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===WH1 Gameplay Changing mods=== * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=1120180673 Advanced AI mod]''' After over 700 hours of tweaking, this mod has been released. A comprehensive CAI overhaul, it tunes up an AI in a better way across the board. Everything from better armies to faster attacking and more bold AI. This is the definitive end all be all of Warhammer 1's CAI. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=692256583 Aisriyth's Skill Points]''' This tiny mod gives your lords and heroes more skill points when they level up. This mod has a nice balance of Just right when it comes to skill points, allowing you to deck out your lords to be masters at one skill tree and pretty good at the other one, or be adepts at all three skill trees. Heroes still remain somewhat specialized. Useful for all the custom Lords and Heroes you will recruit. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=724263018 All Tabletop Lords]''': Don't be fooled by the name, it's "only" 15 lords so far (though more appear to be planned). That said, these are very well made and balanced. Finally you can have the wizard lord your army deserves instead of those silly generals and lectors. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=831679533 Building the Empire]''': A campaign mod that adds a large variety of buildings to the empire, reminiscent of the expansive building trees in Rome 2. Instead of building the same buildings everywhere, you can now specialize each province to be manpower powerhouses, industrial or agricultural heartlands, or trade depots. You can build road networks, supply depots and shrines to different gods in the empire instead of good ol' Sigmar. The AI doesn't use those buildings because it is generally incapable of making good decisions. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=873585712 Cataph's Bretonnian Character Skill Tweaks]''' Pissed off that your lord needs to level up to command knights that swear fealty to him? Tired of having him slog on Foot with peasants? This mod retweaks the skill sets for bretonnian lords and the fay enchantress. Bretonnian Lords have knights unlocked from the start, their charge skill raises the charge cap for the entire army. Alberic gets extra charge bonus to make his knights extra devastating. The Fay enchantress gets access to the lore of Light as well as the lore of Life, thus making her the reverse Mannfred. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=720729515 Cataph's Magic: Closer to Tabletop]''':Tired of your magical spells being kinda subpar? Think that wizards are good only for Increasing money on the campaign map? Then this is the mod for you. Magic has a place on the battle in all its destructive glory. The mod also makes sure that you don't get diminishing returns from multiple wizards as the more experienced battlemages you have, the more winds of magic you have at your back. Spells also have secondary effects based on the TT. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=708051537 Cataph's The Southern Realms]''': A faction overhaul; mod adds a full unique roster to Tilea, Estalia and the Border Princes. While the faction shares some very basic units with the empire, everything since tier 2 is made redundant by the wide variety of thematic units added to the faction. The southern realms are known for their pikes, wine and somewhat exotic fighting styles as they deal with a wide variety of threats. Perhaps the most important thing the mod adds to the game is are pikemen. Capable of bullying the best bretonnian knights, pikemen are superior spearmen that have a higher attack chance when their morale and health is high.The three factions that have been redone are ::'''Tilea''' : The focus is primarily on having soldiers based on italian city states. As such the roster is based somewhat on the remarkably fun roster of medieval 2 Total war's italian factions, with super heavy Broken Lances, Pavise crossbowmen that are great in a prolonged skirmish, and carbineers that are basically mounted handgunners. Tilea has access to two Legendary Lords ::::Borgio the Besieger who is an absolute monster in combat and starts with a light cannon battery. He can get his special armor, mace and fancy army buffs that make him able to solo an army while buffing his soldiers to perform extra hard. He can also attack without siege weapons, a fitting ability for the man, which puts him in the same category as Durthu and Vlad. ::::Leonardo Catrazza, a LL introduced by CA and redone by the modder to be a skilled duellist with an extremely flamboyant hat. ::'''Estalia''' : Fantasy NotSpain has a pretty complete roster, with superior pikes, Royal handgunners, lighter shock cavalry and conquistadors. Conquistadors are superior swordsmen that are immune to psychology, meaning they can go toe to toe with spooky monsters without being