Warhammer Vermintide Codexery

The Engines of War

Mount the daemon-engines. Ride into madness.

The Engines of War is a major campaign in Warhammer Vermintide 2, dragging the Ubersreik Five out of the familiar, rain-slicked streets of Ubersreik and hurling them into the Chaos Wastes—a realm where reality is a suggestion and the ground shifts under your boots. This story arc pits the heroes against the dark forces of Tzeentch, as Skaven warlocks and Chaos cultists vie for control of ancient, daemon-forged war machines that pulse with malevolent energy. It serves as a harrowing bridge between the base game's narrative and the broader conflict against the Ruinous Powers, proving that even survival can be a cruel joke.

Role
Campaign expansion
Affiliation
Ubersreik Five (player characters), Skaven, Chaos (Tzeentch cultists)
First appears
Warhammer Vermintide 2: The Chaos Wastes update
Status
Ongoing conflict; the heroes disrupt but do not end the threat

Lore & Background

The Chaos Wastes are a blighted, reality-bending region north of the Empire, where the winds of magic howl unchecked and the will of the Dark Gods reshapes the land. In this campaign, Skaven warlocks and Tzeentchian sorcerers have unearthed ancient, daemon-forged war machines—the Engines of War—to unleash devastation upon the mortal realms. These engines are not mere siege weapons; they are living constructs of brass and warpstone, pulsing with malevolent energy, capable of tearing the fabric of reality itself.

In Their Own Story

The Ubersreik Five, having barely survived the fall of Helmgart and the Skaven invasion, receive desperate, garbled pleas from outposts on the edge of the Chaos Wastes. They learn that a coalition of Skaven and Chaos forces is activating the Engines of War—living constructs of brass and warpstone—aiming to carve a bloody path into the heart of the Empire. The heroes must venture into the Wastes, navigating treacherous, mutable terrain where a cliff might become a chasm and a path might loop back on itself. Each engine they sabotage weakens the enemy's hold, but the Wastes fight back with warpstone storms, spawning horrors at every turn. The climax occurs at the Engine of Extinction, a half-activated behemoth guarded by a Chaos Lord and a Skaven Warlock Engineer. Players must fight through waves of enemies, disable the engine's core, and escape before the Wastes collapse. Spoiler: The campaign ends with the engine destroyed, but a Tzeentchian voice—smooth as oil, cold as a winter grave—hints that the heroes' actions were foreseen, suggesting a larger, unseen scheme. This diverges from Warhammer Fantasy lore by focusing on a specific, localized conflict rather than the global End Times narrative, but it captures the spirit of desperation perfectly.

Reader's Guide

The campaign begins in the Citadel of Eternity, a Chaos-tainted fortress where players learn the basics of the Wastes' shifting geography and the Pilgrim's Coin system. From there, they travel through a series of procedurally generated zones: the Blood Marshes (where the ground bleeds and Skaven ambush from sinkholes), the Screaming Bell (a nightmare of echoing chimes and warpfire throwers), and the Forge of Souls (where Chaos altars must be smashed while daemons claw at your back). Each zone presents a unique challenge—surviving warpstone storms that drain your health, disabling Skaven warpfire throwers before they cook the party, or destroying Chaos altars that summon endless waves. The climax occurs at the Engine of Extinction, a massive, half-activated war machine guarded by a Chaos Lord and a Skaven Warlock Engineer. Players must fight through waves of enemies, disable the engine's core by targeting its glowing warpstone heart, and escape before the Wastes collapse. Spoiler: The campaign ends with the engine destroyed, but a Tzeentchian voice—smooth as oil, cold as a winter grave—hints that the heroes' actions were foreseen, suggesting a larger, unseen scheme.

Did You Know?

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