Follow TV Tropes


Video Game / Vermintide II

Go To
"The Darkness always returns"

Warhammer: Vermintide II is the sequel to the critically acclaimed Vermintide. The time has arrived to revisit the fierce first-person co-op slaughter-fest featuring visceral and ground breaking melee action, set in the apocalyptic End Times of the war-ravaged Warhammer Fantasy Battles world .

Our 5 heroes have returned to take on an even greater threat – the combined forces of a malevolent and destructive Chaos army called the Rotbloods (devoted followers of Nurgle, the Chaos God of Pestilence) and the swarming Skaven horde of Clan Fester, who have returned with a vengeance. Prepare to be challenged like never before as you and your team desperately try to survive the never-ending onslaught. Choose between 15 different careers, climb the talent trees, customize your arsenal to fit your unique play style, fight your way through a myriad of stunning levels, and challenge yourself in our new Heroic Deeds System. The only thing standing between utter defeat and victory is you and your allies. If you fall - so will the Empire.


The game was released on March 8, 2018 for PC. PS4 and X Box One versions will be released in a later date.

This game provides examples of the following:

  • Alcohol-Induced Idiocy: "A Quiet Drink" mission, though the idiocy's pretty downplayed and limited to funny voice lines, wandering around Helmgart's to find a tavern still standing (mostly not their own fault), and dropping a cask of Bugman's which brings the pactsworn to the Obese Megalodon tavern which leads to it burning up.
  • Arbitrary Headcount Limit: Although there are five characters, only four can be played on any mission. Lampshaded by Kruber during one of his battlecries.
    Kruber: Oi! We're the bloody Ubersreik Five! Or four, it doesn't matter!
  • Attack! Attack! Attack!: Bardin's Slayer class encourages this playstyle, with not only a leaping attack to close the distance between himself and enemies, but a passive ability that incrementally increases his damage and attack power for every hit.
    • On the opposing side, Chaos Savages and Plague Monks have this tactic, with them hacking and tearing at a hero without pause until the hero eventually dies. Finding an opening in their attack patten is tough, so they aren't easy to deal with.
  • Advertisement:
  • Armour Is Useless: Averted. Armored enemies are impervious to most non-charged attacks not aimed at weak points, and Kruber and Bardin's Knight/Ironbreaker skill trees have health and damage resistance traits to represent their heavy armor. Likewise, if armor is seen as health, each of the three careers a character takes can have different base health. More armored versions of each character have more health.
  • Artificial Stupidity: The AI bots that you get if you don't have four people are generally competent, but they have one glaring problem: They are too good at defending. This means bots are terrible at fighting hordes, as they will stand around blocking until the horde surrounds and overwhelms them because they never stop blocking to kill anything.
    • On the other hand, sometimes they're just plain stupid. It's not unknown to see a bot on 10% HP or less, with enough wounds that the next knockdown will kill it outright, and a potion in its inventory that it stubbornly refuses to drink. And then it gets hit and dies, dropping the unused potion as it does. At other times, they may be complete out of ammo for their ranged weapon, but will flatly refuse to pick up more, no matter how much is lying around.
  • Ascended Glitch: "Block-reviving" was a bug from the first game that allowed you to block incoming damage while reviving teammates. It was such a popular tactic that the developers decided to put it in for the second game as something players do automatically whenever reviving teammates.
    • At launch, the trait that increased the duration of Ranger Bardin's Smoke Out accidentally made it so that he could leave the radius of the smoke bomb and stay invisible. As of Patch 1.3, the duration increase was removed and the bugged result became the intended benefit of the talent.
  • Ascended Meme: "A Quiet Drink" can have Saltzpyre mess up his famous "Holy Sigmar! Bless this ravaged body!" line as he drinks.
  • Automatic Crossbows: A repeater crossbow is an available weapon for Kerillian's Shade career and all of Victor's careers.
  • Awesome, but Impractical: Bardin's Slayer career can mow through enemies like the lawnmower scene from BrainDead, but he doesn't get a ranged weapon, instead getting to pick a second melee weapon. Since the majority of special enemies are best dealt with by shooting them, this puts him at a considerable disadvantage against them, particularly enemies that stand off and attack from range like Warpfire Throwers and Ratling Guns. As their attacks knock you back with each hit, if his leap ability is on cooldown and he doesn't have a spare grenade he simply cannot do anything to them.
