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I am not sure if Arcane Unforging should not work on a divine item actually. After all archmages are all priests of one of the elf gods and if one is going to make the point that divine items are somehow superior to arcane ones than that should include all chaos armor and weapons since those contain actual pieces of the Dark Gods.

I kind of threw out Arcane Unforging off the top of my head; the point I was trying to make is that "X thing shuts down/breaks magic items" shouldn't generally be applicable to a divine artefact. To be fair that could be the D&D talking :V I'll remove the specific reference and leave the Magic Item/Divine Item distinction as an exercise for the reader. Thanks for the input!
 
Going by those stats, Branulhune would in fact be a significantly better weapon than the Runefangs or Ghal-Maraz. S10 is functionally equivalent to wounding automatically and ignoring armour saves, and it has multiple wounds (D6), inability to be disarmed and turning off magical items on top of that.
 
it shouldn't have multiple wounds tbh, the rune that does the S10 thing is Kraggs master rune and it doesn't do that for his hammer, don't see why it would for the sword.
 
Going by those stats, Branulhune would in fact be a significantly better weapon than the Runefangs or Ghal-Maraz. S10 is functionally equivalent to wounding automatically and ignoring armour saves, and it has multiple wounds (D6), inability to be disarmed and turning off magical items on top of that.

S10 MW(D6) is what a cannonball does, and the Master Rune of Kragg the Grim is described as being able to output as much force as a cannonball. The Rune of Superior Skill says it turns off all enemy magical equipment - not "if it can overpower them", it just does. If we come up against an actual Hero/Lord-level opponent with serious magical kit in future and that turns out to be otherwise, I'll revise the rules, but as it is? The only way I can really respond to this is 'don't shoot the messenger' :V

it shouldn't have multiple wounds tbh, the rune that does the S10 thing is Kraggs master rune and it doesn't do that for his hammer, don't see why it would for the sword.

Codex wrote the Kragg rules; they're great rules, I love them, but while I took a lot of inspiration from her Mathilde rules I didn't write them specifically to fit into Codex's scaling. As I said on the last page, I in fact didn't scale these rules for tabletop at all, I just dumped narrative Mathilde into a tabletop statline as best I could.
 
S10 MW(D6) is what a cannonball does, and the Master Rune of Kragg the Grim is described as being able to output as much force as a cannonball. The Rune of Superior Skill says it turns off all enemy magical equipment - not "if it can overpower them", it just does. If we come up against an actual Hero/Lord-level opponent with serious magical kit in future and that turns out to be otherwise, I'll revise the rules, but as it is? The only way I can really respond to this is 'don't shoot the messenger' :V



Codex wrote the Kragg rules; they're great rules, I love them, but while I took a lot of inspiration from her Mathilde rules I didn't write them specifically to fit into Codex's scaling. As I said on the last page, I in fact didn't scale these rules for tabletop at all, I just dumped narrative Mathilde into a tabletop statline as best I could.
GW wrote the rules for Kragg's rune back in 4th edition.
 
Well, the Kragg rules I was looking at :V 4th edition was well before my time; I wandered into 8th not all that long before End Times, and I don't think I ever touched a dwarf model. 9e Kragg's rune just lets you put master runes on a great weapon.
7th edition (6.5) Dwarfs had Kragg decode a Norse Dwarf rune that let a Greatweapon keep its properties, and that was labeled his Master Rune. But the one that is on Mathilde's sword is his rune from 4th.

(Also, Mathilde's WHFB stat line on her character sheet also says it's S10, no multiple Wounds)
 
7th edition (6.5) Dwarfs had Kragg decode a Norse Dwarf rune that let a Greatweapon keep its properties, and that was labeled his Master Rune. But the one that is on Mathilde's sword is his rune from 4th.

(Also, Mathilde's WHFB stat line on her character sheet also says it's S10, no multiple Wounds)

Heck, I'd completely forgotten Boney had a canon sheet. Turns out the Belt is +2S after all, as well! Thanks for pointing that out, going to go and make corrections.
 
I think Malekith would probably kill her- he's got WS8 (or 9? Think it's 8) compared to Mathilde's 5 in there, though Branulhune is much more broken at disabling Magic items than Destroyer is.
Yeah, even in ideal circumstances (solo fight, and maybe even an ambush), it's more likely that he would win than her.

Malekith's kitted out to be extremely anti-wizard - his The Destroyer randomly destroys a magic item on the person it hits, his Supreme Spellshield gives him Magic Resistance (2) and deals D6 Strength hits to anyone whose spells he manages to dispel, and his Circlet of Iron makes it easier for him to cast or dispel spells. And if this wasn't enough, the Armour of Midnight has a +5 armor save and a +2 ward save against non-magical attacks (a massive protection against mundane attacks).

