Correspondence of translations with another language
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"Fight Me!"
In their quest to seek a mighty doom, Giant Slayers seek out ever more dangerous foes.
Any model with this special rule can issue and accept challenges in the same manner as a character.
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"Fight Me!"
In their quest to seek a mighty doom, Giant Slayers seek out ever more dangerous foes.
Any model with this special rule can issue and accept challenges in the same manner as a character.
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"stand Back Chief"
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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"stand Back Chief"
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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“Dig In!”
A Sapper will direct the rapid construction of fieldworks and trenches that protect their comrades from the enemy.
During any Command sub-phase, if they are not engaged in combat, this character may attempt to lead their unit in the digging of some fieldworks by making a Leadership test (using their own Leadership). If this test is passed, this character and any unit they have joined becomes ‘Entrenched’. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should the unit move for any reason, it is no longer Entrenched.
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“Dig In!”
A Sapper will direct the rapid construction of fieldworks and trenches that protect their comrades from the enemy.
During any Command sub-phase, if they are not engaged in combat, this character may attempt to lead their unit in the digging of some fieldworks by making a Leadership test (using their own Leadership). If this test is passed, this character and any unit they have joined becomes ‘Entrenched’. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should the unit move for any reason, it is no longer Entrenched.
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“Stand Back Chief”
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’
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“Stand Back Chief”
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’
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Ambushers
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Ambushers
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Ancestral Grudge
Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured.
A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule.
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Ancestral Grudge
Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured.
A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule.
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Great Weapon
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Great Weapon
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Hand Weapon
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Hand Weapon
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Light armour
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Light armour
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Heavy armour
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Heavy armour
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Armour Bane
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Armour Bane
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Gromril Weapons
Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
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Gromril Weapons
Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
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Armoured Fuselage
counts as full plate armour
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Armoured Fuselage
counts as full plate armour
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Full plate armour
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Full plate armour
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Gromril Armour
The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms.
A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll.
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Gromril Armour
The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms.
A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll.
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Handgun
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Handgun
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Artillery Master
Engineers are quick to advise artillery crews how best to aim and fire a war machine.
Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine that is within its Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice.
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Artillery Master
Engineers are quick to advise artillery crews how best to aim and fire a war machine.
Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine that is within its Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice.
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Impact Hits
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Impact Hits
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Vanguard
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Vanguard
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Motley Crew
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Motley Crew
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Bolt thrower
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Bolt thrower
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Bombing Run
Armed with mechanical racks that bristle with Grudgebuster bombs, Gyrobombers stream over the Dwarf battle lines seeking to obliterate the foe’s largest formations.
This model may perform a ‘Bombing Run’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, roll on the Bombing Run table below:
Bombing Run Table
D6 Result
1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound.
2 Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound.
3-4 Direct Hit: A cluster of bombs lands directly on-target. Place a large (5") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6". Any model whose base lies underneath the template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
5-6 Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6". Any model whose base lies underneath a template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
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Bombing Run
Armed with mechanical racks that bristle with Grudgebuster bombs, Gyrobombers stream over the Dwarf battle lines seeking to obliterate the foe’s largest formations.
This model may perform a ‘Bombing Run’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, roll on the Bombing Run table below:
Bombing Run Table
D6 Result
1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound.
2 Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound.
3-4 Direct Hit: A cluster of bombs lands directly on-target. Place a large (5") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6". Any model whose base lies underneath the template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
5-6 Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6". Any model whose base lies underneath a template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
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Borne Aloft
Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army.
A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
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Borne Aloft
Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army.
A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
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Shield
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Shield
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Cannon
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Cannon
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Steam Gun
R S AP Special Rules
Steam gun N/A 3 -1 Breath Weapon
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Steam Gun
R S AP Special Rules
Steam gun N/A 3 -1 Breath Weapon
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Doomseeker
With each victory they witness, a Doomseeker laments their inability to meet a worthy doom.
At the end of the battle, a Doomseeker that has been slain is worth no Victory Points.
However, if a Doomseeker is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost.
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Doomseeker
With each victory they witness, a Doomseeker laments their inability to meet a worthy doom.
At the end of the battle, a Doomseeker that has been slain is worth no Victory Points.
However, if a Doomseeker is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost.
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Clattergun
R S AP Special Rules
Clattergun 24" 4 -1 Armour Bane (1), Dwarf Crafted, Move & Shoot, Multiple Shots (D6), Quick Shot
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Clattergun
R S AP Special Rules
Clattergun 24" 4 -1 Armour Bane (1), Dwarf Crafted, Move & Shoot, Multiple Shots (D6), Quick Shot
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Close Order
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Close Order
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Killing Blow
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Killing Blow
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Rallying Cry
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Rallying Cry
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Deathblow
Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of acceptingtheir fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe.
When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1.
Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit
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Deathblow
Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of acceptingtheir fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe.
When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1.
Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit
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Stubborn
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Stubborn
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Dive Bomb
Gyrocopters carry small bombs fitted with mechanical flints to light their fuse. Once the fuse is lit, the pilot must quickly release the bomb. All too often unlit bombs are dropped or, worse, lit bombs are not dropped at all!
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D6 Strength 3 hits, each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead.
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Dive Bomb
Gyrocopters carry small bombs fitted with mechanical flints to light their fuse. Once the fuse is lit, the pilot must quickly release the bomb. All too often unlit bombs are dropped or, worse, lit bombs are not dropped at all!
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D6 Strength 3 hits, each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead.
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Dwarf Crafted
Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races.
Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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Dwarf Crafted
Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races.
Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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Scouts
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Scouts
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Entrenchment
An Engineer will direct the rapid construction of effective entrenchments that protect both war machine and crew.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ for each character in your army with this special rule. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle.
Should the war machine move for any reason, it is no longer Entrenched.
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Entrenchment
An Engineer will direct the rapid construction of effective entrenchments that protect both war machine and crew.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ for each character in your army with this special rule. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle.
Should the war machine move for any reason, it is no longer Entrenched.
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Extended Formation
Ranging far and wide above the mountain peaks, units of Scout Gyrocopters adopt an extended formation, the better to scour the landscape for the movements of the enemy.
Whilst in Skirmish formation, every model in a unit of Scout Gyrocopters must be within 3" of another model belonging to the same unit, rather than the usual 1".
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Extended Formation
Ranging far and wide above the mountain peaks, units of Scout Gyrocopters adopt an extended formation, the better to scour the landscape for the movements of the enemy.
