Total War: WARHAMMER III

Total War: WARHAMMER III

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Skryre Shockvermin
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File Size
Posted
Updated
9.302 MB
14 Mar, 2023 @ 7:27pm
25 Jun @ 3:19pm
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Skryre Shockvermin

Description
Description
This is a port of my mod of the same name from Total War: Warhammer 2. This mod adds a new unit to the Skaven; Skryre Shockvermin. I have taken the time to fully remodel them from the WH2 version of the mod, so they look entirely fresh. 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.

Affected by Redline skill points and some end-game techs. The more interesting upgrades for them come from the Forbidden Workshop, where all 3 of the effects have been updated from their game 2 iterations. Livewire lances now add AP damage in addition to base weapon damage and the Zzzap! contact effect. The second upgrade has been entirely removed and replaced with providing Shockvermin a recharging barrier. Adrenaline Injectiors now provides the same effect as the Kislev racial passive.


Updates
6/25/2024
  • Updated for Patch 5.1. No changes.


Compatibility and Issues
Known Issues
  • None known at the moment.

Check out my other mods!

66 Comments
Mordecai 14 May @ 7:36am 
Does the mod work or update needed?
Videogamer40000 28 Apr @ 6:57am 
Much appreciated.
Advice  [author] 27 Apr @ 1:39pm 
@Videogamer40000
I'll give it a lookover when I update my mods for Patch 5.0. sometime next week or the following ones.
Videogamer40000 27 Apr @ 11:32am 
Ah, I see. It was brought up a bit ago in the comments by BleedingWell, but it has been a little over a month, which is why I thought I would ask about it again myself to see if anything could be done about it since I wasn't sure if it was still being looked into or anything like that.

Thank you for the response.
Advice  [author] 27 Apr @ 9:42am 
@Videogamer40000
I didn't even know that was a problem.
Videogamer40000 26 Apr @ 10:19pm 
Since it is still an issue as far as I can tell, I was wondering if the Shockvermin RoR not appearing with your Cut Content Regiments of Renown mod is still being looked into or if it is even possible to fix. Both mods are quite nice, and it is a shame to have to lose one or the other when it comes to RoR.
Advice  [author] 20 Mar @ 10:43am 
@BleedingWell Highly appreciated!
BleedingWell 19 Mar @ 6:31pm 
Yep, all three upgrades seem to unlock fine and be active in battle.
BleedingWell 12 Mar @ 8:49am 
Livewire Weapons is active too, shoulda mentioned that in the other comment ;)
BleedingWell 12 Mar @ 8:41am 
Yeah the workshop upgrades do seem to work, at least up to the second one as the barrier shield is definitely active on the guys.

I'll grab upgrade number 3 as soon as it's available and check on that too.