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===Runes=== Runes come in many different flavors: Weapon runes, Armour Runes, Talismans Runes, Banner Runes, and Warmachine Runes. An important thing to note is that apart from Warmachine runes, all characters can use any ''kind'' of runes. However, some specific runes only allow certain characters to use them (e.g., Runefolk). Also, remember that Slayers (Dragon / Daemon) can only equip weapon runes. Like before, Runes come with rules. They boil down to only 3 runes a weapon, no duplicate rune combination, and runes can only be put on Hand Weapons, so don't buy other weapons for your Dwarf. Runes stack now; for example, It costs 25 points to get a basic dispel rune but costs 45 to get 2. And then when you take 2 stacked dispel runes on one character, they do not have the same effect as 2 separate dispel runes on 2 different characters. They've changed a few as well, and maybe not for the better. ====Weapon Runes==== *'''Master Rune of Alaric the Mad:''' 25pts. The generic ignores armour thing. With how common ward saves are now (and with how high Dwarf Lords can increase their Strength) armour isn't really that much of an issue for you anyway. If you are up against things like Heavy Cavalry, this can help if you put it on a lesser character. *'''Master Rune of Death:''' 30pts. Heroic Killing Blow. It's pretty pricey, but it gives you a way to kill monsters instantly. *'''Master Rune of Dragon Slaying:''' 30pts. This one isn't worth it, any dragon out there can easily avoid your Dwarf Lord with this rune making it pointless, and its effects can be duplicated almost just as well with Runes of Might. And that's if you intend on fighting it rather than letting your war machines run it down. *'''Master Rune of Smiting:''' 35pts. Multiple Wounds (d6). Works well on character killer builds, and even if you cause only one unsaved wound you'll still kill nearly every Lord character 50% of the time. *'''Master Rune of Skalf Blackhammer:''' 20pts. Your cheapest master rune at 20 points. You wound everything on 2+ and everything in magic armour on 3+. It works fine against high Toughness targets, but then you're usually stuck fighting them in combat for a few turns anyway. *'''Master Rune of Breaking:''' 25pts for breaking any weapon or armour (magic items) only on a 2+, when you hit (pick randomly if they have multiple). This one is pretty great, especially with how many magic items will be showing up in an opponent's army. If you have the points to spare, it's well worth taking. *'''Master Rune of Snorri Spangelhelm:''' 25pts for ALWAYS hitting on 2+s. Awesome, there's seldom a reason for not being able to fit this in your loadout somewhere. *'''Master Rune of Swiftness:''' 25pts for ASF on dwarfs. This is amazing. It also gives you rerolls to hit against any army with Initiative 3 and lower (aka most human armies) and can be stacked with the Rune of Speed for rerolls against almost everyone. *'''Master Rune of Banishment:''' 20pts. Let's you reroll to wound the undead, Ethereal, and Vampires. Only bother against the Tomb Kings and Vampire Counts. *'''Master Rune of Flight:''' 20pts. It gives you a single 12" attack with your Lord that always hits on a 2+. Not a good idea to take this on its own as one more wound usually won't help you all that much; stack it with the Rune of Might for monster/character sniping. *'''Master Rune of Kragg the Grim:''' 5pts. Let's a Great Weapon take runes, opening up some flexibility. *'''Rune of Demon Slaying:''' 25/50/100pts. It only works on Daemons, but if you're tailoring a list and don't mind your Lord choice being pretty squishy, go ahead and get it 3 times. The first two ranks are good facing Daemons, but the third is not so great as it leaves you without any additional magic defenses. *'''Rune of Fire:''' 5/35/55pts. One rune isn't anything to write home about, but two runes are awesome with how great Breath Weapons are. *'''Rune of Fury:''' 15/25/50pts. All around really good, Frenzy is much more easily reigned in than before (and Dwarfs have great leadership across the board anyway), and the third rune is fantastic if you plan on getting stuck in combat against its horde armies. *'''Rune of Cleaving:''' 5/20/35pts. All three of these runes are pretty decent choices, and they have great synergy with nearly every other weapon rune. If you have any points to spare, you can't