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===Battle Runes=== Dwarfs don't have a hereditary spell, but they have essentially their own magic path of cheap to cast buffs. Each one is a bound spell (5/8) so your magic phases will be consistent with no randomness. Runesmiths cast them with a range of 12", Anvil of Power casts them with a range of 36". *'''Rune of Gleaming''' The target gains hard target (1) and distracting. If your opponent hits first (you are dwarfs, so it is likely) and you aren't sure if your dwarfs will survive that first strike, this is the rune to take. *'''Rune of Oaths''' The target re-rolls failed to-wound rolls in close combat. Read rune of reckoning above, now make all those hits more likely to wound as well. If your opponent let you get both of these runes off you've pretty much won the game. *'''Rune of Reckoning''' The target re-rolls failed to-hit rolls in close combat. Dwarfs already have good offensive skill, now your just making them all hit. *'''Rune of Resilience''' All to-wound rolls against the target suffer a -1 modifier. Normal troops will be wounding on 5+ normally, and now it's 6+. Because this is a modifier to the roll, not to strength or resilience, even if the enemy model is strength 10, it's dropping the to-wound roll from 2+ to 3+. *'''Rune of Resolve''' The target performs a 6" magical move. People will tell you the downside to dwarfs are how slow they are. Sure they only have a 3" advance, but they have a 9" march, outpacing humans (8") and almost keeping up with elves (10"), and now add in this rune and your opponent who believed in slow dwarfs will be quickly outmaneuvered. *'''Rune of Revocation''' All other spells with duration: one turn affecting the target immediately end. In addition, the next spell targeting this unit (including aura and attribute spells) is automatically dispelled. Gives dwarfs great control in the magic phase.
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