Total War: WARHAMMER III

Total War: WARHAMMER III

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Runic Units
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Tags: mod
File Size
Posted
Updated
706.976 MB
17 Aug, 2024 @ 11:32pm
26 Mar @ 9:06am
7 Change Notes ( view )

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Runic Units

Description
Runic Units

"The first Rune Guardians were built millennia ago, when the first Dwarf strongholds began to fall to Goblin forces. Realising they would be forced to leave the tombs of their honoured ancestors unguarded, the greatest Runesmiths of the time collaborated with the Engineers Guild to create tireless sentries that could be left behind. That at one time they could create such marvels is a source of both great pride and great sorrow for the Dwarfs. It would seem that the knowledge of the Master Rune of Waking is lost to the Runesmiths of today, and the schematics needed to construct one are nowhere to be found. Were someone to rediscover the secrets of the Rune Guardians, he would be richly rewarded. Unfortunately, I fear the first step in such an endeavour would be the recovery of a nearly intact Rune Guardian, surely an impossible (and probably suicidal) task."

— Professor Eliot Denheim, adventuring scholar


Features

This mod adds Clockwork Thunderers, Rune Guardians, Rune Golem and Shard Dragon(+ a summonable feral version for all factions) to the Dwarfs as well as 3(and a 4th wip) RoR's, Rune Guardians of Karak Kadrin, Grimnir's Vengeance and La Fantasma.

The Units are recruited through new buildings found in the Deeps with the units having a cap that can be increased by utilising a new feature found in the Forge. Under the new Runic Unit tab in the Forge, players can now assemble Runic Units by gathering new resources and increasing the unit caps and unlocking Regiment of Renown units.

Consider the mod to be in a alpha/beta stage with several features missing + balancing issues. I would love feedback and suggestions from you.

New buildings

Deeps recruitment

Shard Dragon upgrades

The Forge - Runic Units



Clockwork Thunderers

"Forged in the fires of ingenuity, these tireless sentries wield the thunder of Dwarf craftsmanship, never resting, never faltering."

• Ranged Infantry

Rune Guardians

"Millennia ago, as Dwarf strongholds began to fall to Goblin forces, the greatest Runesmiths and the Engineers Guild created the first Rune Guardians - tireless sentries to guard the tombs of their honoured ancestors."

• Monstrous Support Infantry

Rune Golem

"Rune Golems, or Gronti-duraz in Khazalid, meaning "Enduring Stone," represent the pinnacle of ancient Dwarf runecraft. According to legend, the first Rune Golem was shaped by Thungni, the Ancestor God of Rune Magic."

• Single Entity Support Unit

Shard Dragon

"Razor-scaled serpents from the deep, Shard Dragons silently stalk prey in darkness. Bound by Dwarf runic collars, they are unleashed as unstoppable forces."

• Single Entity Unit

Feral Shard Dragon

"Summoned from an ancient scroll, this Shard Dragon appears briefly to unleash devastating fury before vanishing back into the void."

• Summoned Single Entity Unit


Regiments of Renown

Rune Guardians of Karak Kadrin

"The Rune Guardians of Karak Kadrin guard the innermost sanctum of the Slayers Keep."

• Monstrous Infantry


Grimnir's Vengeance

"Grimnir's Vengeance is a titanic construct made of metal, given life by the Master Rune of Wakening and with a yearning to right every wrong."

• Single Entity Unit

La Fantasma

"La Fantasma, 'The She-Phantom,' haunts the caves of Trafuro. With lethal breath that induces fatal fear, she embodies the terror of the deep."

• Single Entity Unit


Future
Balancing, bug fixing
Add Runelord skills to buff the units
Unique Guardians and Golems for each major Dwarf hold


Phyrex - Art, project lead
RedDragon - DB, scripts
Mourtourie - Ideas, text
Dave - Unit cards
Partypus - Thumbnail, unit category icons, icon templates, buildings
SNEK - Annoying shield up crash fix
Matthew - Screenshots
Lokeig[sketchfab.com] - Shovel(which I edited slightly)
DeadBaron - Shard Dragon unit card, Clockwork Thunderer vfx, La Fantasma texture edits
grackul - DB, Scripts
Deliel - Ideas, text
Flimp - Clockwork Thunderer unit card

Submods

SFO - by =[NK]= Col. Jack O'Neil

Russian language patch - by Mandaloio

Korean language patch - by min985

F.A.Q.

How do I contact you? I found a bug, I have this amazing idea, this unit could need a buff/nerf, etc.
Either here or on Discord, I'm on Da Modding Den and can be found in the #skeleton_crew

I have also started a fresh new discord server: Karak Phyrex, for everything involving Dwarfs and my mods. I am always looking for help, even if you don't know anything about modding I always need help with researching lore for new characters and units

https://discord.gg/3jKMzce6mJ


Question 2
Answer...
195 Comments
Phyrex  [author] 27 Jun @ 8:48pm 
I'll see if I can get the script guy to make that happen
XIII07 27 Jun @ 7:22am 
Question, last time I tried this mod, I saw that in MCT you could turn everyone off except the ranged infantry unit(Clockwork Thunderers), which is the only unit I actually want to disable!
Could option this be added? Or did I just not see the option?
Phyrex  [author] 24 May @ 10:24pm 
All of the RoR? Were you able to click "Unlock" in the Runic Units tab of the Forge?
Swampcow 24 May @ 4:46am 
I've done all the upgrades but I can't recruit any of the regiments of renown. they don't show up in the recruitment pool. Any troubleshooting advice?
KermitXBL 6 Apr @ 4:00pm 
@Phyrex - Has this had an update or was i smoking? has it always been Gold to increase the cap? if so - this is fine, it works great, for some reason i thought it was 8000 Oathgold not 8000 treasury!!
Phyrex  [author] 2 Apr @ 8:48am 
Grimnir's Vengeance requires the Landmark building in Karak Kadrin as well as having built a Inner Sanctum there in the deeps
Locally Sourced Asian Man 2 Apr @ 5:21am 
Been using this mod for awhile, but i cant seem to find the building required for Grimnir's Vengeance? though i could be missing something or just oblivious to which building to get, so if anyone can help i would appreciate it :)
Phyrex  [author] 1 Apr @ 12:57pm 
Thanks for the feedback, yeah this mod kind of need some balancing to be honest, I will come to it eventually
KermitXBL 1 Apr @ 12:52pm 
@Phyrex - been using this mod since it released. While i like the change to the system of recruitment, through the runeshop, the Oathgold requirement is crazy expensive for the reward. It really removes the "Fun" aspect of the mod. sweating out 8000 oathgold for just +1.. can you please consider putting this in the 500 - 1000 mark? (inc balancing the rest)

Great mod, not negative feedback, and im happy to create a sub-mod for lower cost if this isn't your long term plans.
Sosvo 1 Apr @ 10:33am 
the mortis engine effect of la fantasma gives vigour to ennemies.