go wrong with one or two of these runes. *'''Rune of Striking:''' 10/30/40pts. This can be useful, especially with the loss of the grudge table. If you're after Hordes, then go up to the second level. The first and last levels aren't worth it as Dwarfs already have a high enough Weapon Skill. *'''Rune of Might:''' 25/35pts. Good for a monster hunter character or a character killer. Two of these plus the Master Rune of Swiftness pretty much guarantee you'll drop any monsters/Toughness 5 characters stupid enough to attack your Dwarf. *'''Rune of Dismay:''' 15/25pts. Grants Fear or Terror. Don't bank on Terror being a game-changer. *'''Rune of Parrying:''' 20pts. Another great rune if you're making a Lord who murders in challenges or wants to protect a character against low WS opponents (making them hit the Dwarf on 6's). *'''Grudge Rune:''' 20pts. Perfect for character killers, this and 2 Runes of Cleaving are formidable in challenges. *'''Rune of Speed:''' 5pts. Same as before, +1 initiative for each copy. Great way to get magic attacks for only 5 points. ====Armour Runes==== *'''Master Rune of Adamant:''' Gives the wearer T10 for 50pts. If combined with the Rune of Parrying, the character becomes nearly invincible against anything that doesn't auto-wound him, making a fantastic tarpit that deals good damage if you give your Dwarf a great weapon. Especially if you stack that greatweapon with The Master Rune of Kragg+2 Runes of Speed to offset the Initiative penalty. If you want to try something else, get Master Rune of Swiftness and pick whatever for your remaining 15 points. *'''Master Rune of Steel:''' Forces enemies to reroll to wound. If you spend more on your weapon and want a security policy, this won't go wrong. *'''Master Rune of Gromril:''' Unmodifiable 1+ armour save for 20pts. In every army other than dwarfs, it would be epic. Sadly, this is easily achieved by a rune of stone that you would take anyway. If you want to take it, though, put it on a thane and send him off to bother lower-tier heroes. NO YOU DRUNK FOOL, BUT IT ON A BREWMASTER WHO DOESN'T ALREADY HAVE A 2+!!! *'''Rune of Fortitude:''' 20/50/60pts. The first rank is fantastic, who doesn't want a T6 character? The next two ranks are not as worth it, you can get a better Ward Save elsewhere and ignoring Multiple Wounds, while useful, leaves you with a lean weapons budget. *'''Rune of Iron:''' 15/35/45 pts. The first two runes are fantastic, combine those with the Rune of Fortitude and shieldbearers and you have a T7 6W character that still has a decent amount of points to spend on magic items. ̶T̶h̶e̶ ̶t̶h̶i̶r̶d̶ ̶r̶a̶n̶k̶ ̶i̶s̶n̶'̶t̶ ̶t̶h̶a̶t̶ ̶w̶o̶r̶t̶h̶ ̶i̶t̶ ̶a̶s̶ ̶R̶e̶g̶e̶n̶ ̶S̶a̶v̶e̶s̶ ̶c̶a̶n̶ ̶n̶o̶ ̶l̶o̶n̶g̶e̶r̶ ̶b̶e̶ ̶t̶a̶k̶e̶n̶ ̶a̶f̶t̶e̶r̶ ̶W̶a̶r̶d̶ ̶S̶a̶v̶e̶s̶ ̶a̶n̶d̶ ̶y̶o̶u̶ ̶c̶a̶n̶ ̶g̶e̶t̶ ̶a̶ ̶b̶e̶t̶t̶e̶r̶ ̶W̶a̶r̶d̶ ̶S̶a̶v̶e̶ ̶e̶l̶s̶e̶w̶h̶e̶r̶e̶.̶ <s>In the 9th edition, regen saves apply after Ward saves, but don't work against flaming attacks or killing blow, and the wounds still count towards combat resolution. </s>? *'''Rune of Preservation:''' 10pts for Immunity (Killing Blow/Heroic Killing Blow). This one is a bit situational and is only great if you're list tailoring. *'''Rune of Resistance:''' Lets you reroll armour saves. You already have some damn good armour, but this can save you in a challenge against other heroes or lords. *'''Rune of Shielding:''' For q5pts you get a 2++ against shooting. Put it on a Runelord on an Anvil, but otherwise, you can do just fine with the "Look Out Sir!" rule. *'''Rune of Impact:''' If you have 5 points to spare, then one impact hit plus Strength Bonus (1) isn't that bad. Consider its +1 Strength plus another attack that auto hits for only 5 points. *'''Rune of Stone:''' Same as before, 5 points for +1 armour. The epic rune that ignores the rule of pride (e.g, can take it on each of my thanes), the only reason you won't take this on everyone is if you used up your full points allowance elsewhere. ====Talisman Runes==== *'''Master Rune of Kingship:''' 40 pts. Gives a Dwarf Lord Stubborn and Immunity to Terror. While it all sounds nice, it's also half your allowance down the drain. *'''Master Rune of Balance:''' 50 points for stealing a power dice (no longer require a dice roll). Not as good as it once was, but if you have the points to spare there's no harm in adding it to a Runesmith. *'''Master Rune of Spellbinding:''' 30 points for +2 