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====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.
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