Total War: WARHAMMER III

Total War: WARHAMMER III

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Deithland: An Empire Roster Overhaul
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Tags: mod
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165.229 MB
18 Jun @ 7:51am
11 Jul @ 10:50am
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Deithland: An Empire Roster Overhaul

Description
𝑭𝒓𝒐𝒎 𝒕𝒉𝒆 𝒓𝒆𝒅 𝒆𝒎𝒃𝒆𝒓𝒔 𝒐𝒇 𝒅𝒆𝒔𝒕𝒓𝒐𝒚𝒆𝒅 𝒃𝒂𝒓𝒐𝒏𝒊𝒆𝒔, 𝒌𝒊𝒏𝒈𝒅𝒐𝒎𝒔 𝒂𝒏𝒅 𝒆𝒎𝒑𝒊𝒓𝒆𝒔 𝒓𝒊𝒔𝒆𝒔 𝒂 𝒏𝒆𝒘 𝒐𝒏𝒆, 𝒑𝒐𝒘𝒆𝒓𝒆𝒅 𝒃𝒚 𝒂 𝒔𝒕𝒐𝒏𝒆 𝒐𝒇 𝒎𝒊𝒓𝒂𝒄𝒍𝒆𝒔 𝒎𝒐𝒓𝒆 𝒑𝒐𝒘𝒆𝒓𝒇𝒖𝒍 𝒕𝒉𝒂𝒏 𝒄𝒐𝒂𝒍 𝒂𝒏𝒅 𝒎𝒐𝒓𝒆 𝒓𝒆𝒍𝒊𝒂𝒃𝒍𝒆 𝒕𝒉𝒂𝒏 𝒎𝒂𝒈𝒊𝒄𝒌. 𝑺𝒘𝒆𝒂𝒕, 𝒔𝒕𝒆𝒂𝒎, 𝒇𝒊𝒓𝒆, 𝒕𝒉𝒆𝒔𝒆 𝒂𝒓𝒆 𝒕𝒉𝒆 𝒕𝒓𝒂𝒑𝒑𝒊𝒏𝒈𝒔 𝒐𝒇 𝒕𝒉𝒆 𝒏𝒆𝒘 𝒇𝒂𝒄𝒆 𝒐𝒇 𝒎𝒂𝒏𝒌𝒊𝒏𝒅.
𝑾𝒆 𝒂𝒓𝒆 𝑫𝒆𝒊𝒕𝒉𝒍𝒂𝒏𝒅.



My question is simple; "𝑾𝒉𝒂𝒕 𝒊𝒇 𝑻𝒉𝒆 𝑯𝒐𝒍𝒚 𝑹𝒐𝒎𝒂𝒏 𝑬𝒎𝒑𝒊𝒓𝒆 𝒉𝒂𝒅 𝒊𝒏𝒅𝒖𝒔𝒕𝒓𝒊𝒂𝒍𝒊𝒛𝒆𝒅 𝒊𝒏 𝒕𝒉𝒆 17𝒕𝒉 𝒄𝒆𝒏𝒕𝒖𝒓𝒚?"

We could only dream, but now we can share that vision as I fill out this brand new roster, with the goal of totally replacing the vanilla Empire one with infantry, artillery, war machines, lords and heroes born from my own imagination, part of the larger fantasy world I'm building!

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𝑮𝒂𝒍𝒍𝒐𝒘𝒅𝒐𝒈𝒔

Crooks, thieves, murderers, criminals by any other name. Frontline chaff, comparable to flagellants but less willing to die for something bigger than themselves.



𝑭𝒖𝒎𝒆 𝑪𝒐𝒓𝒑𝒔

The garrison force present in cities and along fortifications, the Fume Corps are the draft force of Deithland. Armed with bladed handgonnes and little else, these men can hold the line and fire back in equal measure, though those measures leave much to be desired.