to dispel is a pretty neat grab. *'''Master Rune of Spite:''' 30 pts. Generally, your points are better spent on armour so that its effects don't have to come into play, though if you're making a Slayer-themed list this one can prove useful. *'''Master Rune of the Challenge:''' 15 pts. Single-use power to force an enemy to charge you or run away like sissies. Might have used if you want to lock up an elite unit, but it's just as likely to be a trap. *'''Master Rune of Passage:''' 10 pts to auto-pass Dangerous Terrain tests. Good on a Runesmith or thane for helping a Horde pass through terrain pieces. *'''Rune of Warding:''' The easy Ward Save runes. These are a bit better than before since with Hand Weapon and Shield, your character has only a 6++ Ward Save by default when in close combat against S8 and lower (aka everything he wants dead), so the second and third rune will help you, and "Look Out Sir!"/Master Rune of Grungni should protect your character well enough outside of combat. *'''Rune of Spellbreaking:''' Dispel Scroll that can be taken on more than one Runefolk. Same price as a dispel scroll. For 20 more points, you get the stack which is the same, except you have a 50% chance to remove the spell from the wizard. 1 is a must take (and you can take them across multiple Runesmiths), though 2 stacked are only really worth it if you know your opponent is going to be using spells like the Purple Sun or buffs like in the Lore of Life. *'''Rune of Fate:''' 2++ Ward against your first wound. Too situational, don't bother. *'''Rune of Luck:''' This rune can be worth it if you have a point sink, Lord, that you don't want to lose to a characteristic test, otherwise it's more of a way to bypass the Rule of Pride concerning Talismans. *'''Rune of Furnace:''' 2++ ward against flaming attacks for 5pts. A great way to bypass the Rule of Pride and how common flaming attacks are becoming can be handy to have on a character. Also very important when facing Lore of Metal. *'''Rune of Brotherhood:''' Dirt cheap at 5 points, but not allowed on those on Oath Stones or Shieldbearer. Now your dude can scout with rangers or ambush with miners. ====Banner Runes==== *'''Master Rune of Groth One-Eye:''' 75pts. Dwarfs have great leadership and Resolute across the board, and giving everyone within 12" stubborn means you'll almost never fail a break test, especially if the general is nearby. A great choice to put on a unit of Hammerers. *'''Master Rune of Stromni Redbeard:''' 60pts. An extra +1 combat res to all dwarf units within 12", can be great in larger games but is usually outshone by Runes of Battle if you want to take it any way it stacks fairly well if you have another unit with the Runes of Battle. *'''Master Rune of Valaya:''' 25 point drop for a total of +3 to dispel (+2 for being Dwarfs, +1 for the banner), and at the start of each magic phase, each Remains in Play spell is dispelled on a 3+. A fantastic rune and for general lists and the one rune you never want to go without. With how powerful magic is, this is the best protection you have against Init test or die spells (like the Purple Sun), as well as making the opponent's army much weaker because you can almost always dispel spells like Throne of Vines every turn without wasting power dice. *'''Master Rune of Grungni:''' 60pts. It is another fantastic rune and perfect for gunline lists since it gives your cannons within 12" the 5+ Ward Save. *'''Master Rune of Fear:''' 25pts. Grants an entire unit fear, rather than Rune of Dismay only giving it to one, and only for 10 extra points. *'''Rune of Battle:''' 20/40/60pts. The first two runes are good, but the third can only be put on the BSB and costs a bit much to be worth it since you'll already be getting +3 combat res from just the banner alone, attacking in one more rank is usually overkill at that point. *'''Rune of Slowness:''' 20/30/50pts. The first two runes are good for ensuring your enemies fail their charge and then get countercharged by you (or shot at again, which can do more damage), and it has good synergy with the Silver Horn to get you those extra attacks when you charge. The last rune-giving opponent's ASL is still really helpful with your Initiative 2. *'''Rune of Sanctuary:''' 10/20/30pts. Magic Resistance isn't as great as it used to be, and it won't stop that Purple Sun from wiping out a unit, but you can still make use out of the first level, as