Total War: WARHAMMER

Total War: WARHAMMER

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Chaos Rising
   
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Tags: mod, Campaign
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11 Mar, 2017 @ 6:07am
25 Aug, 2017 @ 9:10am
10 Change Notes ( view )
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Chaos Rising

Description
From the chaos wastes they come, leaving naught but ruins in their wake..

This is an overhaul mod for the Warriors of Chaos, designed to make their campaign mechanics more fun and less tedious.

Hordes won't take attrition for being in close proximity of one another.
(this was added from the mod "Warriors of Chaos: Horde Infighting Immunity" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=691510785 )

Technologies have had their turncosts reduced across the board.

Some skills have seen a boost to their benefits.

Savegame compatible.


Detailed Changes
If it aint here i didn't change it!



ATTRITION
As mentioned hordes will no longer take attrition from being near eachother anymore. This concept was lifted from the mod "Warriors of Chaos: Horde Infighting Immunity" by Firaeveus Carron. I've also added in another layer so the marauder line units have the same attrition immunities as the rest of the army.


Units

Marauder Hunters (Javelins) are now available from the Marauder rank 3 building alongside their horsemaster-kin!

All skill and tech bonuses that affect marauders will apply to them as well.

Lords

Sigvald's unique skills have been buffed.

Favoured Son: +9 Melee Defence at rank 3. Melee Attack bonus unchanged.

Marked by Slaanesh: +15% Movement speed at rank 3. Leadership bonus unchanged.


General Skills

Rage has been added to all marauder units.

Exalted Hero has a new unique skill: Exalted Watcher.

Exalted Watcher: -25% Enemy Hero Success Chance against Hero's Army.
+20% Chance of wounding enemy heroes for Hero's Army.
Unlocked at rank 5.

Eye of the Gods - Changed to be on at all times rather than just when attacking. Weapon damage % unchanged.

Tribes of Chaos: +9 Horde Growth at rank 3. Up from +5.

Ruination: Enemy Siege hold out modifier -5 at rank 3. Up from -3. Attrition bonus unchanged.


TECHNOLOGIES AND TECHNOLOGY COSTS
Turn costs will climb up 6 to 8 turns and cap out there after the very first set that costs only 5 turns. Techs that require Chaos Favour (money) are unchanged.

Culling the Weak: Marauder Horsemen unit range bonus increased to +10%. Up from +5%

Gaze of the Dark Gods : -10% Enemy Hero Action Success chance.

Favour of the Dark Gods: -10% Enemy Hero Action Success chance.
37 Comments
Heru Ra Ha 15 Nov, 2018 @ 12:33pm 
Hey,

thanks for the reply. The reason why I want that mod back is not due to the buff of replenishment but rather being able to catch up to other armies. CPU army attacks, gets defeated and retreats and due to my own losses I cant go after him. Even when I go after him I do not reach him due to the fact that I have to stop at 25% to change stance to make up for some losses. I dont have that issue with chaos but with the beastmen.

So I would be really thankful if you could bring it back

Gejnor  [author] 15 Nov, 2018 @ 7:58am 
Hello friend, the thing is you can now get +25% replenishment that works at all times with techs, despite not being in a stance at all! I feel therefore making you able to encamp at all times is just redundant for WoC.

You also get +10% Replenishment from one of the razing options as well so that covers it even more!
Heru Ra Ha 15 Nov, 2018 @ 3:47am 
Hey,

is there any chance that you upgrade the Chaos and Beastmen Encampment buff from WH1 to WH2? Chaos Rising unfortunately doesn't remove the movement point restriction for stance switch for the beastmen.

Until the recent VC update, it was possible to use the old mod in WH2 but now it doesn't work anymore.

Kind Regards
kaher44 [UN] 7 Jan, 2018 @ 1:47pm 
Im waiting to conquer everything with all the races in Warhammer 1 before I give in to Warhammer 2 hopefully I have the fortitude to accomplish this.
Gejnor  [author] 7 Jan, 2018 @ 8:11am 
Holy shit Warhammer 1!

Also, i forgot to add in that you probably need Norsca the DLC for those units, sorry bruv!
kaher44 [UN] 7 Jan, 2018 @ 3:53am 
Ok found the problem, even though I been conquering and subjucating the new norse clans left and right I didnt own the DLC, one quick download and I was in business. I may have missed DLC needed for it to work but everything els seem to show up fine without it. Great mod by the way. Chaos have basically 5 marauder cav units to choose from but only two infantry this added unit was definitely needed. Thanks for making this.
kaher44 [UN] 7 Jan, 2018 @ 3:28am 
I see everything but the marauder javelin troops and yes I have the Marauder rank 3 bldg built, even got a quest to recruit a unit of them but I can't. Is this a problem for anyone else?
Gejnor  [author] 27 Oct, 2017 @ 4:23pm 
Eventually, but ive more or less had to remake theese from scratch so it takes a while to do.
Archemyre 27 Oct, 2017 @ 2:55pm 
Do you plan on porting this over to warhammer 2 mortal empires?
Gejnor  [author] 25 Aug, 2017 @ 9:13am 
Marauder Hunters (Javelins) have been added as a recruitable unit, it is in the Marauder rank 3 building alongside Marauder Horsemasters!