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Video Game / Vermintide II

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"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 Xbox One versions will be released in a later date.

Fatshark followed with a similar game set in the Warhammer 40,000 universe, Warhammer 40000 Darktide.

This game provides examples of the following:

  • Action Bomb: In addition to the Globadiers with their usual Taking You with Me move, the Winds of Magic DLC introduces Skaven suicide bombers during Weaves who charge at players while wearing a lit cask of gunpowder on their backs. If you let them get close enough, they'll take you with them.
  • Adaptational Wimp: Some weapons have been massively nerfed when introduced to the game compared to their tabletop counterparts.
    • Nowhere is this more apparent than in Bardin's Drakefire weapons. In lore, Drakefire works like the fantasy counterpart to napalm, and burns white hot for days on end while lingering where they stuck as area denial. The heat produced was so intense that not even gromril plates could protect the Ironbreakers from them, so Runesmiths had to create improved Irondrake armor to prevent the dwarf operators from roasting themselves alive. Additionally, these Drakefire weapons were invented to deter enemy hordes, specifically Stormvermin charges, while the in-game counterpart has pitiful performance against even cannon fodder by contrast.
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    • As with the first game, Kerillian's Hagbane arrows take a while to actually kill anything they hit, and deal decreased impact damage overall compared to normal arrows. In lore, Hagbane poison is so potent that, to quote official description, "should one of these arrows so much as break the skin, their target is destined to end their life in screaming agony". On top of this, they are still arrows through and through, and so would still hurt when shot the normal way.
  • 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.
  • All Your Powers Combined: The Concoction trait is this for potions. When equipping a ring with Concoction, every potion the player drinks grants all the effects of Strength, Speed, and Concentration, in exchange for a 30% shorter duration.
  • 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.
  • And Your Reward Is Clothes: Reaching levels 17, 22 and 27 with a given hero unlocks a headgear for each of their three career paths, and completing 100 matches on Champion+ with each skill tree also grants a rare helmet for those respective classes. Additionally, completing every Helmgart level on either Champion or Legend as any character career also unlocks one of two high-quality reskins of their outfits.
  • Anti-Frustration Features:
    • As per genre standards, most special and elite enemies make very distinctive noises when they spawn near players, allowing keen heroes to prepare for their arrival. Those that don't are typically called out by AI teammates (if any), and is especially useful when encountering Monsters, who are silent otherwise until provoked.
    • Gear scores for crafted and/or items looted from post-game chests are calculated after the highest-leveled hero one has, meaning it's actually easier to outfit other characters after reaching level 30 with one. Gear items are also shared across all five characters and their respective career paths, so if you've scrounged up a set of Veteran-grade accessories, you could then equip your level 1 heroes with them and give them a boost.
    • Many of Okri's Challenges are rather lax in terms of requirement: those that demand you perform a certain task in a certain map (e.g. finding all three runes in Ubersreik maps) could be accomplished by a teammate and those would still be tracked for you. Better yet, progress is still counted should you join a team after they've done the deed, like those that has you kill a certain boss on Champion or Legend. The only ones that can't be cheesed this way are those that specifically demand progression made by you, such as those of Grail Knight Kruber, or the weapon illusion challenges that require a certain amount of kills made before they will unlock.
    • AI teammates that take up the free hero slots will use the builds you've set up for those characters, and will assume the career you last played as, so having a 600-power level 30 Ironbreaker on the bench will have the Bardin bot on your team emulate that specific loadout, giving you an easier time during missions.
    • Bots can be commanded to pick up tomes and grimoires when playing solo. Books that are placed in out-of-reach locations will have the commanded bot magically teleporting up after you, or just nabbing the item from a close distance. A grimoire will often just be added to a bot's inventory upon requesting them to pick it up, since their AI can't path up to it.
    • If an enemy hits you and ignites the fuse while you're carrying a powder keg to an objective, you could still toss the barrel into its highlighted spot and it would still count.
    • You and your teammates, human or AI, are Friendly Fireproof to all melee attacks, which helps tremendously when swarmed by hordes.
    • Bots can now be commanded to pick up, swap, or drop a much wider variety of items compared to the previous game. This makes book hunting that much less of a chore, since bots can carry grimoires now, and can be made to discard them in a pinch to regain some health. That being said, the prompt to have them toss the grimoires are disturbingly huge, which could lead to players accidentally telling them to discard those while trying to get another to pick up something else.
