Weapon runes are inscribed onto hammers or axes to turn them into runic weapons. Note that although Dwarfs may inscribe runes on weapons, none of the bonuses/penalties for the original weapon apply. The fact that the weapon is magical supersedes any normal rules for such weapons. There is one exception to this - see the Master Rune of Kragg the Grim.
The legendary Runesmith Skalf forged many great hammers, and some say even Sigmar's hammer was his work. Many of his hammers were later held by Dwarf Lords as heirlooms of their kingship.
A weapon bearing this rune will strike with adequate strength to wound the target on a score of 2+ based on the target's Toughness. This Strength is also used as a modifier to Armour Saves against the weapon. For example, against a Toughness 4 target, Strength 6 is needed to wound on a 2+, so the Save modifier is -3.
This tune was previoush only known on the Ave ef Dargo wielded by the Kings of Karak Kadrin. Prior to marching out to face Vardek Crom, King Ungrim Ironfist gifted the Rundrokikron, an ancient tome of rune lore, etched on wafer sheets of gromril, to Thorgrim Grudgebearer, the King of Karaz-a-Karak. Within it was the secret of striking the Master Rune of Smiting.
An enemy wounded by a weapon with the Master Rune of Smiting (after Saves, etc) takes not 1 but D6 wounds.
No one knows exactly what happened to Alaric the Mad after he forged the famous Runefangs of the Elector Counts of the Empire, though some say he wrought rune weapons for the Khan Queens of Kislev.
When wounded by this weapon, the target is not allowed an Armour Saving throw.
First used during the War of Vengeance, this rune was inscribed upon King Gorrin's axe, which destroyed the High Elf General Elthior's enchanted blade. It has become a popularly used rune ever since.
If the Dwarf character scores a hit against an enemy with a magic weapon, the enemy's magic weapon is destroyed immediately.
The original inscription for this rune did not specify that the hammer return to the wielder's hand, and many Dwarfs found themselves knocked unconscious as their own weapons returned to them.
May not be used by Slayer characters. A weapon with the Master Rune of Flight functions exactly as a thrown weapon with a range of 12", with the exception that it may target any enemy model within line of sight of the wielder that is not involved in a close combat. The target is automatically hit once as if the two models were in close combat (thus any additional runes on the weapon take effect), then the hammer flies back into the welder's hand.
In addition, a weapon with this rune may be used in close combat as a hand weapon, although this rune has no effect in close combat beyond making the hand weapon magical.
First struck by Thurgrom the Hermit, the last Runesmith to work in the Elf cities of the Old World.
A weapon engraved with this rune always strikes first, even against chargers. In situations where both sides are entitled to strike first. the highest Initiative value has priority over the lower value. If Initiatives are equal, follow the Who Strikes First rules for resolving ties.
The Dwarf wielding the weapon must concentrate upon an unavenged grudge, causing him to become enraged at the wrongs his race has endured.
The wielder of this weapon adds +1 to his Attack characteristic.
Though short in stature, a Dwarf using a weapon inscribed with this rune is a powerful opponent.
Multiples of this rune have no further effect. The welder's Strength is doubled against any enemies with Toughness 5 or more.
Runesmith to the High King of Karaz-a-Karak during the time of Kallon, Snorri wrought the exquisite war panoply of the High Kings for several generations. He fought in many battles and was renowned for his magnificent gromril armour as well as this unique weapon rune.
Any blows struck by a weapon engraved with this rune are at +1 to hit. Multiple runes are cumulative, but cannot reduce the score needed to hit to less than 2.
This rune was commonplace in the past but its secrets had been lost to the centuries. However, Dwarf adventurers in Karak Agal discovered several axes bearing the rune and carried one to Karaz-a-Karak where it came into the possession of the Master Runesmith, Kragg the Grim. By dint of long study, Kragg came to understand the secrets of the rune and how to inscribe it. The jealous old Runelord might have kept the secret to himself but, knowing that other Runesmiths were probably studying it, elected to share the knowledge and thereby gained the credit for deciphering the secret.
This rune can only be placed on great weapons. It allows the great weapon to retain its normal abilities (+2 Strength, strike last etc).
This rune was originally forged upon the pickares ef miners, enabling them to break through the hardest rock.
The wielder of this weapon adds + 1 to his Strength.
Often an enemy's misdeeds are so great that a Dwarf will have this rune put upon his weapon and will not rest until his foe pays for his wrongs with blood.
Multiples of this rune have no further effect. Nominate one enemy character or monster at the beginning of the game by secretly noting it on your roster. The welder may re-roll misses in close combat when attacking this enemy model.
The properties of this rune enable the weapon's wielder to find an enemy's weak points with ease.
The wielder of this weapon may add + 1 to his Weapon Skill.
A skilled Runesmith is able to inscribe this rune on the metal while it is still white hot from the forge.
The weapon makes Flaming attacks.
This rune enhances the Dwarfs awareness, allowing him to pick his targets far quicker.
The wielder of this weapon adds +1 to his Initiative.