Total War: WARHAMMER II

Total War: WARHAMMER II

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Ratskrieg - Skryre Supplement (dead)
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Tags: mod, Units
File Size
Posted
Updated
20.923 MB
3 Dec, 2020 @ 3:18pm
19 Jun, 2021 @ 5:20pm
20 Change Notes ( view )

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Ratskrieg - Skryre Supplement (dead)

Description
RATSKRIEG II - OPPENHEIMER UPDATE.
BIG UPDATE PENDING, PLEASE BE PATIENT

Now I am become kill-death, the destroyer of world-things. - Ikit Claw.

Unnecessary Headcanon
Feeling... reminiscent of a time where Skryre and the Warlock-Emperor laid claim to all of Skavenblight, Morskittar had missed the taste of dominion upon his treacherous benefactors and competitors. Alas, if Skryre were to reforge a path to domination, a new class of diabolism would be required. One inspired by naught but the ingenuity of the Horned One.

While all other clans incessantly played their petty games at Morskittar's feet, the many Warlock-Engineer circles of Skryre, situated in the deepest annals of Skavenblight, ceased trade with other clans, opting instead to work tirelessly to reach the next paradigm of Skryre technology, steaming ahead under direct orders from the Emperor of Warlocks himself. These secrets would not be shared for mere pocket-tokens. This was all according to plan.

If Clan Skryre were to re-emerge from their surged annals, who knows what horrors might be unearthed with them?


Ratskrieg - A Roster Fattening
Ratskrieg expands and exemplifies Clan Skryre in its rightful speciality - technological warfare. 6 new ranged infantry units, 3 new warmachines and 3 new artillery units, all spread across each tier and filling specific niches that Skryre are otherwise missing or require bolstering thereof. Warplanes, mine layers, hissing warpcoils and Ikit's own stormvermin variant is among the many new additions you'll find in this mod - all changing the way you fundamentally play Skryre.

Reject Tradition, Embrace Modernity
In line with the spirit of this design methodology - and in changing the way one plays Skryre - naturally, as you advance up the tech tree, primordial battle tactics become redundant, and the old ways lose favour. As you progress up the tech tree and workshop, base skaven units lose effectiveness in turn, and in varying ways, be it upkeep or unit stat debuffs.

Specifications
All 12 new units, of which are almost all exclusive to Clan Skryre, are fully integrated with custom models, some with new animations, GFX, unit cards and near-total integration into the campaign. In addition is a new tertiary mechanic built upon the Forbidden Workshop; Diabolical Revisions, which further extend upgrade paths of existing and new units within the workshop.

Ratskrieg II - Rerelease specifications:
  • Reforming unit sets in line with skill lines, tech, etc... With descriptions to match.
  • Key building garrison revamps for Skryre buildings
  • Integration of tilting core unit debuffs and upkeep increases in like with tech.
  • Completely custom visuals for all units (textures, models, gfx, projectiles, anims)
  • Changing of majority of projectile and ranged weapon behaviour
  • Stat revamp and entity adjustments across the board.
  • Revamps of the Warphunter and Doomborer units.
  • Second part of Ratskrieg roster supplement, including the following units; Warpbomb Sappers, Warp-Magma Cannon, Warpthunder Howitzer, Verminwings (bi-plane squadrons w/ warpcoil and warpbomb variants) and finally, the Doomnaught.
  • Extension of the Forbidden Workshop; addition of DIABOLICAL REVISIONS (unlocking X amount of upgrades for a unit(s) in the forbidden workshop will allow you to purchase an entirely new 'revised' unit via a button at the bottom of the upgrades table.)

Why is it OP?
As a designer, I embrace chaos ad perpetum at times for sake of cool factor. I have not sensibly computed the impact that a faction utilising otherwise modern warfare has had on the already-formidable Skryre roster, but what I HAVE computed is how badass the notion and gameplay of having an army driven by conventional firearms warfare is. Am I foolish? Am I reckless? Perhaps.

I've made some measures to mitigate balance issues through cost and shaped nerfs. I've made sure that things are scaled so you won't be playing a cheat mod. Things are still fun. Has this fixed things as far as balance is concerned? No. You're giving a subfaction with one of the most powerful rosters and one of the best stat-extending mechanics even more versatility than it already has.

I owe you no apologies. I simply love ridiculous guns and weaponry, and this setting is and will continue to be a victim of such love.

Recommended Mods (for Skryre)
I highly recommend four mods in particular;
ChaosRobie's excellent Moulder's Menagerie for Stormfiends in all their variants, plus compatible workshop integration!
Scico's Weapon Teams on Walls mod, for a quintessential boost to your garrison abilities.
Nanu's Skaven Tweaks compilation for a bunch of nice campaign and battle adjustments for Skaven. (pending update)
Stigenge-oy's Skaven mods of which he has an abundance of, all of which are fantastic.(pending update)

Credits
CA for creating such an awesome game. I will continue to follow their journey to manifest the insane world of Warhammer Fantasy in its entirety as a trilogy of games.

Big shoutout to Sythropo for making his excellent Warhammer Weapon's Resource Pack free to use!

The guys over at Da Modding Den[discord.gg] for being literal pioneers and pillars of this modding community. The help I've recieved over these has been pivotal for my drive to mod.

Special thanks to those such as Stephen, who lent me an excellent template for workshop implementation. You can find his mods here.

Shoutout to H3ro over at the modding discord for his excellent tools.

Shoutout to DJ and Phazer for their essential tools also.

Anyone who was subscribed and contributed to the original SFO mod - you da real OGs.

Anyone who wants to create submods - feel free, but please attribute credit respectfully if you do so, and give me a heads up prior so I can link it!
138 Comments
Mustafao01 5 Sep, 2024 @ 10:26am 
Thanks for bringing it back
alice.leifler 25 Jul, 2024 @ 8:33am 
Is this for all skaven factions or only Clan Skryre? If it's only for Clan Skryre, could you make one for all Skaven?
Kraker 30 Jan, 2022 @ 2:32am 
Srry I snuff too much warpstone when I writed last comment
Banzai Guns 29 Jan, 2022 @ 10:28pm 
@Kraker Dang dude! Overly dramatic much?
If you would have just looked a couple of messages lower. the author stated this: "Expect a re-release of sorts a few months from now"

And people wonder why modders won't answer comments or stop publishing mods.
奥威尔·切瑞先生 20 Nov, 2021 @ 2:27pm 
Their scale is too small
NorscanWarlord 13 Nov, 2021 @ 9:16pm 
the skirmish units are a bit overtuned compared to all the other units, and is it compatible with https://steamproxy.com/sharedfiles/filedetails/?id=2191411221 ?
Kraker 9 Nov, 2021 @ 12:10pm 
@Empy good good I really want to see warp doom mega cannons
Sam_Py  [author] 9 Nov, 2021 @ 11:53am 
@Kraker Before WH3, so then I'll have all the visual stuff done ahead of time.
Kraker 9 Nov, 2021 @ 9:42am 
Will you add new units before WH3 or will you add them when Immortal Empires arrived
Sam_Py  [author] 9 Nov, 2021 @ 7:36am 
Ayo all, sorry for the extended hiatus. I'm going to resume work on this mod from the ground up in preparation for WH3, hoping to get all the models and mechanics working well before everyone moves over to WH3 campaign. Expect a re-release of sorts a few months from now whilst I work on some super-ambitious visuals, new recruitment mechanic integrated into the workshop and some other bits that'll far exceed the mod as it stands now.

Until then!