Conquest of Elysium 5

Conquest of Elysium 5

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Thousand Sons Legion
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39.913 MB
20 Aug, 2024 @ 12:53am
16 Apr @ 10:38pm
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Thousand Sons Legion

In 2 collections by Vorochi
Vorochi Warhammer 40k Mods
17 items
Vorochi Warhammer Mods (Music versions)
11 items
Description
Search Tags: Warhammer 40k, Horus Heresy, Thousand Sons, Chaos Space Marines, Tzeentch, Daemons

The Thousand Sons Legion are the chief sorcerers of Chaos, with their nine Cults each representing a different aspect of Tzeentch's will. Their mechanics heavily involve the recruitment of cultists from their settlements, as well as the fielding of hordes of daemons and ranged Astartes automatons.

The recruitment of a Khenetai Blademaster early is of the utmost importance, as they and the Cult of Mutation are the only ones who retain the knowledge to ascend a mortal Thrall Wizard into true Astartes.

ToDo:
- Redo Astartes sprites
- Rubric variants
- Balance updates
- More rituals

Pink/Blue Horror, Changecaster, Flamer of Tzeentch, Screamer of Tzeentch, and Chaos Spawn sprites provided by Sombre, who can be found in their Dominions 6 mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3082462648&searchtext=warhammer

Though nobody in particular asked, I recently opened a Ko-Fi account- in case anyone wants to financially support my work, or to commission sprites and the like for their own projects:
https://ko-fi.com/vorochi

Discord server for this mod pack, intended for community discussion, multiplayer game hosting, as well as general news updates about the mods:
https://discord.gg/fE6sF89n44
Popular Discussions View All (2)
7
2 Mar @ 11:41am
Suggestions
Vorochi
6
11 Jan @ 7:23am
Bug Reports
Vorochi
45 Comments
Vorochi  [author] 28 Feb @ 1:31pm 
Major update today! Cultists and Renegades of Tzeentch have been completely revamped, and now behave much more similarly to those of the Lost and the Damned. The sprites are now entirely unique, with Tzeentch gaining access to new cultist Sorcerers and Icons, alongside lasgun-armed renegades and knife-wielding cultists. The cultist hordes of Tzeentch should now be much more able to hold their own against the forces of the Emperor and Xenos armies. As well, Rubric Marines have been made marginally cheaper to summon.
Lostxenomorfo 11 Jan @ 10:22am 
Sounds Fair, thanks!
Vorochi  [author] 11 Jan @ 9:27am 
As long as you're consistently proselytizing, the cults should produce far more troops than their upkeep
Vorochi  [author] 11 Jan @ 9:25am 
The cost numbers might well do with some tweaking, but the primary purpose of the cultists is to act as a frontline for your casters and Daemons. Unlike the Lost and the Damned versions, the non-proselytize rituals are less important, as your Sorcerers are perfectly capable of conjuring daemons.
Another major benefit is that tier 3 cults, accessible via Manipulation sorcerers, grant access to additional blessings without sacrificing settlements.
Lostxenomorfo 11 Jan @ 8:44am 
Been playing a few games as them and can't stop feeling that the cultist mechanic for villages is a bit weak. It's a bit micro intensive since you can't put one single ritual on repeat, and the cost per turn to the sacrifice ratio feels too low. Perhaps I'm understanding the concept wrong? Would like some help
Ortoblast 22 Nov, 2024 @ 3:15am 
Sounds cool
Vorochi  [author] 21 Nov, 2024 @ 4:25pm 
Major update today, with a multiplayer version in the works relatively soon. Expect some bugs, I'll be working out the kinks as I receive feedback about the new content!
Bennymax26 31 Oct, 2024 @ 9:55pm 
ok
Vorochi  [author] 31 Oct, 2024 @ 7:11am 
Modders can’t change anything about the spell schools in the vanilla game
The Apothecaries aren’t really there to heal things- they can’t do many operations on Rubricae- they are there to bring you more Astartes
Bennymax26 31 Oct, 2024 @ 5:18am 
hello could you tweak the value of the apothecary to get the regeneration spell more often? because im having trouble healing my units with 2 apothecary's who only know poison and poison resistant.