adding/not adding it allows multiple units to take the Rune of Battle on their banners too. *'''Rune of Stoicism:''' 50pts. Another easy way Dwarfs can get stubborn. A good banner if you didn't want to put the Master Rune of Groth One-Eye on that unit of Hammerers. Put it on and have fun, never running away. *'''Rune of Guarding:''' 30pts. BSB only. Since this only grants the bearer a 5++ Ward Save, one might as "why?". That is a very good question because the Master Rune of Grungni exchanges the Ward in combat for giving it to multiple units. *'''Rune of Courage:''' 20pts. All of the Dwarf units that can carry this will not get much use out of it anyway, it doesn't work well with other banner runes, and Dwarfs already have great leadership. It might be somewhat handy if you're up against many Undead or Daemons, but there are generally better banner runes. *'''Strollaz' Rune:''' Vanguard for 10pts. Nice on dwarfs, you can build an army around this rune (since you can put it on more than half an army), consider it an extra turn without getting shot at. But don't bother taking this on Rangers since they still have to remain 12" away from the foe and still can't charge the first turn, if you go first. Works well with Irondrakes. *'''Ancestor Rune:''' 10pts. This is another rune you can build an army around, With the Master Rune of Groth One-Eye giving you Stubborn, you can essentially make a unit Unbreakable in combat for one round (or even without Stubborn if you didn't lose by much). If this rune had a downside, it doesn't stack well with the other runes for normal units. *'''Rune of Kadrin:''' 20pts. Anything that lets you reroll hits is a welcome blessing, even if you need to roll a 1 for it to work. *'''Rune of Determination:''' 15pts. Why did they copy the Ancestor Rune? *'''Ancestor Rune (Copy):''' 10pts. Despite also being Ancestor Rune, this one works differently. Rather than breaking at a very small chance, this gives a chance actually to become Stubborn. *'''Master Rune of Grimnir:''' 50pts. It gives Slayers within 12" of this a 5++ Ward against missiles, which is their lone protection against anything shooty. ====Engineering Runes==== *'''Master Rune of Immolation:''' The ultimate Greater Good Rune. For 20 points you can detonate your Warmachine at will, after combat, to cause 2D6 S4 flaming hits to enemies. Not bad, and it can help you screw over war machine hunters and prevent them from running through the rest of your gunline. *'''Master Rune of Defence:''' 20pts. Ward save (3+) against all missile attacks. *'''Master Rune of Disguise:''' 15pts. Not a bad rune/way to get hardcover if you don't want to pay for more Master Engineers. *'''Master Rune of Skewering:''' 20pts. If you ever decide to bring a bolt thrower, this makes a guarantee that one hit will make it through on a 2+ to hit. *'''Rune of Penetrating:''' 30/40pts. The first rune is excellent on every Warmachine besides cannons. The second one isn't nearly as good, you can almost always spend those 10 extra points elsewhere. *'''Rune of Accuracy:''' For 20 points you get +1 BS or reroll the scatter dice if you use one. Almost mandatory on Grudge Throwers (can't be taken on Organ Guns anymore). *'''Stalwart Rune:''' 5/10pts. Does a good job at speed bumping Warmachine Hunters, but for more the Master Rune of Immolation which can kill those hunters outright. Take it if you already have the Master Rune of Immolation on something else, or think your crew can win a fight with hunters. *'''Flakksson's Rune of Seeking:''' For 15 points your bolt throwers get +1 to hit against flying foes. This won't help too much against flying units, but it can cause lone fliers like those overpriced HQs a lot of grief. *'''Rune of Fortune:''' For 10 points you can reroll an artillery dice whenever a misfire occurs... Almost mandatory on Cannons and Organ Guns. *'''Valiant Rune:''' Yet another means to make your war machines speed bumps by making them Stubborn for 5 points. If you're really hurting for a price, this can quickly fit into your list. *'''Rune of Burning:''' For 5 points you get flaming attacks. This is arguably the best rune in the book because it allows you to set up different warmachines with very similar runes and bypass the rule of pride and it makes anything with regen, flammable, or Ethereal (Runed cannons are magical) wet themselves.
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