    • Bots won't use consumable items like buff potions or grenades, because Fatshark wisely decided they simply couldn't program their AI to know when would be the most appropriate time to use them. Instead, bots will still pick these items up, and as soon as you use up the one you're carrying they'll hand it to you instead.
  • 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.
  • 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.
  • Artifact Title: The sequel is no longer just about the Skaven and their eponymous Vermintide. There are now Norscan Rotbloods and Beastmen joining in on the fun, as well.
  • Artificial Stupidity: As per the last game, the team A.I.s were purposefully made to be incompetent in order to incentivize players to play with each other.
    • The AI bots that you get if you don't have four people are generally okay-ish, 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.
      • Bots also cannot (or more accurately were not scripted) to do block-revives, meaning they will stop reviving a player if they get interrupted. Often times, this will lead to the death of the player in question, since the bot will abandon them as it tries to clear out the enemies around the area. Bots that are playing as characters with a dash skill will also not take advantage of dash-revives to break out of a crowd, usually dooming themselves as well.
    • Of all the things in this game, they seem to struggle the most with ledges and bottomless pits. More accurately, they don't seem to grasp the danger of a ledge and will often blunder right off the edge of some maps and hang there until rescued, or they die. Most of the time, they will fall right back down after being pulled up, or the other bots that come to save them will come tumbling down as well, and if the AI doesn't perceive there to be enough room for them to approach, they will not help you. Or each other, for that matter.
      • To make matters worse, on the occasions where they do acknowledge that they could come and save somebody, a bot will come tumbling down themselves, and any other bot that come to their rescue will do so as well without fail. It's not a rarity to see all three bots hanging from a ledge at the same time, many times in the same spot on top of each other. It's as if one is playing with a pack of lemmings than actual bots.
    • On occasion, a bot might fail to grasp that it has a ranged weapon and will charge headlong after a teammate nabbed by a Packmaster, only to be swarmed by nearby Clanrats or worse, be grabbed by another Packmaster strutting around. At other times, they will try to rush a firing Warpfire Thrower or Ratling Gunner with their dinky swords only to be downed in an instant. This seems to happen the most with bots who are using melee-based careers, like Mercenary and Ironbreaker, but the rare exception does exist.
    • Bots may occasionally pick up tomes on their own, without input from the player. Said bots will also drop those tomes the instant they find a healing item of some sort, often causing no ends of frustration to players who will then have to either waste time combing the surrounding areas for it and be attacked by a horde, push on without that tome and be denied its loot value, or restart altogether. It's a good thing that they don't (or can't) do this to grimoires, however, though they won't automatically pick those up, either.
  • Artistic License – Physics: The Repeater Handguns available to Markus's three careers and that of Victor's Bounty Hunter kit are essentially perpetual motion machines once they've been spun. This is despite the barrels audibly ratcheting against the advancing gear inside, and will stop to a grinding halt once the alternate fire key is released.
  • 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 left it in for the sequel, and then later released a patch that made your character do it by default.
    • 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: Throwing axes are this for a Slayer Bardin. While they provide him with an option to deal with enemies from range, throwing axes aren't counted as either one-handed or two-handed weapons, and thus don't synergize with two out of three of his level 10 talents. Said talents also happen to be the cornerstones of an effective Slayer, as without their attack bonuses, Bardin would be at a severe disadvantage on higher difficulties. Many players elect to forgo range combat instead of eating the drastic DPS drop.
  • 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 halberd and spear, Kerillian's glaive and spear, and Saltzpyre's bill join the glaives wielded by Stormvermin.
  • Beat Them at Their Own Game: The diverse variety of weapons in the game allows the player to do this to certain enemy types, such as killing a Globadier with the poison Damage Over Time of a Hagbane shortbow, roasting a Warpfire Thrower alive with Ironbreaker's Drakegun, or slaughtering a Rotblood Frother as a Dual Wielding Slayer. A Shade Kerillian backstabbing a Gutter Runner could also count as this.
  • Bragging Rights Reward: The black armor skins for each character's career paths are this. In order to unlock just one, one must brave all thirteen levels of the base game on Legend as any given character kit, and there are fifteen of them in total, one for each career, so have at it.
  • 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.