Whilst in Skirmish formation, every model in a unit of Scout Gyrocopters must be within 3" of another model belonging to the same unit, rather than the usual 1".
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Swiftstride
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Swiftstride
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Goblin-hewer
R S AP Special Rules
Goblin-hewer 36" 4 -1 Armour Bane (1), Cumbersome, Move or Shoot, Whirling Doom
Notes: This weapon uses the Stone Thrower Misfire table.
Goblin-Hewer Special Rules
Whirling Doom: With a single salvo of spinning axes, a Goblin-hewer can cut through several ranks of troops. When shooting a Goblin-hewer, roll an Artillery dice before making any rolls To Hit. The number of shots fired is equal to the roll of the Artillery dice plus a D3 modifier:
Per rank (including the rear rank, even if it is incomplete), if the Goblin-hewer lies in the unit’s front or rear arc.
Per file, if the Goblin-hewer lies in the unit’s flank arc.
However, if a misfire is rolled on the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
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Goblin-hewer
R S AP Special Rules
Goblin-hewer 36" 4 -1 Armour Bane (1), Cumbersome, Move or Shoot, Whirling Doom
Notes: This weapon uses the Stone Thrower Misfire table.
Goblin-Hewer Special Rules
Whirling Doom: With a single salvo of spinning axes, a Goblin-hewer can cut through several ranks of troops. When shooting a Goblin-hewer, roll an Artillery dice before making any rolls To Hit. The number of shots fired is equal to the roll of the Artillery dice plus a D3 modifier:
Per rank (including the rear rank, even if it is incomplete), if the Goblin-hewer lies in the unit’s front or rear arc.
Per file, if the Goblin-hewer lies in the unit’s flank arc.
However, if a misfire is rolled on the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
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Fire & Flee
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Fire & Flee
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Fire thrower
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Fire thrower
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First To The Fray
In battle, Doomseekers rush ahead of the Dwarfen lines, eagerly seeking out worthy foes.
This model increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
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First To The Fray
In battle, Doomseekers rush ahead of the Dwarfen lines, eagerly seeking out worthy foes.
This model increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
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Fly
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Fly
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Steam Drill
R S AP Special Rules
Steam drill Combat S+3 -3 Furious Charge, Requires Two Hands, Strike Last
Notes: A unit of Miners held in reserve that includes a Prospector equipped with a steam drill may re-roll the D6 when rolling to determine if they arrive on the battlefield.
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Steam Drill
R S AP Special Rules
Steam drill Combat S+3 -3 Furious Charge, Requires Two Hands, Strike Last
Notes: A unit of Miners held in reserve that includes a Prospector equipped with a steam drill may re-roll the D6 when rolling to determine if they arrive on the battlefield.
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Forgefire
In the heat of battle, the weapons of a runesmith’s companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease.
If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules.
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Forgefire
In the heat of battle, the weapons of a runesmith’s companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease.
If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules.
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Furnace Hammer
R S AP Special Rules
Furnace hammer Combat * -2 Flaming Attacks
Notes: Before Burlok makes any attacks with this weapon, roll an Artillery dice to determine its Strength characteristic. If a ‘Misfire’ is rolled, Burlok loses a single Wound and makes no attacks this turn.
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Furnace Hammer
R S AP Special Rules
Furnace hammer Combat * -2 Flaming Attacks
Notes: Before Burlok makes any attacks with this weapon, roll an Artillery dice to determine its Strength characteristic. If a ‘Misfire’ is rolled, Burlok loses a single Wound and makes no attacks this turn.
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Grudge-Settler
This rune-encrusted weapon has long been wielded by the Kharls of the Dammaz Kron.
R S AP Special Rules
Grudge-settler Combat S+2 -1 Armour Bane (1), Magical Attacks
Notes: Grudge-settler is inscribed with the Master Rune of Smiting and the Rune of Parrying, as described on pages 33 & 34 of Forces of Fantasy.
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Grudge-Settler
This rune-encrusted weapon has long been wielded by the Kharls of the Dammaz Kron.
R S AP Special Rules
Grudge-settler Combat S+2 -1 Armour Bane (1), Magical Attacks
Notes: Grudge-settler is inscribed with the Master Rune of Smiting and the Rune of Parrying, as described on pages 33 & 34 of Forces of Fantasy.
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Grudgelore
So deep is Thorgrim’s knowledge of grudgelore that he can readily find words to stoke the fires of wrath within his kin and unleash their rage upon any foe.
Once Thorgrim has set the Grudgestone (see below), both he and any unit he has joined replaces the Hatred (Orcs & Goblins) special rule with the Hatred (all enemies) special rule.
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Grudgelore
So deep is Thorgrim’s knowledge of grudgelore that he can readily find words to stoke the fires of wrath within his kin and unleash their rage upon any foe.
Once Thorgrim has set the Grudgestone (see below), both he and any unit he has joined replaces the Hatred (Orcs & Goblins) special rule with the Hatred (all enemies) special rule.
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Hatred
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Hatred
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Hit & Run
Scout Gyrocopters appear from nowhere, descending quickly from the skies or emerging unexpectedly from behind dense terrain, to strike at the enemy before vanishing again.
Should it win a round of combat, a unit with this special rule may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
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Hit & Run
Scout Gyrocopters appear from nowhere, descending quickly from the skies or emerging unexpectedly from behind dense terrain, to strike at the enemy before vanishing again.
Should it win a round of combat, a unit with this special rule may choose to Fall Back in Good Order rather than making a follow up or pursuit move.
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Hostile Terrain
Under the watchful eye of a Sapper, those under their command will constantly be working to ensure the battlefield is an especially dangerous place for the enemy.
Any enemy model that ends its movement within the Command range of one or more characters with this special rule (that are not fleeing or engaged in combat) must make a Dangerous Terrain test.
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Hostile Terrain
Under the watchful eye of a Sapper, those under their command will constantly be working to ensure the battlefield is an especially dangerous place for the enemy.
Any enemy model that ends its movement within the Command range of one or more characters with this special rule (that are not fleeing or engaged in combat) must make a Dangerous Terrain test.
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Immune To Psychology
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Immune To Psychology
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Unbreakable
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Unbreakable
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Range Finding Optics
Thanks to an eccentric collection of glass lenses, Burlok is able to accurately direct Dwarfen firepower even at extreme ranges.
Unless Burlok is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, Thunderers or a Dwarf war machine that is within his Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice. In addition, Burlok and any unit he has joined do not suffer the usual -1 To Hit modifier when shooting at Long Range.