  • An Axe to Grind: A common weapon for the heroes. Bardin can wield a 2-handed battleaxe, a hand axe (either on its own or paired with a shield), or a pair of hand axes as a Slayer; Victor can wield a hand ax, or pair it with a falchion; Kerillian can wield a glaive which is more like an extremely large, broad-headed battleaxe, as well as a smaller hand axe; and while Kruber doesn't get an axe exactly, his halberd has a large curved axe head. The only hero who doesn't get one is Sienna. Axes are also the Weapon of Choice of the Rotblood tribe, particularly the Chaos Warriors.
  • Big-Bad Ensemble: Rasknitt has now allied Clan Fester with the Chaos Lord Bödvarr Ribspreader and his Rotblood Tribe.
  • Blade on a Stick: Kruber's halberds and Kerillian's glaives and spears join the glaives wielded by Stormvermin.
  • Character Class System: The 5 heroes can take 3 character careers, each with their strengths, weakness, passive and active abilities and weapon specializations. Generally, however, they fall into the categories of Tank, Ranged, and Melee, with the tank excelling at taking or avoiding damage, the ranged excelling at killing from a distance, and the melee excelling at dealing damage up close. Additionally, character classes can focus on killing the large number of weak enemies, killing the small number of elite, deadly enemies ("specials"), tanking the damage, or boss-killing.
    • Victor
      • Witch Hunter Captain: Tank. Can parry frontal light attacks for free, gives bonuse damage against enemies he marks, and can knock enemies down in an area, usually able to engage specials and the horde with ease while buffing his team's critical attack rate for a brief time.
      • Bounty Hunter: Ranged. Gains automatic critical hits with ranged weapons frequently and can pull out a double-barreled shotgun for close encounters. A special and boss killer par excellence.
      • Zealot: Melee. Gains additional damage the lower his health is and can charge into battle, granting him more attack speed. A horde-clearer melee tank.
    • Markus
      • Mercenary: Melee. A melee focused damage dealer with a support-focused ability that knocks back enemies and gives allies extra health.
      • Huntsman: Ranged. A precision ranged class. His passive ability grants him ammo for every head shot, and his active hides him from view. The Huntsman excels versus high-priority specials and bosses.
      • Foot Knight: Tank. A tank with improved blocking, passive abilities that reduce damage taken for himself and teammates near him, and an ability that catapults him through crowds knocking over everyone in the way.
    • Kerillian
      • Waystalker: Ranged. A Bow and Sword, in Accord switch-hitter who can handle hordes, specials, and bosses at the cost of being very fragile. She sports increased ammo capacity and regenerates health up to 20% of her life bar. Her active shoots out a trio of homing arrows.
      • Handmaiden: Tank. A defensive dodge-tank class and can also melt a horde. Her active allows her to dash straight through enemies, causing them to bleed.
      • Shade: Melee. An assassination class with bonuses to backstabbing. Her active makes her incorporeal for a short time or until she attacks. A shade can kill a boss or special with ease or save a troubled ally.
    • Sienna
      • Battle Wizard: Ranged. Automatically vents her overcharge if she hasn't cast a spell for a short time. She can teleport short distances leaving a trail of flame.
      • Pyromancer: Ranged. Overcharge increases her critical hit chance and can fire a homing missile that tracks enemies.
      • Unchained: Tank. Takes reduced damage but it adds to her overcharge, which she can detonate using her ability to clear a large area.
    • Bardin
      • Veteran Ranger: Ranged. A balanced class that has the ability to throw a smoke bomb to slip out when things get hairy and can have enemies spawn ammo drops.
      • Ironbreaker: Tank. A defensive class with increased stamina, that comes with the ability to taunt all enemies near him into attacking only him while also drastically improving his blocking for a time. His passive ability lets him absorb one hit without taking damage, which refreshes after a cooldown of twenty seconds.
      • Slayer: Melee. A class focused on raw damage and attack speed at the expense of defensive ability, complete with a leaping attack ability. Picks a second melee weapon in place of a ranged weapon.
  • Changing of the Guard: The interquel mission of the first game and the opening narration of the second imply that the heroes of Ubersreik have finally been defeated and hint that new heroes will be required. The game then begins with Ubersreik Five busting their way out of captivity and escaping to continue the fight, instead.
  • Continuity Nod: Character conversations make nods to some of the events of the End Times:
    • Victor mentions Sylvania being encaged by the Wall of Faith constructed by Balthasar Gelt.