      • Grail Knight: Melee-Tank hybrid. His passive lets him No-Sell Warpfire Throwers when equipped with a Bretonnian shield, whereas every other character will be staggered by them in the same situation, while his Bretonnian Longsword has the unique riposte mechanic, where holding a charged attack provides Kruber with three shields' worth of stamina for parrying, allowing him to tango with a small mob or a single melee heavy hitter. As for Melee, his career skill is a magical sword strike that deals high damage to a priority enemy, or can serve as a crowd-clearer. It should be noted that Grail Knight leans more towards the former side of things, however, as he provides neither the Damage Reduction aura nor the stamina regeneration buff provided by Foot Knight, and nearly all of his talents only serve himself.
    • 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 50% of her life bar. Her active shoots out a trio of homing arrows, that can be used to clear out a group of normal enemies, kill a few elite/special foes, or damage a boss.
      • Handmaiden: Tank. A defensive dodge-tank class and can also melt a horde. Her active allows her to dash straight through enemies, allowing her to phase through groups of enemies or dodge attacks safely.
      • 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 causes special enemies to spawn ammo drops when killed.
      • 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.
      • Engineer: Ranged. Boasts a customizable steam-powered gatling gun, allowing for swift crowd clearing or focusing down more dangerous enemies. The gatling gun needs to be manually recharged between volleys using his Build Pressure passive, unlike every other classes' ability bar recharging automatically. The Engineer carries more ammuntion, improves the ranged damage of nearby allies, and can also carry three bombs and switch between them, making him a capable grenadier.
  • 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.
  • Colour-Coded for Your Convenience: Loot items are separated into five tiers, Common (white), Uncommon (green), Rare (blue), Exotic (orange), and Veteran (red). "Blacksmith" is technically an item tier as well, represented by a dull grey and clocking in at a measly 5 power each, but those items are mere templates for use in crafting, or for use as temporary level 1 gear until you've completed at least one game and earned better equipment.
  • 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 to 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, the book involving her being 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.
  • Continuity Snarl: Some enemy factions crop up in maps that they logically shouldn't be in.
    • The Rotbloods can be encountered throughout the three Ubersreik DLC maps, despite their alliance with the Skaven not being a thing yet at the time, so there wasn't a way for them to arrive there yet. And the whole thing about them not being in the first game's narrative as well. This is explained in Fortunes of War as Rotblood shamans interfering with Olesya's illusion, hence their presence.
    • The Beastmen were introduced way after the Skittergate was closed, and are based around the Reikwald area where the meteor landed. Completing Dark Omen retroactively places them in all prior maps, despite how little sense it would make for them to be in some places such as Helmgart, Ubersreik, and Bögenhaafen, and way earlier than they should be. Particular emphasis on Ubersreik, since at least the Rotbloods have a believable excuse to be there.
  • Cool Gate: 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.
  • Critical Hit Class: Shade. As a Shade, Kerillian is capable of dealing frightening amounts of damage via her Back Stabs. Against anything smaller than a Chaos Warrior, a backstab from Shade is a One-Hit Kill, while bigger enemies will still take heavy damage regardless, more if she's Infiltrating. As such, Shade is one of a tiny handful of, if not the only class, that will ever make use of Crit Power, as it augments her already obscene damage output to truly maddening levels.
  • 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.
  • Cycle of Hurting: Due to the ramped up spawn rate of special enemies on harder difficulties, it's very possible for you to be grabbed by one, freed, then immediately nabbed by another. Special points go to the Blightstormers. If they spawn in groups and position their vortexes in a tight bunch (which they very well might), you'll find yourself being juggled for a good while.
  • 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.
  • Difficult, but Awesome: Several career builds and pieces of kit require the player to constantly put themselves in danger in order to gain the most mileage out of them.
    • As a Zealot, Victor gains the most bonus power when his permanent (green) health is but a sliver remaining. Being a tank, it also means he will constantly be smashed by enemies, so players who can't manage his temporary HP well will find themselves dead very quickly. If they can, Zealot Victor makes short work of most non-boss creatures thrown at him, while the team behind him can support him from relative safety.
    • Sienna's Pyromancer and Unchained provide far superior offensive/defensive capabilities compared to her standard Battle Wizard, but the catch is that their power scales with her Overcharge level. Therefore, in order to maximize damage output, Sienna has to constantly be in the red. This is even harder for an Unchained to manage, as her venting power has a long cooldown and Overcharge builds rather quickly just from her being hit, which is easy considering Unchained is her Tank kit.
