Total War: WARHAMMER III

Total War: WARHAMMER III

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Trajann's Saurus Champions
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Značky: mod
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29.296 MB
25. pro. 2022 v 2.04
18. kvě. v 17.11
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Trajann's Saurus Champions

Popis
I wanted to give my lizard boys some love, so I came up with this mod. It adds a new unit to the lizardmen roster, the Saurus Champions!

The lizardmen have lot's of scary and powerful monsters, but lack an infantry unit of the same caliber. Enter the Saurus Champions. They're melee juggernauts, with juiced stats compared to all other saurus infantry. They're true power however come from their unique abilities. One ability gives them offensive buffs, while the other focuses on survivability. They act as toggles, where they have an infinite duration, but only one may be active at a time. If you switch, there is a 30 second cooldown before you can switch again, thus preventing any major abuse of the buffs. The idea is that they can swap their stats defending on the situation. Need to clear through a bunch of infantry? Go offensive. Fighting something a bit more tough and need to hold out? Go defensive. I feel it gives them a bit more identity than just "beefy melee unit".

This mod also adds a regiment of renown version! They are granted high flame resist as well as flaming attacks, plus they have much stronger versions of the base champions abilities. The base unit is unlocked for all main lizardmen factions once a major settlement reaches tier 5. While the RoR variant is unlocked at level 30. These guys pack a mean punch in melee, but they do pay for it by being very expensive and slower than most other saurus. Plus being a low model count unit means that without support they can become overwhelmed. These guys benefit from temple guard tech.

This guys were super fun to design, and it felt nice to create something for my OG favourite faction. Any feedback you have is always appreciated, and I hope you enjoy!

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!

Tabletop Caps sub-mod courtesy of Deadpool:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2907048780

If you want these units to be more rare, here's a sub-mod by Lt. Ruben (AUT) that gives them caps:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2907167452
Počet komentářů: 61
emiel123 29. srp. v 7.37 
They seem to conflict with your khorne complete collection, they have chaos weapons in their normal variation which I dont think is as intended ;)
Anthaderas 7. srp. v 3.46 
This boy likes red. Not Khorne ? Don't care, it must have a red variant ! xD

Jokes aside, I don't know all the Warhammer Lore, like so many for how deep and furnished it is. But I like to play most of my campaign with only (or mainly) lore-friendly mods so I can learn through it too. I bet none of your additions are lore-friendly right for what I can see ? And It's mainly your own creations ?
VikingTalon 12. čvc. v 20.51 
just notice playing as gor rok ytou get a perk that give saurus warriors and temple guard +10% physical resistance it say it includes these bot it doesnt show.
Trajann V  [autor] 18. kvě. v 17.17 
@DerJan
Should be fixed now!
DerJan 4. kvě. v 11.55 
Hi there, love the mod!

Just a heads up, though: the RoR is missing its campaign_map_attrition_unit_immunities_tables entry and is therefore not immune to Desert and Swamp attrition - the regular version is. Easy enough to fix in RPFM, but you may want to update the mod in the workshop.
jasonlawton12345 1. úno. v 16.28 
Just want point out that your mods are f***ing awesome ...... I really hope you do more mods like this for the Lizardmen and if possible the HE ...... 😀
Trajann V  [autor] 2. led. v 15.39 
@MVGkaiser
An update isn't needed
MVGkaiser 2. led. v 6.55 
possible to update sir? just to be safe haha
Trajann V  [autor] 31. pro. 2024 v 15.53 
@Squire lord
Yup