    • Kruber states that Kislev has been overrun by the Forces of Chaos.
    • Kerillian mentions Bretonnia engaged in a civil war to determine which undead ruler will reign supreme. This is in reference King Leoncoeur's illegitimate son, Mallobaude, leading most of the Bretonnian nobility turned-vampires against his father in a bid to take the throne.
    • Lohner mentions that at one time a vampire stayed at his inn without any bloodshed (or blood sucking for that matter). While he doesn't remember her name, he states that it started with a G. He's referring to Geneviève Dieudonné, the best known Friendly Neighborhood Vampire in the setting and famous for killing the dreaded Drachenfels.
    • When Bardin kills a Warpfire Thrower, he'll sometimes say "That's for Karak Eight Peaks!" When the Skaven attacked Eight Peaks, they melted the city's Gromril gates with Warpfire Throwers.
  • Curb-Stomp Cushion: Fort Brachsenbrucke marks the first time in either game we see Imperial forces still actively resisting the Skaven in an organized, direct confrontation - and winning, albeit barely. Lohner even explicitly says that for as badly as the war is going, it would be far worse if not for the Fort's defenders.
  • Delayed Reaction: During "A Quiet Drink":
    Victor: Oh look, the tavern's on fire. <Beat> THE TAVERN'S ON FIRE!!!
  • Department of Redundancy Department: This bit of grimly amusing dialogue from "A Quiet Drink":
    Sienna: You should have another drink, Markus. You're too sober...
    Markus: Ain't been properly sober in twenty years, Sienna. Helps me forget. And I'll tell you another thing...
    Sienna: What's that, dear Markus? You can tell me.
    Markus: It helps me forget.
  • Difficulty Spike: Every new difficulty tier is exponentially harder than the one before it, but no gap is bigger than the initial jump from Recruit to Veteran. On Recruit you'll constantly be stumbling across more items and ammunition than you can use, until you're drinking healing potions to heal minor scratches (provoking taunts from the other players) just to keep them from going to waste. On Veteran, every level suddenly becomes a Drought Level of Doom where healing potions are few and far between and you can go half a mission without seeing an ammunition crate, which makes the increased damage every enemy inflicts (and is now capable of absorbing) all the more punishing for players who'd grown accustomed to just bludgeoning their way through the hordes on Recruit.
    • Another big spike is Veteran to Champion because of one simple change- you are no longer Friendly Fireproof. This doesn't just force you to watch where you point your gun/bow/magic staff, it also makes using grenades a highly dicey proposition, and near suicidal at close range.
  • Discard and Draw: Each hero has three options for what happened to them after Ubersreik. They may remain what they were, only "more" of what they were, pursue a "higher" path, or suffer some Sanity Slippage and take a darker turn. Kruber appears to be the exception to this, as all his options can be construed as positive steps forward from the first game, just in different ways.
    • Bardin Goreksson: His first class, Ranger Veteran, continues his previous training. He can also decide to defend the world, putting the needs of others ahead of his personal quest as an Ironbreaker. He can also spiral into suicidal fury over his perceived failures and become a Death Seeker - his Slayer career, where he seeks an honorable death in battle.
    • Sienna Fuegonasus: Her first class, Battle Wizard, represents her deciding that the discipline and focus the College tried to teach her was not a waste after all, becoming a fully ordained Battle Wizard. She can also continue as a Pyromaniac to keep venting her powers for fun, much as she did in the first game. She can also imbue her own flesh with fire magic and become an Unchained whose flesh is infused with fire.
    • Victor Saltzpyre: Victor can accept a promotion in the Inquisition in his first career as a Witch Hunter Captain. He can also distance himself even further from the Inquisition and continue his personal crusade while also making money as a Bounty Hunter. Finally, Victor can dive headlong into religious mania as the Zealot, recognizing only Sigmar's authority over him and recklessly throwing himself at the enemy with insane fury.
    • Kerillian: Kerillian's first career has her continue as a Waystalker. If her conscience tortures her with what happened at Ubersreik, she may have a religious awakening and devote herself to Isha as a Handmaiden, fighting for the memory of a once-united elf race. Alternatively, she can embrace bitterness and sadism; seeing a Dark Elf ancestor in her dreams, she emulates the cruelty of the Exiled Kin as a as a Shade, now counting her kills for her own pleasure.