    • Kerillian's Shade deals unparalleled critical melee damage through her backstabs, capable of killing all man-sized enemies with a single hit, and offing monsters and Lords in record time with the right build. She is also incredibly fragile and deals extremely poorly with big mobs when her career skill is off cooldown (never mind how all enemies turn on a dime if they're not distracted by other heroes), and has to rely on tanks to soak up or negate damage for her.
    • The "Natural Bond" trait for necklaces converts all health gained from healing to temporary HP that ticks down constantly, in exchange for the permanent health itself slowly regenerating every 5 seconds. Playing on Recruit and Veteran, where healing items are abundant, this trait is rather garbage, but it proves invaluable to non-tanks, who typically don't have the HP to withstand enemy strikes on Champion and Legend, where supplies are few and far between, and two thirds of a health bar could be gone in an instant from an enemy sneak attack.
    • The Empire Longbow for Huntsman Kruber teeters between being this and Awesome, but Impractical. It deals very high damage and is capable of melting Chaos Warriors and monsters in the right hands and dropping special enemies in an instant, but mastering this weapon takes a lot of fiddling around and getting used to, and using it the "right way" is very counter-intuitive for those who are used to Kerillian's playstyle.
      • To elaborate: the Empire Longbow requires just the right level of draw to deliver enough punch at high enough accuracy to hit things at range. Light draws will not generate enough power to punch through armor, while drawing it for more than a second makes the arrow fly less accurately due to fatigue. This makes using the Empire Longbow very awkward and clunky unless the user is situated far enough behind the frontline where they're not harassed by enemy hordes and can comfortably aim and fire, which is almost never the case on harder difficulties. To make matters worse, Kruber cannot move once the bow is at full draw, making him a sitting duck to anything creeping up behind him, and rendering cover peeks at firing special units impossible to do.
  • Discard and Draw: Each hero has three careers representing what happened to them after Ubersreik. Their first career, unlocked by default, has them remain much of what they were, or at least be "more" of what they were; the second has them undergo Character Development and follow a higher calling of some kind; the third and final, by contrast, has them suffer some Sanity Slippage and take a much darker turn:note 
    • 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, sees her continue venting her powers for fun, much as she did in the first game. Pyromancer, meanwhile, represents her deciding that the discipline and focus the College tried to teach her was not a waste after all, cleaning up her act and becoming a fully ordained magister. Finally, as the Unchained, she can succumb entirely to her Addictive Magic and become an unhinged pyromaniac, channeling self-destructive amounts of magic through her flesh.
    • 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.
    • The Grail Knight class gives him a fourth option; he can discover that he is from a holy knight's blood line, gain mystical quasi-holy powers, and start affecting the manners of his ancestors while emulating their styles of war. Saltzpyre is almost certainly not pleased.
  • Downer Beginning: The game's beginning reveals that after Rasknitt captured the heroes, Ubersreik fell to the unopposed hordes of Clan Fester.
  • Downloadable Content: In several flavors. The first type are mere skins for the five heroes and their basic classes, while the second of which are chapter expansions, such as Back to Ubersreik or Winds of Magic. The third kind, which is being experimented with by FatShark, covers premium classes for the five characters, the first of which is the Grail Knight career for Markus Kruber, introduced with the Season 3 update. FatShark confirmed that more premium classes are in the works, and will potentially be delivered in later seasons.
  • Draw Aggro: The Shout-type skills of the Mercenary, Ironbreaker, and Witch Hunter Captain forces nearby enemies to focus only on the shouter, which could be useful when distracting large hordes or bosses. Notably, the Ironbreaker shout doesn't attract enemies from Chaos Warriors and bigger, unless you choose a specific one of his final-tier traits.
  • 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.
  • Dummied Out: There is a disturbing amount of cosmetics that were never released to the playerbase at large. While some of these have variants that are obtainable from Bögenhaafen chests, many still remain unimplemented, and are in fact rather broken when modded into the game.
  • Dump Stat: Some equipment properties are rather worthless and unused.
    • Respawn Speed. It's of no use on lower difficulties where it's so easy you can't even die that often to take advantage of the reduced wait time, and on harder modes your team will be taking their time fighting out hordes before rescuing you anyway, making the shortened respawn time moot.
    • Movement Speed. It doesn't confer much benefit and can make platforming a lot harder to manage.
