Total War: WARHAMMER II

Total War: WARHAMMER II

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Emissary of the Great Horned Rat
   
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Sep 12, 2020 @ 6:09pm
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Emissary of the Great Horned Rat

Description
This mod adds a new Skaven hero for chaos, as well as 12 additional units.
All have been vastly modified from the original units with updated stats and additional abilities.
This mod should be compatible with just about everything as it adds new units, and I have also added additional code so that the different Chaos Gods buildings from Ultimate Chaos and Ondriks' additional chaos units mods will allow recruitment each of certain units, giving players different options of recruiting skaven units if using those mods.

The Emissary of the Great Horned Rat is a lore-friendly idea I had because in the End Times, Archaon must approach the GRH to ask him to start the END!!! (or something like that) so it would make sense to me that because they have similar goals, they might work together a bit towards those as well as to further the personal powers of themselves, of course. Thus the Emissary is basically an already elite skaven that has been infused by the GHR with a bit of its' own power, kind of like Verminlords, but more like if the GHR raised one of his own champions to a much greater level of power, much like the Chaos Gods do with their own followers when they ascend to become Daemon Princes. So kind of like a Verminlord Rat-Prince, or something akin to that. It is also much larger, about the size of a Rat Ogre!
The this hero has his own armor, weapon, and talisman that can be obtained at level 13 through a skill point, which is a system I prefer as it feels more like tabletop where items are added to heroes through the spending of points and where the player can choose those items, or not. The other skills *might* seem a bit daunting or possible disorganized or confusing, (but it's chaos, and skaven, so there's that, heh), as there is no real pathway to navigate as the hero levels, simply many many loose skills with no dependencies (other than level for a few) which I feel allows the player to better construct the exact hero they want and need for whatever specific purpose they may have in mind.
(also this method allows the player to make use of however many points they obtain from the various skill point mods available without needing to flush most of them down the point dump drain, although one is still included in case you still need one eventually). ^_^

...and now to the units! Of course the emissary wouldn't travel alone, even the elite know that there's safety in numbers, especially when they're skaven! These units are, like the hero, vastly different in functions and stats from their original counterparts, and are high cost elite units with lower numbers of troops in each, but also higher health, etc, to adjust for it. They are among the best of the best also, plus having been given vitamins from the GHR, they are all exceptionally brave now, which might seem out of character for skaven, but these are just that confident in their power and superiority (and a constant diet of warpstone helps a lot as well!). They are all also limited in the number that can be recruited, to symbolize how rare they are as well as to better attempt to balance their inclusion in the forces of chaos. They are get included in the various unit types when it comes to adding bonuses to certain units through use of skills, items, etc. Their stats are also pretty well balanced towards making them flow better in vanilla as well as with most other mods, and they are usable in campaign as well as custom battles/multiplayer, and if anyone has any balancing suggestions or issues, feel free to let me know, as I'm always open to input. ^_^ In general though, they mostly work the same basic roles that they did prior to their boost from the GHR, although now with additional abilities that *might* just allow a cunning player to surprise their enemies. For example, the Warplightning Cannon unit is mostly a boosted pricier version of the original non-chaos unit, but also it has the ability "Concealment Bomb" which could be especially deadly when unleashing a barrage of green-hell from what was, to the enemy, a totally open non-endangered flank a few short moments ago. Some of the other units also have concealment abilities, and also a few have the ability to ensnare enemy units, which can be deadly enough on its' own, but when the enemy is charging down a line of heavy green-death being fired at them, (like Warpfire Throwers or Warplock Jezzails, or possibly both with one hiding close by until the enemy get entrapped), and then they suddenly get stopped in their tracks, mid-charge, that's just game over man, game over! ^_^

Of course, there are a couple (very) heavy hitters, like the Doom Flayers, which can zip right around a defense line and literally shred it into nothing before there's a chance to deal with it. The Rat Ogres are great to beat down gates as well as rows upon rows of infantry, tearing them apart like a they were made of paper. Of course, the units I chose were picked not just for function, but also because they fit pretty well into the lore as "something that didn't happen, but would have fit great if it would have". which brings us to the Hell Pit Abomination! These things are already ultra-terror inducing as they normally are, but now it is just sickeningly crunch-tastic! This one (and you are only allowed to have one, as anymore would be possibly broken as well as not very lore-friendly to be having a [double] sized behemoth like this, imported into chaos, and then also allow unlimited numbers, so this twisted puppy is definitely a one at a time deal) it can freeze a unit in place, boost it's power, and then charge them as they stand their quivering in their unmoving boots, which is likely the last thing they ever do, because there's not many units that can survive a charge from this abominable abomination, and it's going to take teamwork to take this thing down, which of course will leave other places and units undefended, just as planned!

