Servants of the Imperium. Servants of the Imperium Book Review:. Dark Imperium. Dark Imperium Book Review:. Imperium 2. Imperium 2 Book Review:. Imperium at War. Imperium at War Book Review:. Space Marine Conquests Fist of the Imperium. Vigilus Defiant. Vigilus Defiant Book Review:. Shattered Legions. Shattered Legions Book Review:. Imperium 1. Imperium 1 Book Review:. Valdor Birth of the Imperium. Valdor Birth of the Imperium Book Review:.
Dark Imperium Plague War. Warhammer 40 Warhammer 40 Book Review:. The Gate of Bones. The Gate of Bones Book Review:. Caiphus Cain. Caiphus Cain Book Review:. Saviour of the Imperium. Saviour of the Imperium Book Review:. Vigilus Ablaze. Vigilus Ablaze Book Review:. However, arguably the coolest part of this Specialist Detachment is the ability to upgrade your Intercessors further with the Veteran Intercessors Stratagem. Not only does it upgrade their Attacks and Leadership characteristics by 1 for the cost of a single Command Point, but it unlocks one of three additional Stratagems according to their wargear.
Fed up with those pesky characters bolstering enemy units with their aura abilities? The factions present on Vigilus are going to be getting these rules.. Chapter Approved and Vigilus Defiant. Blitz Brigade We had rumors of the Stompa one, with it making the Stompa a character, so it can get a warlord trait and relic, and weve seen solid rumors and images of And what a great time of year it is! Warhammer 40k Vigilus Defiant Pdf. Vigilus Defiant is in our grubby little hands, and that means a look at some of the new faction rules are soon to be in yours.
Take a look at the faction rules and Specialist Detachments in Vigilus Defiant. Vigilus Defiant introduces some pretty big changes to 40K at large. As the first big c Water is super precious on vigilus if you didn't know this already, admech use a space elevator to fetch water. Blitz Brigade We had rumors of the Stompa one, with it making the Stompa a character, so it can get a warlord trait and relic, and weve seen solid rumors and images of.
Player FM is scanning the web for high-quality podcasts for you to enjoy right now. It's the best podcast app and works on Android, iPhone, and the web. Signup to sync subscriptions across devices. As the first big c - Six exciting battlezones to use in your games of Warhammer 40, - Specific rules for using the various factions that fought on Vigilus, including datasheets for Marneus Calgar, his Victrix. Warhammer 40, Imperium Nihilus Vigilus.
As the first big c And what a great time of year it is! These documents collect amendments to the rules and present our. Still, the Fortwall itself stood strong throughout the War of Beasts, even with the rampaging Orks that marauded around the wastelands occasionally mounting raids against it.
Dontoria was critically overpopulated, even amongst its fellow hivesprawls. So densely packed were its districts that it had access to incredible manpower -- though when the Genestealer infection broke out in the populace, it could not be stopped.
Dontoria passed the standard metropolitan population density recommended by the Administratum in previo VCM. Over a thousand Terran years later, it continued to pack more citizens into its earthquake-ravaged slums. The endless manufactoria and fabrication shanties that surrounded its numerous hive cities were so steeped in pollution their outer walls were blackened and flaking, and their insides were a sickly yellow reminiscent of a lifelong lho-stick addict's fingers. Hacking coughs and expectorant splutters were common there; the lands of Mesha's Delta, Smog Field and the Great Choke were swathed in a dense blanket of vile pollution that damaged the lungs of those without respirator augmetics.
This false continent's sole source of water, the inland sea known as Lake Dontor, was polluted to the point that no life could exist within it and it sickened any who dared drink from it. That did not stop floating shanty towns being built upon it.
So desperate was the population to find living space that much of the lake was covered in walkways, rowing boats, decommissioned barges, flora batteries and sump haulers, all bound together in a latticework teeming with shouting merchants, hustling traders, merciless opportunists, tattooed thugs and smogwater urchins.
The scrap-built shanties of Tzimitria, Stump and Vostoyev Subsprawls were far from wealthy in the conventional sense, but as with many desperate populations, they were rich in faith. The Ministorum found it easy to sway the swathes of smoke-stained workers, so desperate for hope as the Great Rift glowered above, to the fervent worship of the Emperor at the exclusion of all else.
Their daily task was to make the autosanctioned relics and holy weaponry with which the Ecclesiarchy waged its Wars of Faith , and the strongest of their holy gangers often went on to lead new lives in the Vigilant Guard. Grodholev, Pravdus, and Hallordwight were older; these subsprawls were considered to be the original foundation of Dontoria and hence were more heavily tithed. The extreme north of the continent, optimistically named New Horizon, was slowly encroaching on the Vigilant wilderness in order to provide more living space.
