Total War: WARHAMMER III

Total War: WARHAMMER III

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Add more expansion units for Tomb King
   
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950.162 KB
28 May, 2023 @ 5:19am
2 Apr @ 8:01pm
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Add more expansion units for Tomb King

Description
The tomb priest successfully opened the last tomb chamber, awakened the hidden tomb guards and chariots, and controlled the tomb spiders with magic, turning them into better uses and becoming cannon fodder in the Tomb King's battle.
Finally, let's talk about one of the Tomb Priest's most amazing plans - creating a giant Necrovulture. This huge flying creature will become the new weapon of the Tomb Priest, capable of launching air support and striking the enemy on the battlefield.

1. Added new chariots and melee knights.
Are you outflanking your opponent only to find that your troops lack strength?
Stop worrying! We've introduced more powerful level 3 chariots and knights to give you the edge you need on the battlefield. Now you can execute your strategy with confidence.

2. Added a normal version of The Khepra Guard (Tomb Guard).
The Khepra Guard now comes in a standard version. These elite warriors will continue to be the backbone of your forces, make sure your opponents fear your empire.


3. Added 2 new types of war beasts. Tomb spiders can make up for the problem that early units are too fragile.
Necron Vulture, which has a buff aura and can support the battlefield from the air.

4. Added 2 new types of Nehekhara Warriors.
Tomb Guard (Halberds) and Ushabti - Great Bow have long time of a upgrade time? I know, that's a bit of a pain.
I have added Nehekhara Warriors. There are two versions: "Bow and Swords" and "Spear and Shield".
These warriors bring a fresh dynamic to your forces, ensuring adaptability in various combat scenarios.

*11/24: Add expansion unit
*12/16: Tomb Spiders now have the correct Expendable attribute. Try technology matching.
*12/29: Fixed Arkhan faction recruitment bug
*1/11: Legendary Lord's buffs can also buff new units.
20 Comments
Panda 26 Mar @ 3:09am 
The mod is now preventing the game from starting with patch 6.1. Someone please update.
撿骨頭  [author] 7 Feb @ 4:04am 
@Snvke_3yeS
Yes, that's the design.
Nehekaran Archers is an Ethereal.
Vampire Coast and Vampire Counts both have their own Ghost Warriors.
_It'sCreamingTime 6 Feb @ 10:56pm 
units are great, just a little bit of constructive criticism if i may, the nehekaran spearmen are all charred and the nehekaran archers are ghostly and swap their sword for a bow when firing, maybe it's by design? if so, thats ok, thanks for the mod
撿骨頭  [author] 31 Jan @ 1:47am 
@LuisGRM
Thank you for your report, the problem has been solved.
LuisGRM 29 Jan @ 12:49pm 
tomb guard (double swords) capacity is no added with arkam
The another units is ok
撿骨頭  [author] 11 Jan @ 6:02am 
Update, Legendary Lord's buffs can also buff new units.
Increasing the limit is not supported.
@ Sigma(r) male
The description of the passive skill is incompatible with the short description.
Sigma(r) male 7 Jan @ 4:23pm 
Also would be good to change the ui and flavour text of some of the added passives (like copypasted black coach passives on the new chariots) to better match tomb kings lore.
Sigma(r) male 7 Jan @ 4:16pm 
Currently they get buffs from tech tree and red line, but not from these specific lord skills, which should buff them as they're infantry archers, tomb guard, chariots, etc.
Sigma(r) male 7 Jan @ 4:08pm 
Cool mod, but pls make these units receive buff through lord's skills (like Asaph's blessing for the archers, Ptra's blessing and Settra's skill line for the dual blades tomb guard and new chariots, etc).
撿骨頭  [author] 6 Jul, 2024 @ 8:23am 
@Handsome Devil
Luckily there are other developers who have accomplished your wish.
"Singe's Units for the Tomb Kings"