Total War: WARHAMMER III

Total War: WARHAMMER III

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SCM Empire Secessionists (7.0 Updated)
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160.398 MB
3 Sep, 2023 @ 10:21am
5 Dec @ 3:59am
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SCM Empire Secessionists (7.0 Updated)

Description
Revamped version of HKrul's Empire Secessionists: Secede! A massive thanks to Rhox, Phyrex Fin and Matthew39 from the SCM crew for making sure SCM revives the original mod.

SCM Empire Secessionists


TLDR: This mod adds 1 completely fleshed out unique 1 Empire Legendary Lord, 1 Legendary Hero and 2 unique units and a new and improved narrative to the Empire secession, spicing up every Reikland campaign from here on out.

Introduction

Yes yes we know, you’re about to summon the elector counts for the 28353th time since the release of the glorious trilogy we know as Total War Warhammer. The nation calls. Planning on what to conquer this time, the far east? The frozen wastes? Whatever it is, it only really starts after turn 5. Right? After you’ve killed good old Hans Frankenwurter and his Empire Secessionists for the 28353th time with one battle and a few quick auto resolves. You can get through those first turns with your eyes closed by now. Well, not anymore! This mod makes the Reikland start more challenging and makes the rebellion feel like.. a rebellion. Includes 1 brand new unique legendary lord, 2 unique units, and a dilemma that will determine the faith of the rest of your campaign in Immortal Empires, Immortal Empire Expanded (IEE), and The Old World (TOW)

Features



This mod adds the true Lord-Warden of Helmgart, Reinhardt von Mackensen as a legendary lord and turns Hans Frankenwurter in to a legendary hero. Furthermore, it adds a unique Halberdier unit called Frankenwurter’s Company. In addition, the canon-friendly Handgunner regiment known as the Mackensen Marauders[whfb.lexicanum.com] are added. Hans Frankenwurter has a unique skill line that affects part of the empire not yet covered in the base game, leaning towards Fortresses and Siege Defences. Following the little tidbits of information known about him. He’s the commander of Helmgart and of Middenlandic descend. In addition, defeating this worthy enemy will grant Karl Franz with a unique trait.

Karl Franz’s predicament

After you’ve successfully halted the secession you are confronted with your first major decision as Emperor when you are asked to decide the faith of the rebels. You can either recruit their Legendary Lord, kill him, banish him to a rival power or imprison him to decide later. Each choice has a set of side-effects that affect your campaign. This finally adds some narrative to a originally very dull story-line. Regardless of the choice made by Franz, the 2 unique units will be available when controlling Ubersreik.




Playing as the Empire Secessionists

This mod is primarily made to offer veteran Reikland players a more flavourful and challenging start. However, if you use Mixu’s unlocker it is possible to lead the rebellion and remove that fraud Franz from existence. When playing as the rebels you are not restricted by the emperor mechanic, meaning you are free to declare war or arrange alliances with other empire provinces. Hans and his natural bonus to diplomacy with Middenland might come in handy in your efforts. I do not intend to add unique campaign mechanics as that is not the scope of this mod.

Credits

HKrul The original author of the mod
Snek: For doing the artwork for both Hans Frankenwurter and the amazing Mackensen Marauders. Check out his many awesome mods.
sm0kin: For helping with the scripting used to make the dilemma, his mod recruit defeated legendary lords is a must have for every playthrough!
Cryswar: For writing the amazing dilemma flavour text and his superb guides and providing almost hourly hands on help. Thanks bud. If Crys turns out a top-rated novelist, I called it first.
Mixu: For helping getting Hans on to the campaign selection screen in his unlocker as well as helping me through various brick walls in scripts
Khamar, Fin and Matthew39 For making the amazing 2D art for this mod.
Rhox For all his amazing script work, as well as his insane trickery that leads to any issue to evaporate
Phyrex For making the amazing model for Reinhardt von Mackensen


I met all these, and many more amazing talented people on The Modding Den Discord [discord.gg] If you want to get into modding but have no idea where to start: this is that place. Come meet the Skeleton Crew there!