    • Marcus Kruber: Marcus may continue as a Mercenary Veteran. Alternatively, he can be officially recognized by the Empire as a hero and be elevated to a knighthood as a Foot Knight. He can also return to his roots, honoring the gods Taal and Rhya as a survivalist, wilderness guardian, and Huntsman.
  • Downer Beginning: The game's beginning reveals that after Rasknitt captured the heroes, Ubersreik fell to the unopposed hordes of Clan Fester.
  • Drop the Hammer: One of Kruber's weapon options (and the one he starts with in the tutorial) is a large two-handed maul, and his "Return to Ubersreik" DLC weapon option is a sword paired with a mace. Bardin can choose from a simple hammer, a hammer and shield, a two-handed hammer of his own, or even a pair of hammers as his DLC weapon. Sienna gets a large long-hafted mace as one of her weapon options.
  • Dual Wielding: Multiple heroes: Bardin as the Slayer uses two handaxes and dual flame pistols as the Ironbreaker, Kerillian has dual swords, dual daggers, and sword-and-dagger, Victor pairs his rapier with a pistol, and Bardin and Markus both use their shields offensively as well as defensively.
    • Chaos Savages can also be seen wielding two axes. Skaven Chieftain Skarrik Spinemanglr also swaps between his halberd and a pair of swords.
    • The "Back to Ubersreik" DLC features a new weapon for each character, including a sword and mace combination for Kruber, an axe and falchion combination for Saltspyre, and dual hammers for Bardin that he can use for all three of his careers rather than just his Slayer one.
  • Elite Mooks: Chaos Warriors wear heavy plate armor and wield better weapons than the marauders. Even worse is that they are devoted to Nurgle, thus being gifted with increased durability but at a cost of speed.
  • Epic Flail: Victor's new melee weapon type are flails. They ignore shields entirely and stagger hordes aside.
  • Fire-Breathing Weapon: Bardin can now wield flame spewing drakeguns.
  • Five-Man Band: Back again.
    • The Leader: Victor Saltzpyre is in a nominal position and technically has authority over everyone else, though really this extends more to Markus and Sienna. Additionally, he tends to shout commands during gameplay.
    • The Lancer: Markus Kruber: The Lancer is the Leader's foil. Markus is religious but tolerant, generally friendly and well-liked, humble, and of lower-class origins.
    • The Big Guy: Bardin often plays this role as the Ironbreaker or the Slayer. A bit less so as the Ranger Veteran.
    • The Smart Guy: Sienna, as a ranged finesse character and more in tune with events than any other human character.
    • The Heart: A role mostly filled by Lohner; Olesha merely fills in a plot-necessary background role. Lohner serves as the spur and voice of encouragement as needed. Also shares the role of Smart Guy.
    • Sixth Ranger: Kerillian. She's The Friend No One Likes, condescending at best, and only really cares about Sienna. She occasionally finds minor charm in Kruber, absolutely detests "One-Eye," and tolerates Bardin while sneering at him. Occasional glimpses at her Hidden Depths show there's more than just her dislike of the others there, but she remains snarky and occasional outright mean.
  • Foregone Conclusion: Doesn't actually occur in game, but if you are familiar at all with the lore of The End Times, you know ultimately everyone will die. That means literally EVERYONE save for the Chaos Gods, a few beast races, and Sigmar.
  • Fun with Subtitles: Several members of the party have two different random yawns as "dialogue" in the "A Quiet Drink" event. The first is subtitled as "YAWN". The second is subtitled as "A DIFFERENT YAWN". Other bits of odd speech include "MUMBLE" and "SINGS INCOHERENTLY".
  • Gang Up on the Human: If you're playing in a private game with only bots then you're the only death that matters. The game knows this and will specifically target you if it can. Although this is still true if you're playing as the Elf or the Dwarf.
  • Got Me Doing It: During "A Quiet Drink" a drunken Saltspyre shouts this after you drop the cask of Bugman's:
    Victor: CAREFUL, LUMBERFOOT! ...Oh, Blessed Hammer, she has me doing it now.
  • Grim Up North: Norsca from where the Rotbloods hail is this, a frozen Chaos-infested wasteland filled with savage tribes and monsters where only the strong survive. During the Skittergate mission, the group briefly visits Norsca through the aforementioned gate in order to disable its reactors on that side.
