Total War: WARHAMMER III

Total War: WARHAMMER III

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Trajann's Beasts of Khorne
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Tags: mod
File Size
Posted
Updated
287.950 MB
14 Dec, 2022 @ 11:33pm
20 Jul @ 7:14pm
24 Change Notes ( view )

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Trajann's Beasts of Khorne

Description
This mod adds 22 new units to Skarbrand, Valkia, the undivided WoC lords, and the Daemon Prince* consisting of various monsters and beasts.

The Roster
Listing every single new unit would take up way to much time. Just look at the images to get an idea of what the units are. As a general rule of thumb, the Khorne versions are very similar to the vanilla units they're based on. They all have frenzy, as well as an innate spell resist. They gain a small bump in weapon strength, melee attack, and a small decrease in melee defence. Some units have been made Daemonic, while others have had their battlefield roles changed. Play around with them to find out all their quirks!

Recruitment
Both Skarbrand and Daniel recruit via normal means, from buildings and the RoR pool. For the Warriors of Chaos, an additional mod is required in order to enable recruitment from buildings, Once this mod in enabled, the units will appear across various WoC buildings within Dark Fortresses. The RoR's are recruited as normal. If you don't intend to play as the WoC, you can safely disable the additional mod.

*Daniel only has access to things that are considered "daemonic"

And there we have it! This mod was a major passion project for me. Any feedback you have is greatly appreciated, and I hope you enjoy these guys.

Donations
If you would like to support me, you can donate here: https://ko-fi.com/trajannv . It is by no means required, and even if I never receive a single cent, I will continue to make mods for as long as I have interest. But of course, any donations are greatly appreciated!

Radious sub-mod courtesy of DarkRite:
https://steamproxy.net/sharedfiles/filedetails/?id=2903176391

SFO & Zharrrhammer sub-mod courtesy of HashutChampion:
https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=2906058521

Tabletop Caps sub-mod courtesy of Deadpool:
https://steamproxy.net/sharedfiles/filedetails/?id=2907048780
151 Comments
Brandor 20 Jul @ 3:37pm 
update??
Conley125 31 Mar @ 6:02pm 
All of your Khorne mods break the ROC campaign for skarbrand. The chaos rifts won't open between stage 30-35 like it should can you please look into this because your mods are DOOOPPPE
Rikimaru 28 Feb @ 9:34pm 
Legend! Thank you - can confirm it is resolved :)
Trajann V  [author] 28 Feb @ 3:54pm 
@Rikimaru
Issue should be fixed now
Rikimaru 28 Feb @ 4:58am 
Small bug, but this mod appears to alter the Wyvern model for Azhag (orc) & the textures are all red/blurry.
The Reaper Of Memes 27 Feb @ 5:00pm 
Oh that's more than fair, thanks for the response anyway!.
Trajann V  [author] 27 Feb @ 4:50pm 
@The Reaper Of Memes
I think trying to make something like that is a bit outside my skill range. The amount of animation work and model editing that would go into a LoS is something I have no idea how to do.
The Reaper Of Memes 27 Feb @ 12:17pm 
Hey Trajann I was wondering If It would be possible for you to do a Lord of Skulls down the line?. Its one of my favorite things Khorne has and thought It would be cool to see for one of your mods.
Trajann V  [author] 25 Feb @ 6:06pm 
Updated to 4.2

@Stranger-Come-Knocking
Depending on the terrain, models can sometimes hover or clip into the ground, it's just how the game is. The vanilla stonehorn also has this issue, nothing I can really do.
Stranger-Come-Knocking 8 Feb @ 1:25pm 
There seems to be a small issue with the Bloodhorn of Khorne where one of the front feet doesn't align with the ground and 'hovers' a bit. Could you take a look at that please?