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Range Finding Optics
Thanks to an eccentric collection of glass lenses, Burlok is able to accurately direct Dwarfen firepower even at extreme ranges.
Unless Burlok is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, Thunderers or a Dwarf war machine that is within his Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice. In addition, Burlok and any unit he has joined do not suffer the usual -1 To Hit modifier when shooting at Long Range.
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Iron-Shod Hoove
counts as hand weapons
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Iron-Shod Hoove
counts as hand weapons
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King Of The Slayer Hold
Torn between his oaths as a Slayer and his oaths as a king, Ungrim Ironfist leads armies of Slayers to battle alongside his own royal guard.
Ungrim Ironfist may join a unit of Hammerers or a unit of Slayers (even though he does not have the Loner special rule). A unit of Hammerers joined by Ungrim gains the Immune to Psychology and Unbreakable special rules for as long as he remains with the unit. In addition, if Ungrim Ironfist is taken as the General of a Royal Clan army:
Daemon Slayers and Dragon Slayers may be taken as Character choices
0-1 unit of Slayers per 1,000 points may be taken as a Core choice
0-4 Doomseekers per 1,000 points may be taken as Special choices
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King Of The Slayer Hold
Torn between his oaths as a Slayer and his oaths as a king, Ungrim Ironfist leads armies of Slayers to battle alongside his own royal guard.
Ungrim Ironfist may join a unit of Hammerers or a unit of Slayers (even though he does not have the Loner special rule). A unit of Hammerers joined by Ungrim gains the Immune to Psychology and Unbreakable special rules for as long as he remains with the unit. In addition, if Ungrim Ironfist is taken as the General of a Royal Clan army:
Daemon Slayers and Dragon Slayers may be taken as Character choices
0-1 unit of Slayers per 1,000 points may be taken as a Core choice
0-4 Doomseekers per 1,000 points may be taken as Special choices
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The Armour Of Skaldour
Etched deeply with powerful runes, the Armour of Skaldour has turned countless blades and protected Thorgrim through many bloody battles.
The Armour of Skaldour is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against a Killing Blow, or against any wounds suffered that were caused by an attack that has the Multiple Wounds (X) special rule.
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The Armour Of Skaldour
Etched deeply with powerful runes, the Armour of Skaldour has turned countless blades and protected Thorgrim through many bloody battles.
The Armour of Skaldour is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against a Killing Blow, or against any wounds suffered that were caused by an attack that has the Multiple Wounds (X) special rule.
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The Slayer Crown
This majestic helmet has been worn by every Slayer King since the time of King Baragor.
The wearer of the Slayer Crown improves their armour value by 2. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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The Slayer Crown
This majestic helmet has been worn by every Slayer King since the time of King Baragor.
The wearer of the Slayer Crown improves their armour value by 2. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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The Axe Of Dargo
The Axe of Dargo, a runic weapon of monstrous size, was made of the shards of King Baragor’s broken axe, tempered with Dragon’s blood and iron-oaths of vengeance.
R S AP Special Rules
The Axe of Dargo Combat S+2 -3 Magical Attacks, Monster Slayer
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The Axe Of Dargo
The Axe of Dargo, a runic weapon of monstrous size, was made of the shards of King Baragor’s broken axe, tempered with Dragon’s blood and iron-oaths of vengeance.
R S AP Special Rules
The Axe of Dargo Combat S+2 -3 Magical Attacks, Monster Slayer
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The Grudgestone
Once this ornate stone has been set upon the battlefield, all around Thorgrim know that there can be no retreat until the Kharl of the Dammaz Kron deems his business done.
During any Start of Turn sub-phase, Thorgrim may set the Grudgestone. Once set, Thorgrim and any unit he has joined gains the Unbreakable special rule and automatically passes any Panic tests they are required to make. However, once the Grudgestone has been set, Thorgrim and his unit cannot choose to Flee as a charge reaction and cannot move other than to Give Ground, to make a follow up move or to reform.
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The Grudgestone
Once this ornate stone has been set upon the battlefield, all around Thorgrim know that there can be no retreat until the Kharl of the Dammaz Kron deems his business done.
During any Start of Turn sub-phase, Thorgrim may set the Grudgestone. Once set, Thorgrim and any unit he has joined gains the Unbreakable special rule and automatically passes any Panic tests they are required to make. However, once the Grudgestone has been set, Thorgrim and his unit cannot choose to Flee as a charge reaction and cannot move other than to Give Ground, to make a follow up move or to reform.
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Whirling Blades Of Death
counts as a hand weapon
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Whirling Blades Of Death
counts as a hand weapon
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Lightly Armoured Fuselage
counts as heavy armour
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Lightly Armoured Fuselage
counts as heavy armour
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Loner
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Loner
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Magic Resistance
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Magic Resistance
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Move Through Cover
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Move Through Cover
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Shieldwall
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Shieldwall
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Open Order
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Open Order
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Rivet Gun
R S AP Special Rules
Rivet gun 10" 3 -2 Armour Bane (1)
Notes: If the roll To Hit is successful, this weapon causes D3 hits to the target enemy unit, rather than the usual one hit.
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Rivet Gun
R S AP Special Rules
Rivet gun 10" 3 -2 Armour Bane (1)
Notes: If the roll To Hit is successful, this weapon causes D3 hits to the target enemy unit, rather than the usual one hit.
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Prepared Positions
Burlok is an expert at organising the hasty construction of defensible barriers to ensure his artillery and missile troops are protected from harm.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ and a single unit of Quarrellers or Thunderers. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should an Entrenched unit move for any reason, it is no longer Entrenched.
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Prepared Positions
Burlok is an expert at organising the hasty construction of defensible barriers to ensure his artillery and missile troops are protected from harm.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ and a single unit of Quarrellers or Thunderers. An Entrenched unit is considered to be behind partial cover and to be defending a low linear obstacle. Should an Entrenched unit move for any reason, it is no longer Entrenched.
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Random Attacks
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Random Attacks
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Resolute
Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
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Resolute
Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
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Rune Lore
Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command.
At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards.
A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts:
An Anvil of Doom counts as a level 3 Wizard
A Runelord counts as a Level 2 Wizard
A Runesmith counts as a Level 1 Wizard
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Rune Lore
Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command.
At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards.
A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts:
An Anvil of Doom counts as a level 3 Wizard
A Runelord counts as a Level 2 Wizard
A Runesmith counts as a Level 1 Wizard
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Skirmishers
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Skirmishers
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Slayer
To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious.