  • Guide Dang It!: While finding the three hidden runes in the missions of the "Return to Ubersreik" DLC is surprisingly completely optional (considering finding them is ostensibly the entire reason Oleysa sends the heroes back into the illusion of Ubersreik in the first place), as a result they're ridiculously hard to find. The first requires you to find five devilishly well-hidden switches hidden throughout the level to open the gate to the rune, while avoiding a number of decoy switches which will disqualify you. The second requires you to fiddle with a number of environmental objects (again with a number of red herrings) to uncover a stone gargoyle head which you then have to carry through more than half the level until you find the headless gargoyle to put it back on to open the door. The third, and possibly the worst, demands that you find a hidden torch, bring it to a small room off the beaten track with a fireplace in it, drop the torch into the fireplace (by changing weapons rather than by interacting with it) to cause three miniature statues to appear, then pass through a well-hidden platforming challenge to find a row of statues where you have to interact with the same three from the small room to open the door (which three it is randomises each time so no shortcuts).
  • Hitbox Dissonance: Usually not the case even with melee combat - lag or bugs aside, to hit an enemy in the head with your melee weapons, putting their head in the center of your screen isn't necessarily the guaranteed way to headshot them depending on how the weapon swings (for example, the heavy attack that is performed in the third sequence of Saltzpyre's Rapier attacks might be considered as not headshotting an enemy if aimed too low at an enemy's head, because the stab of it goes from below to upward).
  • Hold the Line: The hidden mission in "Return to Ubersreik" you unlock if you find all three hidden runes, "Fortunes of War", is one of these. You get placed in the open square from the "Horn of Magnus" Map with some extra furniture and a lot of supplies scattered around, then face down massive hordes of enemies while Olesya tries to uncover the treasure hidden in the statue at the center. Said hordes include elites spawning in pairs or even trios (leading to horrible situations where you can be crossfired by multiple Ratling Gunners or have multiple party members grabbed by Packmasters at the same time), Stormvermin and Chaos Warriors coming at you in packs, and at least three boss monsters! Good luck!
  • Lag Cancel: "Block canceling" - various dashing career skills can cause players to end up pulling their best Leeroy Jenkins imitation to perform for its entire length, like through a horde while they're already with the rest of their team. To perform them more safely and still reap the skill's benefits, players can instead press their block button at any point during the dash which causes them to immediately block and stop charging forward while still gaining, say, the Zealot's attack speed bonus.
  • Late-Arrival Spoiler: The opening rather blatantly spoils the original game's very last DLC. Specifically, its Downer Ending where Grey Seer Rasknitt is not only revealed to be still alive, but ambushes, curbstomps and captures the heroes.
  • Mechanically Unusual Class: As the Slayer, Bardin cannot use ranged weapons, and is the only character class that allows you to carry two different melee weapons instead. Also, his Skill, which performs a leaping attack, recharges extremely fast compared to the other Skills which partially makes up for his inability to kill at a distance.
  • Noodle Incident: During "A Quiet Drink" Bardin mentions an incident at a tavern called The Orc and Feather where a couple of "friendly" girls attempted to cut Markus' throat and sacrifice him to some dark god. Markus thinks it might have been worth it.
  • Offscreen Moment of Awesome: During the tutorial you find Kerillian casually leaning on a post near a number of dead Skaven, including a rat ogre, in an extremely confined space. In a different way, Saltzpyre manages to escape without the Skaven ever noticing.
  • Off with His Head!: A very common result of you hacking your way through the Skaven and Rotblood hordes, particularly if you aim for the head, although the heads are as likely to shatter as go flying. Kruber even has an alternate type of two-handed sword called an Executioner's Sword which gains bonus damage on headshots.
  • Plague Zombie: A part of the Rotblood's forces.
  • Portal Door: Rasknitt has ordered the construction of an enormous portal called the "Skittergate", which is powered by warpstone and human sacrifice. Rasknitt intends to use the Skittergate to allow Bödvarr Ribspreader's army easy access to Helmgart. In the prologue, it appears to work, but breaks down (much to Bödvarr and Rasknitt's frustration), and it apparently wasn't the first time it failed to work properly.
    • Despite the setbacks, the Skittergate managed to summon a large enough number of Rotbloods to mostly overwhelm Helmgart and the surrounding area.
