Total War: WARHAMMER II

Total War: WARHAMMER II

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Skaven Skryre Shockvermin
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Tags: mod, Units
File Size
Posted
Updated
1.082 MB
2 Jun, 2020 @ 7:58pm
20 Jul, 2021 @ 7:56pm
18 Change Notes ( view )
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Skaven Skryre Shockvermin

Description
THIS IS THE VANILLA VERSION OF THE MOD. SFO VERSION FOUND HERE.

Description
Comparable to the Eshin Triads, these are the best-of-the-best stormvermin in Clan Skryre. Typically found guarding workshops from curious eyes or would-be thieves, these elite rats are now finding battlefield deployment more common as the war against the surface-things intensifies.

They operate in smaller groups than a regular regiment of stormvermin, but make up for it in slightly superior stats, and more effects. Primarily, they wield launcher-halberds allow them to fire poisoned wind globes across a short range before committing to melee combat. As the halberds are infused with warpstone technology, they gain magic damage as well as AP and anti-large. Additionally, they have the unique "Movement Sensors" ability, which allows them to detect stealthed units from a further distance, similar to the "Predatory Senses" seen in Saurus units.

They are recruitable from the Skryre Warmachine building at T4, as well as Ikit Claw's unique landmark building at T3.

They make for excellent defensive infantry, ideal for guarding valuable weapon teams or artillery from stealth ambushes, cavalry and monsters. They are also great for supporting the front line, by first firing poisoned globes into the initial melee (in typical Skaven fashion), and then filling any gaps or cleaning up weakened enemies.

Updates
Update 2/7/21
-Updated script that implements Forbidden Workshop functionality. Should be compatible with Moulder's Menagerie. Please submit feedback if errors/bugs are found. Credit and thanks to EmperorEnema for making a script that implements workshop functionality cleanly.

Update 2/19/21
-Updated script that implements Forbidden Workshop functionality, again. I'm continuing to look for feedback regarding this aspect of the mod. Thank you.

Update 2/19/21 - 2
-Caught an additional bug after upload of prior version.

Update 4/8/21
-Minor visual update. Standard Shockvermin and RoR should have slightly more varied appearances.

Update 7/20/21
-Updated for The Silence & The Fury. Shockvermin halberds now function as precursor weapons, similar to Chameleon Stalkers (and how I originally envisioned the unit). UI listing now updated to 'Shock Infantry'.

Translations
Russian translation by Slavyan here
Русификатор для мода можно загрузить здесь.

Chinese Translation by 狩 here

Compatibility
This mod may conflict with any mod that changes the contents of the Forbidden Workshop. Please comment if one is found and I'll look into it.

Check out my other mods!

89 Comments
12 Dec, 2022 @ 8:32am 
Hello, I like the mod you made very much, it brought me a lot of fun, and I look forward to seeing your work again in Total War Warhammer 3, thank you:steamthumbsup::steamhappy:
Dragonknight951 11 Sep, 2022 @ 3:47pm 
Take all the time you need, I've waited much longer for things I like, so I'm in no rush.
Advice  [author] 11 Sep, 2022 @ 3:10pm 
@Dragonknight951
I do plan, and even dabbled a little in porting this mod to wh3 (including fresh new unit models), but I will be frank in saying that it will not happen any time soon. 1) I will be unable to do any kind of substantial modding work for the foreseeable future, at most keeping my current wh3 ones updated, and 2) I want to make such a port as quality as possible, so when I do get to work on it, I want to invest the time needed to make it work as well as possible, and I already suspect that porting the scripts for the forbidden workshop will be a headache and a half. Thank you for the support and kind words.
Dragonknight951 11 Sep, 2022 @ 2:52pm 
Do you feel up for porting this to WH3? I understand that CA has made modding difficult(mostly by changing tables... Again, apparently they do this a lot from what other modders have said) but hopefully with the assembly kit it should at least be somewhat less harsh.
if you don't then I understand, thank you either way for making a great mod.
HalfBaked 7 Mar, 2022 @ 9:05pm 
There's a link to the SFO version of this mod at the top of the description.
Queekheadtaker 3 Mar, 2022 @ 8:21am 
Is it compatible with SFO?
Bóbr 10 Jan, 2022 @ 5:08am 
Hoy! Do this mod have CTT compatibility like ypor other mods?
Advice  [author] 21 Dec, 2021 @ 7:41am 
@Exterminieren
Uhh, not entirely sure. Off the top, it sounds like that's the correct line to change and it would be just more or less that. That should be the right name for the shockvermin. You sure it was for the right spell, not overcasted or anything? What happens when you try it like that? Maybe its not over-writing correctly or something.
(that said, idk why replace the summon for plague monks when you can get crafty and try making a whole new summon spell for warlock engineers :) )
Thanks for enjoying the mod.
Exterminieren 21 Dec, 2021 @ 2:37am 
Love these guys, is it possible for to replace the plague monk summon(Pestilent Birth) on plague priest with these guys? Ive been trying to mod it but ive only just started. And apparently its not as simple as replacing wh2_main_skv_inf_plague_monks_summoned (the line for what unit is summoned) with what i thought was your shockvermin line, advice_skv_shockvermin. Any advice?
DracoMcGee 9 Aug, 2021 @ 3:10pm 
Discovered that! I did an edit for myself and tried it out with the warplock rounds. Seemed pretty cool. Had to add in a new projectile for it based on the warplock, straight copy from jezzail was WAAAAY too much range lolol