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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:
- Never, ever ever and not even then misfires.Re-roll all misfires.
- 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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