    • Crit Power. An interesting case, as while powerful, it's only really effective when equipped by classes who live or die based on their critical chance. When used by most classes, Crit Power would confer too little benefit anyway, as regular crits are plenty powerful in their own right. As such, next to nobody would ever need this, except for Shade, who needs a metric ton of it to be able to effectively melt monsters and bosses on harder difficulties.
  • Easy Level Trick: Post-Winds of Magic, the finale portion of Convocation of Decay has gained itself a reputation for being the single-worst defense segment of the game, even on lower difficulties.
    • However, there existed a bug in which if only one person jumps down to the circle and die there, the progress meter would still tick up, netting everyone else a free win.
    • After the above glitch was patched out in Season 3, players were quick to spot another exploit, where a half-broken pillar can be jumped onto from the leftmost side of the ring, where no melee enemy can reach them, allowing marksman classes like Waystalker or Huntsman to safely snipe at enemies from a vantage point. Even reviving respawned teammates is made easier by this, as it's right near the spawning area. The only crimps to this are that those who are not on the pillar will still have to be able to hold their own, and the reduced visibility while on the vantage point, as the environment doesn't light up like when inside the ring, though this can be gotten used to quickly, and remedied by simply clicking the brightness meter up a few notches.
  • 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.
  • Escort Mission: Several missions have objectives that force you to deliver a certain object to its destination, such as a battering ram or a cart full of blackpowder. Hunger in the Dark in particular is one huge escort mission in its entirety, where you need to fill up, push, lose, find, and deliver the powder cart to the end.
  • 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.
  • Flunky Boss: All of them. Despite them being something of a big deal and their tendency to talk smack at our heroes, all of them would rather drown the players in cannon fodder than actually taking on them themselves. Bödvarr is an especially egregious example of this, as he proudly boasts his superiority over the Ubersreik Five (or Four, doesn't matter), and threatens to kill them all by himself, and yet will also call in waves of fodder to help him should he be sufficiently hurt.
  • 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".
  • Game Mod: Could be found on the Steam Workshop for PC versions. These come in two types: "Sanctioned" and "Unsanctioned". Sanctioned mods can be downloaded and freely used while playing normal games, while Unsanctioned mods require playing on a Modded realm to take effect, which doesn't track player progression to avoid cheesing using cheats.
  • Gameplay and Story Segregation: The Beastmen introduced with the Winds of Magic DLC are apparently fine with playing second fiddle to the Skaven and Rotbloods, despite them being literally Chaotic Evil in lore and would sooner fight (and eat) the other two than working with them.
  • 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.
  • Glass Cannon: Several characters have access to career paths that offer extremely high burst damage capabilities, but in exchange for low HP, poor survivability, or both. These are Huntsman (Kruber), Shade (Kerillian), Bounty Hunter (Saltzpyre), and Pyromancer (Sienna), all of which could do a real number on bosses and elite enemies, but have the staying power of a limp noodle when mobbed by large crowds, even on the easier difficulties. Tellingly, these are usually the worst classes to have as AI teammates, because they can't think like players could to compensate for their fragility.
    • Kerillian herself embodies this trope fully across all three of her careers, not just Shade, it's just that Waystalker makes up for this with passive healing via Amaranth, while Hand Maiden has the added benefit of improved dodging. All three go down very quickly once the enemy actually lands a blow on them, however.
  • Good Job Breaking It Hero: In every single hero's backstory. Every single one of them, when taunted by Constance Drachenfels, proves to have completely messed up.
    • Markus: Markus is a shell-shocked veteran who is losing all sense of morality after sending so many men to their deaths and has actually considered selling out the others to the Chaos forces in order to save himself.
    • Bardin: Bardin's mistakes on a mission cost him his son and many other dwarfs, and he was nearly gutted by the Skaven. He was punished accordingly by his people; "Hold-Seeker" sounds so much nicer than "exile."
    • Victor: Victor's faith in Sigmar is actually flagging significantly, hidden by his rhetoric and bluster. He doubts Sigmar is real, and doubts even if he exists that he can do anything about the coming storms. Moreover, Victor knows he tortured and burned an innocent woman to death due to over-zealousness on his part, and the guilt is eating him alive.
