Source: Warhammer Fantasy: 7th Edition

Runic Talismans
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Talismanic runes can be inscribed upon amulets, belts, crowns, helms and other ornamental pieces, though they are most commonly found on rings. Every character is assumed to already have the relevant item in his possession.

Master Rune of Kingship(Talisman)100 points

Gotrek Starbreaker was the first great Dwarf Lord to have his crown adorned with this rune. Such a crown is a priceless artefact and the loss of one is dearly mourned as it absorbs the wisdom of its former master and passes this on to the next crown bearer.

This rune may only be engraved on the crown of a Dwarf Lord. The Lord and the unit he leads are Stubborn and immune to fear and terror.

Master Rune of Balance(Talisman)50 points

Forged in the embers of a captured spell book, this rune hungers after magical power, stealing it from the enemy.

Runesmiths/Runelords only. During the enemy's Magic phase, this rune allows the owning player to remove one dice from the opponent's pile of Power dice and add it to his own Dispel dice pile.

Master Rune of Spellbinding(Talisman)50 points

This rune allows a Runesmith to channel away the winds of magic with greater ease, thwarting the magical attacks of their foes.

Runesmiths/Runelords only. This rune gives +1 to all attempts to dispel made by the owning player.

Spelleater Rune(Talisman)50 points

THis run makes Runesmiths and Runelords almost invulnerable to magical attacks.

Runesmiths/Runelords only. One use only. This rune works exactly like a Rune of Spellbreaking. Also, when the enemy spell is cancelled, roll a dice. On the roll of a 4+, the enemy spell is lost to the Wizard casting it and can't be cast again by him for the rest of the game.

Master Rune of Spite(Talisman)45 points

Created to protect the gates of Karaz-a-Karak, this rune has since been transferred onto other devices.

Rune of Fate(Talisman)35 points

A Dwarf possessing this rune will dream portents of the future the night before a batlte, and he will know each blow that the enemy will strike at him.

Multiples of this rune have no further effect. One use only. The model has a 2+ Ward Save against the first wound suffered and not saved by armour.

Master Rune of Challenge(Talisman)25 points

A foe that hears this rune is suddenly aware of the challenge issued by the Dwarf sounding it as well as the indomitable will that powers it. The only options that remain are fight or flight.

One use only. This rune is normally inscribed in a book or on a warhorn. The rune is used during the enemy turn before they declare charges. Nominate one enemy unit within 20" of the rune user. The unit must be able to charge and reach the rune user or the unit he is with according to the normal rules. The enemy unit must either declare a charge against the rune user (and any unit he is with) or must flee in the Compulsory Movement phase as if it had failed a Panic test. This rune has no effect on units that are Immune to Psychology.

Master Rune of Dismay(Talisman)25 points

When a warhorn with this rune is sounded, its uncanny voice causes all foes to tremble.

One use only. This rune is normally inscribed in a book or on a warhorn. The rune is used during the enemy turn before they declare charges. All enemy units on the table which are not Immune to Psychology must take a Leadership test. If they fail, they are so dismayed that they may not declare a charge that turn. Units that move in the Compulsory Movement phase are not affected.

Rune of Spellbreaking(Talisman)25 points

Once a Runesmith has mastered the Rune of Warding he will learn this more complex rune.

Runesmiths/Runelords only. One use only. This rune will stop enemy magic instantly. The rune may be played to automatically dispel one enemy spell - there is no need to roll. This rune won't help against spells cast with Irresistible Force.

Rune of Brotherhood(Talisman)20 points

This rune allows a Dwarf to quickly assimilate skills possessed by his closest comrades.

Multiples of this rune have no further effect. One Use Only. May not be used by a character with an Oath stone or Shieldbearers. A character with this rune may either be deployed with a unit of Rangers utilising the Scout rule as if he had the Scout rule himself or join a unit of Miners utilising the Underground Advance rule, arriving with them.

Rune of Luck(Talisman)15 points

First inscribed on a ring worn by Magnund Hammerson, who then went on to acquire a fortune through gambling.

One use only. This rune allows its bearer to re-roll any single to hit roll, to wound roll, Armour Save or Ward Save during the game.

Rune of Warding(Talisman)15 points

Apprentice Runesmiths are taught the techniques necessary to create this rune early in their studies.

Rune of the Furnace(Talisman)5 points

Designed to aid Dwarfs working in the hot forges, this rune was soon adapted for use in battle.

The bearer of this rune is immune to fire and cannot be affected by enemy attacks purely consisting of flaming attacks such as Fire Balls, flames from a Skaven Warpfire Thrower, breath of a High Elf Dragon, etc.

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