So I was bored and waiting for a client so I put together so rules and musing on a dwarf faction. Please indulge me by taking a look.
Dwarves (I like the name dwellers below)
tactic cards 3
influence 2
Neutral Aligned
Starting resources
2 Food
2 Wood
3 Ore
Units
initiative step 2 Gunners Triangle 1H Orb: Bombard and Volley : Deal 2 damage which your opponent must apply to units in one initiative step.
initiative step 3 Stone Masters Square 1H (tunnelers) Orb: The Secret Ways : Move up to one friendly unit to this battle from up to 3 hexes away ignoring intervening terrain and models for each orb drawn. These units may act as normal in future initiative steps.
initiative step 4 Dwarven Clanwarriors Square 2H (tunnelers) Orb: Unbreakable : Stand one routed united at this battle or ignore one rout this initiative step. Then, deal one rout.
initiative step 5 Wargolem Hexagon 3H Orb: The Mightiest : Your opponent must destroy a Hexagon Unit of his choice at this battle.
Tunnelers is a new keyword which allows units which have it to ignore Red Boarders for movement.
The Dials would look something like this
Food
1 warrior
2 warrior
3 influence
4
5 warrior
6 warrior
7
8
Wood
1 gunner
2 influence
3 gunner
4 Card
5 gunner
6 Influence
7 Wargolem
8 Card
Ore
1 Card
2 Stonemaster
3 Card
4 Wargolem
5 Influence
6 Stonemaster
7 Influence
8 Card
What do folks think?