    • Kerillian: Kerillian heard a prophecy that Ubersreik would play a role in Athel Loren's fall. Arrogant in the extreme, Kerillian thought that she would be the one to singlehandedly stop this prophecy from coming to pass. Interpreting it as the people of Ubersreik eventually attacking her home, she led an ambush against a military convey to the city, weakening it greatly. Hence, the fall of Ubersreik, then an invigorated Skaven presence, then the corruption of Athel Loren. Her ego caused a Self-Fulfilling Prophecy, the downfall of Ubersreik indeed had a role in Athel Loren's fall, and it's all her fault.
    • Sienna: Sienna has just lost herself to the flames multiple times and killed her colleagues in wild pyromania for the thrill of it. She also killed a templar hunting a "witch"... only to learn the templar was exactly right and the witch really was a dangerous Chaos-worshiping monster.
  • Got Me Doing It: During "A Quiet Drink" a drunken Saltzpyre 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.
  • The Guards Must Be Crazy: The patrols, to be exact. As with the first Vermintide, groups of Stormvermin and now Chaos Warriors may be encountered patrolling random areas of the map, and will attack the heroes if provoked, or a player enters their aggro range. They will also flat-out ignore you otherwise, so all four heroes standing in the middle of the road eyeballing them from a distance or even shooting in their direction is no cause for alarm, as long as they don't get close or actually hit anyone.
  • 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).
    • Unless you came directly from Vermintide 1, there would be no indication that Saltzpyre's rapier has an off-hand pistol that you could shoot, despite him holding both the gun and sword in third-person. There's also no in-game hint that this is even possible; the button used to fire it isn't even bound unless you dive into the settings yourself and make adjustments. One is more likely to find the relevant binding by accident while adjusting their button inputs.
    • Similarly, Waystalker Kerillian's passive grants her an additional zoom level on her bows, which the game briefly tells to be bound to this same alternate fire key and nowhere else... the same key that isn't bound by default.
    • Strength potions increase makes all damage done by someone benefiting from it be armor-piercing as well as doing more damage. You may not expect the potion that sounds like it makes your muscles stronger for its duration to also cause your guns to (somehow) shoot harder and your bombs to explode with more force, but that's how it is.
  • Hell Is That Noise: As before, each time a special enemy appears, it will emit a faint signature sound that alerts players to its presence. Gets really unnerving when the scene is eerily quiet and then you start hearing whispers coming out of nowhere. Monsters also make a telltale sound immediately before their battle theme starts, just to let you know they're coming, though occasionally this noise will glitch out and not play, leaving players utterly terrified and surprised when a Chaos Spawn or Bile Troll comes out of nowhere and bashes everyone to paste.
  • 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).
    • The Beastmen are absolutely ridiculous with this. A basic Gor already hits for obscene amounts of damage even on Champion and lower, making complete mockery of damage reduction effects, but their actual attack range is deceptively long, far longer than the striking distance of any melee weapon in fact. Their hits also seem to connect before the animation finishes, making it a complete toss up on when to block and when not, which is made worse by how they could hit through even that on occasion.
    • The projectile coming from a Fireball staff is deceptively massive, especially when fully-charged. Casually flinging fireballs past your teammates may occasionally result in friendly fire complaints and team damage.
  • 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!
  • Interface Spoiler: Opening Okri's Challenges and scrolling down to the Back to Ubersreik section will instantly give away the existence of Fortunes of War.
  • King Mook: Three of the four Lord enemies are simply beefed-up versions of certain special units: Halescourge is an enhanced Blightstormer/Lifeleecher, Spinemanglr is a boss Stormvermin, and Bödvarr is a tougher Chaos Warrior with some new moves. Rasknitt's mount Deathrattler is additionally a modified Stormfiend, wielding dual Ratling guns in place of Warpfire Throwers and capable of a Foe-Tossing Charge, though it remains more or less the same.
  • 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.
  • Lethal Joke Weapon: Torches. Despite appearances, they deal obscene amounts of damage with each swing due to them setting enemies on fire. Each torch offers 3 points worth of block stamina, and like standard weapons are indestructible, no matter if hit by a puny slave rat, or the gigantic fists of a Rat Ogre. They also deal very handily with hordes due to the wide frontal sweeps, and even armored foes fall to the afterburn very quickly on Legend. The only catch is that torches are inherently rare due to their nature as puzzle-solving tools, and with the exception of one, cannot be brought out of their immediate areas to use elsewhere.