𝑪𝒊𝒏𝒅𝒆𝒓𝒘𝒊𝒏𝒅 𝑨𝒓𝒃𝒂𝒍𝒆𝒔𝒕𝒔

Extra large crossbows loaded with Deithland's ace in the hole, Cinderwind, a deadly chemical weapon. It's capable of engulfing enemies in a cloud of the otherwordly poison that chokes and burns, while the protective clothing and gas masks worn by the troops keep them completely safe from it's effects.



𝑫𝒆𝒊𝒕𝒉𝒈𝒖𝒂𝒓𝒅 (𝑨𝒙𝒆𝒍𝒐𝒄𝒌𝒔)

The main expeditionary infantry of Deithland, the Deithguard are the voluntarily enlisted frontline infantry, able to fire vollies at the enemy with their rifles, and charge into melee with their halberd bayonets. A hybrid of Handgunners and Halberdiers, these men will hold the line.



𝑫𝒆𝒊𝒕𝒉𝒈𝒖𝒂𝒓𝒅 (𝑺𝒉𝒊𝒆𝒍𝒅𝒔 𝒂𝒏𝒅 𝑪𝒂𝒓𝒃𝒊𝒏𝒆𝒔)

Sacrificing ranged potential for more survivability in melee, the Deithguard with shields possess a bit more staying power when clashing with the enemy. Their carbines may not be as effective as full length rifles, but can still deal out decent damage.



𝑫𝒆𝒊𝒕𝒉𝒈𝒖𝒂𝒓𝒅 (𝑩𝒍𝒂𝒔𝒕𝒆𝒓𝒌𝒆𝒚𝒔)

Some men in the Deithguard are issued a more sophisticated rifle, one with a Blasterkey configuration, which is an over-under pattern with a rifle barrel and shotgun barrel that can be fired in quick succession. Not as effective in melee as their counterparts, but their ranged potential is twofold.



𝑫𝒂𝒏𝒛𝒊𝒈𝒆𝒓𝒔

The Gonner Corps of Deithland form the weapon teams of the armed forces, wielding powerful small arms while being able to stay relatively mobile on the battlefield. Among the most simple of these death spitters is the Danziger, a triple-barreled heavy volley gun firing tight wads of large shot. Effective against most anything, but have a shorter range.



𝑯𝒆𝒍𝒍𝒃𝒐𝒓𝒆𝒔

Flintlock Recoilless Rifles, need more be said? They come equipped with high explosive, anti large, and airburst ammunition, the anti large ammo being good against buildings and fortifications as well.



𝑴𝒐𝒓𝒕𝒂𝒓 𝑴𝒖𝒔𝒌𝒆𝒕𝒔

Long range support weapons meant for assisting friendly infantry, these men wielding flintlock grenade launchers are the ideal quick reaction ordnance when artillery is too slow or unavailable. They come stocked with explosive grenades, Cindwerwind grenades, and an unnofficial grapeshot ammunition.



𝑪𝒉𝒆𝒎𝒍𝒂𝒏𝒄𝒆𝒓𝒔 (𝑳𝒂𝒏𝒄𝒆𝒔)

The brave cavalrymen of Deithland. Not quite knights but near enough, these men charge into battle with their lances to counter other cavalry or light infantry. They are also equipped with a saddle-mounted mortar that fires Cinderwind grenades, blanketing a broad area in poison before they charge in to inflict massive damage.



𝑪𝒉𝒆𝒎𝒍𝒂𝒏𝒄𝒆𝒓𝒔 (𝑫𝒓𝒊𝒍𝒍𝒊𝒏𝒈 𝑮𝒖𝒏𝒔)

The same steadfast riders, only equipped with swords and drilling guns, a double-barreled shotgun with a third rifle barrel best suited to shooting at larger enemies or single entity units, or for flanking friendlies who are engaged in melee to swiftly support them.



𝑷𝒚𝒓𝒆𝒉𝒖𝒍𝒌𝒔 (𝑽𝒐𝒍𝒍𝒆𝒚 𝑮𝒂𝒖𝒏𝒕𝒍𝒆𝒕𝒔)

The Steam Suits from my previous mod make a return, reborn as the Pyrehulks! The Volley Gauntlets have stuck around, getting a facelift and a re-tuning under the hood with new custom passive abilities and effects. They're like aspiring champions from the Warriors of Chaos, only not as good in melee or as fast, but they make up for it with their wrist-mounted volley guns.



