This army has been created so that you can recreate the War of the Beard, a tragic time of epic battle between two proud races at the height of their power. It was a time of mighty heroes, powerful magic and epic confrontations. This army may only be chosen when fighting an army chosen from the High Elf War of the Beard army list, featured in last month's White Dwarf- these armies would be far too lethal to play against a regular army!
Army Value
|
Maximum Characters
|
Maximum Lords
|
<2,000
|
0-4
|
1
|
2,000-2,999
|
0-5
|
up to 2
|
3,000-3,999
|
0-7
|
up to 3
|
4,000-4,999
|
0-9
|
up to 4
|
each +1000
|
+2
|
+1
|
Army Value
|
Core
|
Special
|
Rare*
|
<2,000
|
1+
|
0-5
| None |
---|---|---|---|
2,000-2,999
|
2+
|
0-6
| |
3,000-3,999
|
2+
|
0-7
| |
4,000-4,999
|
4+
|
0-8
| |
each +1000
|
+1
|
+0-1
|
Note: No rare choices may be chosen in a Dwarf War of the Beard Army.
SPECIAL RULES
- War of Vengeance Dwarfs hate all Elves.
- No model may take Dwarf handguns or pistols. No cannons may be used.
- Dwarf Rangers and Hammerers may not be chosen.
- Each Runesmith and Runelord in the army gives the Dwarf player an extra two Dispel dice in the enemy Magic phase rather than one.
- A single unit of Longbeards and a single unit of Ironbreakers may be chosen as Core choices. In addition, any number may be chosen as Special as normal.
- Any unit of Longbeards that has the Army General within it will act as his bodyguard, and become stubborn (see page 85 of the Warhammer rulebook).
- Dwarf Lords may take up to 150 points of runic items chosen from the Weapons, Armour and Talisman lists.
- Runelords may take up to 175 points of runic items chosen from the Weapons, Armour and Talisman lists.
- Daemon Slayers may take up to 125 points of runic items chosen from the Weapons list.
- Thanes and Engineers may take up to 75 points worth of runic items chosen from the Weapons, Armour and Talisman lists.
- Runesmiths may take up to 100 points worth of runic items chosen from the Weapons, Armour and Talisman lists.
- Dragon Slayers may take up to 75 points worth of runic items chosen from the Weapons list.
- Champions in units of Longbeards and Ironbreakers may take up to 25 points worth of runic items chosen from the Weapons and Armour lists.
- Dwarf Warriors and Miners may take a runic standard worth up to 50 points.
- Longbeards and Ironbreakers may take a runic standard worth up to 75 points.
- In addition to their normal runes, all Anvils of Doom come with either the Rune of Doom (see page 51 of the Dwarf Armies book) OR the Rune of Reflection and cost 235 points. If a double 1 is rolled when attempting to cast the Rune of Doom, the Dwarf Magic phase ends immediately and all remaining dice are discarded, no other adverse effects occur.
The Dwarfs of old knew many secrets that have since been lost, and the Runt-smiths had a mastery of their art that is almost unfathomable. The following rules can only be used for War of the Beard games.
Several of the Master Runes were able to be crafted by many more Runesmiths in the times of the War of Beard than in later times, and so are more common. The following Master Runes do not count as Master Runes in a War of the Beard army, and so more than one of each may be taken in a single army. Remember that the other usual rules for Rune Items (see the Rule of the Runes, p. 19 of the Dwarf Armies book) apply as normal.
- Master Rune of Skalf Blackhammcr
- Master Rune of Alaric the Mad
- Master Rune of Breaking
- Master Rune of Steel
- Master Rune of Gromril
- Master Rune of Balance (one dice may be removed from the enemy's
magic pool per Rune of Balance) - Master Rune of Spite
RUNE OF SPELL-HATING
50 Points
Runelords - One use only
50 Points
Runelords - One use only
The art of creating this difficult rune has been lost in time, although at the time of the War of Vengeance, the most powerful Runesmiths were familiar with its intricacies. It is capable of shutting down even the most powerful of sorceries.
This rune may only be played once per battle, and will stop enemy magic instantly. The rune may be played to automatically dispel one enemy spell -there is no need to roll. This rune is even able to dispel a spell cast with Irresistible Force.
MASTER RUNE OF VENGEANCE
80 Points
80 Points
This ancient rune focuses the Dwarfs' innate hatred of magic into a devastating punishment against any who dare to use it against them. Even before the Mage manages to draw the magical energy needed to cast his spell, lightning bolts leap from the sky, dancing towards him with a devastating crack of light.
When a spell is targeted against a unit with the Master Rune of Vengeance, but before the effects of the spell are worked out, the Dwarf player may choose to use the rune against the casting Wizard. For each Power dice that the Wizard has used to cast the spell, he takes a Strength 4 automatic hit. If the Wizard is still alive, the spell is cast as normal.
RUNE OF REFLECTION
Casting value: 8+
Casting value: 8+
With a mighty blow, the Runelord strikes the anvil with a resounding crack. Power arcs across the battlefield, striking towards an enemy wizard, who suddenly loses control of his powers.
This spell can be cast on any enemy Wizard within line of sight. One randomly determined spell of the ' Wizard's is automatically cast on the Wizard himself and the unit he is with (if appropriate). If the Wizard casts Drain Magic on himself, it will be cast at Level 2. If Vaul's Unmaking is cast on the unit, the Dwarf player may choose which item is nullified.
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