Total War: WARHAMMER II

Total War: WARHAMMER II

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Kremlo the Slann [Skeggi Mod]
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Tags: mod, Units
File Size
Posted
Updated
22.731 MB
Jul 20, 2021 @ 6:38am
Dec 14, 2021 @ 9:17am
15 Change Notes ( view )
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Kremlo the Slann [Skeggi Mod]

Description
Description
This mod adds a leader for Skeggi, Kremlo the Slann. I've reimagined him as a rogue Slann who, along with a small following of Blue Spine Skinks, has turned away from the Great Plan and joined forces with the Norscans of Skeggi. Lore-wise this doesn't make a whole lot of sense, but it makes more sense than him being literally raised by the Skeggians from birth, as specified in the original Legend of Kremlo scenario.

Kremlo has access to the lore of metal but can hold his own in melee.

Lizardmen units recruitable by Skeggi, including from a new Dinosaur Ranch building chain:
  • Blue Spine Skinks*
  • Feral Cold Ones
  • Feral Horned Ones*
  • Feral Terradons*
  • Feral Ripperdacyls*
  • Ripperdacyl Matriarch*
  • Feral Bastiladon
  • Feral Stegadon
  • Feral Carnosaur
  • Marauder Cold One Riders*†
*New units
†Also requires tier-1 stable

Despite the lack of tooltips, these units do benefit from the Norscan army skills. Skinks benefit from anything that benefits marauder infantry, cold ones/horned ones/cold one rider from marauder cavalry, terradons/ripperdacyls from feral manticore, and basiladon/stegadon/carnosaurs from anything that benefits mammoths.

Marauder Chieftains have been given a carnosaur mount option as well.

Kremlo has three mission chains that are loosely inspired by the Legend of Kremlo scenario. One where he investigates the disappearance of Harold Stoutback, the Chief of Skeggi, one where he proves himself a true Norscan, and one where he takes his revenge on the other Slanns of Lustria. Rewards include a Norscan-themed Ancient Stegadon mount and his special axe.

Submods

Credit and Attribution
A very special thanks to Noximous for the original mod.

Kremlo the Slann is described in the scenario The Legend Of Kremlo The Slann published in The First Citadel Compendium.

Bugs
There's probably a few bugs. I'll squash them when I'm inspired.

Contact
I am usually on Modding Den's Discord Channel[discord.gg]. You can ask modding questions there.
125 Comments
HAMLET Jan 10, 2023 @ 1:51pm 
Please my dude, add this to Warhammer 3
Big Baby Skesus Jan 7, 2023 @ 5:13pm 
yes pls
Bionix Oct 2, 2022 @ 8:50am 
Hello. Any chance you could port this incredible mod to WH3?
Big Baby Skesus Sep 9, 2022 @ 9:28pm 
Warhammer III?
Showstopper Jan 29, 2022 @ 11:51am 
@Maine Northmen of the New World wouldn't be compatible with this mod since they both overhaul the Skeggi factions with different leaders.
Maine Jan 25, 2022 @ 5:05am 
So one gamebreaking bug in this, is that If you play with the Northmen of the New World mod on. There will be a Hexoatl army in front of your skeggi base. Now the problem is this that this army can't attack you, but you can't kill it as well so it is stuck there forever. Even when i try to force an enemy army to join in as reinforcement it cannot be killed. Not sure if its incompatible mod or a bug.
Esoteric Dec 28, 2021 @ 7:23pm 
And remember kids, Kremlo came from SPAAAAACCCEEEEEEEEE!!!!!
ChaosRobie  [author] Dec 14, 2021 @ 9:16am 
@Log
Fixed.
Log™ from Blammo! Dec 8, 2021 @ 4:26am 
great mod, im having one issue though. the lizardmen bound spell to stop rampage cant be casted on any of Kremlo's dino units, as they arent technically lizardmen i guess since its a norsca faction (get red error when going to cast spell like 'Cold-Blooded' that says unit must be lizardmen)
SanitysxRequiem Nov 16, 2021 @ 6:09pm 
amazing as always !