  • Let Us Never Speak of This Again: Played for Drama. After the completion of Castle Drachenfels, not a single one of the heroes wants to discuss what happened there. Lohner gets slapped down whenever he asks about it, and whenever one hero tries to talk about it with another, they get some variant of "best not to talk about it", something that the one who brought it up quickly agrees with.
  • Make Me Wanna Shout: The special skills for Mercenary, Ironbreaker, and Witch Hunter Captain has the player characters bellow out a warcry to stagger nearby enemiesnote  and Draw Aggro towards themselves. The shouts also force pinning-type enemies (e.g. Packmaster, Gutter-Runner, etc...) to immediately drop their quarry.
  • Meat Moss: Present wherever Nurgle-related magics gather, such as the ritual site in Convocation of Decay, the manor claimed by the titular sorcerer in the mission Halescourge, or the caves around the Monolith of Ghûlmagak in Festering Ground. As expected from the Rotfather, these are usually growing as putrid ropes of meat from pools and pits where bodies were ripped apart and left to decay.
  • 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.
    • Averted somewhat with the Winds of Magic DLC which gives him throwing hatchets to toss at distant enemies. Of course, these throwing axes are mechanically unusual on their own with their extremely low ammunition stores being compensated by Bardin being capable of just picking them up again after throwing them via Summon to Hand.
  • Nintendo Hard: Legend mode is supposed to represent the true might of the Chaos hordes, where the enemy swarms in dozens at a time, players take massively increased damage, special units come in large numbers, and monsters may spawn more than once during a single mission.
    • Cataclysm mode returns with the Winds of Magic DLC that promises to make even Legend seems like a complete pushover. As FatShark developers put it, "Cataclysm is something we wanted to add for those who like pain, this is not part of the progression and this is not something we think most should play".
  • Nobody Poops: Averted since 1. If the player explores every corner of the Keep, they could find primitive "toilets" on one of the battlements that are essentially just a wooden hole dangling over the edge of the cliff.
  • 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.
    • Lohner may tell the heroes to drink their ale in moderation, as he doesn't want a repeat of "last time".
  • No-Sell: Ironbreaker Bardin wears Gromril Armor that lets him completely ignore damage from one hit every 20 seconds. He's still, however, subjected to CC effects and knockback from certain attacks.
  • Nostalgia Level: The Back to Ubersreik DLC functions as this, playing as an (only slightly) remixed version of three of the levels from the original game. The rationalization for this is that Olesya is trying to locate some dwarven runes located in Ubersreik that point to the location of a hidden treasure, and is casting Grey Magic over the party to make them relive their experiences, Quantum Leap-style, while she scans what they experience looking for them. If the players manage to find all three runes, they unlock a forth level which resembles Ubersreik's endless mode where they have to survive for long enough.
    • Slightly remixed versions of the three maps from the first game's Drachenfels DLC were added into the game as a free expansion.
  • Oddly Named Sequel 2: Electric Boogaloo: Averted. The sequel even dropped the bit about the End Times in its title, settling for the much shorter Warhammer: Vermintide 2 instead. According to the developers, the way they named the first game kind of makes additional DLCs and content expansions sound very weird due to Colon: Cancer, which featured such Overly Long Names like Warhammer: The End Times: Vermintide: Schluesselschloss, and more.
  • 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.
  • Piñata Enemy: The Sack Rat, an enemy that spawns rarely and has a tendency to immediately run from players, exists solely to drop items and loot dice for players.
  • Portal Network: The Bridge of Shadows, projected by Olesya's grey magic between various magical pylons to allow the party to travel quickly between them. Those pylons themselves appear to be old elven waystones, which were probably used for other purposes, knowing the elves.
  • 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.
  • Rare Candy: Bright Dust, an incredibly rare resource that's used to upgrade your Exotic gear to Veteran level for 5 dusts a pop. They can only be obtained by smelting unused Veteran gear at a rate of 1:1, meaning you won't be able to reliably farm for them like you could with lesser dusts.
  • 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 grimoires in the Skittergate stage are placed very early on, before going through the titular gate. This forces any party who grabs them to go through the longest level in the game, which also has far more enemies and multiple guaranteed bosses, without their full health bars.
    • 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 that you "ignore the plight of the rest of your team and greedily charge for it", while not mentioning how bad of an idea that actually is. There's no guarantee that they'll even drop what you need or want, and on rare occasions Sack Rats may not even drop anything after dying.