terrified. ::::Their legendary lords include Lucrezzia Belladonna, the most beautiful woman in the old world with her infamous knowledge of poisons. She can buff an accompanying hero with poison damage, has access to the winds of death and starts off with a bunch of Tilean units from her home of Pavona - not present in the game. ::::Lupio Sunscryer who is the tactical genius behind pike and shot. However his desire for money also makes local peasants hate him as they have to fork out extra to pay for his extravagance. ::'''Border Princes''': A bunch of poor states that exist between orcs dwarfs and the empire, the Border princes have a variety of exotic units. Bretonnian inspired Knightly militia and rugged Rangers support a core army of Heavily armed spearmen that fight in a manner fitting hoplites. They have 2 unique legendary lords ::::Gashnag the Black Prince : A nice strigoi guy who just wants his little place in the shade. ::::Valmir Gausser: Reworked into a Dwarf friend, Valmir has [[Sigmar|better relations with the dwarf factions, wields a dwarf gifted weapon and leads a rag-tag group of humans trying to survive in a land under threat from the orcs]] :Common units include the aforementioned pikemen, some lower level empire troops and the Order of the Righteous Spear. The Southern Realms are big fans of Myrmidia, and the Order provides a heavy cavalry backbone to the disparate regions and factions. They also have a recruitable templar of Myrmidia that can do the job of a warrior priest. Dwarfs also provide aid in terms of heavy infantry support and artillery. :It now has an accompanying [http://steamcommunity.com/workshop/filedetails/?id=857788336 Dogs of War] mod which adds a variety of the famous and infamous dogs of war like Voland's Venators, The Cursed Company, a bunch of famous pikemen and crossbowmen (and edgy elves - yes, Mengil Manhide's Manflayers) All in all, this mod is pretty much required given the variety it adds to the game. '''''Requires Crynsos' Framework''''' * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=765204760 Cataph's Kraka Drak: The Norse Dwarfs]''': This mod modifies a subfaction to the game, namely the lost dwarfs of Kraka Drak. Instead of playing as thorgrim and fighting orcs since the start, you can play as Thromgard Cromsson and fight Chaos monsters since turn 1. This mod is ideal in case you want to play as dwarfs, but think their start is too easy and gunpowder is for manlings. Has a few unique units, based on the little lore there is for these stunties, as well as their own tech tree. Being dwarfs, they are short, stout and good at holding the line. Being in norsca means that they can [[Rip and tear]] in close quarters combat, as opposed to their kin in the south who focus more on shooting at things. They have their own unique Lord type, the Wardlord, who excels at melee support and is a counterpart to the Runelord added to the vanilla game :The norse dwarf roster shares only the most basic of units with the dwarfs. Nearly all of the dwarf technology is unused by Kraka drak, who are happy with using Grudgethrowers to launch their grudges at norscans. Instead they have more exotic weaponry like steam driven nailguns, runic grenades and their grudgethrowers launching troll melting acid canisters, while their higher tier melee units are more focused on supporting each other in combat with the help of passive runes. :They have a legendary lord and a unique Hero ::'''Thorgard Cromsson''' is the legendary lord for Kraka Drak. A super buffed Thane style Lord, he can spank Norscans raw with his unique weapon and laugh at their attacks with his fancy amber armor He has 2 unique items of his own, the ceremonial Drakesplitter, used to split skulls of Dragons and anything smaller, and his blue amber cuirass, which makes him look adorable, like a blue bearded smurf. Being the leader of the Norse dwarfs, he is also tough as hell and recovers from wounds much faster(Thus making him more special than the Fay enchantress and Alberic the Literally-who - who both get 1 item each). :They now have a bunch of norscan dwarf themed RoR units that can be recruited. ::'''Orgi Three Fingers''' is the mad runemaker who is in charge of making the more exotic weaponry wielded by Kraka Drak. He also has 3 fingers. :Their campaign gameplay as of the norsca patch involves fighting Throgg , other Norscans and sending out expeditions to cleanse the surrounding lands by putting it to the torch. Due to the High levels of chaos corruption around them, the Norscan dwarfs start off with a much more challenging position. Monstrous creatures threaten the three karaks. The Norse dwarfs get access to a unique rune building to suppress chaos corruption in their home province. and the lightly armored norscans make gunpowder moot. It is recommended to play Kraka Drak with a mod that allows dwarfs to settle in norsca because otherwise you will not be able to expand anywhere, close