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Slayer
To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious.
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Slayer Of Daemons
In their quest to meet a mighty doom, some Slayers seek out daemonic creatures. Those that fail to find a foe able to best them in combat invariably become skilled in the grim work of banishing such fiends.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with the Warp-spawned special rule, or whose troop type is ‘behemoth’, has the Multiple Wounds (D3) special rule.
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Slayer Of Daemons
In their quest to meet a mighty doom, some Slayers seek out daemonic creatures. Those that fail to find a foe able to best them in combat invariably become skilled in the grim work of banishing such fiends.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with the Warp-spawned special rule, or whose troop type is ‘behemoth’, has the Multiple Wounds (D3) special rule.
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Slayer Of Dragons
Those Slayers that hunt the mightiest of wyrms must learn quickly how best to slay such creatures in battle, lest their eventual doom be considered unworthy.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose troop type is ‘behemoth’ has the Multiple Wounds (D3) special rule.
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Slayer Of Dragons
Those Slayers that hunt the mightiest of wyrms must learn quickly how best to slay such creatures in battle, lest their eventual doom be considered unworthy.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose troop type is ‘behemoth’ has the Multiple Wounds (D3) special rule.
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Stone thrower
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Stone thrower
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Whirlwind Of Death
Doomseekers plough recklessly into the enemy ranks with their rune-struck weapons whirling and spinning in wide and deadly arcs.
Impact Hits caused by this model are resolved using the profile of its whirling blades of death. In addition, when this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Whirlwind Of Death
Doomseekers plough recklessly into the enemy ranks with their rune-struck weapons whirling and spinning in wide and deadly arcs.
Impact Hits caused by this model are resolved using the profile of its whirling blades of death. In addition, when this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Enchanted Rune
Simple runic enchantments help otherwise mundane ammunition to punch through magical wards and otherworldly armour.
A weapon inscribed with this rune gains the Magical Attacks special rule.
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Enchanted Rune
Simple runic enchantments help otherwise mundane ammunition to punch through magical wards and otherworldly armour.
A weapon inscribed with this rune gains the Magical Attacks special rule.
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Grudge Rune
Grudge Runes seek out the enemies of the Dwarfs with unerring accuracy.
For each Grudge Rune inscribed upon a weapon, its wielder may re-roll a single roll To Hit of a natural 1 made during the Combat phase.
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Grudge Rune
Grudge Runes seek out the enemies of the Dwarfs with unerring accuracy.
For each Grudge Rune inscribed upon a weapon, its wielder may re-roll a single roll To Hit of a natural 1 made during the Combat phase.
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Master Rune Of Adamant
The Master Rune of Adamant makes flesh harder than granite and more impervious than steel.
A model wearing armour inscribed with the Master Rune of Adamant has a Toughness characteristic of 10. This rune cannot be combined with any other Armour runes.
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Master Rune Of Adamant
The Master Rune of Adamant makes flesh harder than granite and more impervious than steel.
A model wearing armour inscribed with the Master Rune of Adamant has a Toughness characteristic of 10. This rune cannot be combined with any other Armour runes.
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Master Rune Of Alaric The Mad
Alaric the Mad forged the famous Runefangs for the Elector Counts of the Empire before meeting an unknown fate.
No armour save is permitted against wounds caused by a weapon inscribed with the Master Rune of Alaric the Mad (Ward and Regeneration saves can be attempted as normal).
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Master Rune Of Alaric The Mad
Alaric the Mad forged the famous Runefangs for the Elector Counts of the Empire before meeting an unknown fate.
No armour save is permitted against wounds caused by a weapon inscribed with the Master Rune of Alaric the Mad (Ward and Regeneration saves can be attempted as normal).
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Master Rune Of Balance
Forged in the glowing embers of a burning book of spells, this rune hungers after the Winds of Magic.
Anvil of Doom and Dwarf Runesmiths only. Once per turn, the bearer of the Master Rune of Balance may use it when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result.
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Master Rune Of Balance
Forged in the glowing embers of a burning book of spells, this rune hungers after the Winds of Magic.
Anvil of Doom and Dwarf Runesmiths only. Once per turn, the bearer of the Master Rune of Balance may use it when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result.
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Master Rune Of Breaking
Runesmiths take pride in seeing the inferior works of other races break beneath a hammerblow.
Any magic weapon carried by an enemy model that suffers one or more unsaved wounds from a weapon inscribed with the Master Rune of Breaking is destroyed and cannot be used for the remainder of the game.
Note that even if their magic weapon is destroyed, the model is still considered to be armed with a hand weapon.
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Master Rune Of Breaking
Runesmiths take pride in seeing the inferior works of other races break beneath a hammerblow.
Any magic weapon carried by an enemy model that suffers one or more unsaved wounds from a weapon inscribed with the Master Rune of Breaking is destroyed and cannot be used for the remainder of the game.
Note that even if their magic weapon is destroyed, the model is still considered to be armed with a hand weapon.
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Master Rune Of Bursting Flame
On contact with the enemy, the shot from weapons inscribed with this powerful rune explodes in a shower of burning fragments.
If the roll To Hit is successful, a weapon inscribed with this rune causes 2D3 hits to the target enemy unit, rather than the usual one hit.
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Master Rune Of Bursting Flame
On contact with the enemy, the shot from weapons inscribed with this powerful rune explodes in a shower of burning fragments.
If the roll To Hit is successful, a weapon inscribed with this rune causes 2D3 hits to the target enemy unit, rather than the usual one hit.
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Master Rune Of Calm
When the power of this rune is unleashed, the Winds of Magic are stilled, leaving enemy Wizards unable to cast even the most simple of spells.
The bearer of the Master Rune of Calm can cast the following Bound spell, with a Power Level of 2:
Type: Hex
Casting Value: 8+/11+
Range: Self
Effect: If this Bound spell is cast with a casting result of 8 or more, enemy Wizards that are within 18" of this model when attempting to cast a spell must increase that spell’s casting value by 2. If this Bound spell is cast with a casting result of 11 or more, enemy Wizards that are within 36" of this model when attempting to cast a spell must increase that spell’s casting value by 2. This spell lasts until your next Start of Turn sub-phase.
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Master Rune Of Calm
When the power of this rune is unleashed, the Winds of Magic are stilled, leaving enemy Wizards unable to cast even the most simple of spells.
