The Ogre Stronghold

The first and largest home of the Ogre Kingdoms — preserved.

Filter by date range

Standalone from the search box above — this queries Pagefind directly and checks each result's date itself, since the packaged search widget can only match a single exact date, not a range.

Master Rune of Snorri Spangelhelm

original thread ↗

Afternoon folks,

Just been looking through the Dwarf army book and was wondering what effect the above rune would have on an SM with the usual glittering scales and fencers blades.

(1) The Rune states that it always hits on a 2+
(2) Glittering scales states that the wearer is -1 to hit.

I believe that fencers blades would enable the SM to hit on a 3+ but would have not help in preventing any returned hits.

Would (1) or (2) have precedence and why?

I believe that (1) would because of the ALWAYS condition.
I'm not 100% sure on this, but this is how I play it:

With the rune, the minimum score required is a 2+ (the words used in the "to hit" section of the rulebook are that to hit is determined by checking WS vs WS, and you get the minimum score required), but it clearly states that dice modifiers go into effect here, with the exceptions being natural 1's and 6's.  The -1 to hit is a dice modifier (factored in before the final score of the roll).  So, they technically are not contradicting.  He still needs 2+, but all of his 2's count as 1's. 
The other way I've seen to play this is that the player's whose turn it currently is gets to pick the order such contradictory runes are applied in - there used to be an errata that had this for something else dwarven in the old book but its gone now and I can't find a similar reference.

So, in practice:

Dwarf player turn : I'll apply your -1 to hit first, so I need 4s to hit, but then master rune of Snorri says I hit on twos, so I hit on twos

Ogre player turn : I'll apply your 2s to hit first, then add the -1 to hit, so you hit on 3s.


The other way I've seen to play this is that the player's whose turn it currently is gets to pick the order such contradictory runes are applied in - there used to be an errata that had this for something else dwarven in the old book but its gone now and I can't find a similar reference.

So, in practice:

Dwarf player turn : I'll apply your -1 to hit first, so I need 4s to hit, but then master rune of Snorri says I hit on twos, so I hit on twos

Ogre player turn : I'll apply your 2s to hit first, then add the -1 to hit, so you hit on 3s.

+1 to this. Generally when you have conflicting rules, it works in the order of the active player's choice. It usually makes it easier and seems to be the most fair of options to ensure that both players get the full benefit of their respective kits.
33 Gnobs! Over 3 Packs of Trappers! Woot!
Gibblet, Nibblet, Crunchybit (from Slaughtermaster achievement)

New book WLD: 20/10/2 - Yay tourney wins and random game win!

Many thanks to all three of you for your responses.

After careful consideration, I have rethought my interpretation of the rules and gone with ER's and Sazel's explanation. Havoc's interpretation does sound feasible but what swayed it for me was giving each player the benefit of doubt in their respective turns.

Thanks once again  :)
Continue this conversation on GitHub ↗

Opens a new GitHub Issue pre-filled with a link back here — sign in with GitHub to post. If someone already restarted this thread, please add to that issue instead of opening a second one.