List of Skaven units for chaos included in this mod:

1- Emissary of the Great Horned Rat= strong hero, has spells for support as well as obliteration, access to a few from each of the 3 lores of skaven magic, easy to customize.

2- Stromvermin (halberds)= basic multi-purpose unit, good counter against large units, infantry, and armor.

3- Plague Monks= solid infantry, able to debuff enemy units, great against elite units that need to tone it down a bit.

4- Night Runners= quick, sneaky, deadly, now with a ranged attack and skirmish mode!

5- Warplock Jezzails= very long ranger sniper troops, able to conceal as replenish ammo. weak melee.

6- Hell Pit Abomination= now even more !@#$%^ ginormous! In addition to the normal abilities of being able to last forever by being notoriously tough to finally kill, it also has an AOE debuff attacks, a damage&charge boost, and the ability to root a unit in place to ensure they get trampled into nothingness. Highlander unit.

7- Doomflayer= quick flanker, eats lines of defense. good for running circles around formations and crushing them.

8- Warpgrinder= good against walls of flesh and stone. needs to watch out for ranged attacks.

9- Plagueclaw Catapult= decent siege unit, has means of helping to hold off attackers until help arrives, as still weak in melee.

10- Warplightning Cannon= great at making things that exist stop doing so from a great distance. has concealment bombs and can replenish ammo.

11- Death Runners= solid heavy hitting unit, kills things dead.

12- Rat Ogres- Big(ger) anti-infantry unit, rips, tears, slices, dices.

13- Warpfire Throwers= Weak melee, heavy ranged damage. short range, shorter battles. Can cast nets and slow down would-be attackers, as well as use smoke bombs to make an escape.

8 Comments
tastiger841 Sep 24, 2020 @ 9:11pm 
Also I think it is best not to give him the Khorne skills since he is a caster.
tastiger841 Sep 23, 2020 @ 3:36am 
More more choices good good :steammocking:
ixarachnos  [author] Sep 23, 2020 @ 2:12am 
yeah that could be cool, I would like to make it so players can make a choice on whether it followers either one of the four chaos gods or undivided or whether it follows the GHR completely. That would allow for 6 total skill-build-branches that it could specialize in, while locking out the other 4 but not the GHR path, as that would be first and for most. Those would be in addition to the base free-flowing skills like this first one has.
tastiger841 Sep 17, 2020 @ 2:38am 
I agree it is a good idea to make him a supportive hero, perhaps some beast magic since skavens are half beast themselves.
ixarachnos  [author] Sep 16, 2020 @ 2:31am 
@tastiger841 lol very true, even though they're both basically chaos affiliates, even the chaos faction spends much of its' time fighting each other. I think i'll make it more of a support unit, in addition to stealth abilities, maybe set up its' skills so there is a stealth branch, a magic branch, and a support branch, but i think i'll likely keep it to where there's not a specific order to get them in, to allow better for many options of combinations. give it stuff from various other factions also, like "they needs stabbin'" and a couple others to boost its' ability to take out heroes, or at least to weaken them so another more combat-oriented unit can do it easier.
tastiger841 Sep 15, 2020 @ 4:27pm 
I think keep the The Lore of Stealth intact for him because Eshin. Regarding to the lore, since you are adding skeven units to Chaos, one more wouldn't hurt :steamhappy:
ixarachnos  [author] Sep 15, 2020 @ 12:44pm 
@tastiger841 that's a pretty cool idea for the sorcerer, maybe I could give it a mix of skaven spells and some from other lores that fit, like metal, beasts, etc. then a mix of chaos, fighting and magic skills. not sure how i'd pull up the lore to fit, but it could work.

That also is a good idea! thanx! I'll have to work on it when I'm finished with the other mod i'm working on currently, which is adding lore-based items to the chaos side. i already have one mod which adds 24 lore-friendly items, but this new one is almost finished and adds another 134 items directly from lore/table top, like about all Ii could find that I could get to transition well. of course not all of the agents will have access to all items, more like "undivided" and vanilla agents will get all of the "neutral" items and a couple from each chaos god, while the agents from mods and such that are god-dedicated will get all items from them and some neutral, etc. that should be tested and done in a week or two.
tastiger841 Sep 15, 2020 @ 2:31am 
Perhaps add another hero like the Eshin Sorcerer to spice things up, just add some Chaos themed skills?

Since these units are rare, maybe use the regiment renown units to make them look unique?