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Going forward, I will not be supporting the individual sub-mods for the "Rayes Extended Units" It is very difficult to ensure all separate mods are up to date and working properly, and ensuring each mod is matching to the all-in-one mod pack entirely. From here on I will only be supporting "Rayes Extended Rosters Complete Edition" I will not be removing any of the sub-mods from the steam workshop, but I will no longer support them. Instead all updates will be done in the complete extended roster mod. I know this may be inconvenient but despite the sub-mods showing out of date, they will work the same for a long time. I encourage you all to try out the all-in-one mod. My original vision for my mod was to make one big mod that adds plenty of balanced, unique units to most factions, and because of this, I will be spending much more time on balance tweaks.
Thank you for understanding, and for supporting my mods, and I look forward to bringing new future content!
Wouldn't it be possible to give them more flavour from their monogod, to make them more interesting beside just what the mark does, since ACs already gain the best part of each mark through their tech tree?
Khorne ACs could be dual wielding axe, maybe with fire vulnerability on hit or primal fury.
Tzeentch ACs could use a glaive, maybe with either warpflame on hit or a bound 1-use blue/pink flame of tzeentch.
Slannesh ACs could use a hellscourge, maybe with either charge reflection or charmed on hit.
Nurgle ACs could use a manreaper/hammer, maybe with either horrible regeneration or Spurting Bile-Blood.
It would reflect much better their dedication to their patron and, at the same time, provide an unique flavour over the undivided "plain" ACs and an unique role on their patron army.