These runes may be inscribed on standards and can offer the entire unit protection from psychology and magic. They may also be inscribed on the Battle Standard. Master runes are placed upon Battle Standards by Runesmiths under the supervision of priests of the temples of Grungni, Grimnir and Valaya.
Stromni Redbeard made this rune in the days of Bael, Lord of Karak Azul. It was first carved onto the battle standard of Durgin, son of Grindol, son of Grimnir.
This rune adds a further +1 to the combat result of all combats involving at least one friendly Dwarf unit that is within 12" of it.
This ancient rune is said to have been invented at the dawn of time by Valaya, the Ancestor Goddess.
This rune adds +2 to all attempts to dispel made by the owning player. Any spell that remains in play is dispelled automatically at the start of either player's Magic phase if the target it affects is within 12" of the standard. For example, a Wall of Fire will be dispelled if it is within 12" of the standard.
The clan that takes this banner to battle gives the illusion that they tower over the enemy. Dwarfs are a strong enough opponent in their own right but a unit of giant Dwarfs is enough to scare even the strongest enemy!
The unit causes fear.
This rune harnesses the tireless nature of the Dwarfs, enabling them to march day and night. So powerful is the magic that the trick is often stopping them marching.
Multiples of this rune have no further effect. After deployment, but before the dice roll to determine first turn, any and all friendly Dwarf units (except Gyrocopters) within 12" of the Banner may make an immediate move. This may be a march but cannot be a charge. Any units that make this move count as having moved during turn one for the purposes of shooting.
Forged only by the Runesmiths of Karak Kadrin, the Rune of Grimnir projects an aura of Dwarfishness that is so strong it can deflect arrows and even cannonballs!
Slayer Army of Karak Kadrin only. Any friendly unit within 12" of the standard gains a 5+ Ward save against any ranged attack.
This rune draws in the power of the winds of magic and binds them into the armour of the Dwarfs in its vicinity, granting protection against the direst weapons.
Any friendly Dwarf unit within 6" of a standard with this rune gets a 5+ Ward Save against shooting attacks and any spell defined as
This rune creates an almost physical barrier from the intractable nature of the Dwarfs around it.
Any foes charging the unit subtract D6" from their charge distance. If the unit fails to make contact then all the usual rules for a failed charge apply. If multiples of this rune are used, the charge reduction is not added up, instead roll a D6 for each rune and choose the best score.
Resonating with the power of duty and loyalty, this rune further bolsters the resolve of Dwarfs near it.
Multiples of this rune have no further effect. The unit is immune to fear and terror.
It is no easy task to carry a hold's banner into battle, for every enemy warrior dreams of the glory of capturing it. This rune defends the bearer of the standard.
Army Standard Bearer only. Multiples of this rune have no further effect. The bearer of a standard with the Rune of Guarding has a 5+ Ward Save.
Each of the Dwarf strongholds once had a banner with the Rune of Battle upon it. Many of these banners are now lost, but those that still remain in Dwarf hands are held aloft with pride.
Multiples of this rune have no further effect. The unit adds a further +1 to its combat result score.
This rune reminds every Dwarf that though their numbers diminish, each carries the legacy of their ancestors with them and they are never alone.
Multiples of this rune have no further effect. The unit counts as double its actual Unit Strength.
Even in the most hopeless struggle, it is not within the heart of a Dwarf to concede defeat. The Rune of Determination magnifies that spirit when it is most severely tested.
One use only. Multiples of this rune have no further effect. The unit may take a Break test on a single D6 rather than 2D6.
This rune creates an area of anti-magic, using the defiance of be Dwarfs to deflect mystical attacks.
Each rune confers Magic Resistance (1) to the unit.
In adversity Dwarfs can look to the runes of their ancestors and remember the duty they bear.
One use only. If the unit carrying a banner with this rune has to take a Break test, the rune is expended. Roll a D6. On a roll of 4+ the unit, and any character that has joined it, tests as if it were Stubborn. Only one rune may be expended per Break test taken.