Total War: WARHAMMER III

Total War: WARHAMMER III

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Mutants and Cults (STS) - Monogods factions added
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445.207 MB
1 Apr @ 9:10am
4 Apr @ 6:39am
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Mutants and Cults (STS) - Monogods factions added

Description

"The taint of Chaos, a festering blight upon the very flesh of Man, manifests as the mutant. These abominations, born twisted or warped by dark energies, are a walking affront to Sigmar's purity. They skulk in shadows, some pitiable in their attempts to mimic normalcy, others reveling in their grotesque forms, servants of the Ruinous Powers. We, the righteous, must purge this corruption, root and stem, lest its insidious influence poison the very heart of the Empire. Fire is their due, a cleansing flame to scour away the stain."

"The insidious reach of the Chaos Cults stains every corner of the Empire. These human abominations, driven by dark desires, form secret societies dedicated to the Ruinous Powers. Bloodthirsty Khornate Cults revel in slaughter, while decadent Slaaneshi Cults corrupt the very soul. Nurgle's Cults spread pestilence, Tzeentchian Cults plot unseen changes, and the Horned Rat's Cults whisper of Skaven horrors. Every Cult, every member, is a viper in the bosom of Sigmar's realm, and must be purged."



Mutants
Unleash the unpredictable power of mutation! This mod adds a new dual-wielding, tier one mutant unit to the Beastmen, Monogods Chaos factions and Warriors of Chaos rosters. Each mutant recruits with 1-5 randomized mutations (chosen from 600 mutations which gives you a 76,646,862,340,000 permutations), offering a wild array of stat changes, powerful abilities, and even crippling flaws.

Whispers speak of mutants touched by darker powers... On the rarest of occasions, a unit might find itself bound to a Chaos Cult, unlocking one of 24 hidden abilities. The odds are slim; the secrets, yours to uncover.

Mutant unit visual variety: hundreds of body parts, ensuring a highly randomized and diverse appearance across your mutant units, enhancing the chaotic theme.

Cults

The dark pantheon's influence spreads! Twelve potent Chaos Cults, carefully selected from the lore's depths, now empower the Warriors of Chaos. Each of the four Ruinous Powers commands three dedicated Cults. Archaon, Kholek, and Be'lakor, unbound by allegiance, can harness all twelve. God-specific factions, however, are bound to their patron's dark blessings.
  • 4 basic spear and shield units, with stats comparable to Imperial Spearmen, representing the Purple Hand (Tzeentch), Corrupted Regiment (Khorne), Children of Doom (Nurgle), and Jade Spectre (Slaanesh).

  • F'thaktoi B'kah Warrior-Cultists (Tzeentch): Chaos Warriors, dedicated protectors of cultists. Reliable and ideal as a central cultist army anchor.
  • Monnik's Pit Fighters (Khorne): Frenzied, rampaging Chaos Warriors. Deploy them for swift skull collection before they succumb to their own bloodlust.
  • Carnival of Chaos Acrobats (Nurgle): Fast, vanguard deployment units. Watch their unsettling acrobatics as they tear through enemies.
  • Sybarites (Slaanesh): Lightly armored, whip-wielding masochists. True to the Prince of Desires.

  • Broken Wheel Cultists (Tzeentch): Twelve powerful cultists capable of battlefield-altering rituals and bound spells. Gain new spells with each rank. Potent support units.
  • Blacksmiths of Carnage (Khorne): Great weapon wielding warriors, masters of devastating blacksmithing rituals.
  • Children of the Maggot King (Nurgle): Small, warped humans obsessed with rotflies. Flood the battlefield with swarming summons and sound of eternal buzzing.
  • Bleak Society (Slaanesh): Philosophers turned hedonists, embodying Slaanesh's true nature: desire in all its forms. Masters of powerful, new Chaos rituals.




    Bug/Model Clipping/Other Issue:
    Please let me know in the comments.

    Are you planning to add more?
    Yes, If i find a time.

    What are you planning?
    15 remaining cults, better mutant models, integration with heroes and lords (especially cultists), and adding to demonic Chaos factions.

    Is it working/compatible with mod "X"?
    It should work with most mods. Please let me know if you think some of the units should be added to a modded faction.

    SFO when?
    When someone makes it :)

    Join me on my discord with ideas and feedback, and to see what I'm working on:
    Stig's Discord[discord.gg]


    Modding wouldn't be fun without those tools:
    Rusted PackFile Manager by Frodo45127.
    Asset Editor by Hero.
    RME by Phazer.
    And special thanks to:
    Stratovarius for help with script.
    Modding Den and Skeleton Crew for answering my dumb questions.
    Milush for logo and graphics.
125 Comments
Dragen Everchosen 12 Jul @ 4:14am 
sick! thank you
stiginge-oy  [author] 12 Jul @ 1:25am 
@luthurram - How ?
stiginge-oy  [author] 12 Jul @ 1:24am 
@Dragen Everchosen - yes
Dragen Everchosen 11 Jul @ 5:08am 
does belakor get these?
Coach Awesome 3 Jul @ 10:29am 
Holy hell, this is amazing!
luthurram 28 Jun @ 1:00am 
The flies are a busted gimmick.
Doge Reincarnated 26 Jun @ 10:43pm 
I really like the gimmick of mutant mobs.
goatlegs 25 Jun @ 6:43pm 
Such a great mod, brilliant implementation
Hey Vsauce 20 Jun @ 12:27pm 
This thing here could make for a nice Tzeentch faction. You get bonuses for forsaken and spawn, but you also get to choose what upgrades your mutants get.
Plaguelord 20 Jun @ 2:14am 
I dedicated a settlement to Tzeentch and was able to recruit them from there.