Skink Roster Expansion (Red Host of Tehenhauin)
This mod adds 13 new skink units (12 infantry, 1 flying), Tehenhauin as a Legendary Lord and a new skink agent "Skink Chief (Red Crested)" to all lizardmen factions for both campaigns & custom battles. Also adds the "Red Host of Tehenhauin" as a new faction for custom battles. Compatible with and balanced around radious mod.
This mod will be updated frequently. If an update breaks your save, let me know and I will make the previous version available to you.
– Tehenhauin is now a unique Legendary Lord with custom skill tree (available to half of the lizardmen factions; new game required to be able to recruit him. I’d really appreciate some feedback on him).
– new agent: Skink Chief (Red Crest): melee focused skink chief; two variants (mace & spear).
– removed Skink Prophet: reworked to "Skink Scribe" included in Skink Campaign Agents mod.
– lots of new images & descriptions
check the change notes on the right if you want more detailed info and full update history
– Legendary Lord: Tehenhauin
"Tehenhauin is the first and greatest Prophet of the Serpent God, Sotek. He led an army composed predominately of Skinks, against the Skaven of Clan Pestilens and drove the vermin back into the ocean."
– His skill tree is inspired by elements of the lore and contains spells from the lore of beasts and many buffs, abilities and attributes for red crested skink units and himself. I recommend starting a new game with a faction unlocker as itza or tlaxtlan.
– For now abilities "Plaque of Sotek" and "Blade of the Serpent Tongue" are unlocked from start instead of bound to ancillaries.
– Can be recruited once in lord recruitment panel when playing as one of the following lizardmen factions: hexoatl, last defenders, itza, southern sentinels, tlaxtlan, xlanhuapec.
– Agent (Generic): Skink Chief (Red Crest)
– Melee focused skink chief with cold-blooded and a province wide debuff to enemy skaven units. Recruitable for most lizardmen factions.
– Hero (Generic): Skink Prophet
– Has access to 2 custom skills, cold-blooded, arcane-conduit & a weaker version of shield of the old ones.
Has been removed, because it is replaced by "Skink Scribe" from THIS MOD
– All Red Crested Skinks have the passive ability "Frenzy" and 12% physical resistance. They are also immune to skaven disease (campaign map).
– All Braves have 1 passive ability: "Inspiring Presence" (buffs morale & melee defence of nearby friendly units). Melee focused braves are led by a Kroxigor and have 2 additional abilities to buff friendly units.
– All shielded spear units have access to 1 active ability: "shield wall", granting them "charge reflector vs large" and changing their formation.
– Most ranged units can switch ammo types (poison & armour-piercing).
– Infantry (Spears): Skink Cohort (Spears)
skink cohort equipped with spears.
– Infantry (Clubs): Skink Stalkers
Weaker defense but better offense, speed & charge bonus than skink cohorts. They have a custom charge ability, can throw weak fireleech bolas once and can also stalk.
– Infantry (Clubs): Skink Braves
Little bit stronger than saurus warriors. They have 2 ammo until I can figure out a way to make a "throw javelin" ability.
– Infantry (Clubs): Skink Red Crests
Mid tier red crested unit. Slightly better than blessed saurus clubs.
– Infantry (Spears): Skink Red Crests (Spears)
Mid tier red crested anti-large unit.
– Infantry (Swords): Sotek Cultists
Elite sword infantry. I like the idea that they use skaven weapons to kill skaven.
– Infantry (Spears): Red Crested Skink Braves (Spears)
Good mid/high tier support unit which can buff nearby friendly units. Recruitable from shrine of sotek 2 + smithy.
– Infantry (Clubs): Sotek’s Chosen
Elite mace infantry; Recruitable from shrine of sotek 3 + smithy.
– Infantry (Ranged): Red Crested Skink Cohort (Javelins)
Little bit stronger than basic javelin cohorts.
– Infantry (Ranged): Red Crested Skink Skirmishers
Weaker than chameleon skinks but stronger in melee.
– Infantry (Ranged): Red Chameleons
Better than blessed chameleons. Suffer no attrition from chaos infestation.
– Infantry (Ranged): Skink Braves (Fireleech Bolas)
Low ammo, high costs & small unit size.
– Cavalry / Monstrous: Skink Terradon Riders (Strafe Run)
Higher fire rate & damage than terradon riders, can switch ammo types. I replaced their "drop rocks" ability with a custom "strafe run" (not working 100% as intended).
– Skink Stalkers (& fireleech braves) hold javelins instead of fireleech bolas
– Strafe-Run ability is somewhat random
If you are the creator of an image I’ve used in this mod and don’t allow me to use it, please contact me and I’ll remove it from the mod as soon as possible.
Keep in mind I am not an artist, but I try to keep unit cards and icons diverse and distinguishable.
– Totally Random Total War Generator: randomizes region ownership of all factions when starting a new campaign for more diverse starting positions.
– Dukes of Bretonnia: adds 5 lore friendly legendary lords to different bretonnian factions (campaign & custom battles).
– Unique Skink Agents: adds 3 lore friendly units (2 unique campaign agents & 1 hero unit for custom battles) to all lizardmen factions.
– Skink Campaign Agents: adds 3 new campaign agents to all lizardmen factions as subtypes: 2 heroes and 1 lord.
– Lizardmen Regiments of Renown: adds 9 lore friendly regiments of renown to all lizardmen factions.
– Colorful shield variants for Lizardmen: adds some color and variety to lizardmen shields.
– Sebidee: for his awesome tutorial[www.twcenter.net] on unit creation.
– Mixu: for creating 2 legendary lords mods, which were really helpful when writing the script
– TheLoneCenturion: for helping me with testing my mods

thanks for your time and have fun,
Roy