by, and the mod maker has put unique buildings for Kraka Drak around Norsca. :The dwarfs however have access to norscan allies who supply them with light cavalry and are dependent on them. Combined with the isolated position, Kraka Drak is effectively the [[The Hobbit|Erebor]] of the Old world. They are far away from their kin, can generally become friendly to the [[Kislev|men to their south]] by fighting chaos together, face monsters from the north and east and are basically a relic of old bygone ages when the Durin woke from sleep/When the dwarfs stretched unbroken throughout the mountains of the world. :To this effect the custom tech tree for Kraka Drak has the option to become independent from the rest of the dwarf realms and become some sort of different political entity. :As far as mods go, this is on par with the King and the Warlord DLC experience for the dwarfs, where you start off with hostile neighbours and a much more challenging game start position.'''''Requires Crynsos' Framework''''' * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=873583615 Cataph's Wizard Lord Campaign Buffs]''': This mod allows Wizard lords to start up with anywhere from 1 to 4 free skills invested in their lore tree. It means that Gelt and Kemmler now are pretty useful right off the bat, dropping lead and raising the dead like they own the joint. Hybrid heroes like Vampires and Chaos sorcerors have a lower mastery to keep it balanced. All in all, it gives the player a nice headstart on the magical skill tree without having to painfully level a lord to level 10. Fully compatible with the All Tabletop Lords mod. * '''[https://steamcommunity.com/sharedfiles/filedetails/?id=1081923025 Empire of Man 2.0 - by Mixu]''' A very extensive empire roster expansion, Empire of Man 2.0 fills up the gap that is lacking in the almost complete Empire roster in a balanced manner, and then makes a giant unbalanced tower on top of the now fulfilled base. Nearly every major unit mentioned in the lore makes an appearance here, from the Imperial Foot- dismounted reiksguard, to famous regiments like the fireloques of Ferlangen(deal extra damage to undead) to units that blur the line between hero and elite unit, like Van Helhunten's redeemers(unbreakable and led by witch hunter officer). This mod is the be all end all of empire roster expansions. The units generally have unique abilities added to them that allow them to carve out new niches in the battle line, and they are balanced by their high cost and limited numbers available for recruitment. :Perhaps the crowning glory of this mod is the wide variety of imperial knightly orders you can command. They all come in a mounted and dismounted members, thus allowing you to build completely thematic armies for your characters. Build a crusading army led by Volkmar complete with Hammers of Sigmars, warrior priests, witch hunters and the Redeemers. Or let Boris todbringer make an Ulrican themed army to show those sigmarites what for, with the Swords of Ulric, the Teutogen guard and [[Space Wolves|Wolf-kin, and bless them all with a wolf priest (blessed by ulric so you know they aren't chaos corrupted.)]] This mod also brutally murders balance, but then, it is fun to have a Grandmaster lead his Order to claim more land for Sigmar and the Empire on far away shores. '''''Requires Crynsos' Framework''''' * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=1110763904 Fimir Warlord and Ulfjarl - by Mixu]''' Adding two new themed lords to norsca, Fimir Warlords and Ulfjarls lead their furry rapemonsters to loot and pillage for the dark gods. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=951162284 Parte Legendary Lords]''' Adds legendary lords for Barak Varr, Karak Hirn, Gorfang Rotgut and Konrad von Carstein. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=904487915 Mixu's Legendary Lords]''' No need beating around the bush. This mod adds a huge number of legendary lords to the game as heads of the different individual factions, complete with their own unique skills, items and of course looks. They have a wide variety of campaign and battle effects and add a lot of flavor when playing as minor factions. Legendary heroes like Luthor Huss and Theodore Bruckner have also been added to some factions. Another thing added is a custom Quest for every empire faction to definitively rid Sylvania of the vampire counts. Similar to the bretonnian final quest where you fight chaos, the mod allows you to lead an expedition to Sylvania to retake castle Drakenhof and finally end the vampire threat that plagues the empire. Marius Leitdorf also gets events to chase after stuff. '''''Requires Crynsos' Framework''''' * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=1123096566 Mixu's Mousillon (Limited edition)]''' An overhaul of the bretonnian vampire faction of Mousillon. The first thing this mod does is remove nearly every monster in the Mousillon roster. Apart from