My idea is to change the Runesmith to a Runepriest, and have them act like a hybrid between an Empire Warrior priest, and what they are now.
They would be able to invoke prayers to each of the three ancestor gods, and because they are so skilled at forging armour, and runes, all heroes (minus the runepriest) can take 10 points more of runic items.
Prayer of Valaya: Heals a target character for one single wound that has been lost.
Prayer of Grungni: Confers a 6+ ward save to anyone within 12 inches, and causes a -1 hit modifier on all shots at those affected by the prayer.
Prayer of Grimnir: All models within 12 inches hate all enemies for the duration of the turn
Also i think that these prayers could be made more powerful for the runelord, but i dont know what to do with them yet.
Any suggestions? Do you think this is to powerful? Should I tone anything down?
Updating Runesmiths
Started by
xpo50
, Aug 14 2009 02:54 AM
2 replies to this topic
#1
Posted 14 August 2009 - 02:54 AM
#2
Posted 14 August 2009 - 03:18 AM
I think thats an interesting idea but deviates too far from traditional runic magic. Maybe a few runes could be added that are particular only to runesmiths and runelords that isnt directly related to anti-magic. It would be interesting to have weapon runes or armor runes particular to runesmiths and runelords... !
Master Rune of Disruption - 35 points. Runic Weapon. Runelord/Runesmiths only. Any wizard who has hits scored against him by a character wielding this weapon loses a spell from memory. A character can only be affected once by this effect. If the wizard knows more than one spell, it is necessary to randomize them.
Master Rune of Anchoring - 25 points. Runic Weapon. Runelord/Runesmiths only. Any unit that contains a model that is wounded by this weapon has all of its models (including characters) movement value reduced by 2 for the rest of the game. This can only affect a model once.
Master Rune of Valaya's Embrace - 50 points. Armour Rune. Runelord/Runesmiths only. Magic weapons used in hand-to-hand combat have no effect on this unit or models it contains.
Master Rune of the Forge - 60 points. Runelord/Runesmiths only. Bestows a 3+ Ward Save and Magic Resistance (3) to the unit the character is in.
Master Rune of Antimagic - 100 points. Talisman Rune. Runelord/Runesmiths only. The bearer of this rune can take no other runes on his weapons armor or talismans. A runic aura emanates from this character, affecting all enemy units within 12". All non-runic magic items are nullified and can not be used if they are in the affected units. This includes dispel scrolls and the like. Also, wizards that are affected can not use their power dice for casting spells, they can only use the power dice their army generates as a whole.
^ They might be overpowered but they would be fun!
Master Rune of Disruption - 35 points. Runic Weapon. Runelord/Runesmiths only. Any wizard who has hits scored against him by a character wielding this weapon loses a spell from memory. A character can only be affected once by this effect. If the wizard knows more than one spell, it is necessary to randomize them.
Master Rune of Anchoring - 25 points. Runic Weapon. Runelord/Runesmiths only. Any unit that contains a model that is wounded by this weapon has all of its models (including characters) movement value reduced by 2 for the rest of the game. This can only affect a model once.
Master Rune of Valaya's Embrace - 50 points. Armour Rune. Runelord/Runesmiths only. Magic weapons used in hand-to-hand combat have no effect on this unit or models it contains.
Master Rune of the Forge - 60 points. Runelord/Runesmiths only. Bestows a 3+ Ward Save and Magic Resistance (3) to the unit the character is in.
Master Rune of Antimagic - 100 points. Talisman Rune. Runelord/Runesmiths only. The bearer of this rune can take no other runes on his weapons armor or talismans. A runic aura emanates from this character, affecting all enemy units within 12". All non-runic magic items are nullified and can not be used if they are in the affected units. This includes dispel scrolls and the like. Also, wizards that are affected can not use their power dice for casting spells, they can only use the power dice their army generates as a whole.
^ They might be overpowered but they would be fun!
Edited by H33D, 14 August 2009 - 01:32 AM.
#3
Posted 15 August 2009 - 01:45 AM
Ok thanks for the input i prefer your solution much better to mine.
Maybe we could even add a one use only offensive rune, such as the Master Rune of Grimnir's Wrath, causes 2d6 magical wounds which cannot be saved by armour, 75 points, one use only
Maybe we could even add a one use only offensive rune, such as the Master Rune of Grimnir's Wrath, causes 2d6 magical wounds which cannot be saved by armour, 75 points, one use only
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