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====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.
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