Total War: WARHAMMER II

Total War: WARHAMMER II

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Skaven Skryre Shockvermin - SFO Submod
   
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Tags: mod, Units
File Size
Posted
Updated
1.085 MB
29 Aug, 2020 @ 9:27pm
21 Jul, 2021 @ 7:35pm
9 Change Notes ( view )
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Skaven Skryre Shockvermin - SFO Submod

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

After many requests, and much procrastination, here it finally is! The SFO friendly version of my original mod; Skaven Skryre Shockvermin.

Changes
  • Both generic shockvermin and their ROR version have stat adjustments to bring them in-line to SFO balancing. (I've only lightly tested, but they show no significant signs of imbalance)
  • Both generic shockvermin and their ROR version have gained new abilities to bring them in-line with SFO balancing; the 'calvary-bane' effect from wielding halberds, immune to psychology as seen on standard stormvermin in SFO, and the ROR has recieved the 'Warpstone Scorch' ability due to the nature of their projectiles.
  • The base shockvermin unit now operates within the unit-caps system in campaign, and 2 of the 3 techs that affect shockvermin will now add additional capacity for them as well as their prior functions.

Updates
Update 9/5/20:
- Fixed unit caps not activating properly. Updated voiceovers, improving overall polish.

Update 10/24/20:
- Added minor buffs to base Shockvermin and Morskittar's Techguard; number of entities increased from 65 to 95, +2 hp per entity, +1 ranged ammunition. I am looking for continued feedback on if they feel closer to balanced.

Update 11/23/20
-Updated for Twisted & Twilight patch. No changes.

Update 4/8/21
-Shockvermin and Techguard available to Clan Moulder in campaign and custom battles.
-Shockvermin now have forbidden workshop implementation.
-Shockvermin can now be mutated in the flesh labs.
-+5 entities per unit.
-Slight visual update.

Update 7/21/21
-Updated for The Silence & The Fury.
-Shockvermin halberds now function as precursor weapons, similar to Chameleon Stalkers.
-UI listing now updated to 'Shock Infantry'.

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


Compatibility and Issues
This mod will not work without SFO: Grimhammer II installed. This mod should be 'compatible' with anything else, as far as I know. I have tested that it is compatible with my other SFO submods. Please comment if any compatibility issue or other error is found and I'll look into it.

Check out my other mods!

28 Comments
Ryougi Shiki 12 Jan, 2023 @ 7:37am 
@Advice hello. Any chance we can see this mode for WH3?
LemonOkayeg 14 Jul, 2022 @ 10:45am 
it's a pity that there is no no-cap submod
LimeUser 11 Jun, 2022 @ 4:24am 
Also am i insane in saying they shouldnt have skirmish since they're melee precursor units?
LimeUser 11 Jun, 2022 @ 4:23am 
I feel like the ZAAAP effect might be too much, it makes the enemy basically incapable of winning in melee combat due to the constant application of the debuff.
Egil_Styrbjorn 3 Feb, 2022 @ 6:32pm 
This mod need-want update, please-please
For the Horned rat, yes-yes
Dragonknight951 24 Jan, 2022 @ 3:53am 
yeaaa, please do update this. I wanna get myself one last good run with a few factions in Warhammer 2 before 3 comes out.
Jon 15 Dec, 2021 @ 8:33pm 
Please update this! 🙏🏼
theddd1 4 Nov, 2021 @ 9:42am 
The regiment of renown version (techguard) appears to be weaker statwise than the normal skryre stormvermin. Why is that?
BunnyMuffin 26 Aug, 2021 @ 11:26pm 
I found out how to change it myself with a modding tool, still would be nice to add though as an update for other people.

Anyhow thanks for the mod. :3
BunnyMuffin 26 Aug, 2021 @ 10:42pm 
So love this mod as Clan Skryre is my favorite clan but I believe this needs to be updated to SFO changes. Currently SFO Forbidden workshop upgrades cost 2 warpstone and 25 food each. Currently this mod is 3 warpstone and 3,5,7 food each.

Could you update this submod so that it matches with the SFO costs mentioned above?

Thanks! :3