So Malekith is essentially only really vulnerable to magical attacks that aren't spells. The thing that thus makes the fight winnable for Mathilde is Branulhune. It's a gamble, really: A gamble to see who can hit who first.

If she's lucky and gets a good hit it, then cheers and celebrations, that means all the above-mentioned magical items he has are dispelled. And thus Mathilde 'only' needs to defeat a millennia-old master swordsman who is also a master user of Dhar. But he's on the backfoot, and she still has the Belt to cancel out at least one spell. That shifts the odds significantly in Mathilde's favor.

If she's unlucky, then she gets hit with Destroyer and it, well, destroys one random magic item she has. Elves are incredibly fast and it wouldn't be surprising if he got the first hit in. Mathilde has ten magic items on, but I don't know if the Coin, being a divine artifact, is capable of being destroyed by his sword. So let's say pessimistically that there's a 1/9 chance that Branulhune is destroyed and that essentially makes the fight completely unwinnable. Or she could lose her Seed of Regrowth, or her Belt, or her Robes, all of which could make all the difference in the fight. In the best case scenario for this she loses her Candle of Cleansing Radiance, her Dragonflask, or her runed revolvers. But that's still a net loss.

...And Malekith, of course, is not typically the sort of dude to be met in a white room scenario. He has a dragon, he has armies, he has other hero units with him. Unless we specifically ambush him when he's about to take a bath or something, at least a few of those will show up and shift the already-terrible odds in his favor.
 
Warhammer Fantasy was a generally low powered game in terms of individual models. Except for artillery. Because all artillery could misfire and was somewhat inaccurate with scatter dice, they overtuned its effects and made it very powerful in comparison to other stuff.

There was a period of time where Warhammer Fantasy was known as "HeroHammer", where Heroes were so much more valuable than troops and you fielded them most of all. GW were scared of that returning, so they pushed troops and horde meta, particularly with the introduction of the Horde mechanic in 8E. That incentivised doubling the size of all your troop units because it lets you fight an extra rank and gave you other benefits. This was particularly valuable because you could only attack once with the grand majority of your troops, so fighting in extra ranks was unbelievably valuable. That's partly why High Elves were so busted. Also because they all had Always Strikes First and you could Mindrazor with them for Strength 8 (or was it 9?) attacks.

Single models were greatly underpowered. End Times was a shift in GW's mechanical approach where they attempted to incentivise Heroes to a greater degree with stronger models, greater spell knowledge, and allowing you to field 50% of your Army's points as Heroes.

In Age of Sigmar, Celestant Prime wields Ghal Maraz. In there, he has a more reasonable 3 Attacks at 3+ to hit, 2+ to wound, -3 Rend (armor piercing) and Damage 3. And he has the ability to be placed in reserve, with each round he spends in reserve before arriving into the battlefield giving him +2 attacks. At full power, arriving at the fifth battle round (the last one), he gets +8 attacks for a total of 11 attacks. But you're holding up a 325 point model in reserve until the very end, so that's an unlikely move.
 
No.
Kitchen implements are solely for the preparing and eating of food.
Chainsaws are used solely for cutting wood.
You don't eat wood, therefore a chainsaw is not a kitchen implement.

That reminds me of that scene from Pathfinder: Kingmaker.

"Don't hit me, I'm not a soldier, I just mop floors here!"

"And I'm a cook! This isn't a sword, it's a kitchen knife!"
 
I require nuance, flavour! SPICE!
I gotchu fam.

Archives of the Empire p54, in the Imperial Dwarfs section
While a number of taverns have Halfling cooks, the majority are staffed by Dwarfs who make heavily spiced dishes. Dwarfs are fond of food with sharp tastes to compliment the potency of their brew.

p65, in the Karak Azgaraz section
Fortified farms grow the mountain hops and barley used by the Brewer Clans and supply wheat to make bread in dwarfen kitchens. Turnips, beans, mustard, parsnips, and fire peppers (the latter brought by Elf traders during the Golden Age) are also grown in their fields.

p69
Owned and run by the Gertunmalz Brewer Clan, the Inn of the Six Pints is located within the trading post. [...] The inn's main dish is roasted goat covered in a spicy mustard and turnips served with a hearty, reddish-coloured malted beer called 'Dragon Breath'.
 
[X] Wissenland

Can't pass up the chance to reunite with Eshin-friend, yes-yes!

[x] Revise
[x] Magister Tochter Grunfeld
[x] Eike
[x] Karak Vlag
[x] Sylvania
[x] Kasmir
 
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I was watching the NOVA Open, and I haven't been keeping up with 40K at all, but it just hit me as I saw all the new models for the Leagues of Votann. The very origin of the term "Squatted". And then I remembered a conversation I had in this thread:
Habibi, Ind is getting a tabletop faction about the same time Bretonnia gets updated and Squats come back.
Now that the Squats are back, it's time for Ind yeah?
 
