Total War: WARHAMMER III

Total War: WARHAMMER III

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Tamurkhan The Broken (Overpowered)
   
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File Size
Posted
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161.513 KB
2 Dec, 2024 @ 10:31am
27 Jul @ 5:42am
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Tamurkhan The Broken (Overpowered)

In 1 collection by Supramaister
Supramaister's Broken (Overpowered) Characters
40 items
Description
Hello you plague ridden, sickness spreading sexy nurgle lovers! First, thanks for clicking in my mod, and second, let's turn this absolute unit into an avengers level threat shall we? :)

Basically, this mod turns Tamurkhan't into TamurKHAN, emphasis on the Khan part, now he is chunkier, has more debuffs than the elephant's foot and hits like a (plague ridden) truck. Now, to be honest, he reaaally didn't need a broken mod, he has some ungodly resistances and hp by default buuut, sometimes it's not about the money, it's about sending a message... and the message is "why not?", I had to lower his starting resistances tho, if not, he was kinda unkillable in battle :')

Let's start then with the stat changes:
- he still has 60 armour on foot and on bubebolos
- he has 100 charge bonus (from 50 on foot and 42 on bubebolos)
- he has 120 melee attack and 70 melee defense (from 62 and 36)
- he has 12000 hp ON FOOT (from 8500) and 18000 hp on Bubebolos (from 11970) and believe me, you WILL see him with more than 20k on campaign :')
- so to balance all that, his resistances are the following: -20 fire resistance (from 0), 0 magic resistance (from 0), 10 physical resistance (from 0), 10 missile resistance (from 25) and 0 ward save (from 0)

Ability changes:
- cloud of flies and
- gloom of flies

Melee changes:
- 0 bonus vs large and infantry (from 20 and 25)
- 1800 damage on foot with 500 basic and 1300 piercing (from 125 and 375 respectively)
- 2700 damage on Bubebolos with 750 basic and 1950 piercing (from 300 and 350 respectively)
- a very large (the same as in bubebolos) and powerful area of attack, with 80 max attack targets
- a x3 building damage multiplier (from 1,5) and
- a 4 seconds attack interval (from 3,8)

Attribute changes:
- perfect vigour
- unbreakable and
- encourages

So there it is, the Leech Lord of Nurgle, even more powerful than before, now it's a friggin boss fight everytime you face it in battle, or alternatively, you can trample everything in your path with this disgustingly beautiful papa nurgle creation >:) he can be beaten tho, but oh boy, ranged units must PRAY they have a staunch line of spears (hehe), otherwise they will be tomato sauce in seconds

Than you again for clicking on this mod, sorry for the time it took me to make the full description, all criticism is welcome and hope you like it :)

If you want a version containing all the broken lords I've made in one single mod then check out "The Broken Lords Compilation (all-in-one)" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3492374453
14 Comments
Supramaister  [author] 21 Mar @ 2:23pm 
ooo that would be cool, haven't touched the game in months tho, but we will see about that
Sr Mendigo 17 Mar @ 6:04pm 
Hey thanks for your hard work man, any chance we could get be'lakor? thanks anyway i already got my boy archy so this would just be the cherry on top!
Supramaister  [author] 14 Dec, 2024 @ 12:40pm 
hmmmm, well, I know for example that the "key" for land units and attributes is different from the key for melee weapons, like one could be "sigvald_0_land" and the melee weapon table key is "sigvald_0", you could upload your mod and I could get a look at it for you and check
Mr Darkness 14 Dec, 2024 @ 12:20pm 
so after editing, i finally got it to working, ive managed to add traits to arbaal such as the gaze of khorne. but for some odd reason i cant change the damage. i used your sigvald as a way to get an idea but no matter how much i edit melee_weapon_tables i have damage set to 400 and ap to 2000, i put the file in data, activate in the load order. i boot the game, nothing still no change. do you have an idea what could be causing such an issue?
Supramaister  [author] 13 Dec, 2024 @ 11:05pm 
tho, db/land_units_to_unit_abilites_junctions_tables sometimes doesen't register the abilities in the campaign (active or pasive), you have to start a campaign and check yourself (not check in skirmish mode)
Supramaister  [author] 13 Dec, 2024 @ 11:03pm 
btw db/land_units_tables, db/melee_weapons_tables, db/land_units_to_unit_abilites_junctions_tables and db/unit_attributes_to_groups_junctions_tables should be the ones to start with!
Supramaister  [author] 13 Dec, 2024 @ 11:00pm 
yeah, that happens, have patience and hope you can get into modding, it's fun tinkering with stuff, tho there is a learning curve, but learning can be fun on it's own :)
Mr Darkness 13 Dec, 2024 @ 7:09pm 
ah that explains why cant find guide tho thank your fast reply, biggest issue im finding is i cant find the unit data table, in shogun 2 its easy to find. warhammer 3, i cant find it, i can find the animation one etc, but not the one with the unit stats and unit keys
Supramaister  [author] 13 Dec, 2024 @ 6:43pm 
hey, thanks! I could do Arbaal eventually, and the guides I used were from Cryswar, the problem a few things in the guides are kinda outdated, but mainly, it all starts with the RPFM program, which also has guides to make everything you can think of, I would suggest having both open and starting with something simple (like modifying an already existing unit or, making one of the "example" mods from the tutorials), then the rest is sometimes reverse-engineering other mods (you can open them with RPFM and look for what it changes from the base-game databases), you can even open my mods, some of them are extremely simple and just modify 4 databases :)
Mr Darkness 13 Dec, 2024 @ 6:29pm 
Hey love your mods, i was wondering if you could do Arbaal, also do you have a guide i could follow or know of a guide to create these kind of mods?