
Zwergenfesten (V3 Public Test - 5)
Runic Armour Enchantments
Rune of Retribution
max 99 per Army (Enchantment: Suit of Armour)When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
Rune of Resistance
max 1 per Army (Enchantment: Suit of Armour)Resistance
Rune of the Forge
max 99 per Army (Enchantment: Suit of Armour)Aegis (3+, against Flaming Attacks).
Rune of Steel
max 99 per Army (Enchantment: Suit of Armour)Must reroll failed Armour Save rolls
Rune of Iron
max 2 per Army (Enchantment: Suit of Armour)+1 Arm
Rune of Retribution
max 99 per Army (Enchantment: Suit of Armour)When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
Rune of Resistance
max 1 per Army (Enchantment: Suit of Armour)Resistance
Rune of the Forge
max 99 per Army (Enchantment: Suit of Armour)Aegis (3+, against Flaming Attacks).
Rune of Steel
max 99 per Army (Enchantment: Suit of Armour)Must reroll failed Armour Save rolls
Rune of Iron
max 2 per Army (Enchantment: Suit of Armour)+1 Arm
Rune of the Forge
max 99 per Army (Enchantment: Suit of Armour)Aegis (3+, against Flaming Attacks).
Rune of Retribution
max 99 per Army (Enchantment: Suit of Armour)When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
Rune of Resistance
max 1 per Army (Enchantment: Suit of Armour)Resistance
Rune of Iron
max 2 per Army (Enchantment: Suit of Armour)+1 Arm
Rune of Retribution
max 99 per Army (Enchantment: Suit of Armour)When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
Rune of Retribution
max 99 per Army (Enchantment: Suit of Armour)When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
Rune of Iron
max 2 per Army (Enchantment: Suit of Armour)+1 Arm
Rune of Iron
max 2 per Army (Enchantment: Suit of Armour)+1 Arm
Rune of the Forge
max 99 per Army (Enchantment: Suit of Armour)Aegis (3+, against Flaming Attacks).
Rune of Steel
max 99 per Army (Enchantment: Suit of Armour)Must reroll failed Armour Save rolls
Rune of Steel
max 99 per Army (Enchantment: Suit of Armour)Must reroll failed Armour Save rolls
Rune of Steel
max 99 per Army (Enchantment: Suit of Armour)Must reroll failed Armour Save rolls
Rune of Resistance
max 1 per Army (Enchantment: Suit of Armour)Resistance
Rune of Iron
max 2 per Army (Enchantment: Suit of Armour)+1 Arm
Rune of Steel
max 99 per Army (Enchantment: Suit of Armour)Must reroll failed Armour Save rolls
Rune of Resistance
max 1 per Army (Enchantment: Suit of Armour)Resistance
Rune of Resistance
max 1 per Army (Enchantment: Suit of Armour)Resistance
Rune of the Forge
max 99 per Army (Enchantment: Suit of Armour)Aegis (3+, against Flaming Attacks).
Rune of Retribution
max 99 per Army (Enchantment: Suit of Armour)When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
Rune of the Forge
max 99 per Army (Enchantment: Suit of Armour)Aegis (3+, against Flaming Attacks).
Runic Weapon Enchantments
Rune of Fire
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
Rune of Destruction
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Multiple Wounds (D3).
Rune of Quickening
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 Agi.
Rune of Lightning
max 2 per Army (Enchantment: Hand Weapon, Paired Weapons)Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3.
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
Rune of Returning
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
Rune of Penetration
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 AP.
Rune of Smashing
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
Rune of Precision
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 to hit.
Rune of Craftsmanship
max 3 per Army (Enchantment: Hand Weapon, Paired Weapons)The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
Rune of Might
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Str and +1 AP.
Rune Of Anger
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att.
Rune of Fire
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
Rune of Destruction
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Multiple Wounds (D3).
Rune of Quickening
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 Agi.
Rune of Lightning
max 2 per Army (Enchantment: Hand Weapon, Paired Weapons)Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3.
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
Rune of Returning
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
Rune of Penetration
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 AP.
Rune of Smashing
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
Rune of Precision
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 to hit.
Rune of Craftsmanship
max 3 per Army (Enchantment: Hand Weapon, Paired Weapons)The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
Rune of Might
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Str and +1 AP.
Rune Of Anger
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att.
Rune of Smashing
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
Rune Of Anger
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att.
Rune of Penetration
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 AP.
Rune of Might
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Str and +1 AP.
Rune of Returning
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
Rune of Returning
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
Rune of Destruction
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Multiple Wounds (D3).
Rune of Lightning
max 2 per Army (Enchantment: Hand Weapon, Paired Weapons)Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3.
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
Rune Of Anger
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att.
Rune of Penetration
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 AP.
Rune of Might
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Str and +1 AP.
Rune of Destruction
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Multiple Wounds (D3).
Rune of Smashing
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
Rune of Lightning
