Total War: WARHAMMER III

Total War: WARHAMMER III

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True Champions of Chaos
   
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Tags: mod
File Size
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175.813 KB
21 Apr, 2024 @ 8:39pm
29 May @ 2:49pm
18 Change Notes ( view )

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True Champions of Chaos

In 2 collections by Cerb
Cerb's Realism and Difficulty Collection Vanilla
63 items
Chaos Dwarf Challenge Mode
50 items
Description
The chosen of chaos are supposed to be among the best fighters in the world, with incredibly thick armor, raining immensely strong blows upon their enemies. This mod drastically reduces the size of the following units but increases their stats to compensate. Each unit should have similar combat prowess to the current balance, but it feels more thematic to have them in smaller units.

Chaos warriors (100 entities -> 40), extra 20 armor, ~80% more hp, ~doubled melee damage
Chosen (80 entities -> 24), extra 20 armor, doubled health, doubled weapon strength
Chaos knight (60 entities -> 16), 20 armor, tripled health, ~120% weapon strength, higher leadership
Aspiring champion (16 entities -> 8), 80% health, 20 armor, 80% weapon strength, increased melee attack and defence, increased leadership
Doom knight (32 entities -> 8), 120% health, 20 armor, given significantly higher ap damage, given bonus vs large,
Bloodcrusher (32 entities -> 16), 60% more health, 60% more weapon strength, higher splash
Skullcrusher (32 entities -> 8), 170% more health, 20 armor, significantly higher ap damage, better splash, bonus vs large for regular variant
Skullreapers - (60 entities -> 20), 200% health, 100% base weapon strength, 50% armor pen weapon strength, more splash, immunity to flanking
Wrathbringers - (32 entities -> 12) 130% health, 60% base wep str, 100% armor pen damage, immunity to flanking

As with all small units, they will be weaker in 1v1 situations where they may get encircled, but will be stronger when supported by swarms of their followers.

In addition, the marks of chaos have been redesigned for these units, giving each god marked unit a very different playstyle.

Khorne marked chaos warrior/knight and chosen excel at killing massed enemy units but are weaker against exceptionally skilled enemies, these units have frenzy, far higher spell resistance, splash damage, higher armor piercing damage and leadership, but with reduced melee defence. They will carve a swathe through their enemies but are susceptable to being ground down over time.

Nurgle marked chaos warrior/knight and chosen units excel at fighting enemy armored melee units and armor piercing units, but are weak against enemy ranged especially flaming projectiles, or high damage dealers in general. They have a very high level of ward save, and have a super powerful poison on their weapons, but are drasically slower, are much easier to hit and hit less often in melee, and become very vulnerable to fire. They are masters of attritional warfare able to outlast many enemies.

Slaaneshi marked chaos warrior/knight and chosen units excel at fighting skilled enemies in melee, and keeping enemies locked down. These units have essentially two modes, their default mode boasts incredibly high defences, damage reflection and debuffs to weaken enemy units in melee. Their second mode sheds many of their defences for an incredibly big damage boost. Essentially they can transform from the tankiest unit in your army to one of the highest damage dealers at the press of a button - but being slaaneshi they don't enjoy killing their enemies without getting their fun in first...

Tzeentchian marked chaos warrior/knight and chosen units excel at fighting enemy mages or units that have magic attacks, and bolstering friendly spellcasting. They have magical attacks, a barrier, remove magic attacks from enemies they're fighting in melee, and replenish winds of magic pool while fighting in melee. They also significantly disrupt enemy spellcasters in melee with them, while being close to immune to magic themselves.

Undivided units have small boons from each of the four gods, without any of the negatives, so currently have a very small amount of ward save, a small amount of magic resist, a small amount of melee defence and a reasonable amount of leadership. They are also often seen as leaders among the ranks of chaos, and as such have an aura to boost other units combat prowess and bravery, at the cost of becoming a bit too courageous for their own health.
106 Comments
Cerb  [author] 1 Jun @ 12:24am 
Youre right thanks will fix
Vaxar Kun 31 May @ 9:20pm 
thanks for the change.
Minor bug report: Chaos Knights of Tzeeenth still have The Gods Own Eyes ability - i believe it was for all chosen/knights but its now supposed to be undivided only. At least none of the other marked ones have it
Cerb  [author] 31 May @ 5:13am 
<3
OHM 31 May @ 5:00am 
Thanks to Sigmar that you're still about Cerb. I appreciate your mods.
Cerb  [author] 30 May @ 10:35pm 
Always love mate, give me feedback i give you changes :)
Revelation 30 May @ 9:59pm 
Love that these are getting love. These mods are godly for lore reasons.
Cerb  [author] 29 May @ 2:49pm 
Increased their health by 100, melee attack by 3, melee defence by 2, base weapon strength by 30, and armor by 10
Cerb  [author] 29 May @ 2:44pm 
Will do
Vaxar Kun 29 May @ 1:07pm 
Any chance you could tweak the chaos knight ror (sword of chaos unit)? They are supposed to be the elite chaos knight cavalry yet in my archaon campaign the standard chaos knight of tzeeentzh performs better or equal all the time (even from turn 3 or so when there is also 9 level difference between the 2). Maybe some charge bonus could help?

Or maybe i am just using them wrong.
Cerb  [author] 5 May @ 5:59pm 
Thanks mate, appreciated