So, I’m home and bored and decided to look at the Undead enemy faction that many people have wanted to add to the game.
I’m going with the assumption that Sofia is the faction leader and thus there are no vampires invovled and pact-sworn fighting with the undead are either mind-controlled by Sofia or their leaders have made a deal with her.
Undead Special Rule
- Immune to poison and bleeding damage
Troops
Zombie - Common fodder with a hand weapon
Skeleton (think the ones at the end of Tower of Treachery) - Either a big weapon or a shield and a hand weapon
Elites
Wights - Of various types. I don’t know for sure how high FatShark want to set the Ü5 power level so I will not pick choices directly but just refer to the different kinds of Wights that are available in the lore.
Berserkers
Ghouls - In addition to normal damage they also inflict poison damage on heroes. This type of enemy is alive and thus receptible to poison and bleed damage.
Specials
Necromancer Apprentice - Comes in a few versions depending on what spell they are using against the players. There are a ton of different necromantic spells that can be used to base Necromancer Apprentices on, I’ve just picked three from the army book to keep it managable and presented as examples below.
These apprentices are also living and as such vulnerable to poison and bleed. And if one would like a special mechanic maybe there’s a kind of “explosion” upon a necromancer apprientice’s death that deals damage to nearby undead enemies to represent how the magic that holds the undead together is weakened.
“Summoner” (Raise Dead) - Will find a spot to stand chanting in a place and from there summon, maybe, 3 zombies and 1 skeleton per 5 seconds to attack the heroes.
“Curser” (Curse of Years) - Similar to the leech but teleports/runs away after having cast a spell that reduces THP gain and Stamina recovery for, maybe, 5 seconds.
“Bolter” (Gaze of Nagash) - Straight damage spell which builds upon around the necromancer apprentice before its hurled at a hero. Possibly it might even knock down a hero if one wants to make the spell more dangerous.
Spirits - The idea is that they teleport close to the player, has a cooldown where they shriek before they make a charge to disable a hero in a similar matter to the Gutter Runner. Lorewise they are immune to non-magical damage but I would think that one would have to mak a short cut in order to make them defeatable by standard weapons.
Dire Wolves - If the hound mechanics from Darktide are possible in Vermintide this enemy might be added. My idea is that it would be faster and more lean version of the Packmaster, and grab hold of a hero’s arm and start to drag them away.
Monsters
There are severla possibilities depending on how powerful the Ü5 are supposed to be but I will also make another reference to the WFRP supplement “Night’s Dark Masters”. One page 128, “Greater Necromancy”, there’s a part about raising creatures other hand humnas into undeath, as well as combining creatures into new necromantic horrors.
In the example in the book there is one giant spider and an ogre which are combined into a new undead horror to be unleashed on the world. Thus this might also be an option for monsters for the undead faction.