  • Rank Up: Alternate classes aside, each character's starter class has improved since the first game: Victor has been promoted from a common Witch Hunter to a Witch Hunter Captain, Bardin has gone from a Dwarf Ranger to a Veteran Ranger, Kerillian has advanced from Waywatcher to Waystalker and Sienna has upgraded from Bright Wizard to Battle Wizard. The only exception is Markus, who's changed careers entirely from Empire Soldier to Mercenary.
  • Sanity Slippage: Each character has a career that represents this, which represent the life the character led if their experiences in Ubersreik drove them over the edge rather than steeled their resolve. Compare Discard and Draw, above.
  • Schmuck Bait: Some grimoires seem deliberately placed to screw with perfectionist players, requiring very difficult or very dangerous jumping puzzles to obtain. Players will often refuse to leave without them anyway, resulting in a lot of wasted time or a mission failure due to 'Hurry Up Horde' attacks, specials picking people off while they try to get the grimoire, or just losing so much health in the process that the rest of the level becomes nigh-impossible.
    • The Sack Rat reprises its role as Schmuck Bait, as its main threat is causing greedy players to recklessly chase the rat into danger and splitting the party. A loading screen hint cheekily suggests to drop everything and chase a Sack Rat for the loot, while not mentioning how bad of an idea it is.
  • Ship Tease: A fair few dialogues between Kerillian and Kruber hints that Kerillian may hold some level of affection for the guy, especially her wondering why he willingly follows Saltzpyre.
    • Sienna has lines of dialog in the first game where she hints Victor's interest in her is romantic. If he's present, a sputtering, exasperated reply is all he can manage. Fans read into the shackles over Victor's bed in Vermintide 2 for sure.
  • Shout-Out: One of the tomes in the map Empire in Flames is located in a bricked-up alcove in a wine cellar with a skeleton in it.
    • The game has a mode for Twitch streamers where periodically, the chat can vote between two options of what happens in the game next; such as spawning an enemy or conferring a buff. The option for spawning a Stormfiend is named "Fire and Fury".
    • Another option in Twitch mode is for the chat to summon an army of Stormvermin. This option is called "Blackfurs on Parade".
    • The picture for A Gun to a Swordfight challenge is clearly supposed to look like Indiana Jones' famous scene from Raiders of the Lost Ark of shooting a swordsman that flourished his weapon at him.
    • The description for Bardin's Drungazaz Great Axe skin claims that it belonged to "Unkri the Terrible, who carved out a significant holding in the Badlands, before his fortress fell over and sank into the swamp".
    • One of Kruber's lines from "A Quiet Drink" is "Kruber needs ale- badly!", while at one point, Saltspyre declares "I have a cunning plan!"
  • Shown Their Work: The Empire having Nurglite Chaos Warriors to deal with alongside Skaven is actually correct, considering that during the early End Times the Empire was in a devastating war against the Glottkin, a trio of Chaos Lord siblings who follow Nurgle.
  • Sterility Plague: Olesya reveals that Clan Fester's breeders (female skaven who are best described as large and bloated baby makers) are suffering from a sterility disease known as the "Brood Blight", and their attack on Ubersreik was due to Rasknitt promising them a cure if they captured the city for him.
  • Unfriendly Fire: Discussed in some Keep dialogue between Kerillian and Kruber, in which the latter says that Saltzpyre isn't so bad before mentioning that he'd had a few officers he might have "helped on their way".
    • On Champion and Legendary difficulties, friendly fire is turned on. During gameplay, hitting your allies triggers dialog. Some hint that the victim thinks this is the case.
    Sienna: "Not now, Victor!"
    Saltzpyre: "I expected as much, elf!"
  • Villain Team-Up: The Skaven have allied with the Nurgle-worshipping Rotblood tribe. Given the Skaven's (and in particular Clan Fester's) penchant for ruin, decay, and plague, it makes sense that the Rotbloods would be the tribe that tolerates the Skaven.
  • Vitriolic Best Buds: The five heroes constantly argue with and verbally snipe at each other, but it's clear they've grown at least moderately fond of each other as well after surviving the first game together. Although this fondness is definitely a bit strained in the case of Kerillian.
  • What If?: Each of the 3 careers of the heroes represent alternative routes of Character Development each character could have gone through after the events of Ubersreik. Generally the careers follow three basic themes; the character retained their career from the first game but got a promotion, attained a new one due to the events of the first game making them want to change their ways, or went insane from the horrors they saw in Ubersreik and fall to madness of some sort.

Example of: