Total War: WARHAMMER II

Total War: WARHAMMER II

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Chieftain of the Deep Warrens (version 1.06) (Single-player) (Updated for S&F)
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Tags: mod, Campaign
File Size
Posted
Updated
14.622 MB
Aug 21, 2020 @ 3:57pm
Jul 19, 2021 @ 10:49pm
11 Change Notes ( view )

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Chieftain of the Deep Warrens (version 1.06) (Single-player) (Updated for S&F)

Description
Description:
The Chieftain of the Deep Warrens adds unique mechanics to Clan Rictus for both the Mortal Empires and Vortex campaigns. These mechanics are intended to make the campaign more interesting and add some flavour to Clan Rictus.

Why not check me out on Youtube and Twitch[www.twitch.tv] for more Warhammer content.

The first mechanic allows the player to sacrifice food for upgrades to the offensive and defensive abilities of Stormvermin. There are six tiers of upgrade with each tier being more expensive than the last.

The second unlocks custom Stormvermin units (one based on each playable race) that can be recruited from the regiments of renown panel. These units are unlocked when the player first fights each race in battle. Once a custom unit is unlocked it will appear on the Deep Warren screen (note that only the first ten will be added to the screen) where the player has the option to make the race related to the unit their nemesis for 13 turns.

When a race has been defined as the player's nemesis they will gain bonuses against that race in battle for 13 turns. However, the player will suffer leadership penalties against all other races for the 13 turns.

The custom Stormvermin units that can be unlocked are listed here:

- Beastmen (Hunters of the Beast Herds)
- Bretonnia (The Nibblers of Tin Men)
- Chaos (The Vermin of the Warp)
- Dark Elves (The Dark Malice Guard)
- Dwarves (The Stunty Smashers)
- Empire (The Ringers of Bells)
- Greenskins (The Green-Thing Crushers)
- High Elves (The Chitter Blades)
- Lizardmen (Bane of the Scaled Ones)
- Norsca (Killerz of the Snow Men)
- Tomb Kings (The Sand Stalkers)
- Vampire Coast (The Scurvy-Tide Rats)
- Vampire Counts (The Grave Robbers)
- Wood Elves (The Fur in the Forests)

Each of the units uses weapons from the race they are related to and also have one of that races unique unit abilities e.g. the Lizardmen custom unit has the 'Miasma of Despair' ability.

Tretch has been given -20% to recruitment and upkeep of Stormvermin to bring him more in line with the other Skaven legendary lords.

1st Turn Dilemma:
I was going to add a first turn dilemma for Tretch to move to Crookback. However I have found a mod that already does the trick. You can get it here.

Requirements:
- Requires the UI Modding Framework (used for the deep warren screen). Thanks to Vanishoxyact for his work on this handy framework.

Compatibility:
SFO version can be found here.

Future Updates:
- Nemesis timer counter on main campaign screen.
- Ability for the AI to use the custom units and upgrades to Stormvermin.

Mods:
Please check out my other mods on the workshop
Medallion of Chaqua
Armoury of Torgovann (Unit Upgrade for Wood Elves)
Blessings of the Old Ones (Unit Upgrade for Lizardmen)
Popular Discussions View All (2)
11
Sep 18, 2020 @ 7:56pm
Oh! Do Do one for Mors Mors and Pestilens
Scrubby Spammer
3
Aug 24, 2020 @ 8:28am
Balance changes
greyTiger
226 Comments
Perkele Dec 2, 2022 @ 4:56am 
The Sand Stalkers weapons are misplaced when marching slowly, they are just floating, rats are not holding them.
greyTiger  [author] Oct 21, 2022 @ 6:15pm 
@sword of war Thanks
greyTiger  [author] Oct 21, 2022 @ 6:15pm 
@Mesmerion Yes. There will be a new version of this mod for Warhammer 3. There will be some changes, but a reduction in the number of units may happen.
sword of war Sep 4, 2022 @ 11:17am 
honestly my favorite mod in warhammer 2 that wasn't OVN.
Mesmerion Sep 3, 2022 @ 6:54am 
hi mate, do you plan to update this mod in TWW3 ? it was a very good job...
greyTiger  [author] Jun 12, 2022 @ 1:44am 
Thanks for the info. I'll check it out.
Perkele Jun 11, 2022 @ 3:56am 
I just did some testing, and 1 unit of TheGraveRobbers can defeat 2 units of KrimsonKillerz fighting them at the same time, I don't think they should be that strong, and statistic nerf is needed. (Testing was done without using the "Waaagh!" ability)
sebitudoreci Feb 7, 2022 @ 3:51am 
Hey, I'm a bit confused about the weapon strength of a few of the special Stormvermin. It looks like stats wise they're about on par with normal stormvermin with a few differences here and there and the special abilities, but the weapon strength seems to vary wildly from unit to unit. Some have massive armour piercing weapon strength and some have worse weapon strength than normal Stormvermin.

The ones that pop out to me are:
The Lizardmen ones who don't have either anti large or armour piercing even though they're using Temple Guard Halberds;
The High Elves ones who seem to be all around worse than the norscan ones even with similar settup and presumably roles to fill
The Dark Elves ones which have the same problem as the lizardmen ones
The Bretonnia ones being just weaker stormvermin
Guvenoren Jan 29, 2022 @ 4:15pm 
Does the AI gain anything out of this?
greyTiger  [author] Sep 19, 2021 @ 12:05am 
No. It was more of a visual thing, though when I revist this to port it to Warhammer 3 I'll look at fixing things like that,