max 2 per Army (Enchantment: Hand Weapon, Paired Weapons)Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3.
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
Rune of Fire
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
Rune of Precision
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 to hit.
Rune of Penetration
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 AP.
Rune of Quickening
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 Agi.
Rune Of Anger
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att.
Rune of Quickening
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 Agi.
Rune of Smashing
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
Rune of Returning
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
Rune of Destruction
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Multiple Wounds (D3).
Rune of Lightning
max 2 per Army (Enchantment: Hand Weapon, Paired Weapons)Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3.
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
Rune of Fire
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
Rune of Craftsmanship
max 3 per Army (Enchantment: Hand Weapon, Paired Weapons)The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
Rune of Might
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Str and +1 AP.
Rune of Precision
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 to hit.
Rune of Precision
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 to hit.
Rune of Lightning
max 2 per Army (Enchantment: Hand Weapon, Paired Weapons)Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3.
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
Rune of Craftsmanship
max 3 per Army (Enchantment: Hand Weapon, Paired Weapons)The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
Rune of Fire
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
Rune of Returning
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
Rune of Precision
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 to hit.
Rune of Destruction
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Multiple Wounds (D3).
Rune of Craftsmanship
max 3 per Army (Enchantment: Hand Weapon, Paired Weapons)The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
Rune of Fire
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
Rune of Penetration
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 AP.
Rune of Smashing
max 1 per Army (Enchantment: Hand Weapon, Paired Weapons)Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
Rune of Quickening
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 Agi.
Rune Of Anger
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Att.
Rune of Might
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+1 Str and +1 AP.
Rune of Quickening
max 99 per Army (Enchantment: Hand Weapon, Paired Weapons)+3 Agi.
Rune of Craftsmanship
max 3 per Army (Enchantment: Hand Weapon, Paired Weapons)The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
Runic Artefacts
Rune of Mining
max 99 per ArmyDuring Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
Rune of Kinship
max 99 per ArmyCannot be taken by models on War ThroneThe bearer gains Ambush (Board Edge), Scout, and Vanguard.
Rune of Grounding
max 1 per ArmyRunic Smiths onlyOne use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
Rune of Readiness
max 99 per ArmyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Denial
max 1 per ArmyOne use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
Rune of Storms
max 2 per ArmyOne use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
Rune of Dragon's Breath
max 2 per ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
Rune of the Courage
max 99 per ArmyOne use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
Rune of Mastery
max 99 per ArmyOne use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. The Casting Roll for this Bound Spell gains +1.
Rune of Shielding
max 99 per ArmyAegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
Rune of Devouring
max 1 per ArmyRunic Smiths onlyOne use only.
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
Rune of Harnessing
max 1 per ArmyRunic Smiths onlyIn the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
Rune of Mining
max 99 per ArmyDuring Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
Rune of Kinship
max 99 per ArmyCannot be taken by models on War ThroneThe bearer gains Ambush (Table Edge), Scout, and Vanguard.
Rune of Grounding
max 1 per ArmyRunic Smiths onlyOne use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
Rune of Readiness
max 99 per ArmyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Denial
max 1 per ArmyOne use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
Rune of Storms
max 2 per ArmyOne use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
Rune of Dragon's Breath
max 2 per ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
Rune of the Courage
max 99 per ArmyOne use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
Rune of Channelling
max 99 per ArmyChannel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
Rune of Shielding
max 99 per ArmyAegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
Rune of Devouring
max 1 per ArmyRunic Smiths onlyOne use only.
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
Rune of Harnessing
max 1 per ArmyRunic Smiths onlyIn the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
Rune of Grounding
max 1 per ArmyRunic Smiths onlyOne use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
Rune of Devouring
max 1 per ArmyRunic Smiths onlyOne use only.
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
Rune of Storms
max 2 per ArmyOne use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
Rune of Channelling
max 99 per ArmyChannel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
Rune of Dragon's Breath
max 2 per ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
Rune of the Courage
max 99 per ArmyOne use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
Rune of Kinship
