Rule of the Runes
You may inscribe up to three runes on a runic magic item, subject to the following restrictions.
1. No item can have more than three runes. It is virtually impossible to forge items that can bear the strain of having to carry so much power. Runesmiths calls this the Rule of Three.
2. Weapon runes can only be inscribed on weapons, armour runes can only be inscribed on armour, protection runes can only be inscribed on standards, engineering runes can only be inscribed on standards, engineering runes can only be enscribed on war machines, and talismanic runes can only be inscribed on talismans (of which more later). This is the Rule of Form as it is termed by Runesmiths. You cannot inscribe armour runes on a cannon nor can you place engineering runes on an axe.
3. No more than one item may carry the same combination of magic runes. You could not have a runic sword and a runic axe both engraved with a Rune of Breaking and a Rune a Fire, for example. This restriction also applies to the use of single runes, so you could not have two characters in your army wearing armour engraved with a single Rune of Resistance.
Creating rune items takes a great deal of effort and Runesmiths don't like repeating themselves. Nor do they copy other Runesmiths' work except when they are apprentices. This is known among Runesmiths as the Rule of Pride.
4. No master rune may be used more than once, and no more than one master rune can be enscribed on one item. Master runes are so powerful that they cannot be combined together on the same item or used together on the same battlefield. For this reason Runesmiths describe these runes as Jealous Runes.
5. Apart from the master runes (which can only be used once) other runes can be combined as you wish to produce varied or cumulative effects. For example you might inscribe a weapon with the Master Rune of Swiftness, the Rune of Striking, and the Rune of Fury. With the exception of master runes, runes can be used in multiples in which case their efforts are added together. For example, you could inscribe a weapon with the Rune of Fury three times to give you +3 attacks.
6. It is not possible to inscribe runes onto any other magic item. A magic item chosen as a magic item card is already enchanted in its own unique way and will not accept a further rune.
Weapon Runes
MASTER RUNE OF BANISHMENT 100 pts
Kills Undead if Wound caused.
MASTER RUNE OF DEAMON SLAYING 100 pts
Kills Deamon if Wound caused.
MASTER RUNE OF DEATH 100 pts
Kills if Wound caused.
MASTER RUNE OF DRAGON SLAYING 100 pts
Kills Dragon if Wound caused.
SKALF BLACKHAMMER'S MASTER RUNE 75 pts
Automatically Wounds.
SNORRI SPANGELHELM'S MASTER RUNE 75 pts
Automatically Hits.
RUNE OF SMITING 70 pts
Wound = D6 Wounds, save separately.
ALARIC THE MAD'S MASTER RUNE 50 pts
No Save.
MASTER RUNE OF FLIGHT 50 pts
Thrown weapon automatically Hits, range 12",
HTH normal.
RUNE OF MIGHT 50 pts
Double Strength vs. enemys with Toughness greater
then bearer.
CURSE RUNE 25 pts
D6 if Hits, +1 extra Rune, 3-4 enemy's S -1, 5-6
enemy's T -1.
MASTER RUNE OF SWIFTNESS 25 pts
Always strikes first.
RUNE OF BREAKING 25 pts
Destroys magic item on dice off if Hits.
RUNE OF FATE 25 pts
Wound = 2 vs. first model struck, save separately.
RUNE OF CLEAVING 20 pts
+1 Strength.
RUNE OF FURY 20 pts
+1 Attack.
RUNE OF PARRYING 20 pts
-1 enemy Attack.
RUNE OF STRIKING 20 pts
+1 Weapon Skill.
RUNE OF CUTTING 10 pts
-1 Save.
RUNE OF FIRE 10 pts
Causes Fire Damage
Armour Runes
MASTER RUNE OF GROMRIL 150 pts
Toughness 10, no other armour Runes.
MASTER RUNE OF ADAMANT 50 pts
+2 Save.
RUNE OF FORTITUDE 50 pts
Bearer has +1 Wound.
RUNE OF IRON 50 pts
+1 Toughness.
RUNE OF RESISTANCE 50 pts
Reroll 4+ no modifiers.
RUNE OF SPELL EATING 50 pts
Auto Dispels Spells directed at bearer, exhasted
on Power- .
RUNE OF STONE 5 pts
+1 Armour Save - Minimum Save of 6+
This rune adds +1 to the characters armour save. The armour is an exception to the normal Rule of Pride which forbids the same combination of runes to be used on several items so a single rune of Stone may be inscribed on any character's armour. Strength modifiers will never reduce the save of armour bearing the Rune of Stone to less than 6. The Rune of Stone can by hits from cannon, bolt throwers or other weapons which ignore armour saves.
Runes of Protection
These runes may be inscribed on standards and effect the whole unit.
MASTER RUNE OF VALAYA 150 pts
Dispels any Spell on 4+, auto Dispels within
12" after magic phase.
MASTER RUNE OF GROTH ONE-EYE 100 pts
Units within 12" use Leadership = 10, no
modifiers.
MASTER RUNE OF STROMNI REDBEARD 100 pts
+1 to Combat Results within 12".
RUNE OF COURAGE 75 pts
Immune to Fear, Terror, Panic, and stupidity.
Cannot be Broken.
RUNE OF FEAR 50 pts
causes Fear.
RUNE OF SLOWNESS 50 pts
-D6" from foes charge move.
RUNE OF SWIFTNESS 25 pts
The unit may add D6" to its movement up to
three times in a battle. Note: the Rune must be used on separate occasions, and
cannot be used cumulatively.
RUNE OF WARDING 50 pts
Dispels on 4+.
RUNE OF BATTLE 25 pts
+1 to Combat Results.
Engingeering Runes
These runes may only be inscribed on Dwarf war machines.
RUNE OF ACCURACY 50 pts
Reroll scatter dice once per turn (stone
throwers).
RUNE OF DISGUISE 25 pts
This rune magically distorts space around the
machine. Until it shoots, or moves, the machine cannot be seen, and cannot
therefore be shot at or charged. Once the machine has shot/fired or moved, its
position is revealed and it can be seen and shot at or charged as normal.
To represent this either;
a) annonce that the machine is there be cannot be
shoot at.
or
b) make a map showing the machines deployment.
RUNE OF FORGING 25 pts
Reroll a misfire result (cannons).
RUNE OF FORTUNE 25 pts
Reroll on misfire chart.
RUNE OF IMMOLATION 25 pts
Destroy machine and all within 3" take a
Strength 6 hit (no gyrocopters).
RUNE OF PENETRATION 25 pts
+1 Strength.
RUNE OF SEEKING 25 pts
May fire at creatures flying high, counts as long
distance (bolt throwers).
RUNE OF BURNING 10 pts
Ammunition causes fire damage. It can be employeed
on any warmachine that fires a shot inclueding cannons.
Talismanic Runes
Talismanic runes can be inscribed upon amulets, belts, crowns, helms and other ornamental places, though they are most commonly found on rings.
MASTER RUNE OF SPITE 50 pts
Every time the model suffers a wound in hand to
hand combat roll a D6. On a result of 4+ the wound is taken by the enemy who
inflicted it instead. For each wound saved in this way, roll a D6. On the roll
of a 1, the rune is exhausted for the remainder of the battle.
RUNE OF PASSAGE 10 pts
This rune causes rocks, vegetation, snow and mud
to move aside as the Dwarf advances, creating a clear passage. The character and
any unit with him may through woods or difficult terrain with no movement
penalty. Note - the Rune of Passage CAN be used in conjunction with a march
move.
MASTER RUNE OF KINGSHIP 100 pts
Leadership = 10, no modifiers, immune to Fear and
Terror.
MASTER RUNE OF DISMAY 50 pts
Every enemy unit pass Fear test, or they may not
move. One use only.
RUNE SPELLBREAKING 25 pts
Automatically Dispels any Spell. One use only.
RUNE OF LUCK 10 pts
Reroll any dice roll. One use only.
RUNE OF THE FURNACE 10 pts
Immune to fire.