Lord Tharenst, the Hive Marshal of Mesha's Delta, wished to link his province with the northernmost point of Mortwald, but his entreaties and proposals were met only with contempt, until the outbreak of war on Vigilus relegated them to the status of a distant dream. Situated near the equator, Storvhal generated an incredible amount of energy from its volcano chains and geothermal chasms.
It was home to countless worshippers of the Machine God , but still darker cults operated in the shadows. The volcanic land of Storvhal was relatively small, but of exceptional value to the planet's infrastructure.
Deliberately sited on a convergence of fault lines, it was originally founded as an annex by the Adeptus Mechanicus after the Pact of Fire and Steel was signed. It produced the planet's main source of power, its volcanic farms and geothermal generator arrays harnessing the energy created by the continent's frequently erupting volcanoes. Fabricator Vosch claimed to have adapted, overseen and optimised the technology used in the farms himself -- basing his works upon the holy foundation of a Standard Template Construct database, of course.
Rather than suffering from the seismic upheaval caused by the drilling in Megaborealis to the north, Storvhal reaped the benefits of each tectonic shift and volcanic eruption in great measure. Though hundreds of its workers, magma-Servitors and Skitarii patrolmen died with each geo-spasm, its energy yield spiked massively as the volcanoes from the Phaestos Mound in the south to the Omnissiah's Tread in the north erupted.
Fabricator Vosch considered the exchange more than worth it. If the storage levels of Vulcanid Geohive, Hive Magmathermid and Phaestos Mound filled their enormous capacitors and generatorum caches to excess, the overflow of energy was sent along the Voschian Canals, and from there into a subterranean network of cables and macrofibres to Megaborealis. If that continent's needs were already met, the excess power instead went to the hivesprawls that bid the highest to receive it.
Being a place of fire and fury, Storvhal inspired a lot of religious subcultures. Some of the cults burgeoning in the Pyroclast Districts believed the volcanic eruptions of their homeland to be the Emperor's work, and that their sacrifice was necessary to appease the volcanoes. Others saw the abuse of their Adeptus Mechanicus overlords for what it was, and sought recompense.
The resultant unrest and civil ire was capitalised on by rogue elements working against the Imperium. Because of the inhuman toll on life, the agents that worked in secret in Storvhal found it easy to seed fire-cults, rebel sects and pyromaniacs throughout the slave populace. Some preached the notion that the fires of the volcanoes could be altered to transform the faithful into divine beings, a phoenix-like apotheosis from ashes to glory.
Worse still, the underground demagogue known as Vannadan the Firebrand was able to garner power -- not in the name of emancipation, but Chaos. Kaelac's Bane was a frozen southern polar wasteland of permafrost, icebergs and glaciers. It was home only to ice-miners, arctic beasts, and secrets hidden deep in the snow.
Kaelac's Bane was of little use as a dwelling place -- the last testimony of the famed Vigilant pioneer Jonst Kaelac is proof enough of that. It was, however, invaluable as a source of the pure water known as aqua glacius , and the continent's glaciers were mined extensively by Adeptus Mechanicus clades optimised to endure sub-zero temperatures.
The arctic region of Kaelac's Bane became a centre of conflict against the Drukhari during the War of Beasts. In the vast, continent-spanning mining operations that covered the sunward side of Kaelac's Bane, huge las-cutter engines sliced off perfect cuboids of ice from glacier fronts and the edges of the continent's craters.
Each day, mining Servitors , quarrymen and hook-handed ice-crawler drones crossed each glacial face of these enormous impact craters. As they did so, they hammered in pins and prepared las-nets that, although low powered, were able to melt their way through even icy rock in time. Each cyborg worker was noospherically linked to his fellows, and they operated in complete synchronicity, as if in some choreographed dance perfected by endless repetition.
From these sites, giant slabs and monoliths of ice were cargo freighted to Mortwald, Hyperia and other areas that could afford them. It was not only water that was harvested from Kaelac's Bane, for in places the permafrost hid strata of valuable minerals and ores.
Here too the Adeptus Mechanicus delved deep. The icy and featureless tracts of land protected by the force field web known as the Quixotine Loop were said to be rich in esoteric stone, and were mined extensively. Over time, the islands devolved to little more than landscapes of deadly ice crevasses. These mining operations were risky indeed.
As well as the logistical challenges of the punishing cold, the great white apex predators that prowled the region were as stealthy as they were violent. The truck-sized ice-stalker mantis was particularly fierce, frequently dragging ice-workers away to be devoured in their lairs, and the near-invisible whiteworm was a horrible threat that swarmed toward sources of heat and burrowed into the flesh of those too slow or preoccupied to evade it.