max 99 per ArmyCannot be taken by models on War ThroneThe bearer gains Ambush (Table Edge), Scout, and Vanguard.
Rune of Readiness
max 99 per ArmyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of the Courage
max 99 per ArmyOne use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
Rune of Denial
max 1 per ArmyOne use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
Rune of Mining
max 99 per ArmyDuring Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
Rune of Denial
max 1 per ArmyOne use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
Rune of Shielding
max 99 per ArmyAegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
Rune of Dragon's Breath
max 2 per ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
Rune of Shielding
max 99 per ArmyAegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
Rune of the Courage
max 99 per ArmyOne use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
Rune of Devouring
max 1 per ArmyRunic Smiths onlyOne use only.
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
Rune of Harnessing
max 1 per ArmyRunic Smiths onlyIn the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
Rune of Grounding
max 1 per ArmyRunic Smiths onlyOne use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
Rune of the Courage
max 99 per ArmyOne use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
Rune of Mining
max 99 per ArmyDuring Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
Rune of Denial
max 1 per ArmyOne use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
Rune of Grounding
max 1 per ArmyRunic Smiths onlyOne use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
Rune of Shielding
max 99 per ArmyAegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
Rune of Kinship
max 99 per ArmyCannot be taken by models on War ThroneThe bearer gains Ambush (Table Edge), Scout, and Vanguard.
Rune of Harnessing
max 1 per ArmyRunic Smiths onlyIn the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
Rune of Mining
max 99 per ArmyDuring Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
Rune of Storms
max 2 per ArmyOne use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
Rune of Storms
max 2 per ArmyOne use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
Rune of Dragon's Breath
max 2 per ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
Rune of Kinship
max 99 per ArmyCannot be taken by models on War ThroneThe bearer gains Ambush (Table Edge), Scout, and Vanguard.
Rune of Channelling
max 99 per ArmyChannel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
Rune of Readiness
max 99 per ArmyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Storms
max 2 per ArmyOne use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
Rune of Devouring
max 1 per ArmyRunic Smiths onlyOne use only.
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
Rune of Readiness
max 99 per ArmyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Denial
max 1 per ArmyOne use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
Rune of Readiness
max 99 per ArmyOne use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
Rune of Devouring
max 1 per ArmyRunic Smiths onlyOne use only.
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
Rune of Channelling
max 99 per ArmyChannel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
Rune of Shielding
max 99 per ArmyAegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
Rune of Mining
max 99 per ArmyDuring Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
Rune of Harnessing
max 1 per ArmyRunic Smiths onlyIn the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
Rune of Grounding
max 1 per ArmyRunic Smiths onlyOne use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
Rune of Kinship
max 99 per ArmyCannot be taken by models on War ThroneThe bearer gains Ambush (Table Edge), Scout, and Vanguard.
Rune of Harnessing
max 1 per ArmyRunic Smiths onlyIn the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
Rune of Channelling
max 99 per ArmyChannel (1). This Runic Artefact can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Runic Artefact).
Rune of Dragon's Breath
max 2 per ArmyBreath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
Leadership Skills
Battleline Hero
max 1 per ArmyGeneral onlyThe range of the model’s Commanding Presence is increased to 18″.
Trusted Adviser
max 1 per ArmyWhen determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
Arcane Volcanist
max 1 per ArmyWizard onlyWhenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
Curse Of Lycanthropy
max 1 per ArmyWizard Height 0–3 onlyOne use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
Innovative Leader
max 1 per ArmyGeneral onlyAn army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
Banner enchantement
Runic Standard of Dismay
max 1 per ArmyCharge Range rolls against the bearer’s unit are Minimised.
Runic Standard of Steadiness
max 3 per ArmyOne use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
Runic Standard of the Hold
max 3 per ArmyThe bearer’s unit gains Resolute (1).
Runic Standard of the Anvil
max 3 per ArmyFailed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
Runic Standard of Swiftness
max 1 per ArmyThe bearer’s unit gains Vanguard.
Runic Standard of Wisdom
max 3 per ArmySelect a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
Runic Standard of Grudges
max 1 per ArmyAncient Grudge (1).
Aether Icon
max 2 per ArmyThe bearer’s unit gains Magic Resistance (1).
Banner Of Recruitment
max 1 per ArmyThe bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Flaming Standard
max 2 per ArmyThe bearer’s unit gains Flaming Attacks (Melee & Shooting).
Sheltering Standard
max 2 per ArmyAttacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Stalker’s Standard
max 2 per ArmyThe bearer’s unit gains Strider.
Army Organisation
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Characters
(40% Max)
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Core
(25% Min)
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Special
(No Limit)

