Total War: WARHAMMER II

Total War: WARHAMMER II

Of Men and Monsters [Updated For Silence and Fury]
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Tanit  [developer] 15 Jun, 2018 @ 12:37am
Update Notes
Update April 11, 2021: It's been too long! This update is fairly massive, including updated visuals for many units, largely thanks to ChaosRobie, Xenon, Sythropo and Crisord. The Chimaerat, Burrowing Behemoth, Helldrake, Giant Rats/Rat Swarm, Trolls of Hell Pit, Stormfiends, Tinker Rats, Warprats, Black Skaven, Great Stag, Packmasters, Mutant Rat Ogres and Wolf Rats all boast new appearances or new weapon appearances. 32 new units have been added: 2 Beastmen, 1 Chaos, 9 Skaven, 3 Dwarf, 2 Dark Elf, 6 Wood Elf, 5 Greenskin, 2 Bretonnian, 1 Vampire Count and 1 Tomb King.

Stats have been fixed for the Wolf Rats (Now Bloated Mutant Wolf Rats), Packmasters and Mutant Rat Ogres (Now Experimental Rat Ogres). New abilities added for Warpfire Dragon as well as for the new units. Units better integrated into Rogue and Intervention armies. Spells for units hopefully fixed, let me know if you find that not to be the case, I don't get much time to play the campaign.

The near future will see some more updates as I need to rebalance my Skavenslave units, add some more of the new units to garrisons, integrate a new skin for Plague Rats/Plague Swarm, give my lore of Slaanesh to the Beastmen, add a couple more special abilities and port over my old Lizardmen and Empire units, so stay tuned!

New Units Include: Preyton, Mud Elemental, Mabrothrax, Verminguard, Shard Dragon, Goblin Hewer, Veteran Hydra, Venom Dragon, Glade Spears, Squig Gobbaz, Bonegrinder Giant, Ruglud's Armoured Orcs, Bordelen Marines, Bat Swarm and Mummies!

Update May 21st, 2020: Updated to be compatible with the latest DLC and Old World Update.

Update May 5th, 2020: Quick hotfix to make the Tinker-Rats appear.

Update April 26, 2020: Clan Skryre is complete! And with that all of the major Skaven Clans are done! Skryre gets 10 new units, 2 of which are available to all Skaven factions. Sub-faction recruitment limitations are now fixed and the City Guard have had their cost increased and had a campaign limit of 10 added to try and balance them. Lastly I finished reintegrating the Dark Elven Sorceress of Slaanesh with a whole new lore of 6 spells with a lore atribute. All of the spells are functioning correctly, but I have never made a lore of magic before, so let me know your thoughts on the cost and duration of spells. Thanks for all of the support everyone!

Update April 23, 2020: Slightly delayed, but hopefully worth it, this is the Clan Pestilens update. 14 new units for Clan Pestilens, 2 of which are available for all Skaven factions. This update also includes 3 new units for Beastmen and 4 for Bretonnia. In addition my units have now been scattered in small numbers as garrison units across the game to increase the chance you will run into them throughout your normal gameplay. This is a brand new feature to the mod, so please let me know if you find it to be unbalanced. Several recruitment fixes were also implemented for the Avatar of Khaine, City Guard and several DE units were added to Black Ark recruitment. Lastly, the Ghorgon has received a stat makeover with a custom entity making him faster than giants and tweaks to his attack speed and splash damage to make him the infantry eating machine he is supposed to be.

Update January 27, 2020: The Clan Moulder update is finally here! Life got in the way a bit, but you can now enjoy 20 new units. 7 are available to all Skaven, 1 to Skryre and Moulder, and the other 12 are only available to Clan Moulder. Some of those 12 are also only available at Hell Pit itself, and so will not appear on the Vortex map. If you want to test the new units, they can all be played from the main Skaven faction in custom battles. There are 2 more Skaven updates coming soon to wrap up the faction, Clan Pestilens and Clan Skryre, so keep your eyes peeled!

This update also contained some cost changes and a new ability for a couple of Eshin units, 'Black Hunger'.

Update January 1, 2020: In addition to the 44 units repaired for the last update, this one contains 11 skaven units, specifically including 7 Clan Eshin units to help improve the flavour of any new Sniktch campaign. I will try to update the mod every week or two with whatever I have managed to finish as these updates will then be save game compatible. With that in mind please let me know if you encounter any issues with balance, typos, etc and I will try to correct it post haste.

Update December 25, 2019: **Disclaimer** This update is not save game compatible! Significant changes have been made to the internal naming conventions of this mod and many units have not been repaired yet. This update contains 7 Beastman units, 9 Bretonnian units and 28 Dark Elf units. Next update will be dropped on January 1st and will hopefully contain repaired versions of all of my Skaven units. Following this I will try to update the mod every week or two with whatever I have managed to finish as these updates will then be save game compatible. With that in mind please let me know if you encounter any issues with balance, typos, etc and I will try to correct it post haste.

Update 2018-06-15: Added in 6 more units. Saurus Braves for the Lizardmen and Warpguard, Rotten Rodents, Pusbags, Verminkin and Wolfrats for the Skaven.

Update June 20: Up to 65 units converted over now, including the much requested Warplock Jezzails! Plus dozens of other units, enjoy! The remaining 30 core units will be the next update, followed by the Empire Altdorf units. Also made some minor tweaks to units, such as removing the magic damage from the Pusbags. In the discussions below I have added a detailed unit list with info on where these unit ideas come from, as well as a Tactica post on what each unit is intended to do. These lists do contain some units that are not yet converted over, but they are coming, I promise.

Update January 3:

5 New abilities:

Tepok's Crystalline Eye & Quetzl's Flawless Heartstone for the Dread Saurian, making it a true monster on the battlefield.

Killing Blow: Bonus damage for units with this ability so long as they are winning their combat.

Nauseous Stench: The odour this unit emits is so foul that nearby enemies are less capable in close combat. (Troglodytes)

Endless Swarm: A damage causing passive ability for the Rat Swarm, whose animation profile did not allow them to attack.


Dread Saurian given Vanguard and Flaming Attacks to represent upgrades from the Table Top game.

Vanguard given to the Flayerkin.

Wolfrats given magical attacks to represent their warpstone teeth upgrade from TT.


Many units now limited to their specific factions based on lore, for example the Dread Saurian is only available to Lustrian Lizardmen factions while the Great Wyrm is only available to Southlands Lizardmen factions. Units unique to certain Skaven clans are now only available to that clan in campaign, while any units that appeared in the main Army Books back in the day are still available to all Skaven factions. All units do appear on a faction that is playable in multiplayer so you can test them out.


Loading Screens for every unit in the mod so far.


Many units added to the building trees and spawn lists for Rogue, Rebellion and Intervention armies which should increase their appearances and distribution in the game.


Minor skin changes to Glade Guard, Plague Monks with Staves and Trolls of Hell Pit

Several new and edited UI cards for units.

Fixed the Warpgrinder's abilities to not work when locked in combat, making the unit more balanced at the cost of being a little skill intensive.

Unit junction attachements to red tree skills gone over, all units should benefit from lore accurate skills now.

Visual improvements to Poison Wind Mortars
Last edited by Tanit; 15 Apr, 2022 @ 5:40pm