmuck Bait: 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 Idiot Ball 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 Total Party Kill as the team tries to recklessly rush through the hordes in front of them.
- Sound-Coded for Your Convenience: Will often say "mine" when unalerted, also as they do their best to avoid the heroes.
StormfiendThe Stormfiend is a hideous combination of bio-engineering and sadistic techno-magic and is among the most powerful monsters of the Skaven army, Being an enhanced version of the already ferocious Rat Ogres, Stormfiends are smarter, deadlier and harder to kill. With the help of a brain-creature hardwired to its back, this abomination is now able to utilize complex weapons, The combination of brute force, bullet-resistant metal armor and flamethrower-like Warpfire Projectors mounted on each arm, is a war-beast capable of annihilating entire regiments on its own.
- Adaptational Wimp: While warpfire thrower-equipped Stormfiends do exist in lore, they are more typically armed with three 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.
- Artificial Stupidity: 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.
- Attack Its Weak Point: 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.
- Genius Bruiser: 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.
- Kill It with Fire: It has two souped-up warpfire throwers on its arms, with flames that linger on the floor, unlike normal flamerats.
- Logical Weakness: 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.
- Mighty Glacier: 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.
- Put the "Laughter" in "Slaughter": The small rat can be heard laughing when the Stormfiend opens up with its flamethrowers.
- Attack! Attack! Attack!: 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.
- Bandage Mummy: The're often wrapped in filthy bandages over their gangrenous peeling skin, giving them a leper-like appearance.
- Made of Plasticine: For some infected individuals, 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. As a result, their bodies come apart under even modest force.
- Musical Spoiler: Via Source Music; a Norscan horn is blown to signal them to attack.
- Nothing but Skin and Bones: 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.
- Plague Zombie: Those Norscans too weak to resist Nurgle's decay or corrupted Imperial citizens are used as the Rotbloods's main fodder. Unlike actual zombies, they have actual intelligence.
- Zerg Rush: The Cultists are used in this capacity as a slightly stronger version of Skavenslaves.
Chaos MaraudersBarbaric 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).
- Axe-Crazy: "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.
- Barbarian Tribe: On the "chaotic destructive horde" end of the spectrum.
- Giant Mook: 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.
- Had To Be Sharp: Being from the Grim Up North 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.
- Religious Bruiser: When they are not yet alerted to the party, one of their Artificial Atmospheric Actions is holding their weapons and intoning prayers to the Dark Gods to witness them. Being alerted to the party will often cause them to yell out prayers and benedictions to Nurgle before attacking.
- Shield-Bearing Mook: The Bulwarks, making them harder to attack from the front unless staggered.
Chaos WarriorsImbued 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 gods will, with the lifeblood of the slain staining their armour.
- Attack Its Weak Point: They are heavily armored and nearly invulnerable, except on the head, and even then it's only the tiny part of the head were their eyes and a small bit of their face poke through.
- Elite Mook: Are this for the Rotbloods as heavily armored and strong warriors.
- Evil Sounds Deep: They have extremely low gravelly voices.
- Heavily Armored Mook: 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.
- Mighty Glacier: 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 off all your health on higher difficulties.
- Mook Lieutenant: They can occasionally be found leading patrols of Norscan Marauders.
- Smash Mook: They are lumbering and slow, but a single attack from their gigantic axes will knock you into next week.
- The Computer Shall Taunt You: 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.
- 24-Hour Armor: Chaos Warriors need no sleep, nor food and drink, nor even a chamber pot. Their armor is bonded to them and they have no wish to remove it.
Chaos Sorcerer of NurgleChaos 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.
- Blow You Away: 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 Left 4 Dead, 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 gross than their inspiration.
- Fat Bastard: Are immensely obese to the point of being rotund, a classic trait of Nurgle worshippers.
- In the Hood: Lifeleeches wear a pointed hood.
- Life Drinker: 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 squishy.
- Squishy Wizard: 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.
- Teleport Spam: 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.
- Unskilled, but Strong: As opposed to the trained wizards of the Empire, the Chaos Sorcerors use magic with reckless abandon. Lampshaded by Sienna when killing a Blightstormer.Sienna: All talent no training, that Blightstormer!
