Dwarfen Runesmith

(Entry)
Type:

upgrade

LinkId:

05be-7699-4c25-69f9

Hidden:

true

Costs: 50000 TV

Constraints:

max: 1
Rules (1)
Dwarfen Runesmith
During each Start of Drive sequence, after Step 2 but before Step 3, you can select a single player on your team that is currently on the pitch that does not have the Loner (X+) trait and choose one of the following runes. Then roll a D6:

• On a roll of 4+, the rune takes effect, but you cannot attempt to use the Runesmith again at the start of a later drive.
• On a roll of 2 or 3, the rune does not work, but you can attempt to use the Runesmith again at the start of a later drive.
• On a roll of 1, the rune does not work, and you cannot attempt to use the Runesmith again at the start of a later drive.

Dwarven Runes:

Rune of Might: Until the end of this drive, the chosen player gains the Mighty Blow (+1) skill.
Rune of Fury: Until the end of this drive, the chosen player gains both the Dauntless andFrenzy skills.
Rune of Speed: Until the end of this drive, the chosen player gains both the Sprint and Sure Feet skills.
Rune of Iron: Until the end of this drive, the chosen player’s Armour Value is increased by 1 (to a maximum of 11+) and they gain the Stand Firm skill.
Rune of Impact: Until the end of this drive, the chosen player gains both the Juggernaut and Horns skills.

Modifiers:

set hidden false
1+ selections of Old World Classic in roster (recursive)
set hidden true
force is Sevens
Used By (7)

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