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==Dwarven Runes== Dwarfs do not get to choose special equipment from the normal rulebook (except for enchanted standards). Weapons, Armor, and Talismans can each hold up to 3 runes, each rune combination is a unique special item that cannot be duplicated in an army. ===Weapon Runes=== Only hand weapons or paired weapons may be engraved with runes. *'''0-1 Rune of Destruction''' Attacks made with this weapon gain multiple wounds (d3). A 1/3 chance to one shot most characters, will also take about 1/3 of a king's entire magical allowance. *'''0-1 Rune of Smashing''' Models on foot only. When attacking a model with resilience 5 or more gain Str 10 and AP 10. Ask your opponent where his favorite monster is and kill it in 2 turns. *'''Rune of Might''' For each rune of might on a weapon it gains +1 str and AP. One or two of these and your dwarf can open up anything. *'''Rune of Penetration''' Weapons with one or more of these runes gain +3 AP. 4 AP is functionally all you'll need against most armies. *'''Rune of Precision''' The wielder gains Lightning Reflexes. Functionally a +1 to-hit in melee. With your "spells" and already high offensive skill, tends to be a bit overkill. *'''Rune of Quickening''' For each one you gain +3 agility. If you want to go first, take one of these, it should be enough unless you're fighting elves or the like. *'''0-3 Rune of Crafts<s>man</s>dwarfship''' The weapon becomes a great weapon. The only way to get a great weapon that can use runes. Agility 4 isn't much, but will go before most armies on the charge. But is equal to 2 runes of might at the cost of losing out on agility 4. *'''Rune of Fury''' For each one you gain +1 attack. More attacks is always nice, and getting to throw 10 dice just for your king's attacks is always fun. *'''0-3 Rune of Lightning''' if the wielder successfully hits (not wounds) with this weapon, at the end of combat it deals d3 additional Str4 AP1 hits for each of this rune. A great way to chunk out more hits on either a solo model or grind down a horde. *'''Rune of Fire''' Attacks with this weapon are Flaming Attacks. Self Explanatory. *'''Rune of Returning''' The weapon can be used as a shooting weapon with range 8", aim 2+, str and ap as user, quick to fire and accurate but held back by Reload! Either way, this attack is affected by any other runes your weapon possesses. A fun way to get some extra damage on your king. ===Armour Runes=== All armour runes are applied to suits of armour, not shields. *'''Rune of Steel''' The bearer re-rolls failed armor saves. Combo with Rune of Resistance to never take any hits. *'''0-1 Rune of Resistance''' Successful to-wound rolls against the wearer must be re-rolled. Your opponent will be lucky to get 2 wounds off your king by the end of the game. *'''Rune of Iron''' +1 armor each, max +2. Not necessary on a king or thane, but can get that sweet 1+ on your runesmith. *'''Rune of Retribution''' Whenever the bearer makes a successful shield wall save the attacking model takes a hit at the saved attacks' strength and AP. *'''Rune of the Forge''' the bearer gains Aegis 2+ vs flaming attacks. Niche, but cheap and powerful against the right enemies. ===Runic Banners=== can use Common Banner Enchantments instead of Runic Banners. A Battle Standard Bearer may take any 2 combinations of Common & Runic Banners *'''0-1 Runic Standard of Shielding''' Battle Standard Bearer, Deep Watch, and Kingβs Guard only. All friendly units within 6" of the bearer gain aegis 5+ vs shooting attacks. *'''0-1 Runic Standard of Swiftness''' The bearer's unit gains vanguard. *'''0-1 Runic Standard of Dismay''' Enemies charging the bearer's unit suffer -2" advance. *'''0-3 Runic Standard of the Hold''' A unit with one or more of these runes count as an additional full rank for the purposes of steadfast and disrupted. *'''0-3 Runic Standard of Wisdom''' Select a single battle rune at the beginning of the game. The battle rune can be cast by the bearer with range: caster's unit. *'''0-3 Runic Standard of Steadiness''' One use only, the bearer's unit gains quick-to-fire until the end of the turn. Suddenly your handguns and crossbows have a much bigger threat range. *'''0-3 Runic Standard of the Anvil''' Friendly units charging enemy units engaged with the bearer re-roll failed charge rolls. ===Runic Artefacts=== Up to 3 runes form a single artefact (so you can smash in 6 talisman runes if you want to) but you can't double-stack on the composition of these artefacts. A model can only have 1 dominant rune. *'''0-1 Rune of Denial''' Dominant. Single-use automatic dispel of enemy spell. A handy tool to have, always take one. *'''0-1 Rune of Devouring''' Dominant. Runic Smiths only. One use only, done instead of attempting a dispel. The spell goes off as normal but the casting model can't cast that spell for the rest of the game (does not effect attribute spells or those dispelled by Rune of Revocation). Can ruin the day of a low level caster or by deleting the H spell from those pesky vampires. *'''0-3 Rune of Dragon's Breath''' The bearer gains a Str4 AP1 Flaming breath attack. Only a single friendly rune of dragon's breath may be used per round of combat. Can really beef up your attacks when grinding. *'''Rune of the Courage''' One use only, makes the bearer stubborn for the rest of the phase. Can make your tarpit hold out for an extra round while you line up a charge. *'''0-1 Rune of Grounding''' Runic Smiths only. One use only, all spells with duration: one turn affecting the bearer's unit and any enemy units in base combat with the bearer end immediately. Can really screw your opponent's buffs or hexes. *'''Rune of Harnessing''' Runic Smiths only. Enemy models within 24" reduce their channel value by 1. Can cap your opponents magic phases, you just have to get your runesmith close to the enemy wizards first. *'''Rune of Shielding''' The bearer gains Aegis +1 (max 4+). This only stacks with itself and/or Shield Wall. Combo with rune of retribution to have an unkillable melee monster that bludgeons enemies to death with themselves. *'''0-2 Rune of Storms''' One use only, use at the start of your opponent's phase. Pick an enemy unit within 24", all models with fly in that unit have their advance and march rates halved (for normal and flying movement). *'''Rune of Readiness''' One use only, use after all charges against the bearer's unit have been resolved. The bearer's unit may make a combat reform before combat starts. If you don't have a holdstone on hand, this will do the job against one unit. *'''Rune of Kinship''' The bearer gains scout and ambush. Can't be taken by war thrones so no 6 HP duel monsters popping in from the backline. *'''Rune of Mastery''' One use only. Add +2/+2 to the power level of a bound spell for it's casting this turn. Can make a rune available when you need it to be. *'''Rune of Mining''' Choose one terrain feature before the battle begins. As long as the bearer of this rune is on the table all friendly models treat that terrain feature as open terrain. ===Rune Combos=== '''Thor's Hammer:''' Rune of Lightning + Rune of Returning. Lets you throw and have your hammer explode into 1+ D3 hits. {{The-9th-Age}} [[Category: The 9th Age]] [[Category:The 9th Age/Tactics]]
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