Total War: WARHAMMER III

Total War: WARHAMMER III

Not enough ratings
A loreful rebalance for Blood Knights (Lowered entities/greater power) - SFO
   
Award
Favorite
Favorited
Unfavorite
battle
Tags: mod
File Size
Posted
Updated
67.793 KB
Jun 11, 2024 @ 7:46pm
Jun 18 @ 5:39pm
8 Change Notes ( view )

Subscribe to download
A loreful rebalance for Blood Knights (Lowered entities/greater power) - SFO

In 3 collections by Cerb
SFO Hardcore Mode
82 items
SFO realism and depth collection
72 items
Playtest New Mods To Be Balanced
115 items
Description
Blood Knights are vampires, supposedly quite powerful ones at that, but in game they're fielded en masse to the same level of many other cavalry. This gives me a wierd vibe, seeing vampires en masse, dying quickly.

This mod changes the entities of Blood Knights from 40 -> 8 on ultra and gives them significant combat buffs to compensate.

Vampires are very resistant to non-magical weaponry, and have 50% physical resistance which is bypassed by magical enemies, this makes them very strong against specific enemies, and much weaker against their counters.

One of the biggest changes is that they don't get regeneration simply from being in combat, theyre killing enemies not sucking their blood, which is represented by their incredibly high stats. Theyve been given an ability which sees them feed, giving them significant regen while in melee combat, at the cost of losing their military cohesion, going on a bloodthirsty rampage!

As vampires, even as more militant ones, they have some level of necromancy at their disposal, allowing them to bolster nearby undead troops.

Lastly, to represent their push for martial excellence and almost eagerness to throw themselves against incredible enemies, Blood Knights will get significant buffs fighting near to enemy lords and heroes.

To come:
I want to add a batform ability to all vampires, but i couldn't get it working at the moment, so its been removed for now.






Patreon Support
I always appreciate support to keep my mods updated and new ideas flowing. I've never asked in the past but motivation comes and goes, and important people in my life don’t consider this a good use of my time, so times change I guess. I’ll always try my best but hey, incentive never hurts.
Support Me on Patreon[www.patreon.com]
7 Comments
Cerb  [author] Dec 6, 2024 @ 1:00pm 
Removed ward save and added ~50-60% hp to all units
Nahkasetä Dec 6, 2024 @ 6:15am 
For some reason the bloodknights' hp is very low (around 5000) compared to both grail guardians and chaos knights (around 16000) making them a bit sucky.
Cerb  [author] Nov 21, 2024 @ 12:46am 
Cheers, will add to the list
ChapterMasterMal Nov 20, 2024 @ 12:36pm 
Depth guard would be cool too.
Iron Aug 20, 2024 @ 3:27am 
nice mod, it bothered me the last I played them.
Cerb  [author] Jun 30, 2024 @ 6:15pm 
AI will now use the feeding frenzy skill when below ~35%ish health
Cerb  [author] Jun 16, 2024 @ 7:00pm 
Added and rebalanced all SFO vamp units.