  • Self-Imposed Challenge: Deeds are a way to test your skills of the game by imposing numerous changes to handicap the team, such as disabling respawns, making it so that killed players remain dead for the rest of the level, or replacing standard roaming enemies with elites, so on and so forth. Deeds come in varying grades as well, and award additional lootboxes upon completion, with harder ones giving out better chests.
  • Series Continuity Error: As an Ironbreaker, Bardin has access to Drakefire pistols and Drakeguns. In lore and the series proper, he would have to be an Irondrake and wearing much more complex armors to use the latter, mostly because standard gromril plates are not insulated enough to withstand the Drakegun's intense heat.
  • 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!"
    • Occasional banter between Saltzpyre and Kruber added with the Winds of Magic DLC has the former offering the latter to Take Up My Sword, should he fall in combat, so that others may see that they respected and valued each other's company. This is a reference to a scene in the 1993 series Sharpe, where captain Murray (also played by Tim Bentinck) offers the protagonist Richard Sharpe his sword, so that others will know he liked him while he was still alive.
    Saltzpyre: Shall I die, Kruber. I want you to have my sword of office.
    Kruber: Uhh why? So people think I'm a Witch Hunter?
    Saltzpyre: No... so that people think that I liked you.
  • 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.
  • Situational Sword:
    • Curse Resistance. Its chief use is to mitigate the HP penalty when you or your party are going for Grimoires, but is completely worthless otherwise. Unless you're devoted to picking them up every run, this takes up a property slot that could have universal applications.
    • Basically every Damage bonus vs. traits that aren't Infantry, Chaos, or Skaven.
      • Damage bonus vs. Monster. Highly useful for designated monster killers, useless to everyone else, as it takes up the slot of another property that could have been much more practical in other situations.
      • Damage bonus vs. Armored. Only really useful if you're looking to maximize your damage against armored enemies, which isn't very practical due to most of them having unarmored weakspots that could already be exploited to deal high damage.
      • Damage bonus vs. Berserker. Good if Rotblood Frothers and Plague Monks are giving you a hard time, not so much otherwise.
  • 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.
  • Summon to Hand: When playing as Ranger Veteran or Slayer, Bardin can equip magical throwing axes that he can recall back to him by holding the reload key. This works even if the axes were thrown out of map, attached to an enemy or object that are destroyed, or landed in otherwise irretrievable locations.
  • Support Party Member: Zig-zagged. Witch Hunter Captains, Mercenaries and Ranger Veterans are these, despite them being fully capable of attacking. Their kits are designed to support the team by providing buffs, temporary HP, frequent ammo drops, or chances of free healing. Playing on harder difficulties without at least one of them puts everyone at a potential disadvantage, but forming a team with exclusively them isn't a very good idea in most cases, either, due to their lower HP compared to dedicated tanks, and weaker burst damage potential compared to the likes of Shades or Pyromancers.
  • Taking You with Me: Globadiers on low health, as usual. If playing as Unchained Sienna and you're beaten until overloaded by the enemy, the most you could do is intentionally steer right back into them so that the resulting explosion takes them out as well, though for your sake let's hope you don't do this too often.
  • A Taste of Power: Played with; the prologue of the game lets the player try out what it's like playing as Foot Knight Kruber, before being reverted to being a Mercenary come gameplay proper. Foot Knight doesn't become available again until at least Kruber level 12. The player is also given an Empire Longbow to use during this segment, despite it being available only to Kruber's Huntsman specialization, which is locked until he levels up to 7.
    • Played with because the community does not as a rule think that the Foot Knight class is better than the Mercenary Veteran, and the bow is not that good without the Huntsman's many tweaks to ranged attacks.
  • 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!"
  • Videogame Flamethrowers Suck: Yes and no, depending on which side is using the flamethrower. For the Skaven, their Warpfire Throwers can be devastating regardless of which difficulty one is playing on, while Ironbreaker Bardin's Drakegun is, in charitable terms, utter garbage.
  • 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.
  • Welcome to Corneria: The game overall averts this, with many different conversations between all members of the Ubersreik Five, and Lohner in the base game has plenty of dialogue as well. It's only after you complete the Castle Drachenfels DLC that this trope rears its head in force, as Lohner will never stop asking the heroes about their experience in Drachenfels, and each hero has only one conversation with him about it (all five are variations of "don't ask me about it again"). They also only have one conversation asking each other about Drachenfels, adding onto the repetition.
  • 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.

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