Magic item categories
Dwarven Holds

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Runic Standard of Swiftness

The bearer’s unit gains Van\-guard~Mob)}.

Runic Standard of Grudges

1.

Runic Standard of Dismay

Charge Range rolls against the bearer’s unit suffers from Minimised.

Runic Standard of the Hold

All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.

Runic Standard of Wisdom

Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.

Runic Standard of the Anvil

Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.

Runic Standard of Steadiness

One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.

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Rune of Storms

One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.

Rune of Harnessing

In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.

Rune of Courage

One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.

Rune of Readiness

One use only. Can 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 Dragon’s Breath

Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).

Rune of Mining

During 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 Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.

Rune of Grounding

One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end:
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The bearer’s unit.
Enemy units in contact with the bearer’s unit.
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Rune of Shielding

Aegis (+1, max.~4+), which can only stack with itself and .

Rune of Kinship

The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.

Rune of Denial

One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.

Rune of Channeling

Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).

Rune of Devouring

One use only. The player can choose to use this Rune 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.

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Rune of Smashing

Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.

Rune of Fire

During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.

Rune of Returning

Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire}
\vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).

Rune of Anger

+1~Att.

Rune of Quickening

+3~Agi.

Rune of Destruction

Multiple Wounds (D3).

Rune of Lightning

Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}.
A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.

Rune of Might

+1~Str, +1~AP.

Rune of Precision

+1 to hit.

Rune of Craftsmanship

The weapon follows the rules for Great Weapon instead of its original Weapon Rules.
This does not prevent it from being engraved with additional .

Rune of Penetration

+3~AP.

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Rune of Resistance

Resistance.

Rune of the Forge

Aegis (3+, against Flaming Attacks).

Rune of Iron

+1~Arm.

Rune of Steel

Must reroll failed Armour Save rolls.

Rune of Retribution

When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .