Total War: WARHAMMER III

Total War: WARHAMMER III

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Gorilla's Necrofexus Incabula Macros
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25 Mar @ 3:02pm
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Gorilla's Necrofexus Incabula Macros

Description
Only the Humans have the wit to see it. We Druchii are too pallid in our blood, touched too greatly with the maladies of spite and melancholia, our palettes too jaded. As for the rest -- they are too brutal, too unsubtle, or simply too arrogant and false to admit the truth. Only those delightfully insane, short-lived creatures called Man -- born astride a grave compared to us, and yet always so desperately hungry to go on, to exist, whatever the price. The truth is bred in their bones. Only they could work such depraved wonders of tortured corpses and bitter desire, only they truly see the future. One day, soon or late, despite all our sorceries and our hubris, only one king shall reign and I name him Death.

Description
"Necrofexus Incabula Macros" - more commonly known as the Necrofex Colossus.

When the Necrofex Colossus was added to the tabletop via Forgeworld’s Monstrous Arcanum supplement, it didn’t belong to the Vampire Coast – they weren’t a playable faction at that point, except from a miniature list in a White Dwarf article. It was actually a regular Vampire Counts unit. Though the picture provided depicted a Necrofex Collosus made from the frame of a ship, not all Colossi are created in such a manner, and any amalgamation of wood, steel, and dead bodies could be used to create one of these unholy beasts. When CA made the Mournguls available to the Vampire Counts (if you own the Vampire Coast DLC), I realized that the Necrofex Colossus should also join the roster it was originally intended for.

This mod adds the Necrofex Colossus to the Vampire Counts – but it doesn’t just port over the existing version. Instead, it adds a brand new take on the unit, without the cannon arm but with a whole new arsenal of tricks up its sleeve. These unholy bastions of flesh, wood, and dark magic add a new and extremely powerful monstrosity to the undead armies of the Vampire Counts. It can be built from the level 5 Necromancer’s Tower and also raised from the dead after a large battle. A new research technology has also been added, which can be found at the end of the tree that starts with “De Noirot’s Blasphemous Bestiary.”

I strove to be as accurate to the tabletop as possible without making something that feels out of place in vanilla play. I hope you enjoy!

New Units
Necrofex Colossus
-An enormous construct made from the bodies of the dead, relatively slow but possessing incredible strength and armour.
-Possesses an enormous scythe blade on its left arm, enabling it to kill enemy monsters with anti-large attacks.
-The unholy energy that binds it acts as a living conduit for Necromancers. Nearby spellcasters get +20% Winds of Magic recharge rate.
-At 50% HP it spawns a unit of Zombies as the bodies that make up its being break free.
-Causes terror. Wouldn’t you be scared if you saw this thing?

Necrofex Colossus (Dark Soul)
-The same as the regular version, though without the scythe blade. It’s anti-infantry instead of anti-large.
-A vampire or necromancer has been sown into this amalgamation, and the Colossus has inherited their dark arts and has the ability to cast spells.
-By default, it has bound spells of Spirit Leech and Gaze of Nagash. In campaign, a new research at the end of the beasts tree will grant it limited uses of Soulblight and Wind of Death.

Compatibility
There should be no compatibility issues with other mods unless they significantly overhaul the Vampire Counts campaign or are total game overhauls. I don’t play with total game overhauls so I won’t be making compatibility submods for them – however, anyone has my complete permission to make their own compatibility submods if they like.

Frequently Asked Questions
Does this add the Vampire Coast Necrofex Colossus to the Vampire Counts?
No. This unit is called a Necrofex Colossus, but it’s a totally different unit with different stats and a different role on the battlefield to better represent the differences between how the Vampire Counts and Vampire Coast operate.

Does this mod change the Vampire Coast Necrofex Colossus at all?
No, it has been completely untouched.

Why is this one more expensive than the Necrofex Colossus the Vampire Coast have?
While it doesn’t have a gun to perform ranged attacks, it is significantly stronger in melee. It’s based specifically off the “Nightmare Colossus” from the Monstrous Arcanum, which had stats roughly on-par with a Rogue Idol.

How do I add extra spells to the (Dark Soul) variant?
Research the “Homunculus of Death” technology in the Vampire Counts tech tree.

SFO?
You’ll have to make it yourself, and have my full permission to do so.

Credits
I'd like to thank:
-Partypus, who gave me permission to use his Infanta Leonora Navrre model which provided the basis for this unit. Many thanks to him because otherwise this project would not have gotten off the ground! Be sure to check out Legendary Characters to see his awesome model!
-The good people of the Total War Modding Den and Skeleton Crew discords who have patiently helped me with many issues and technical difficulties.

My other Vampire Count Mods
Gorilla’s Tabletop Vampire Reskin
21 Comments
Gorilla  [author] 17 Apr @ 7:37am 
@Roque the Rogue: I'll look into it!

@Bone daddy. Ainz Ooal Gown: Shouldn't cause any problems but it may need a compatibility submod to be buildable.
Bone daddy. Ainz Ooal Gown 16 Apr @ 1:05pm 
can this work with the nagash mod
Roque the Rogue 16 Apr @ 12:03pm 
Greetings Gorilla!

I think I have a issue and tracked it to this mod, it has introduced a new research option in the vampire counts research tree, correct? It's messing up the Decky's Vampire Count Tech Tree Mod, is there a way you could make it compatible? even by editing a vanilla research option
Gorilla  [author] 8 Apr @ 12:42pm 
We'll see! I'm taking a break from serious modding right now but I might come back and do another pass on this one.
Autumnchain 7 Apr @ 8:38am 
Several RoR options are options taken from the Tabletop and then made unique, so it's not particularly unprompted. For example, the Granite Guard RoR are Infernal Guard with Blunderbusses, which are an option present on the Tabletop but not present as a regular unit in the game. Another example is Bilious Thunderguff being a Giant of Nurgle, another option present on the Tabletop that only has representation as an RoR in the game.
Gorilla  [author] 7 Apr @ 8:10am 
I might consider it - I'm hesitant because the Dark Soul version is from the tabletop and wasn't unique there.
Autumnchain 6 Apr @ 4:32pm 
In that case, it sounds like it would make far more sense to make the Dark Soul variant an RoR while making the Grasping Claw one like I'm suggesting. Gives players a reason to recruit the Scythe Arm one since the Grasping Claw variant I'm proposing would be a side-grade instead of a straight upgrade.
Gorilla  [author] 6 Apr @ 9:51am 
The only thing the Dark Soul variant lacks is the scythe arm and the associated anti-large damage + a little bit of AP. Otherwise, they are basically the same, aside from the Dark Soul having the ability to cast magic.
Autumnchain 6 Apr @ 7:16am 
Oh, I get it now. Does the Dark Soul variant lack anything that the Scythe arm one lacks or is it a straight upgrade? Consider making the Dark Soul variant an RoR while regular recruitment has the option for a scythe Necrofex and claw Necrofex.
Gorilla  [author] 6 Apr @ 4:34am 
Oh, but the Dark Soul variant isn't an RoR, it's a regularly recruitable unit.