F.A.Q.
Do I require a new save game?
Obviously. The Empire Secessionists only appear at the start of a Reikland campaign.

Is this mod compatible with X?
This mod is made to be highly compatible as it only really triggers in Reikland or Empire Secessionists campaigns.
That being said, it won't be compatible with mods that alter the Empire Secessionists faction.

Can’t I just use the recruit defeated legendary lord mod to get Hans and skip the negative effects?
Nope. Thanks to sm0kin the Empire Secessionists are excluded from the RDLL mod.

This mod said to make Reikland starts more challenging, but I still defeated Hans easily.
Congrats. Maybe it’s time to try something more challenging.

My units are not being buffed when Hans uses the ''Man the Walls!'' ability.
Read the tooltip! Both ''Man the walls!'' and ''Bulwark of the Fortress'' only target units inside Forts.

Sub mod for mod X?
No, but feel free. Just contact SCM first.
180 Comments
Goldberg 6 Dec @ 1:38am 
Thanks for the update :)
Team SCM  [author] 5 Dec @ 3:59am 
Updated to 7.0.
marceror 4 Dec @ 2:16pm 
Rhox, feel free to remove my posts if they are cluttering things up. I have not done so, since there have been replies that would be more confusing out of context.
marceror 4 Dec @ 10:26am 
I have confirmed that all of this is coming from Inquisitor's mod, so apologies for making a bad assumption in this.
marceror 4 Dec @ 9:42am 
Perhaps the narrative elements are actually coming for the Lord of Time mod exclusively, and they weren't present last time I used it.
marceror 4 Dec @ 9:42am 
Hmm. Perhaps the narrative related to Wolfgang, Matthias Volker and Sheeragatu is not coming from this mod. I was assuming it was, because I am using this mod for the first time, and it is the first time I am seeing these events.

To explain, The Changeling is the leader of "The Deceivers" faction. I have a quest called "A Close Call" that requires me to destroy "The Deceivers", aka The Changeling. Once I do this, Wolfgang Holswig-Abanauer, Franz heir, is revealed to be an agent of Tzeentch and removed from my faction. I have Wolfgang as a lord due to another mod, Lord of Time, which adds him.

But if this all sounds like nonsense, then I am guessing that all of this narrative content is not coming from SCM Empire Secessionists mod as I had assumed. If it were, I would expect a very different tone in your response. Like, oh yeah, we decided it would fit the narrative to remove Wolfgang (i.e. some collab between modders).
Rhox  [author] 4 Dec @ 9:08am 
Use Min mods before reporting. Or open up the pack and check what the pack really has.

You're speaking total nonsense like Changeling
marceror 4 Dec @ 8:03am 
Further, what would be the point of downloading a mod to get an additional legendary lord, if the legendary lord is just going to get deleted after a few turns. It seems its an odd interplay between two different mods creating this. Narratively, it's pretty cool. But my Pokemon OCD is struggling majorly with this. :)
marceror 4 Dec @ 8:00am 
@I Am Neenja - I'm pretty certain it is related to this mod. This mod has a quest where you have to destroy the changeling's faction, and all of his cult locations are revealed to you. Upon destroying the changeling, flavor text is presented that indicates Woflgang is an agent of Tzeentch, and Wolfgang's army immediately loses it's lord and I have to choose someone else to lead it. Subsequent battles related to this to go against Mathias Volker and Sheeragatu also include Wolfgang. I was hoping we would find out that it wasn't the real Wolfgang, and we could rescue him and get him back. I'm 99.99% certain this mod is causing Wolfgang to be lost, since the cause and effect events could not be more clear. And prior to using this mod, I have never lost Wolfgang in previous runthroughs playing Franz with Wolfgang.
I Am Neenja 4 Dec @ 7:21am 
@Marceror

That's nothing to do with this mod. You are meant to lose wolfgang after a certain time