Even then there were worse predators snatching people from the snowstorms. Though no official Imperial sources existed to define their nature, rumours abounded, and the fact that so many glacier miners went missing was enough to cause grave productivity concerns in the upper echelons of the mining clades. Though only the highest-placed adepts and leaders on Vigilus had an inkling of its existence, there was an ancient Aeldari Webway gate situated in the west of Kaelac's Bane.
It had existed there for tens of thousands of Terran years. Shrouded by permanent blizzards that were whipped up by the empyric energies howling from within, it divulged its secrets only to those who could survive the barrier of intense cold that surrounded it like a moat. Leading to the Labyrinth Dimension, it was an ingress point that the Drukhari used to attack Kaelac's Bane, Oteck and Dirkden on swift and deadly raids.
When the Deathwatch made a foray across the Dearthland Permafrost, they declared a region of some eighteen hundred square miles Quarantine Cryofernus -- centred on the arcing structures of the xenos portal. No Imperial presence strayed within that cordon, with the exception of the black-armoured Space Marines themselves, and they reported their findings to none save the Chapter Masters of the Vigilus Senate.
Even the Deathwatch, however, did not realise that an entirely different breed of enemy would emerge from that Webway gate within the standard year. The Ork settlements and junkyards that sprang up in the planet's wilderness were known to all as "Scrap Cities. In the year 1. M41, a vast agglomeration of Ork voidships -- each of which had uncharacteristically massive and powerful engines -- ploughed through the hastily assembled Imperial cordon sent to blockade it and made straight for the surface of Vigilus.
Most of the ships aimed not for the metropolises of the hivesprawls, but for the regions of wilderness between them that would act as ideal staging posts for the invasion. The vector of the Ork invasion was straightforward enough -- most of their spacecraft simply bulled their way through the stratosphere, pulling up over the last few Terran miles and angling their landing so they did not dash themselves to pieces on the wasteland dunes.
It was a haphazard invasion tactic, that much was sure, but it worked. Some Greenskin ships came apart in fiery arcs of destruction, spinning end-over-end as they flung burning scrap metal in all directions. The shock waves from these crashes rolled out across the deserts, battering far-flung monitoring stations and hammering refinery pipelines with each landing. Huge dust clouds were kicked up into the skies like atomic blasts, turning the air hazy for solar days. The survivors were numerous enough to shrug off their early losses and repurpose virtually all of the scrap metal provided by their unfortunate comrades, using it to build immense, if ramshackle, fortresses.
Some ships, protected by powerful energy shields, made the landing all but intact. Their force-field generators were intact too -- projecting a kind of matterphobic dome known as a "bubble field.
These shields, like the fortifications they guarded, were testament to the strange, innate genius of the Ork Mekaniaks that built them. Speedlord Krooldakka and his warlords were savvy enough to realise that to attack the cityscapes head-on from orbit would invite a vast amount of flak and defence laser fire -- and that even if they somehow made a safe landing amongst the dizzying hive spires, arches and statues of the cityscapes, they would almost certainly be surrounded and picked apart before they could muster a cogent invasion force.
Some of the Ork war leaders simply intuited that to invade via the wastelands would lend them a better chance of victory. Others wanted a chance to race their favourite wagons around their new home for a while before getting really stuck in -- after Terran years of being cooped up in the confines of a spacecraft, the scouring winds and open terrain of the Vigilant desert were a welcome prospect.
The first wave of invaders, upon finding they could not get past the Bastion force field networks, built shanty-style encampments around their crash-landed voidships. They set to work conquering the landscapes around them, attacking Imperial convoys wherever they tried to cross the wastes. The largest part of the original Ork armada came down in the same region of Vigilus' wastelands, to the north of Oteck Hivesprawl.
This area came to be known as the Western Scrap City Cluster. With capital-class spacecraft at the centre of each collection of Ork vehicles, they formed four Scrap Cities, the largest of which was Krooldakka's own stronghold, Fort Dakka.
The other three were the domains of powerful Ork leaders whose mutual rivalry saw their power bases flourish quickly. These became the hub of a primitive yet profitable economy of scrap metal, fuel and engine parts. The westernmost Scrap City was Tanka Spill. Characterised by vast slicks of black petrochemical fluids that spread out from ruptured fuel-haulers and cargo hulks, this city was the province of the Mekboss known as Big Tanka.
To the north was Runthive, a township of Squig -infested wrecks and Grot scrap merchants under the purview of the noted Snakebites Warboss Ogrokk Bitespider. To the south was Drogzot's Crater, where the Deathskulls hoardboss Drogzot and his Bad Moons customers piled salvage ever higher in an attempt to fill the vast impact crater to the lip with scrap metal.
