Warhammer Vermintide Codexery

The Fall of Ubersreik

From the sewers they crawl; the streets run red; five unlikely heroes stand against the tide.

The Fall of Ubersreik is the opening campaign of Warhammer: Vermintide, a desperate, blood-soaked introduction that plunges the Ubersreik Five into a Skaven invasion already tearing the city apart from the sewers up. From the first clang of steel on ratmen blade to the final, doomed stand in the town square, this campaign establishes the core conflict and teaches players that victory isn't always about saving the city—it's about surviving long enough to fight another day.

Quick Facts

Game
Warhammer: Vermintide
Affiliation
The Ubersreik Five
Antagonist
The Skaven (Clan Fester, under Grey Seer Rasknitt)
First appears
Warhammer: Vermintide (2015)
Status
Campaign completed in-game; Ubersreik falls to the Skaven

Lore & Background

The city of Ubersreik, a prosperous trade hub in the Empire, was already reeling from the chaos of the End Times when the Skaven emerged from below. Led by the cunning Grey Seer Rasknitt, Clan Fester launched a coordinated assault, flooding the streets with vermin and corrupting the city's defenses with warpstone-tipped claws and poisoned blades. The Ubersreik Five—a mismatched band of mercenaries, outcasts, and zealots—found themselves as the last line of defense against an overwhelming tide that seemed to pour from every shadow and grate.

As the campaign unfolds, the heroes learn that the Skaven are not merely raiding but systematically dismantling the city's will to fight: they poison the grain stores, choke the wells with filth, and shatter the magical wards that kept the worst of the warpstone at bay. Each mission peels back another layer of the conspiracy, revealing a methodical plan to cripple Ubersreik before the final push. The heroes' efforts, while heroic, are ultimately a holding action; the city's fall is inevitable, but their desperate resistance buys precious time for survivors to flee into the night.

Reader's Guide

The campaign begins with Smuggler's Run, where the heroes must escort a wagon of supplies through the city's outskirts, fighting off initial Skaven patrols in a tense, running battle through alleys and under archways. This introduces basic combat and the vital rhythm of teamwork—one player watches the flanks while another reloads or heals. Next, The Horn of Magnus tasks the party with lighting a signal beacon atop the town hall to call for aid, but the Skaven swarm the building floor by floor, forcing a desperate defense from the rooftops as the horn's mournful note rings out over the burning city. Supply and Demand shifts to sabotage, as the heroes infiltrate a warehouse packed with Skaven warpstone reserves, setting off chain reactions of green fire to weaken their magical support. Engines of War escalates with the destruction of a Skaven Doomwheel in the industrial district—a clattering, sparking death machine that must be brought down before it grinds the city's defenders to paste. The climax, The Fall of Ubersreik, is a multi-stage finale: the heroes must defend the city's main gate against wave after wave of vermin, then retreat through streets choked with smoke and bodies as the Skaven overrun every barricade, ending with a last stand in the town square where the only choice is to cut a path out or die. The campaign diverges from Warhammer Fantasy lore by focusing on a small, personal struggle within the larger End Times narrative, emphasizing the heroes' desperate survival over world-altering events. Spoiler: Ubersreik falls despite their efforts, but the Five escape—bloodied, broken, but still fighting—to fight another day.

Did You Know?

More in Story & Campaign

Elsewhere in Warhammer Vermintide

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →