Dwarf and magic. For me I feel that we bearded ones should have acsses to our own lore of magic that we can use in games. I know there are people who say this is wrong and un-dwarven, and I don’t want to offend anyone with this. Yes we have strong infantry (so do WoC), good artillery (so do Empire) and access to quite a bit of BS shooting (so do WE). Yet all of them still have magic to help them out in game.
So for me this is a homebrew rule to be played with others who agree to it. Hoping for some feedback to make a balanced system that gives us something to do in the magic phase...
Runic Lore of Dwarves
Runesmiths: Can become Level 1 Caster for free but losses MR1 and forgefire. Can upgrade to Level 2 for 50pt.
(yes this is expensive as most armies are only 35pt but I can imagine it is harder for us)
Runelord: Can become a Level 3 Caster for free but looses MR1 and forgefire. Can upgrade to a level 4 for 50pt.
All spells are BOUND spells. They can be chosen (one for each level) and an IF destroys the rune.
Each time a rune is successfully cast the caster and any unit they are in gain +MR1.
For every spell that was successfully cast, the Dwarf player gains a Grounding Token until the start of his next magic phase. A Grounding Token may be expended to add +1 to any Dispel Roll made by the Dwarf player. Any number of Grounding Tokens may be used to aid in dispelling a spell, but must be declared prior to rolling the Dispel Dice.
5+: The caster and any unit they are in gains +1AS and +1 parry. This can give a 6+ parry to a unit that doesn’t usually have it. It can be boosted to encompass all units within 12”, if done increase the casting value to 13+
Mountain Quagmire: Hex
8+: Target an enemy unengaged unit. The units movement is halved until the casters next magic phase. Aditionally the unit must make a dangerous terrain test failing on a 1, or a 1 or 2 if the unit moves.
Heat of the furnace: Augment
10+: Target a friendly unit within 12”. The unit is surrounded by waves of heat that cause a S3 AP hit to any model in B2B contact with any model in the unit.
remains in play.
Electrical discharge: Magic Missile
13+: Magic missile with 36” range that does D6+caster level S5 hits. This can be boosted to 2D6 S5 hits, if done increase the casting value to 18+.
15+: Target a friendly unit within 12”. If unengaged the unit may make a free reform and march move, They can not declare a charge. If they are engaged the unit gains +1 A.
Heart of the mountain: Augment
18+: Target a friendly unit within 12”. The unit gains +1T, +1S, +1A and +2 I.
Any thoughts on them? Lots of augments I know but to me that is what dwarves would be doing.
Edited by Kevril Stonescream, 10 May 2014 - 05:34 PM.