Total War: WARHAMMER II

Total War: WARHAMMER II

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Lustria Rises
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Tags: mod, Units
File Size
Posted
Updated
116.578 MB
16 Jul, 2021 @ 3:56am
23 Sep, 2021 @ 1:43pm
10 Change Notes ( view )

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Lustria Rises

Description
Some more options for those of you with finer tastes in faction choice. BALANCED FOR VANILLA, I WILL NOT MAKE ANY SUBMOD FOR SFO/RADIOUS/ANY OTHER OVERHAUL.

Complete as-is, now ported to Warhammer 3.

Works with my Lizardmen Tweaks and Improvements mod: https://steamproxy.net/sharedfiles/filedetails/?id=2547778430

Lords:


Chameleon Elder

A Chameleon Skink generic lord option. Focuses on range and stealth, as you might expect.


Heroes:

Skink Priest

The Lores of Shadows, Death, Fire, Metal and Light are now available to recruit for Skink Priests. Why not Life? Because that was the one Lore they couldn't get in the Sacred Host supplement.


Coatl Guardian

A flying, surprisingly tanky but not massively punchy option for those who want some magical backup. They can come with the full Lores of Life, Light or Heavens, as they did in the TT supplement CA obviously read but didn't properly fully implement. No, I'm not bitter, why do you ask?

Recruited through the Geomantic Locus chain.


Kroxigor Sentinel

Beefy brawlers suitable for smashing infantry. Has a unique skill tree and can be made better at bodyguard work or further line-breaking.

Recruited through the Blood Shrines of Sotek chain.


Units:

Ancient Razordon

I think you can guess what this is. Highly-armoured SEMs quake in fear when this is on the battlefield.

Available from the Blood Shrines of Sotek building. Affected by any skill or tech buffs a Razordon Hunting Pack unit would get.


Feral Great Wyrm

A large flying reptile to eat other large flying reptiles. Much better at aerial combat than ground-based fighting.

Available from the new T5 Great Wyrm Hatchery building, which is available at T4 for Tiktaq'to. Affected by any skill or tech buffs a Ripperdactyl Riders unit would get.



Salamander Hunting Pack (Firestream Jets)

The Irondrake to the basic Salamander's Trollhammer Torpedo. Torches infantry quite nicely, but doesn't rack up kills too fast.

Affected by any skill or tech buffs a Salamander Hunting Pack unit would get.



Skink Cold One Riders

Lighter, weaker and cheaper than your average Saurus Cold One riders but a bit better than Feral Cold Ones. They throw javelins and can skirmish.

Available from the Cold One Cave building. Affected by any skill or tech buffs a Cold One unit would get.



Skink Horned One Riders

More of an upgrade to Saurus Cold One Spear-riders rather than Saurus Horned Ones. Fast and strong AP anti-large cavalry but less resilient, particularly to missiles.

Available from the new T4 Horned One Cave building. Affected by any skill or tech buffs a Cold One unit would get.



Skink Culchan Riders

Hard-hitting and extremely strong on the charge but lacks AP and staying power. Keep away from range units, predominantly use as a flanker/backline clearer.

Available from the new Culchan Nesting Grounds building which is available at T2. Affected by any skill or tech buffs a Cold One unit would get.



Altar Brave

An anti-large Skink unit, a bit of a mix between Red Crested Skinks and Temple Guard.

Available from the Spawn-Pools of the Chosen building. Affected by any skill or tech buffs a Red Crested Skink unit would get.



Spawn Leaders

A dual-wielding Saurus unit, somewhat of a more offence-oriented alternative to Saurus Temple Guard.

Available from the Temple Guard Barracks building. Affected by any skill or tech buffs a Temple Guard unit would get.



Gecko Skinks

A scout unit with a low-damage ranged attack that slows opponents.

Available from the Spawn-Pools of the Lower Castes building. Affected by any skill or tech buffs a Skink Cohort unit would get.


In addition, all Saurus Horned Ones and Cold Ones have been renamed to reflect their riders and Saurus Horned Ones no longer require the Weapons-Crafter Commune building to recruit (but do now come from the new Horned One Cave building). This is done by overriding their land_units table entry so will be incompatible with any mod that edits that specific unit's entry.



Massive thanks to the folks at Da Modding Den discord for all their help, extra special thanks to Ubermorgen for the Cold One Javelin animations, Dindi for the Kroxigor Sentinel animations, Urgat for the Culchan model, ChaosRobie for the Gecko Skink animations and Calm&normaltime for the Great Wyrm rigging. Check out their mods also.

If you're thinking "hey, isn't this unit something that X or Y mod has?" Quite probably yes. I've drawn inspiration from a lot of the same sources they've likely used, though I've done my best to not copy what anyone else has done entirely and usually not directly.

Why not check out my other mods for more Lizardy goodness?