Total War: WARHAMMER III

Total War: WARHAMMER III

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Aspiring champions of Chaos [SFO]
   
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118.848 MB
31 Jul, 2023 @ 11:52am
24 Aug, 2024 @ 1:05pm
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Aspiring champions of Chaos [SFO]

Description
Aspiring Champions of Chaos Balanced for SFO

This mod will not work without SFO

This mod adds two variants and a ror unit for each god

It adds these aspiring champions to warriors of chaos daemon of chaos and each monogod faction now let's go over each faction's aspiring champion.


Khorne

Aspiring champions of Khorne are heavily anti infantry high attack more weapon strength less defense majority non ap damage so they take more damage while dishing out more as well as for the two variants the first is sword and shield which offers more defense than the other variant as well as missile block but at the cost of damage output.
Now for the second variant dual axes this variant is all about as much damage as possible in melee they will rip and tear non armored infantry to pieces as well as most other things but they have the worst defense out of any aspiring champion variant and no missile block. And the ror unit is the same as the dual axe but to the extreme with more attack and weapon strength but with the penalty of having rampage.


Nurgle

Aspiring champions of Nurgle are all about survivability and defense with a higher hp pool now for the two variants.
The first is sword and shield which offers great defense but lacks offense a great holding unit and for the second variant great weapons as you'd expect they are great at cleaving through armor but they also have a very minor anti large buff with majority ap damage.
Now since nurgle daemon recruitment is hard to work with they will be recruited from the ror tab with a cap of 10 for nurgle daemon factions only for the rest it will be normal as for nurgle's ror unit i did something a little different and gave them mounted aspiring champions that use lances now they are great for cycle charging since they regenerate and ressurect so they are sure to get a lot of damage output.


Tzeentch

Aspiring champions of Tzeentch are average fighters as far as aspiring champions go but with a barrier to protect them now for the two variants.
The first is sword and shield which is good defense poor offense missile block barrier just simple good holding unit now for the second is Halberds which they have a decent attack with ok defense but they have a strong buff to anti large so they will have no problem taking down any monster or sem units. and for the tzeentch ror unit they already have one so i didn't make one this Might change in the future i dont know.


Slaanesh

Aspiring champions of Slaanesh are great fighters and fast so they will easily be able to flank infantry, now for the two variants. the first is sword and shield which are a bit better at defending and attacking although a little squishy they do have a slight majority on ap damage to make them dangerous to just about anything.
Now for the second variant Hellscourges they are a great holding unit with very high defense and average attack but lower weapon strength and little ap damage but still enough to be effective against armor.
Now for the ror variant they are great at taking on infantry with dual swords as well as there ability to deflect missile fire but they have a little less armor to balance them out.

Q&A



Can this be loaded mid campaign? Yes they can be added mid campaign but they cannot be removed mid campaign without reverting back to the save before you added them

Is it compatible with [insertmodnamehere] mod? These should be compatible with anything that doesn't try to do the same thing.

is it sfo or radious compatible? As for radious i don't know i do not play radious as for the Sfo version that will be coming.


Bugs

As for now there aren't any let me know if you find any and i will try to fix them.


Balancing

Let me know if you think if a unit is to strong or weak etc.

Link to the vanilla version
ONLY USE ONE VERSION AT A TIME NOT BOTH AT THE SAME TIME
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3012547051
Link to my other mod
Chaos ogres
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2982416933
Skullreaper & wrathmonger Rebalance
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3383859348



Credit[s]

Thanks to the very generous ZAVAN this mod has much better looking unit cards than before.
95 Comments
madgeneral2019  [author] 1 Jul @ 2:54pm 
@Velykos forgot the update it will be going up soon
Velykos 1 Jul @ 2:52pm 
Oh I didn't know about this
Interested in the update!
madgeneral2019  [author] 19 Jun @ 3:14pm 
@EnumaEllis ok ill update it then
EnumaEllis 19 Jun @ 2:19pm 
Gotcha. I think SFO just need to edit the items. You can also update the mod here and I''l test it for you with 6.15. Just to check stats and some modifiers.

Really appreciate it!
madgeneral2019  [author] 19 Jun @ 11:30am 
@EnumaEllis ok the update is done but i cant test it until sfo is updated so either comment when its updated or ill check every now and again
EnumaEllis 19 Jun @ 10:50am 
Aanother issue is some of your units for Khorne, not sure about the rest, are missing the fur on their capes in their variants. This is cool in theory, but without the fur, there are massive clippings seen without fur. I think keeping the fur on is better to hide them.

I think that's all. Sorry for the listings, I just love monogod aspiring ideas. Looking forward to your fix! :)
madgeneral2019  [author] 19 Jun @ 10:17am 
@EnumaEllis ill update this and fix that issue
EnumaEllis 19 Jun @ 9:55am 
Also, SFO native Khorne mortals chaos troop get 10% physical resistance or ward save while yours get 15% fire resistance, not so good. Hoping you also add in ward save for them as well.
EnumaEllis 19 Jun @ 8:41am 
Curious if the update is still happening?
madgeneral2019  [author] 15 Mar @ 12:02pm 
@Zk922 ok thanks for letting me know ill look it up and update soon