About
Unit Description
Forged Runes give the Runesmiths power to enhance allied weapons and armour, and nullify enemy magic to harmless lights.
Historical Description
Runesmiths work spells with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot and jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items - weapon, armour, rings and talismans - of greater potency than items wrought by any other mortal race. In battle, Runesmiths aid their side by dampening enemy magic - earthing spells harmlessly before they can wreak havoc amongst the Dwarfs. They do this in the same manner as they capture the Winds of Magic to forge magic items, and they often bring along rune-covered talismans to aid in this endeavour. Many Runesmiths bear weapons and armour of their own crafting, and they are eager to show their comrades exactly how effective they can be. Whether by some gift of Grungni, or perhaps as a side effect of centuries of beating white-hot metal, when a Runesmith feels the rage of battle, his weapons, and those of friendly foes around him, begin to glow and radiate heat as if remembering the forgefires from which they were created. This aura of power has proven effective in helping blades penetrate the armoured or toughened hides of any foe.
Abilities
Forgefire
The fires of a Runesmith’s forge burn brighter and hotter, its blessing upon an ally’s weapons increasing their potency.
Rune of Negation
The secret of this powerful rune was given to a Runelord by Valaya herself, insulating all under its auspices with protection from magic.
Rune of Oath & Steel
Armour inscribed with the Rune of Oath and Steel will not bend or buckle.
Rune of Wrath & Ruin
As the Runelord hammers upon the Anvil of Doom, he shapes the Rune of Wrath and Ruin - causing the earth to crack, venting forth fire and sulphur.
Strengths & Weaknesses
Armoured
Armoured units can block damage from any source apart from
Armour-Piercing damage.
Runic Magic
This unit can bind magic into powerful runes which can be activated during battle.
Detailed Stats
Battle Entity Stats |
Unit Size |
Small |
Unit Type |
Man |
Hit Points |
8 |
Walk Speed |
1.50 |
Run Speed |
3.20 |
Acceleration |
3.00 |
Deceleration |
4.00 |
Charge Speed |
4.10 |
Ch. Dist. to Commence Run |
35.00 |
Ch. Dist. to Adopt Pose |
30.00 |
Ch. Dist. to Pick Target |
25.00 |
Turn Speed |
120 |
Strafe Speed |
1.00 |
Land Unit Stats |
Unit Category |
Melee Infantry |
Unit Class |
Command |
Move Action Points |
2100 |
Melee Attack |
40 |
Melee Defence |
30 |
Charge Bonus |
16 |
Melee (Dismounted) |
|
Visibility Range |
40 - 1500 |
Spot Tree Distance |
60 |
Spot Scrub Distance |
60 |
Rank Depth |
1 |
Morale |
70 |
Bonus Hit Points |
3900 |
Unit Stats |
Unit Caste |
Hero |
Unit Weight |
Heavy |
Unit Group |
Support Specialist |
Unit Group Parent |
Heroes |
Recruitment Turns |
1 |
Recruitment Cost |
1000 |
Upkeep Cost |
250 |
Unit Size |
1 |
Melee CP |
550 |
Missile CP |
|
Equipment
Melee Weapon |
Weapon Size |
Medium |
Weapon Type |
Axe |
Bonus vs Cavalry |
|
Bonus vs Large |
|
Bonus vs Infantry |
|
Weapon Damage |
230 |
Weapon AP Damage |
90 |
Building Damage |
150 |
Shield |
Missile Block Chance |
0 |