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# Name
20 Thunderers 20 Thunderers 30 Hammerers 1 Lord 2 Runesmith 1 Organ_Gun 2 Cannon 1 Grudge_Thrower
M WS
3 3 3 3 3 -/3 -/3 -/3 4 4 5 7 5 -/4 -/4 -/4
BS
3 3 3 4 4 -/3 -/3 -/3
S
3 3 4 4 4 -/3 -/3 -/3
T
4 4 4 5 4 7/4 7/4 7/4
W
1 1 1 3 2 3/1 3/1 3/1
I
2 2 2 4 2 -/2 -/2 -/2
A
1 1 1 4 2 -/1 -/1 -/1
Ld
9 9 9 10 9 -/9 -/9 -/9
Sve
Full Command Full Command Full Command. Shieldbearers Shield.. Two Pistols Two Pistols Shields Shield
Items/ Wargear
Shields Shields
COST
350 350 415
85
75 Engineer 50
255 140
TOTAL
2029
Rune Items
Lord Armor Armour Rune of Resistance Rune of Preservation TOTAL Lord Spite Talisman Master Rune of Spite Cost Cannon 1 Engineering 25 Rune of Burning 15 Rune of Forging 40 TOTAL Cost 45 Cost Cannon2 Engineering 5 Rune of Forging 35 40 TOTAL Cost 35 Grudge Engineering Rune of Accuracy Rune of Penetrating TOTAL Cost 25 25 50
35
TOTAL
45
2 3 1 Cost Info
45 25 75 50 15 15 25 25 5 +1T
Cost
15 40 30 30 30 25 5 35 25 25 10 20 20 Cost 15 50 45 40 20 70 75
Info
Bolt Thrower only. +1 to Hit vs flyers War machine & crew are considered to be in Hard Cover Until it moves, shoots or enemy are within 3', the machine cannot be seen One use only. Exploding machine. 2D6 Str4 magical hits. One use only. Bolt Thrower hits on a 2+ with no modifiers. Grudge Thrower may reroll the Scatter dice if he wishes. War machine makes Flaming attacks. Allows a cannon to reroll the Artillery dice when he rolls a Misfire. One use only. May change the dice rolled on the Misfire chart to a result of 6. Strength of war machine is +1 War machine can shoot even if it has suffered a Misfire in the previous turn (unless the Misfire destroyed it) +1 crews combat resolution Crew are Unbreakable Info Nominate one enemy character or monster at the beginning of the game by secretly noting it on your roster. The wielder may re-roll misses in close combat when attacking this enemy. No armour save allowed by the target If a hit is scored against an enemy with a magic weapon, the weapon is destroyed immediately 12' flying hammer automatically hits once Can only be placed on great weapons. It allows the great weapon to retain its normal abilities An enemy wounded takes D6 wounds Bearer strikes with adequate Str to wound the target on a score of 2+ based on the target's T. This Str is also used as a modifier to Arm Saves against the weapon. Eg. against a T4 target, S6 is needed to wound on a 2+, so the save modifier is -3 Strike first
1+ arm save Reroll successful wounds +1W 6+ ward save. 5+ if two runes are used. Confers immunity to Killing Blow, Heroic KB and Poisoned Attacks Reroll failed armour save 2+ ward save vs shooting & magic missiles Adds +1 to armour save. Exception to Rule of Pride.
Cost Info 10 75 50 100 100 25 30 20 30 15 50 One use only. If unit has to make a break test roll D6. On a 4+ the units tests as if it were stubborn. Unit causes fear Any dwarf unit within 6' gets 5+ ward vs shooting & magic missiles +1 to combat resolution for all combats within 12' +2 to dispel. Remain in play spells within 12' are automatically dispelled at start of the magic phase. +1 combat resolution Unit immune to Fear & Terror One use only. The unit may take a break test on a single D6 rather than 2D6 Army standard bearer only. Bearer has a 5+ Ward save. Each rune confers Magic Resistance (1) to the unit Any foes charging the unit subtract D6' from their charge distance. If the unit fails to make contact then all the usual rules for a failed charge apply.
Strollaz'a Rune
55
After deployment, but before the dice roll for first turn, all friendly Dwarf units within 12' may Master Rune of Swiftness make an immediate move. Can be a march, not a charge. Units count as moving in the first turn Rune of Cleaving Rune of Fire Rune of Fury Rune of Might
25
Talisman Runes Master Rune of Balance Master Rune of Challenge Master Rune of Dismay
Cost Info 50 Runesmith/Runelord only. During the enemy's magic phase, the owning player removes one dice from the power pool and adds it to the dispel pool 25 25 One use only. Used during the enemy turn before they declare charges. Nominate one enemy unit within 20' of the bearer. They must charge or flee.
20 5 25 25 25
+1Str Flaming attacks +1At The wielders strength is doubled against any enemies with T5 or more Any blows are at +1 to hit
One use only. Used in enemy turn before charges are declared. All enemy units on the table Rune of Snorri Spangelhelm must take a leadership test.If they fail they may not declare a charge. Does not affect Immune to Psychology units. Lord only. The lord and unit he leads are Stubborn and Immune to Fear and Terror Runesmith/Runelord only. Gives +1 to all attempts to dispel. 4+ Ward save Non Oath stone or shieldbearer character can deploy with Rangers or Miners. One use only. Bearer has 2+ Ward save against first wound suffered not save by armour. One use only. Bearer can reroll any single To Hit roll, To Wound roll, Armour save or Ward save. Runesmiths/Runelords only. One use only. Automatically dispel one enemy spell not cast with Irresistable force. Bearer has a 2+ ward save against flaming attacks Rune of Speed Rune of Striking
Master Rune of Kingship Master Rune of Spellbinding Master Rune of Spite Rune of Brotherhood Rune of Fate Rune of Luck Rune of Spellbreaking Rune of the Furnace
100 50 45 20 35 15 25 5
5 10
+1I +1WS
15 50
Unit has Magic Resistance (1) Runesmiths/Runelords only. One use only. Same as Rune of Spellbreaking. Also on the roll of 4+ the spell is lost.