𝑷𝒚𝒓𝒆𝒉𝒖𝒍𝒌𝒔 (𝑭𝒖𝒔𝒊𝒍𝒂𝒙𝒆𝒔)

The brand new variant of these steam-powered power armor-wearing warriors, the Fusilaxes are the answer to any problem put on the table by larger enemies. They shoulder what is in all but name a ten foot anti-tank gun embedded inside of a giant poleaxe! (because subtlety is for the elves)

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[www.patreon.com]

If you want to support my creations, consider becoming a supporter on Patreon, where you'll get exclusive access to what I'm working on!

I won't be making any submods for overhauls such as Radious or SFO, so please do not ask. Feel free to make those yourself however!

Thank you for playing, and keep an eye out for 𝒖𝒑𝒅𝒂𝒕𝒆𝒔!

https://x.com/Doktober17

Additional tags; empire, sigmar, flintlock, nuln, gunpowder, gun, elite, armored, steam, mech, mechanical
Popular Discussions View All (7)
11
21 Jul @ 2:58am
High performance impact
[FD] Tomatohead
8
19 Aug @ 2:15pm
Little suggestions
Mycomancer
1
26 Jun @ 3:39am
Might try make a full sized costume of the pyrehulks
harps225
441 Comments
Cyborg_Priest 1 hour ago 
I just saw the YT video and I cannot believe I somehow missed this mod here. Looks amazing, I can't wait to see what you have planned for artillery.
Floor 1 hour ago 
Any info on the mortar musket bug?
Svobius 9 hours ago 
i really love this mod. but i have one little question. how about make the color of coats unique to factions.. so nuln will be dark red, golden order yellow etc. it would look so much better in my opnion. aesthetically. There is a mod for blue color for Reikland so if you guys want blue coats (after change) you can have with that. Thank you for responding.
CGR-01 | Libertyprime 11 hours ago 
Is there a way to change my Garrison units to mod units? I find it very distracting when all of the sudden I have swordsmen and crossbows in my roster.
Doktober  [author] 18 hours ago 
It's not listed anywhere but the HEAL ammunition has a significantly smaller explosion radius. It's damage is concentrated into the enemy it hits, instead of exploding outwards and hitting surrounding units.
Whitelight54 19 Aug @ 9:47pm 
I think the HEAL ammo type for the Hellbores might have wrong damage numbers. HE ammunition has 10 base missle, 2 ap missle + 22 base explosive, 51 ap explosive.

While HEAL has 50 base missle, 90 ap missle + 22 base explosive, 51 ap explosive.

If numbers are intended then I'm not sure why anyone would use HE instead of HEAL, I feel like HEAL's explosive damage numbers are supposed to be a lot lower.
Commander359 19 Aug @ 7:56pm 
To clarify, this unit would also be equipped with a rifle, making it one of the few gunpowder based units in the vampire roster outside of levied hand-gunners.
Commander359 19 Aug @ 7:09pm 
Actually, while I am here. I have a request for a future mod if you might be interested. It occurred to me that the vampire counts currently lack any meaningful ranged weapons, which puts them at a major disadvantage to pretty much any faction with flying units or decent artillery. So I thought to myself "What would make a thematically fitting unit that could address this?" Then it hit me, a huntsman.

Think of it kind of like the vampire equivalent of a Chaos Dwarf Castallen. A hunter vampire that has had centuries to perfect their aim, augmented by vampire power to give them incredible range and accuracy. This would give the vampires an effective range counter to powerful artillery and large monsters while still staying in line with their focus on lords and heroes over general units. What do you think?
WarBlackstone 18 Aug @ 10:37pm 
idk if its just me but the hulks when broken just walk in circles and dont rally they dont even try to leave the battle just walk in circles
Floor 18 Aug @ 6:32pm 
Mortar musket projectiles seem to expire before they land when they do their arcing mortar attack