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I was watching the NOVA Open, and I haven't been keeping up with 40K at all, but it just hit me as I saw all the new models for the Leagues of Votann. The very origin of the term "Squatted". And then I remembered a conversation I had in this thread. Now that the Squats are back, it's time for Ind yeah?
Hey now, I said Bretonnia had to get updated as well! You got the Squats, but I should get something too! :p
 
Going by those stats, Branulhune would in fact be a significantly better weapon than the Runefangs or Ghal-Maraz. S10 is functionally equivalent to wounding automatically and ignoring armour saves, and it has multiple wounds (D6), inability to be disarmed and turning off magical items on top of that.

Even in story, I think Branulhune is stronger than the Runefangs or Ghal Maraz. Not straight up stronger, these things have powerful mojo. But stronger, like, the way Ash Blossom and Joyous Spring is significantly stronger than Blue Eyes White Dragon, or Llanowar Elves are significantly stronger than colossal dreadmaw.

Yes, they are weaker in the sense that they would lose a straight up clash, but the effects just add up an unmatched amount of ultility that make the actual "weaker" card much, much stronger in the context of building a whole deck.
 
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Even in story, I think Branulhune is stronger than the Runefangs or Ghal Maraz. Not straight up stronger, these things have powerful mojo. But stronger, like, the way Ash Blossom and Joyous Spring is significantly stronger than Blue Eyes White Dragon, or Llanowar Elves are significantly stronger than colossal dreadmaw.

Yes, they are weaker in the sense that they would lose a straight up clash, but the effects just add up an unmatched amount of ultility that make the actual "weaker" card much, much stronger in the context of building a whole deck.
Branalhune wielded by a conventional human is objectively a worse weapon than a runefang.

Wielded by a teleporting, invisible wizard who can find enemy leaders at a glance makes it a superior tactical weapon.
 
I'd probably disagree, I mean the actual strength of the attack is irrelevant with a runefang, it auto bypasses toughness and armour.

Which means a Runefang against a Dragon for instance is drastically better than Branulhune and whilst armour is probably never relevant due to the toughness mechanic there are a number of super enemies out there where the runefang out performs. That said Branulhune is far more versatile i'd take that sword 9 times out of 10 in the vast majority of situations.
 
Branulhune is obviously inferior to a Runefang in a straight-up clash, or in a number of very high-end scenarios where the best that Kragg can make isn't good enough (for instance, going back to the speculative Mathilde vs Malekith fight, I don't think that Branulhune could actually shut off the Armor of Midnight. Like, at all.)

But if you, say, take the time to develop a sword style that exploits Branulhune's teleportation to the utmost? Then I would say that in all but a handful of very unlikely scenarios, Branulhune is a better weapon for Mathilde. It's a nice case where with some lateral thinking and some tailored skill investment, this fallen era can still sometimes match the heights of the Golden Age.

A good sign for the Waystone Project, I'd say.
 
Yes, they are weaker in the sense that they would lose a straight up clash, but the effects just add up an unmatched amount of ultility that make the actual "weaker" card much, much stronger in the context of building a whole deck.
I think the Runefangs and especially Ghal Maraz have extra effects, not shown in game for either being too minor or too OP.
 
I think the Runefangs and especially Ghal Maraz have extra effects, not shown in game for either being too minor or too OP.
The novels have them do other stuff, but that might just be the novels.

In terms of tabletop, the Runefangs were very clearly the Master-Rune of Skalf Blackhammer (pre-7th edition) and the Master-Rune of Alaric the Mad. And Ghal-Maraz was those two plus a Rune for D3 wounds.
 
The novels have them do other stuff, but that might just be the novels.

In terms of tabletop, the Runefangs were very clearly the Master-Rune of Skalf Blackhammer (pre-7th edition) and the Master-Rune of Alaric the Mad. And Ghal-Maraz was those two plus a Rune for D3 wounds.
Total War also gives them special effects. Because it makes the actual process of getting the Runefangs feel more worth it or rewarding.

Fun fact is that in End Times Ghal Maraz did D3+1 damage, but that was because the Incarnate of Lightning Karl Franz/Sigmar was using it.
 
End Times Ghal Maraz did D3+1 damage, but that was because the Incarnate of Lightning Karl Franz/Sigmar was using it
Small nitpick, but for most of ET Ghal Maraz is used by Valten and has d3 damage. Incarnate Karl used essentially a pure Azur replica until his first confrontation with Archaon in Averheim and only got actual Ghal Maraz at the very end in Middenheim.
 
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