Fort Dakka was the easternmost city, a vast scrap metropolis that bristled with every gun and artillery piece Krooldakka and his Meks could get their oil-stained hands on. Out in the Aquaphobian Wastes was the Goffs base of Skumtown, a clattering mass of bone-dry structures that rattled against one another in the hot wasteland winds.
To the north of Storvhal was Da Wheel Hub, which famously offered a drive-by upgrade service to those Speed Freeks patient enough to stop there. Nearby was Rakkuk's Mekmaze, into which many an aspiring racer drove his wagon, only to find himself walking back out with little more than a steering column, a small money-bag of teef and a confused expression. To the far south of Oteck Hivesprawl was Mekstop City, the premiere site for vehicle customisation.
Its Gargant construction fields were home to the legendary Drokk and his Rivet Krew. To the east of Hyperia lay Hurrikane Rekk, an early settlement that was all but abandoned when the storm of the Vhulian Swirl expanded to ravage its rusted buildings and shanties. The Administratum retained control over Vigilus' only moon, Neo-vellum. Vigilus' only moon, Neo-vellum, was an orb of white rock and swirling green gas storms. It was a stronghold of the Administratum -- that bureaucratic branch of the Imperium dealing with the coordination, analysis, assessment and deployment of information.
Neo-vellum was a nerve centre of data for the Vigilus System, theoretically independent of the disparate Imperial factions on the planet, whose own agendas and bias might lead them to restrict or manipulate communications from the wider Imperium for their own purposes.
Amongst the moon's acid swamps and emerald gas storms were built massive, hermetically sealed scriptorums that churned out logistical analyses at a slow but steady rate.
Each was a messagecentre and an informational waystation, their legions of bent-backed auto quill scribes and lexicographers literally chained to their desks, allowed to slumber for a few scant solar hours per cycle beneath their wooden workstations before getting back to their tasks.
Together, these stain-fingered troglodytes processed hundreds of thousands of data-slates , parchscrolls and data cylinders with every new day.
Only a tiny proportion of these reached their intended recipients, but this was of little consequence to the senior scribes -- provided the ink flowed, they cared not how or why.
The normal protocol for despatching the message-scrolls produced by Neo-vellum's scriptorums was to encase them in ablative packets fitted with grav-chutes before firing them at the planet via hyper-pneumatic tubes. Each metal-cased scroll was launched on a route devised by the complex, cog-driven machine known as the Datasaint, a wonder of ancient technology that calculated the trajectory of the missive against the rotation and orbits of the moon and planet in order to target the recipient's exact position at the optimal time.
Despite its fastidious computations, the Datasaint was so antiquated that its systems were corroded by millennia of entropy. As such, many of the messages sent out from Neo-vellum were wildly off-course and never reached their targets. Grav-chutes also frequently failed to deploy. More than one accident was caused by a stray message tube falling from the sky at great speed.
In one famous case, the message was so on target and travelling at such a velocity that it killed the intended recipient instantly.
The message tube itself was also destroyed on impact, and all record of its existence was swiftly eradicated by the Administratum -- but the tale lives on nonetheless. Neo-vellum was left alone entirely by the Ork invasion of Vigilus. Perhaps this was because the invaders sought richer pickings on the planet below, perhaps because the moon was simply on the other side of the planet at the time the Ork WAAAGH!
Yet the satellite was not untouched by the scourge of the xenos. Hidden amongst the datastacks and grimoire nests of the Administratum's holdings, a secret cult thrived -- and in the attics of the monastic hab-blocks, strange creatures skittered from pools of darkness to slash apart those who dared to venture into their lair.
The Cult of the Pauper Princes made it a priority to settle an infestation upon Neo-vellum shortly after establishing itself within the hivesprawl of Megaborealis.
Ensrod Ghaul, the Primus of the brood sent to conquer the scriptorum moon, stowed away with a pair of dormant Purestrain Genestealers in the capacitor hold of the electro-freighter Zealous Blurt before the ship left for Neo-vellum on a routine resupply mission. Using a combination of forgery, charisma and murderous determination, he smuggled one container into the Scriptorum Primus district of Neo-vellum, and the other into the Stormwrack Citadel.
As a result, two minor gene-sects propagated through the downtrodden ranks of Neo-vellum's workers. After the narrow escape of the quillslave Ghorrod from a xenos attack, and an anonymous message sent to the Inquisition , the Purestrain Genestealers themselves were hunted down and burned out by an Ordo Xenos purge, but their dark legacy remained on the moon.
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