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New Dwarf Runes

Is your dwarven army starting to show it's age? Just use some of these new runes, fully approved by GW. Not. Once again, thanks to Plastic Nuclear Ferret.

Rune of "Did you spill my pint?" (100 points, Protection Rune)

Upon charging the unit or model with this rune, the Dwarf unit immediatley counter-charges. This is identical to the Bretonnian counter-charge, with the following exceptions: The Dwarves always go first, hit and wound on a 3+, and allow no armour saves.

Rune of the Last Call at the Pub (50 points, Talismanic Rune)

This rune allows the dwarf model (or the unit he is with) to move 24", ignoring all terrain (and allowing a march or charge move of 48", of course).

Rune of Banana Bombs (50 points, Artillery Rune)

This rune, when placed ONLY on an organ gun, changes ANY [Misfire] roll into a direct hit on the unit targetted, i.e.: It hits where you want it to, regardless of range.This rune also allows rerolls on all other Artillery Dice rolls (any number of times, roll until you get a number you like). All hits wound automagically, and have an armour save modifier of -5.

Rune of Impulse 9 (34 points, Artillery Rune)

Only useable on an organ gun.You never ever need to reload. Multiples of this rune are NOT allowed.

Rune of the Cheesy Hailstorm (78 points, Artillery Rune)

Roll a D6 for each shot fired; on a roll of 2-6, 10 shots per barrel fly out.On a roll of 1, re-roll the D6.

Rune of Dwarven Reproduction (-500 points, Talismanic Rune)

This rune gives you an extra 500 points to spend on your Runelord and Anvil of Doom every time it is used. Any points left over may be spent as the player pleases; however, roll a D6, on a 2-6, you get an extra 3 points. Usable once per turn.

Rune of the Choreographed Fight Scene (100 points, Weapon Rune)

All opposing forces in HTH combat with this unit automagically lose the combat by 10D6+50. The Dwarves pursure 4D10" (but with Sceptre of Norgrim, add 1" to this result).

Rod of Dwarfishness (65 points)

Triple affect of Golden Sceptre of Norgrim (or anthing else you want). Anything.

Rune of Nuclear Holocaust (5 points, Artillery Rune)

Every artillery pice with this rune has the following abilities added to it:

  1. Never, ever ever and not even then misfires.Re-roll all misfires.
  2. Using super-duper heat-seeking technology, it targets the nearest and most expensive (point or cash value, Dwarf player's choice) unit and can either destroy the ENTIRE unit on a D6 roll of 2+ (re-roll 1's) OR force the opposing player to jump up and down repeatedly on the entire regiemt or character. NO 'Look out sir!' rolls allowed.

Rune of Mage Bribery (10 points, Talismanic Rune)

All mages decide to join the dwarf army. Roll a D6 for each mage NOT wanting to join, and on a roll of 2+ they take the point value of the dwarf army in wounds. No save, even for special saves. On a roll of 1, they take DOUBLE the point value of the dwarf army in wounds with no save (special or otherwise). If they do want to join, they may take 3 free magic phases immediatley, counting everything they cast as if it had been used with Total Power.

Rune of the Pocket Assault Cannon (25 points, Weapon Rune)

The user hits automagically and wounds automatically. No save, even for special saves, and all wounds caused are trebled.

Rune of Big-Ass Hammers (39 points, Weapon Rune)

This rune, when taken by a character, makes ALL hammers in the unit 30" long. HTH can occur when models are not in base-to-base contact. Enemy units not in base-to-base contact cannot fight back, and are struck as if they have a WS of 1. No saves allowed, all ranks may attack. Note: dwarf player must make squeaky noises when using this rune.

Rune of Dwarves Always Win (3 points, Undergarment Rune)

This rune may be placed on any dwarf's undergarments, regardless of army percentages and gender, i.e.: Your general may take this rune even if this places your army over the 50% character limit and his being female. No matter what turn or phase this rune is played in, all combat ceases, all spells in play are dispelled and the dwarf player gains 4D100 victory points. Never exhausts. Multiples of this rune increase the effect proporitonately to the waist size of the person utilizing it; extensive playtesting of this tune shows that dwarf drunks, pregnant dwarfs and most regular dwarfs can use this rune effectively. May be used 4 times per phase.

Rune of Drag and Drop (25 Points, Talismanic Rune)

In your turn, move all Dwarves to wherever you would like them to be on the battlefield.

Rune of Bill Gates (15 points, Talismanic Rune)

Takes away all your opponent's magic items and give them to your Dwarf heroes, claiming that the Dwarves made them in the first place. For an additional 5 points, you may add a unit of 10 Dwarves clad in black suits (Dwarf Lawyers) which have the same stats as Troll Slayers.

Rune of Disney (15 points, Weapon Rune)

All Monsters and heroes in your opponent's army are reduced to WS1 and Toughness 2. Note that this requires your opponent to replace his Citadel minis with Disney toys.

Rune of 40,000 Years (50 Points, Weapon Rune)

Every Dwarf in your army becomes armed with a handgun, and 20% of your Dwarf infantry may carry either a Cannon or Organ gun on his shoulders, usable as normal. (This might satisfy us until the Squats come back).



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