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

110 Comments
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.
Kniggar 16 May @ 10:25pm 
You need to nerd this completely to make it even slightly satisfactory to play.
Start by just flat out removing the balls of plasma.
paolooloap89 28 Apr @ 2:29am 
Too much overpower...
Aelfric 20 Apr @ 8:20am 
paint everything to blue kinda overpoweredness....
Yami 20 Apr @ 1:41am 
thank you :D
Krakenous 19 Apr @ 11:47am 
Appreciate the update!
Ooh-la-la, It's GAGA!! 17 Apr @ 8:55am 
Yeah the cap needs to go
Baneshee 13 Apr @ 11:29am 
Does the tower are available to Egrimm von horstmann from Mixu's mods ?
Primal Fox 31 Mar @ 9:06am 
nvm use a unit cap 999 mod to get around this ez.