The bearer of the Master Rune of Calm can cast the following Bound spell, with a Power Level of 2:
Type: Hex
Casting Value: 8+/11+
Range: Self
Effect: If this Bound spell is cast with a casting result of 8 or more, enemy Wizards that are within 18" of this model when attempting to cast a spell must increase that spell’s casting value by 2. If this Bound spell is cast with a casting result of 11 or more, enemy Wizards that are within 36" of this model when attempting to cast a spell must increase that spell’s casting value by 2. This spell lasts until your next Start of Turn sub-phase.
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Master Rune Of Disguise
This rune magically distorts the shape of the war machine, rendering it almost invisible.
A war machine inscribed with the Master Rune of Disguise is always considered to be behind full cover.
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Master Rune Of Disguise
This rune magically distorts the shape of the war machine, rendering it almost invisible.
A war machine inscribed with the Master Rune of Disguise is always considered to be behind full cover.
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Master Rune Of Dragon Slaying
With this mighty rune the Dwarfs have slain many great wyrms and foul creatures of Chaos.
When making a roll To Wound against an enemy whose troop type is ‘behemoth’ with a weapon inscribed with the Master Rune of Dragon Slaying, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Master Rune Of Dragon Slaying
With this mighty rune the Dwarfs have slain many great wyrms and foul creatures of Chaos.
When making a roll To Wound against an enemy whose troop type is ‘behemoth’ with a weapon inscribed with the Master Rune of Dragon Slaying, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Master Rune Of Flight
This cunning rune has been used to surprise the Dwarfs’ foes from afar since the world was young.
Hand weapon only. Once per turn, during the Shooting phase, a weapon inscribed with the Master Rune of Flight can be thrown with the following profile (which may be modified by additional runes):
R S AP Special Rules 12" S - Magical Attacks, Move & Shoot, Quick Shot
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Master Rune Of Flight
This cunning rune has been used to surprise the Dwarfs’ foes from afar since the world was young.
Hand weapon only. Once per turn, during the Shooting phase, a weapon inscribed with the Master Rune of Flight can be thrown with the following profile (which may be modified by additional runes):
R S AP Special Rules 12" S - Magical Attacks, Move & Shoot, Quick Shot
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Master Rune Of Gromril
In its purest form, Gromril holds runes better than any other substance in all the world.
A model wearing armour inscribed with the Master Rune of Gromril has an armour value of 2+, which cannot be improved in any way.
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Master Rune Of Gromril
In its purest form, Gromril holds runes better than any other substance in all the world.
A model wearing armour inscribed with the Master Rune of Gromril has an armour value of 2+, which cannot be improved in any way.
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Master Rune Of Immolation
Devised so that war machines never fall into enemy hands, this rune is invoked only rarely.
Cannon only. Single use. If a cannon inscribed with the Master Rune of Immolation loses its last Wound to an enemy attack during the Combat phase, it may be exploded by its crew.
Every enemy unit in base contact with this model suffers D6 Strength 5 hits with an AP of -2. The cannon is then removed from play as a casualty.
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Master Rune Of Immolation
Devised so that war machines never fall into enemy hands, this rune is invoked only rarely.
Cannon only. Single use. If a cannon inscribed with the Master Rune of Immolation loses its last Wound to an enemy attack during the Combat phase, it may be exploded by its crew.
Every enemy unit in base contact with this model suffers D6 Strength 5 hits with an AP of -2. The cannon is then removed from play as a casualty.
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Master Rune Of Piercing
Projectiles shot by this weapon punch through armour and flesh without slowing, allowing the wielder to cut down swathes of enemies in a single shot.
A weapon inscribed with this rune has a +1 modifier to its Strength characteristic. In addition, a weapon inscribed with this rune shoots like a bolt thrower, using the ‘Through & Through’ special rule (see page 223 of the Warhammer: the Old World rulebook).
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Master Rune Of Piercing
Projectiles shot by this weapon punch through armour and flesh without slowing, allowing the wielder to cut down swathes of enemies in a single shot.
A weapon inscribed with this rune has a +1 modifier to its Strength characteristic. In addition, a weapon inscribed with this rune shoots like a bolt thrower, using the ‘Through & Through’ special rule (see page 223 of the Warhammer: the Old World rulebook).
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Master Rune Of Slaying
The power held within this master rune has sent the likes of Giants, Trolls and even Dragons running for cover.
When making a roll To Wound against an enemy whose troop type is ‘behemoth’ with a weapon inscribed with this rune, a roll of 3+ is always a success regardless of the target’s Toughness. In addition, a weapon inscribed with this rune gains the Multiple Wounds (D3) special rule.
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Master Rune Of Slaying
The power held within this master rune has sent the likes of Giants, Trolls and even Dragons running for cover.
When making a roll To Wound against an enemy whose troop type is ‘behemoth’ with a weapon inscribed with this rune, a roll of 3+ is always a success regardless of the target’s Toughness. In addition, a weapon inscribed with this rune gains the Multiple Wounds (D3) special rule.
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Master Rune Of Smiting
The secret of this rune was preserved in the Rundrokikron, an ancient tome kept in the treasure troves of Karak Kadrin.
A weapon inscribed with the Master Rune of Smiting gains the Multiple Wounds (D6) special rule.
Master Rune
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Master Rune Of Smiting
The secret of this rune was preserved in the Rundrokikron, an ancient tome kept in the treasure troves of Karak Kadrin.
A weapon inscribed with the Master Rune of Smiting gains the Multiple Wounds (D6) special rule.
Master Rune
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Master Rune Of Spite
Created to protect the gates of Dwarfen holds, this rune is cunningly used on many other devices.
Each time the bearer of the Master Rune of Spite loses a Wound to an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 5 hit with an AP of -2.
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Master Rune Of Spite
Created to protect the gates of Dwarfen holds, this rune is cunningly used on many other devices.
Each time the bearer of the Master Rune of Spite loses a Wound to an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 5 hit with an AP of -2.
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Master Rune Of Swiftness
This rune was first struck by Thurgrom the Hermit, the last runesmith to study Elven crafts.
The wielder of a weapon inscribed with the Master Rune of Swiftness gains the Strike First special rule.
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Master Rune Of Swiftness
This rune was first struck by Thurgrom the Hermit, the last runesmith to study Elven crafts.
The wielder of a weapon inscribed with the Master Rune of Swiftness gains the Strike First special rule.
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Of Skalf Blackhammer
Runesmith Skalf forged many hammers of great might, and some maintain that even the hammer of Sigmar, Ghal Maraz itself, was his work.
