Total War: WARHAMMER III

Total War: WARHAMMER III

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Tzeentch's Bane Towers (6.12)
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File Size
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80.106 MB
24 Mar, 2024 @ 5:27pm
19 Apr @ 10:35am
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Tzeentch's Bane Towers (6.12)

Description
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Originally posted by Man O' War - Plague Fleet Rulebook:
When a Chaos Sorcerer takes to the sea as part of a Chaos Fleet he will always be aboard a Bane Tower of Tzeentch. This strange floating vessel resembles a huge floating castle, suspended above the waves on a glowing nimbus of light and bathed in a veil of lightning bolts that crackle along its hull.

About
Bane Towers are Tier 5 flying warmachines; seemingly collosal, floating towers, they unleash tremendous barrages of bolts and large, plasmatic balls of warpfire that do not discriminate in how much damage they can deal. For all intensive purposes, they're essentially flying artillery platforms.

That being said, they're a ridiculously powerful unit, and as such, cost a huge amount in both initial cost and upkeep. They also lack in HP and barrier points, and can be melted if a proper counter-measure is pointed at them.

ROR - The Unfathomable Spire
The Unfathomable Spire - a tower from within the Impossible Fortress that has escaped the warp and now acts upon its own unknowable will - is a collosal upgrade from its predecessor.

The fire rates of all its munitions is faster, it has more HP and barrier, and has Eldritch Updraft , which triggers when the Spire reaches below 50% of its HP, and spawns a unit of screamers to protect itself from whatever threat may be firing upon it. In equal tow, however, is its cost, as it's even more painstakingly difficult to purchase and maintain.

Recruitment
All Tzeentch factions can recruit this unit, as can the Daemons of Chaos and Vilitch. Each requires either tier 3 ports, or the maximum tier of their respective advanced unit building.

Compatibility
As a unit mod, this should have zero issues with other mods.

Credit
  • Dilaguna for the mod of which the Bane Towers, and the framework of this mod, was derived from (with permission.) You can find the original mod, Path of Change, here:
  • The Skeleton Crew team, which taught me everything I know, and more.
  • The Modding Den, whose fantastic work both collectively and individually drives Warhammer: Total War to stay alive, and gives birth to some of the most ingenious pieces of modding most other modding scenes would be jealous of.
  • CA, for their excellent work as always.
  • The community, of course. <3

118 Comments
Aether 21 Aug @ 2:15pm 
where do i recruit it as vilitch?
Animal 15 Aug @ 2:37pm 
ehh i could check how to upload a mod... im not a modder and its not as easy as i thought. i just tweaked some numbers till it wasnt super overpowered anymore.

I could send the pack file to you directly if you want. or give me some time to figure out how to upload a mod lol
goatlegs 15 Aug @ 12:25am 
a nerfed version of this would be great. It is really cool but a bit much.
Kniggar 8 Aug @ 10:44pm 
Animal, want to be a sick lad and upload your version?
Animal 8 Aug @ 3:15am 
I tried nerfing it a bit myself. i found that lowering the explosion damage on the ice cannons to a very low value to be much more balanced. Also reduce its ammo by a LOT so that it doesnt solo 4 stacks. i have it to a point now where a normal tower and the ROR one together can probably clear 1 stack solo and for the price i guess thats OK for campaign.
Kniggar 3 Aug @ 9:14pm 
Such a cool concept with a messy execution
daredevil83 2 Aug @ 8:02pm 
tried it, 1 battle was enough
Hive Mind 27 Jul @ 2:57am 
For those complaining... Just don't install the mod? I love it, such a Tzeentchy unit.
Kniggar 17 Jul @ 4:12am 
Afghan it goes beyond that
AFGHAN PSYCHO 16 Jul @ 4:33pm 
Guy's it's a Bane Tower, its meant to be a late game OP unit.