Clans’ Thunder
(35% Max)

Engines of War
(20% Max)
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König
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 10 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 7 | 5 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
König | 4 | 7 | 4 | 1 | 4 |
.png)
Thain
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 6 | 5 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Thain | 3 | 6 | 4 | 1 | 3 |
.png)
Runenschmied
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 5 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Runenschmied | 2 | 4 | 4 | 1 | 2 |
.png)

Engineer
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 5 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Engineer | 2 | 5 | 4 | 1 | 3 |
.png)
Drachen-Suchender
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 10 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 7 | 5 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Drachen-Suchender | 5 | 7 | 5 | 2 | 5 |
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Mount Schildträger
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | C |
|
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
4 | C | C | C+2 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Schildträger(2) | 1 | 5 | 4 | 1 | 2 |
.png)
Mount Kriegsthron
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | C |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
6 | C | C | C+2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Kriegsthron(4) | 1 | 5 | 4 | 1 | 2 |
.png)
Klankrieger
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
|
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 4 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Klankrieger | 1 | 4 | 3 | 0 | 2 |
.png)
Graubärte
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 4 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Graubart | 1 | 4 | 4 | 1 | 2 |
.png)

Klanschützen
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
|
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 4 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Klanschütze | 1 | 4 | 3 | 0 | 2 |
.png)
Königsgarde
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 5 | 4 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Königsgardist | 2 | 5 | 4 | 1 | 2 |
.png)
Tunnelwache
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 5 | 4 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Tunnelwache | 1 | 5 | 4 | 1 | 2 |
.png)
Suchende
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Suchender | 1 | 4 | 4 | 1 | 2 |
.png)
Suchende
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Suchender | 1 | 4 | 4 | 1 | 2 |
.png)
Vergeltungssuchender
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 5 | 4 | 0 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Vergeltungssuchender | 3D3 | 5 | 4 | 1 | 2 |
.png)
Wächter der Feste
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
5" | 5" | 10 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 5 | 4 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Wächter der Feste | 3 | 4 | 5 | 2 | 1 |
.png)
Grollbrecher
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 8" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 4 | 5 | 4 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Crew(2) | 1 | 4 | 4 | 1 | 2 | |
Chassis | 5 | 2 | 2 |
.png)
Bergleute
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 4 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Bergmann | 1 | 4 | 4 | 1 | 2 |
.png)
Anvil of Power
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
0" | 0" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 1 | 4 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Anvil Guard(3) | 1 | 5 | 4 | 1 | 2 |
.png)
Grenzläufer
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 4 | 2 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Grenzläufer | 1 | 4 | 3 | 0 | 2 |

Schmiedewächter
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 3" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
1 | 4 | 4 | 3 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Schmiedewächter | 1 | 4 | 4 | 1 | 2 |

Dampfkopter
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
8" | 8" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
3 | 4 | 5 | 3 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Dampfkopter | 2 | 4 | 4 | 1 | 2 |

Feldartillerie
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
4" | 0" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
5 | 1 | 4 | 2 |
|
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Besatzung | 3 | 4 | 3 | 0 | 2 |

Giant Dwarf
Global | Mar | Adv | Dis | Model Rules | ||
---|---|---|---|---|---|---|
15" | 5" | 9 |
Defensive | HP | Def | Res | Arm | ||
---|---|---|---|---|---|---|
6 | 3 | 6 | 1 |
Offensive | Att | Off | Str | Ap | Agi | |
---|---|---|---|---|---|---|
Giant Dwarf | 5 | 3 | 5 | 2 | 3 |