Bile TrollTrolls 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 Trolls 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.
- An Axe to Grind: Wields a large Norscan battleaxe, though somewhat clumsily.
- Body Horror: As ugly as normal trolls are, normal trolls don't have gaping maws, extra eyes, and whipping tentacles appearing randomly across their bodies.
- Breath Weapon: 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.
- Dumb Muscle: Like all trolls, not very bright but very tough and strong.
- Healing Factor: 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 every so often.
- Our Trolls Are Different: 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.
- Unskilled, but Strong: Moves and attacks slowly and inaccurately, but hits hard when it connects.
Chaos SpawnTo be blessed by ones 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.
- And I Must Scream: 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.
- Body Horror: The physical embodiment.
- Eldritch Abomination: They are twisted beyond all measure, a mass of pink flesh and tentacles with only a jagged maw as a discernible feature.
- I'm a Humanitarian: If they manage to grab a character they will bite them repeatedly before slamming them into the nearby terrain.
- Was Once a Man: Each Chaos Spawn was once a proud Chaos Warrior before turning into something else entirely.
The faction as a whole
- Always Chaotic Evil: 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.
- Beast Man: Pretty self explanatory.
- Blood Knight: All Beastment exist to slaughter enemies in glorious combat, in the name of their Chaotic patrons.
- Downloadable Content: The Beastmen will be available to fight in the upcoming (as of this writing) DLC The Winds of Magic for Vermintide 2.
- It Can Think: 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.
- Redshirt Army: Generally, they die in droves when facing a disciplined, organized army and thus only prey on weaker armies.
- Story and Gameplay Segregation: Per 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.
- Stronger Than They Look: And oh boy are they ever. All Beastmen units in the game deal obscene amounts of damage on hit, even on lower difficulties like Champion and Veteran, from the mighty Minotaur down to the lowly Ungors. A light Ungor spear stab on Legend and Cataclysm hits for somewhere around 80 to 100 damage a pop. That's about the same as having a lowly Skavenslave hitting as hard as a Stormvermin using its overhead swing.
- Womb Horror: 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.
- Archer Archetype: Oddly enough (for this game), Ungors can use bows, making them the first common enemy with a ranged variant.
- Fauns and Satyrs: Their fuzzy legs and more human-like torsos give them a Satyr-like appearance.
- Imperial Stormtrooper Marksmanship Academy: 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.
- Counter Attack: When staggered, they will retaliate with a fierce headbutt.
- Dark Is Evil: They have noticeably dark fur, and are quite evil.
- Achilles' Heel: Shoving them during their charge will cause them to stumble and become vulnerable.
- Elite Mooks: As their name implies they are the "best" of the Beastmen warherds as indicated by their imposing size, heavy armor, and gigantic horns.
- Foe-Tossing Charge: His special ability: he charges towards his foes knocking them over and anyone who happens to be in the way.
- Heavily Armored Mook: They wear armor consisting of metal steel plates likely looted from overrun foundries and crudely hammered into shape to fit over their frame.
- Helmets Are Hardly Heroic: They wear armor over their bodies but not helmets, leaving their head vulnerable.
- Status Buff: Their totems can buff their allies, with invulnerability confirmed to be among said buffs.
- Story and Gameplay Segregation: In the lore, Wargors are one of the most powerful and feared Beastmen and act as leaders for the Warherds. In-game, they are considered "special" enemies but are not much more threatening in combat than a Bestigor.
- A Load of Bull: Pretty self explanatory.
- Attack! Attack! Attack!: They are extremely relentless attackers who will almost never stop swinging their axes.
- Bullfight Boss: Downplayed. While the Minotaur does occasionally perform a Foe-Tossing Charge, it doesn't do this as often as it would cleave at nearby players with its dual axes.
- Dual Wielding: The Minotaur sports two giant axes that it uses to cleave at its prey.
- Dumb Muscle: Minotaurs are so dull that they need help feeding themselves from other Beastmen, but they're terrifying whirlwinds of anger and muscle in combat.