Crypt ghouls, you do not have access to any vampire monsters whatsoever. Instead the mod gives you access to a very well balanced and fleshed out roster of bretonnians from mousillon. In the lore, Mousillon is basically Bretonnian Sylvania, but more wretched. While peasants have a terrible Quality of life in general across bretonnia, mousillon dials it up to 11. It is consistently blighted and is home to ghouls, even more wretched bretonnians that are as bad as ghouls, petty lordlings and vampires. They are attracted to mousillon where they blend right in among the corruption and plot and scheme like their cousins on the other side of the grey mountains, who are the Bretonnian equivalent of the von Carsteins are the major powerhouse in Bretonnia. In the game, the faction leader for Bretonnia is the Red duke, who is a blood dragon. Still the faction is your bog standard vampire faction with nothing to distinguish it from the vanilla von carsteins. :This mod changes all that. Gone are your boring old beasties and creepy crawlies. Instead they are replaced by newer and more loreful bretonnian mutants. Despite their horrible faces, they are living and breathing people who fight for their vampiric and corrupt masters just the same as regular bretonnians fight for the lady. Nor do they fight alone. Being ''bretonnian'' vampires, your lords and ladies raise bretonnian flavoured undead units armed with peasant gears instead of puffy tunics. At the same time, you have access to Knights of the Black Grail, which are dead Grail Knights raised to fight for their masters again. The mod also adds a variety of elite units like lahmian Asaphs, who are lahmians armed with magic bows and form an elite anti large ranged unit, to prophetesses of all kinds, who form an elite vampiric backbone to your undead and mutant army. Bretonnian styled Blood dragons also make an appearance in this mod and you can mix them up with the knights of the black grail to create more variations in your forces. The ability to repurpose bretonnian barracks to build things like trebuchets also makes this faction play far more differently than a regular bretonnian or vampire count faction. You can lead this motley combination of forces with the Red Grail Prophetess, who boasts a custom spell tree, can heal both dead and living and is the best part of vampire ladies and bretonnian damsels combined. She can also be mounted on a Coven Throne. Fallen damsels round out the roster. :At the same time, they are also vampires, and thus have access to all the regular heroes and basic units available to them. The mod just replaces the bonus for beasts with a bonus for cavalry in the tech tree. This mod adds some much needed variation to the vampire counts playstyle. Now you can form a more proper battle line and skirmish with your living foes with the help of your mutant slaves. This mod combines the best of lore and gameplay to give a large boost to the playstyle that the vampire counts need. At the same time, this mod also adds a new summonable unit to ALL the vampire factions, namely Spirit hosts. They are basically ethereal zombies and look like the Army of the Dead from the Return of the King. * '''[https://steamcommunity.com/sharedfiles/filedetails/?id=856630012 Norsca Overhaul - By Mixu]''': A pretty extensive overhaul of the Norscan factions, this adds a large variety of thematic and authentic looking norscans looking to raid and pillage the old world. Adding everything from Bondsmen looking to prove themselves on raids to a Motherfucking Ice Drake (reskinned forest dragon), this mod fleshes out norsca on par with playable factions from the base game. It's a great addition if you want to pillage the old world from the comfort of your igloos. '''''Requires Crynsos' Framework''''' * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=1139708917 Orcs and Goblins - 8th Edition Roster]''': A combination of two now defunct mods, Sleepy's Southern Hordes and Drazan's greenskin units. This mod completes the Greenskin roster by bringing in a bunch of units and heroes from the 8th edition of the game. The heroes added are the Orc and the Savage Orc big bosses. Big meaty heroes they are good frontline generalist heroes whose most important feature is their thematic compatibility with existing factions. The list of units added is fairly large and well thought out. Along with filling out the roster with spear armed savage orcs, night goblins and forest goblins, the mod also adds special units like Armoured squigs, Colossal squigs and colossal armoured squigs. Black orcs have a number of variations to represent their Tabletop versatility and the mod adds spearchukkas and Snotlings led by a bully. The bonegrinder giant neatly bottles this up and gives a completed faction for the greenskins which most importantly allows you to build thematic armies easily on the campaign map. Its fully compatible with the AI and is worth a subscription even if you are not playing as the orcs. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=1132508660 Ordo Draconis - Tempelhof expanded]''' A subfaction mod for the Vampire Counts, Ordo Draconis replaces the boring and placeholder Tempelhof faction while replacing it with the Order of the Blood Dragons. Along with the entirety of the regular vampire faction, Ordo Draconis has access to a massively expanded roster of Blood Knights of every kind. Basically everything above your regular zombies and skellies are massively outclassed by the different varieties of superhuman honorable monsters you can recruit. Foot Blood Knights form a formidable front line, and they are backed up by their halberd wielding bretheren. The cavalry roster is also similarly increased with a variety of cavalry performing anti infantry and anti cavalry roles. Being blood knights, all these units have frenzy. They also have a summonable Blood dragon wight unit, which [[Servitor|presumably acts as their butler and cleans their stuff in the aftermath of the battles or during their downtime]]. :For all their ability, the blood knights are hampered by their lack of ranged support, smaller unit sizes and their disdain for more conventional tactics that the Von Carsteins employ. Being Blood dragons, you can research technologies to make the knights much better in combat. This also makes your regular front line of regular zombies or skellies cost inefficient. They also make other vampire spells recharge at a much slower rate, because using magical spells is a [[Meme|Shameful Display]]. This makes helping them heal in combat more of a challenge, [[Fail|or you can bite the bullet and bring a corpse cart to heal your units, and you start with the ability to recruit them from turn 1.]] They have 2 legendary lords and 2 custom heroes ::'''Aborash''': [[Chapter Master|Leading his Order to glory and immortality, he buffs Blood Dragons to a stupendous amount when he levels up. No slouch in combat either.]] ::'''Valach Harkon''': [[Techmarine|Acting as the wise old mentor, Valach is a far more support oriented lord who has a zombie dragon, and is the primary summoner of the Ordo Draconis Wights]] :They can both unlock their magical gear as item choices when they level up. Sadly no quest is available for them. ::'''Blood Dragon Kastellan''': a combat oriented hero. the Kastellan eventually provides air support to his brother knights on the ground with the help of his [[Thunderhawk|winged nightmare]], and his [[Thunderhawk|Zombie Griffon]] ::'''Blood Dragon Standard bearer''': [[Chaplain|A hero that excels at buffing his battlebrothers]], the standard bearer can specialize in either offense or defense for those around his standard. :All in all, its somewhat lore adjacent mod that brings much needed diversity of gameplay to the Vampire factions in the game. [[Imperial Guard|Instead of focusing on burying your enemies in an endless tide of orderly and disciplined -if lackluster-soldiers]], you can fight the generally larger armies of your foes with [[Space Marines|small forces of Highly trained and equipped Superhuman monstrosities, recruited from the most valiant of human warriors, that know no fear and exist only to fight worthy foes]], while supporting them with [[Sisters of Battle| White haired ladies with a gothic aesthetic that perform battlefield cheerleader/healer roles and are pretty good in a fight.]]'''''Requires Crynsos' Framework''''' * '''[https://steamcommunity.com/sharedfiles/filedetails/?id=759346526 Regiments of Renown!]''': This mod adds a variety of Regiments of Renown to The Dwarfs, Orcs and Vampire counts, with more in the works for the Empire, Wood elves and Beastmen, very thematic, and great for spicing up your armies with some unique soldiers and monsters. This mod also has a compatibility patch with Crynsos' mod located[http://steamcommunity.com/sharedfiles/filedetails/?id=876987603 here], allowing you to use the mod with Crynsos' faction unlockers. * '''[http://steamcommunity.com/sharedfiles/filedetails/?id=1131334648 Summon the Elector counts]''': [[Meme|Get it? This line references something Karl Franz says and is extremely popular among the fanbase in the game]]. This script adds a series of mini quests to help the Empire player vassalise the different elector counts in the empire. Different elector counts have static quests and when you fulfill them, they will instantly become your vassals. Effectively it allows for a far more diplomatic empire game, where you use the might of the empire to help your fellow imperial citizens rather than beating them into a bloody pulp and taking their land in the base game. * '''[https://steamcommunity.com/sharedfiles/filedetails/?id=904577954 Legitimacy]''': An Empire mod with similar concept to the mod right above with a different execution, you gain legitimacy from kicking the Elector Counts' asses when they make war with you but ''don't'' take over control