When making a roll To Wound with a weapon inscribed with the Master Rune of Skalf Blackhammer, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Of Skalf Blackhammer
Runesmith Skalf forged many hammers of great might, and some maintain that even the hammer of Sigmar, Ghal Maraz itself, was his work.
When making a roll To Wound with a weapon inscribed with the Master Rune of Skalf Blackhammer, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Rune Of Burning
Shots fired by a war machine with this rune burst into flames when they strike the target.
A war machine inscribed with a Rune of Burning gains the Flaming Attacks special rule.
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Rune Of Burning
Shots fired by a war machine with this rune burst into flames when they strike the target.
A war machine inscribed with a Rune of Burning gains the Flaming Attacks special rule.
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Rune Of Warding
Runes of Warding are potent but fragile, and their magic easily expended all too soon.
Single use. Each Rune of Warding gives its bearer a 2+ Ward save against a single wound.
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Rune Of Warding
Runes of Warding are potent but fragile, and their magic easily expended all too soon.
Single use. Each Rune of Warding gives its bearer a 2+ Ward save against a single wound.
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Stalwart Rune
he crew of this war machine will fight with great boldness to defend their beloved engine of war.
When calculating its combat result, a war machine inscribed with a Stalwart Rune may claim a bonus of +1 combat result point.
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Stalwart Rune
he crew of this war machine will fight with great boldness to defend their beloved engine of war.
When calculating its combat result, a war machine inscribed with a Stalwart Rune may claim a bonus of +1 combat result point.
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Rune Of Banishment
First crafted in the days of the Ancestor Gods, the touch of this potent rune is anathema to the creatures of Chaos.
Enemy models with the Warp-spawned special rule cannot make any Ward saves against hits caused by a weapon inscribed with the Rune of Banishment.
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Rune Of Banishment
First crafted in the days of the Ancestor Gods, the touch of this potent rune is anathema to the creatures of Chaos.
Enemy models with the Warp-spawned special rule cannot make any Ward saves against hits caused by a weapon inscribed with the Rune of Banishment.
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Rune Of Luck
The runesmith who first struck this rune supposedly acquired a fortune in gold through gambling.
Single use. The bearer of a Rune of Luck may use it to re-roll a single failed roll To Hit or To Wound, or to re-roll a single failed Armour Save roll.
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Rune Of Luck
The runesmith who first struck this rune supposedly acquired a fortune in gold through gambling.
Single use. The bearer of a Rune of Luck may use it to re-roll a single failed roll To Hit or To Wound, or to re-roll a single failed Armour Save roll.
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Rune Of Iron
Worked into suits of armour, the potent Rune of Iron increases the durability of the wearer.
A model wearing armour inscribed with a Rune of Iron has +1 Wound on its profile.
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Rune Of Iron
Worked into suits of armour, the potent Rune of Iron increases the durability of the wearer.
A model wearing armour inscribed with a Rune of Iron has +1 Wound on its profile.
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Rune Of Fire
Struck whilst the weapon glows white-hot, a Rune of Fire forever binds the heat of the forge.
The wielder of a weapon inscribed with a Rune of Fire gains the Flaming Attacks special rule.
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Rune Of Fire
Struck whilst the weapon glows white-hot, a Rune of Fire forever binds the heat of the forge.
The wielder of a weapon inscribed with a Rune of Fire gains the Flaming Attacks special rule.
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Rune Of Might
A weapon inscribed with Runes of Might can fell a Giant in a flurry of blows.
For each Rune of Might inscribed upon a weapon, its wielder has a +1 modifier to their Strength characteristic.
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Rune Of Might
A weapon inscribed with Runes of Might can fell a Giant in a flurry of blows.
For each Rune of Might inscribed upon a weapon, its wielder has a +1 modifier to their Strength characteristic.
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Rune Of Forging
This rune ensures the war machine is free from imperfections and deadly accurate.
Single use. A war machine inscribed with a Rune of Forging may use it to re-roll a single misfire on the Artillery dice.
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Rune Of Forging
This rune ensures the war machine is free from imperfections and deadly accurate.
Single use. A war machine inscribed with a Rune of Forging may use it to re-roll a single misfire on the Artillery dice.
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Rune Of Striking
A weapon with this rune moves to strike the foe’s most vulnerable area with an uncanny precision.
For each Rune of Striking inscribed upon a weapon, its wielder has a +1 modifier to their Weapon Skill characteristic.
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Rune Of Striking
A weapon with this rune moves to strike the foe’s most vulnerable area with an uncanny precision.
For each Rune of Striking inscribed upon a weapon, its wielder has a +1 modifier to their Weapon Skill characteristic.
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Rune Of Fury
A Rune of Fury is an emblem of the anger all Dwarfs feel towards the enemies of their ancestors.
For each Rune of Fury inscribed upon a weapon, its wielder has a +1 modifier to their Attacks characteristic.
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Rune Of Fury
A Rune of Fury is an emblem of the anger all Dwarfs feel towards the enemies of their ancestors.
For each Rune of Fury inscribed upon a weapon, its wielder has a +1 modifier to their Attacks characteristic.
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Rune Of Parrying
A weapon with this rune moves like quicksilver to block the attacks of the enemy.
Any enemy model that directs its attacks against a model wielding a weapon inscribed with a Rune of Parrying during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Rune Of Parrying
A weapon with this rune moves like quicksilver to block the attacks of the enemy.
Any enemy model that directs its attacks against a model wielding a weapon inscribed with a Rune of Parrying during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Rune Of Passage
This rune causes even the most treacherous of terrain to part and become level underfoot.
The bearer of a Rune of Passage gains the Move through Cover special rule. Any unit joined by the bearer also gains the Move through Cover special rule. Should the bearer leave the unit for any reason, the unit loses this special rule.
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Rune Of Passage
This rune causes even the most treacherous of terrain to part and become level underfoot.
The bearer of a Rune of Passage gains the Move through Cover special rule. Any unit joined by the bearer also gains the Move through Cover special rule. Should the bearer leave the unit for any reason, the unit loses this special rule.
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Rune Of Skewering
During the War of the Beard, the Elves paid dearly for their help in crafting this rune.
Bolt throwers only. A bolt thrower inscribed with this rune has a +1 modifier to its Strength characteristic. In addition, no armour save is permitted against wounds caused by a bolt thrower inscribed with a Rune of Skewering (Ward and Regeneration saves can be attempted as normal).
