Markus Kruber


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Summary
Markus Kruber is one of the five playable Heroes in Vermintide 2. In official media, he is usually seen in partial armor, wearing a feathered hat and wielding a two-handed sword or Halberd.

As a sergeant, Markus Kruber led the 8th Ostland Swordsmen to victory many times, inspiring confidence and loyalty in his men and forming a strong bond with them. When he was the sole survivor of his unit's attack against a necromancer, Markus found himself a broken man. He attempted to leave the army but was denied. Impressed with his skill, Witch Hunter Victor Saltzpyre persuaded Markus' superiors to let him leave and become an escort for Victor's Bright Wizard prisoner to Ubersreik. After the events of Vermintide, Markus continues to be in Saltzpyre's employ.

Based on which career the player chooses in-game, he is seen as a Mercenary, leaving the military for his own path, a Huntsman who is attempting to find peace with his past by returning to his roots, or a Foot Knight rising in the ranks of the Order of the Reikshammer.

Official Description
"Although still world-weary and marked by his experiences, Kruber has found purpose in the aftermath of Ubersreik. As a soldier first, last and always, he understands that some battles have to be fought, no matter the cost. And who better to fight them than Markus Kruber? At first, the former Ostland Sergeant was wary and distant towards the other members of his newfound ragtag unit of five, but along the way Kruber did reevaluate both fellow fighters and schools of thought."

Background
Having fled farm life outside Ubersreik, a young Markus Kruber found himself in the Grunburg local militia and quickly rose through the ranks. A schism with an inept superior eventually spiraled out of control, and resulted in a relegation to Ostland. Being sent from the richest province of the Empire to one of the poorest and most war-ravaged was clearly a punishment, but Kruber welcomed the change. He hoped that competent leadership and a steady stream of purposeful action would await him at his new post.

Leading the 8th Ostland Swordsmen, Markus drilled his troops until perfection, not content until their swords and shields felt like natural extensions of their own bodies. His leadership style was somewhat unconventional, inspiring confidence and loyalty not only through his prowess, but also due to his innate charisma and wit, making him immensely popular with his men. His unit was distinguished in several battles, whether it was breaking through Greenskin lines, repulsing marauding Beastmen, or hacking down ravaging berserker Northlanders.

Markus Kruber’s humour and disposition earned him the respect of his men.

It was a Necromancer who was to be Kruber’s undoing. The Undead marched on a grand muster of Imperial might. Kruber’s regiment was on the east flank, forming an impenetrable barrier against the skeletal forces they opposed. For a while it looked as if the Ostlanders sensed victory and fought with extra ferocity to that end. But then the Sergeant caught sight of a wizened old man leading a horde of Zombies. In a freak moment their eyes locked, the Necromancer grinned, and went about casting his death-magic. Moments later, a colossal orb of purple-edged darkness swept through the Swordsmen, killing all it touched while sucking the souls from hapless bodies. One of the men pushed Kruber out of the way, his own soul selflessly sacrificed.

At the end of the battle, the Undead had dissipated and the Empire was victorious, but it was a Pyrrhic victory for Markus. His regiment had been destroyed, and he emerged as a traumatized lone survivor. In a state of shock, Markus applied for leave, wishing to quit military life and simply head for home, but was denied.

However, after some time, Victor Saltzpyre, a Witch Hunter on business in Ostland, crossed paths with Markus. The Witch Hunter was recruiting for an upcoming mission, and after witnessing a display of Kruber’s talents in a roadside ruckus with bandits, he convinced Kruber’s superiors to let him go.

Assisting the Witch Hunter in escorting a Bright Wizard prisoner, the company headed for Ubersreik, where the mage was up for trial.