of their territory (that will cause you to lose it), as well as when giving them back their territory, confederating with them, getting big boy buildings, doing quests, getting Legendary Lords and filling offices, or just plain killing the enemies of the Empire. Legitimacy gives bonuses, most notably improved relations with other imperial factions so they'll be eager to ally with you or even confederate. *[https://steamcommunity.com/sharedfiles/filedetails/?id=894230944 '''Ultimate Chaos''']: A bold name for a big mod, this is a pretty extensive overhaul of the Warriors of Chaos Faction. The goal of this mod is to flesh out chaos on the level of a CA released DLC.The mod allows you access to the full arsenal of the followers of the Dark Gods, along with a few demonic allies and Galruch. The different followers of the gods have their own lores of magic, abilities, strengths and weaknesses. ::'''Khorne''' Rage monsters that focus of frenzied damage, the subfaction is focused on dealing consistent damage due to frenzy. A small khorne army can slaughter entire imperial or norscan armies due to their Frenzy - meaning they deal extra damage as long as they have high morale. Buffing the army with chaos lords and slaughterers of Khorne, you can get a very good momentum based army that will break enemies during their first charge. Demons include Bloodletters of Khorne and Bloodthirsters. Lord Choices include Khorne themed chaos lords, and Exalted Bloodthirsters. ::'''Tzeench''' Tricksy magic users, Tzeench armies focus on dealing magical damage. Their starting lords and heroes all have access to magical tzeench spells to deal heavy damage to enemy heroes and more expensive enemy units. They can be your specialist armies, roaming around the old world and the soon the new world to follow cryptic signs and fighting high armored and elite units that are just as susceptible to sorcery as the common units. Tzeench heroes also have access to random spells that their lord blesses them with, sorceror heroes and Lords of change to lead armies. ::'''Slaanesh''' Hedonistic perfection seekers, Slaaneshi cultists focus on dealing AP damage and boosting their regular stats with the presence of lords and heroes. They have a larger number of AP units in general, and their lords and heroes can buff it's damage further more. Slaaneshi heroes and lords can bedazzle their foes in close combat, slowing down their speed and morale as they are too entranced by their lewd actions on the battlefield. Heroes can also enter a spasm where they become rooted and deal extra damage. Special units include daemonettes (reskinned wardancers) and riders of slaanesh (riding reskinned unicorns/elven steeds) and a pulsuating pleasure cannon that will rock your world and disrupt enemy formations. Sadly they don't have access to any big demons as there aren't any models to base a Keeper of secrets on. ::'''Nurgle''' Bloated, putrid and enjoying every moment of it, Followers of Nurgle are the tankiest faction in the expanded chaos roster. Their damage is lackluster, but the Plague lords blessings give higher tier Nurgle units passive regeneration, that can be kicked into overdrive by a nearby Nurgle hero or lord. Their abilities include grossing enemies out with disease, small scale diseased explosions that do morale shocks, and generally outlasting the enemy and making them sick enough to rout and retreat. They have access to a great unclean one that looks disgusting (being based on a chaos spawn model). :Lead Sigvald with a bunch of dandy Slaanesh's Blessed, climb the mountain with Kholek and his prehistoric buddies, and take Birdman out with his bunch of just-as-planned Tzeenchian underlings. The mod has an extensive number of thematic skills that allow you to specialize lords and heroes of the dark gods to a large degree. The mod also acts a variety of cultists to the game including a cultist Lord and various flavours of underlings to throw away as cannon fodder. This mod draws upon Chaos Divided, Glory mod, and other extensive unit overhauls and adds a far fleshed out skill tree to accompany it. *[http://steamcommunity.com/sharedfiles/filedetails/?id=834440120 '''Unit formations''']: Yes, you heard right. Formations are back. This mod adds a variety of formations to various units in the game, including a mandatory phalanx formation for that perfect pike and shot goodness. A nust have for anyone. *'''[https://steamcommunity.com/sharedfiles/filedetails/?id=931386912 Beastmen Rebels]''' Replaces Chaos Rebels that spawn in high Chaos corruption regions with Beastmen Rebels. This fits better lorewise, as the Beastmen will be naturally atracted to the taint of Chaos and are more likely to suddenly show up from out of nowhere than a bunch of Daemonic-armor wearing vikings. It also means fighting the Warriors of Chaos will be more unique, since they will appear less often.
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