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Rune Of Skewering
During the War of the Beard, the Elves paid dearly for their help in crafting this rune.
Bolt throwers only. A bolt thrower inscribed with this rune has a +1 modifier to its Strength characteristic. In addition, no armour save is permitted against wounds caused by a bolt thrower inscribed with a Rune of Skewering (Ward and Regeneration saves can be attempted as normal).
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Rune Of Cleaving
This rune was first made for mining tools, to allow them to break through rock with ease.
Hand weapon only. For each Rune of Cleaving inscribed upon a weapon, its Armour Piercing characteristic is improved by 1.
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Rune Of Cleaving
This rune was first made for mining tools, to allow them to break through rock with ease.
Hand weapon only. For each Rune of Cleaving inscribed upon a weapon, its Armour Piercing characteristic is improved by 1.
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Rune Of Stone
A simple but brittle rune, the Rune of Stone is the first rune taught to apprentice runesmiths.
Single use. For each Rune of Stone inscribed upon their armour, a model may re-roll a single failed Armour Save roll.
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Rune Of Stone
A simple but brittle rune, the Rune of Stone is the first rune taught to apprentice runesmiths.
Single use. For each Rune of Stone inscribed upon their armour, a model may re-roll a single failed Armour Save roll.
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Rune Of Preservation
The Rune of Preservation was first struck to counter the decapitating blows of Elven swordmasters.
A model wearing armour inscribed with a Rune of Preservation is immune to both the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound.
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Rune Of Preservation
The Rune of Preservation was first struck to counter the decapitating blows of Elven swordmasters.
A model wearing armour inscribed with a Rune of Preservation is immune to both the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound.
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Rune Of Shielding
In ages past, entire regiments would march to war bearing shields struck with the Runes of Shielding.
A model wearing armour inscribed with a single Rune of Shielding has a 6+ Ward save against any wounds suffered. For each additional Rune of Shielding, this Ward save is improved by 1.
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Rune Of Shielding
In ages past, entire regiments would march to war bearing shields struck with the Runes of Shielding.
A model wearing armour inscribed with a single Rune of Shielding has a 6+ Ward save against any wounds suffered. For each additional Rune of Shielding, this Ward save is improved by 1.
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Rune Of Reloading
War machines inscribed with this rune are almost sentient in their willingness to allow repairs.
A war machine inscribed with a Rune of Reloading can shoot every turn, even if it misfired and malfunctioned during its previous turn.
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Rune Of Reloading
War machines inscribed with this rune are almost sentient in their willingness to allow repairs.
A war machine inscribed with a Rune of Reloading can shoot every turn, even if it misfired and malfunctioned during its previous turn.
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Rune Of Fortitude
Runes of Fortitude turn flesh to iron and turn aside the enemy’s blades with ease.
For each Rune of Fortitude inscribed upon their armour, a model has a +1 modifier to its Toughness characteristic (to a maximum of 10).
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Rune Of Fortitude
Runes of Fortitude turn flesh to iron and turn aside the enemy’s blades with ease.
For each Rune of Fortitude inscribed upon their armour, a model has a +1 modifier to its Toughness characteristic (to a maximum of 10).
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Rune Of Speed
This rune enhances its bearer’s awareness and quickness, catching unwary enemies by surprise.
Hand weapon only. For each Rune of Speed inscribed upon a weapon, its wielder has a +1 modifier to their Initiative characteristic.
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Rune Of Speed
This rune enhances its bearer’s awareness and quickness, catching unwary enemies by surprise.
Hand weapon only. For each Rune of Speed inscribed upon a weapon, its wielder has a +1 modifier to their Initiative characteristic.
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Rune Of The Furnace
Intended to aid Dwarfs working hot forges, this rune has been adapted for use in battle.
The bearer of a Rune of the Furnace has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Rune Of The Furnace
Intended to aid Dwarfs working hot forges, this rune has been adapted for use in battle.
The bearer of a Rune of the Furnace has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Rune Of Accuracy
Favoured amongst older Engineers, this rune helps the bearer to ignore distractions and focus in on their target.
A weapon inscribed with this rune does not suffer any negative To Hit modifiers.
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Rune Of Accuracy
Favoured amongst older Engineers, this rune helps the bearer to ignore distractions and focus in on their target.
A weapon inscribed with this rune does not suffer any negative To Hit modifiers.
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Rune Of Blazing Fury
The rage of the ancestors burns brightly within this fiery rune.
A model with this runic tattoo has the Flaming Attacks special rule.
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Rune Of Blazing Fury
The rage of the ancestors burns brightly within this fiery rune.
A model with this runic tattoo has the Flaming Attacks special rule.
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Rune Of Concussive Force
Emblazoned upon the ammunition itself, this rune disorientates the enemy with a flash of light and a thunderous burst of sound.
A unit hit with an attack made by a weapon inscribed with this rune gains the Stupidity special rule until your next Start of Turn sub-phase.
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Rune Of Concussive Force
Emblazoned upon the ammunition itself, this rune disorientates the enemy with a flash of light and a thunderous burst of sound.
A unit hit with an attack made by a weapon inscribed with this rune gains the Stupidity special rule until your next Start of Turn sub-phase.
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Rune Of Endless Battle
Those who bear this tattoo struggle to contain their rage once battle begins.
During the Combat phase of any turn in which a model with this runic tattoo charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack.
Note that any additional attacks that cause unsaved wounds and any unsaved wounds caused by the Impact Hits (X) special rule do not benefit from this special rule
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Rune Of Endless Battle
Those who bear this tattoo struggle to contain their rage once battle begins.
During the Combat phase of any turn in which a model with this runic tattoo charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack.
Note that any additional attacks that cause unsaved wounds and any unsaved wounds caused by the Impact Hits (X) special rule do not benefit from this special rule
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Rune Of Grit
The flesh of those marked with this rune takes on the texture of stone.
A model with this runic tattoo has a +1 modifier to its Toughness characteristic.
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Rune Of Grit
The flesh of those marked with this rune takes on the texture of stone.
A model with this runic tattoo has a +1 modifier to its Toughness characteristic.
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Rune Of Molten Steel
This rune empowers the projectile to burn with the heat of the forge as it impacts the enemy.
A weapon inscribed with this rune gains the Flaming Attacks special rule.
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Rune Of Molten Steel
This rune empowers the projectile to burn with the heat of the forge as it impacts the enemy.
A weapon inscribed with this rune gains the Flaming Attacks special rule.
