Total War: WARHAMMER II

Total War: WARHAMMER II

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Sons of Grimnir - Rune Golems
   
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Tags: mod, Units
File Size
Posted
Updated
8.591 MB
Oct 29, 2017 @ 9:01am
Dec 12, 2021 @ 9:30am
17 Change Notes ( view )

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Sons of Grimnir - Rune Golems

Description
The work of the most devoted disciples of Grungni, runic golems are the pinnacle of a Rune Smith's craft. A chance to create a soldier that will last for generations after he is gone. An artificial ancestor. Though some frown upon such a practice as too close to chaos (giving magic legs...are ye daft?) there is no denying the effectiveness of these living seige weapons upon the battlefield.

Forged entirely of Gromril and smote about with potent runes of battle, these animated simulacra are able to smash through infanty and cavalry alike. It is said their smoldering gaze can burn the flesh of an orc from a dozen paces. Though hardened for battle, these works of runic art are also vulnerable to those weapons which might rend their runes of control asunder. As with any tool, they can be broken with the right force.

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This Unit has been ported over to TW:WH3: https://steamcommunity.com/sharedfiles/filedetails/?id=2855918747 You will find all future updates and developments there.

Notes from the Creator:

These are quasi lore-friendly units. Golems do exist in the Warhammer universe, though their craft is largely arcane and they are widely considered to be too close to chaos for comfort. It would make perfect sense that dwarven runesmiths, who hold centuries of knowledge dedicated to the control and channeling of the winds of magic, would have some knowledge of this craft.

These units are a major departure from typical dwarven strategy, as they are fairly mobile, and thus far Dwarves have had no large land units to speak of outside of heroes and artillery. This was likely done with good reason to ensure Dwarves have a certain feel to how they play, but hell. This is a video game. If you want to play a more mobile dwarven game, I say go for it. Also, a non-engine siege attacker! Black Crag here we come!

These units are a mid-range troop modeled roughly off of Minotaurs from the Beastmen DLC for balance, though nothing will be able to reproduce the epic infantry-mulching charge they bring to the table. As a result, they are slightly more expensive, armored (obviously), but have about 10-15% less hitpoints. This makes them a brittle unit, and are therefore highly vulnerable to armor-peircing damage. So keep them away from Black Orcs and gunners. They are unbreakable, but that is not always a good thing since it means they will happily stay and be slaughtered by troops matched to destroy them.


Balance
- Armored and tough, but fewer hitpoints than most monstrous creatures in its class. Vulnerable to armor peircing damage, and lacks the bone crushing charge animations of other monstrous units. Still very satisfying to watch charge into a line of goblins or orc boyz. Great for mushing up infantry, dangerous to leave alone against some of the large troops since they usually all pack armor peircing damage.

Compatibility
- No known issues so far.

Art
- Thumbnaill artwork was generated in game. Unit tile artwork is a composite I made (and modified, badly) using some CA/GW properties and a model image I found online, which I do not own. I did some texturing work for the face and armor (which I am quite proud of!).


Please don't forget to rate and comment! Let me know if you like this unit, or if it needs any tweaks or changes!
129 Comments
Autumnchain Dec 24, 2022 @ 1:10am 
Which red skill or technology bonuses affect Rune Golems?
Mystical Llama  [author] Oct 8, 2022 @ 7:10pm 
@mace_palframan - As the SFO team has not yet made a formal release, no. Not yet. I like SFO a lot, but not enough to chase the dragon having to update my mod every week to keep up with the work they're doing on their beta branch :).
mace_palframan Oct 8, 2022 @ 6:58pm 
Not sure if this has been asked before but is there an SFO submod to adjust the stats to be more in line with the rest of the mod? Thanks in advance
Killrog_Deadeye Nov 21, 2021 @ 4:18am 
any thoughts of including a new unit limit increase for rune forges t4 and t5?

i got this idea from the thunderbarge mod:

Unit limit: +1 thunderbarge

this is on the t5 engineering building, something similar could be on the t4/t5 rune building, possibly on karrak 8 peecks ancestor holds building.
jfzKayoh Oct 16, 2021 @ 10:08am 
The Morghasts were a more common construct * as the bone golems primarily served defensive purposes
jfzKayoh Oct 16, 2021 @ 10:01am 
It's lovely to see these. Great work. In the lore, Nagashizzar, too, had Golems of bone who served the same purpose as the dwarven ones.
Kontiola Oct 6, 2021 @ 4:32am 
I love the idea of runegolems, but i feel like they move too much. Compared to tomb king constructs that dont move i thing golems shouldnt too. But his is just my opinion. Love the mod, great job:steamthumbsup:.
TruthWarrior115 Jul 17, 2021 @ 11:21pm 
dang, its ok bruh i understand, atleast you gave us rune golems tho.
Mystical Llama  [author] Jul 17, 2021 @ 7:29pm 
Gonna have to nix the Thorek bonus for Rune Golems. While i can implement one, it will double the overall complexity of my mod to do so - which is bad design philosophy. Keeping the mod simple helps with compatibility and longevity.

Sorry TruthWarrior115.

Fixed the Custom Battles issue.
djdomi44 Jul 17, 2021 @ 5:00am 
@Mystical Llama please add them to thorek in custom battles.