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Rune Of Rapid Fire
Thanks to some clever innovation and a specially crafted rune, this weapon can unleash a salvo of rounds in the time it takes similar weapons to fire a single shot.
A weapon inscribed with this rune gains the Multiple Shots (2) and Quick Shot special rules.
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Rune Of Rapid Fire
Thanks to some clever innovation and a specially crafted rune, this weapon can unleash a salvo of rounds in the time it takes similar weapons to fire a single shot.
A weapon inscribed with this rune gains the Multiple Shots (2) and Quick Shot special rules.
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Rune Of Spellbreaking
It is said that this powerful rune was first crafted by Grungni and Valaya working as one.
Anvil of Doom and Dwarf Runesmiths only. Single use. The bearer of a Rune of Spellbreaking may use it instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
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Rune Of Spellbreaking
It is said that this powerful rune was first crafted by Grungni and Valaya working as one.
Anvil of Doom and Dwarf Runesmiths only. Single use. The bearer of a Rune of Spellbreaking may use it instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
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Rune Of The Dauntless
Those marked with this rune seek the deadliest foes to challenge in single combat.
A model with this runic tattoo must always issue and accept challenges (if possible). During a challenge, this model may re-roll any failed rolls To Hit.
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Rune Of The Dauntless
Those marked with this rune seek the deadliest foes to challenge in single combat.
A model with this runic tattoo must always issue and accept challenges (if possible). During a challenge, this model may re-roll any failed rolls To Hit.
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Rune Of The Dishonoured
This dreadful mark prolongs the shame of the one who bears it.
Daemon Slayers and Dragon Slayers only. Once a model with this runic tattoo is reduced to their last Wound, they gain a 3+ Ward save against any further wounds suffered. However, at the end of the battle, a model with this runic tattoo that has been slain is worth no Victory Points. If it is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost.
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Rune Of The Dishonoured
This dreadful mark prolongs the shame of the one who bears it.
Daemon Slayers and Dragon Slayers only. Once a model with this runic tattoo is reduced to their last Wound, they gain a 3+ Ward save against any further wounds suffered. However, at the end of the battle, a model with this runic tattoo that has been slain is worth no Victory Points. If it is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost.
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Rune Of The Hateful
This unpleasant tattoo fills its bearer with hate and bitterness.
A model with this runic tattoo gains the Hatred (all enemies) special rule
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Rune Of The Hateful
This unpleasant tattoo fills its bearer with hate and bitterness.
A model with this runic tattoo gains the Hatred (all enemies) special rule
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Rune Of The Reckless
Slayers that bear this tattoo fight with a burning and uncontrollable fury.
A model with this runic tattoo gains the Frenzy special rule and, during the Combat phase, has a +1 modifier to their rolls To Hit. However, enemy models that target this model during the Combat phase also have a +1 modifier to their rolls To Hit.
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Rune Of The Reckless
Slayers that bear this tattoo fight with a burning and uncontrollable fury.
A model with this runic tattoo gains the Frenzy special rule and, during the Combat phase, has a +1 modifier to their rolls To Hit. However, enemy models that target this model during the Combat phase also have a +1 modifier to their rolls To Hit.
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Rune Of Wrath
Those that bear this rune upon their flesh are filled with wrath.
A model with this runic tattoo has a +1 modifier to its Attacks characteristic.
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Rune Of Wrath
Those that bear this rune upon their flesh are filled with wrath.
A model with this runic tattoo has a +1 modifier to its Attacks characteristic.
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Warrior’s Rune
Only the most skilled of warriors are permitted to bear this mark upon their flesh.
A model with this runic tattoo has a +1 modifier to its Weapon Skill characteristic.
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Warrior’s Rune
Only the most skilled of warriors are permitted to bear this mark upon their flesh.
A model with this runic tattoo has a +1 modifier to its Weapon Skill characteristic.
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Master Rune Of Grungni
This rune stirs the Winds of Magic until their swirling forces protect those that march beneath it.
Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6" of the model carrying this standard, friendly units have a 6+ Ward save against any wounds suffered during the Shooting phase.
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Master Rune Of Grungni
This rune stirs the Winds of Magic until their swirling forces protect those that march beneath it.
Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6" of the model carrying this standard, friendly units have a 6+ Ward save against any wounds suffered during the Shooting phase.
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Master Rune Of Hesitation
The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge.
An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have.
Note that the unit carrying this rune still counts as having been charged by the enemy unit.
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Master Rune Of Hesitation
The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge.
An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have.
Note that the unit carrying this rune still counts as having been charged by the enemy unit.
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Master Rune Of Stromni Redbeard
This rune was first carved onto the Battle Standard of Durgin, son of Grindo, son of Grimnir.
When calculating its combat result, any friendly unit within the Command range of the model carrying the standard inscribed with the Master Rune of Stromni Redbeard may claim an additional bonus of +1 combat result point.
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Master Rune Of Stromni Redbeard
This rune was first carved onto the Battle Standard of Durgin, son of Grindo, son of Grimnir.
When calculating its combat result, any friendly unit within the Command range of the model carrying the standard inscribed with the Master Rune of Stromni Redbeard may claim an additional bonus of +1 combat result point.
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Rune Of Battle
In ages past, even lesser strongholds and fortified mines had a standard bearing this humble rune.
When calculating its combat result, a unit carrying a standard inscribed with a Rune of Battle may claim an additional bonus of +1 combat result point.
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Rune Of Battle
In ages past, even lesser strongholds and fortified mines had a standard bearing this humble rune.
When calculating its combat result, a unit carrying a standard inscribed with a Rune of Battle may claim an additional bonus of +1 combat result point.
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Rune Of Confusion
Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes.
Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
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Rune Of Confusion
Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes.
Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
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Rune Of Courage
This inspirational rune further bolsters the already considerable courage of all Dwarfs near it.
A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make.
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Rune Of Courage
This inspirational rune further bolsters the already considerable courage of all Dwarfs near it.
A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make.
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Rune Of Fear
Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants.
A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule.
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Rune Of Fear
Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants.
A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule.
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Strollaz’ Rune
Tireless by nature, Dwarfs that march beneath Strollaz’ Rune become relentless in their advance.
A unit carrying a standard inscribed with Strollaz’ Rune gains the Vanguard special rule.
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Strollaz’ Rune
Tireless by nature, Dwarfs that march beneath Strollaz’ Rune become relentless in their advance.
A unit carrying a standard inscribed with Strollaz’ Rune gains the Vanguard special rule.
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