Rune of Destruction
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).
Attacks made with a weapon engraved with one or more Rune of Penetrating gain +3 Armour Penetration.
Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength set to 10 and their Armour Penetration set to 10.
For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.
The wielder of a weapon engraved with this Rune gains Lightning Reflexes.
A weapon engraved with this Rune follows the rules for Great Weapons (this does not prevent the weapon from being engraved with additional Runes).
For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility when using it.
For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value when using it.
If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit additionally suffers D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and Magical Attacks.
A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile:
Range 8", Shots 1, Str as user, AP as user, Quick to Fire, Accurate, Reload!.
Shooting Attacks with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).
At the start of any Phase or Round of Combat, this Rune may be activated. If so, attacks made with a weapon engraved with this Rune become Flaming Attacks until the end of the Phase.
Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune must be rerolled.
Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration
of the saved attack against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.
The wearer of an armour engraved with this Rune must reroll failed Armour Saves.
The wearer of an armour engraved with
● A single Rune of Iron gains +1 Armour.
● Two or more Runes of Iron gains +2 Armour.
The wearer of an armour engraved with this Rune gains Aegis (2+, against Flaming Attacks).
Dominant.
0-1 per Army.
One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is automatically dispelled.
Runic Smiths only.
Enemy models within 24" of the Runic Smith have their Channel value (the value within brackets) reduced by 1, to a minimum of 0.
Runic Smiths only.
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by the Rune of Revocation and Attribute Spells are not affected.
One use only. May be activated at the start of any Round of Combat. For the duration of the Phase, the bearer gains Stubborn.
The bearer gains Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
A single friendly Rune of Dragon’s Breath may be used per Round of Combat.
Runic Smiths only.
0-1 per Army.
One use only. May be activated at the start of any Melee Phase. All spells with Duration: One Turn that affect any of the following units come to an end:
● The bearer’s unit
● Enemy units in base contact with the bearer
One use only. May be activated at the end of the Charge Phase, directly 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).
0-2 per Army.
One use only. Effects last one Player Turn. May be activated at the start of the opponent’s Player Turn.
Choose a single enemy unit within 24” of the bearer.
The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Fly Movement) are halved, rounding fractions up.
The bearer gains Aegis (+1, max 4+). The Aegis from this Rune only stacks with itself and/or Shield Wall.
One use only. May be activated just before casting a Bound Spell. The bearer adds (+2/+2) to the Power Level of this Bound Spell for this casting attempt.
After Determining Deployment Zones (at the end of step 6 of the The Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long a the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but must still follow the Unit Spacing rule at the end of their movement.
Cannot be taken by model on War Throne
The bearer gains Scout and Ambush.
(Battle Standard Bearer, Deep Watch, and King's Guard only.)
All friendly units within 6" of the bearer gain Aegis (5+) against Shooting Attacks.
Units charging the bearer's unit suffer -2" Advance Rate for their Charge Range roll.
The bearer's unit gains Vanguard.
0-3 per Army.
A unit with one or more Runic Standards of the Hold counts as having an additional Full Rank for the purpose of Steadfast and Disrupted.
Friendly units charging enemy units Engaged in Combat with the bearer's unit must reroll Failed Charge Range rolls.
The bearer may choose a single Battle Rune during Spell Selection. This Battle Rune can be cast by the bearer and has Range: Caster's Unit.
One use only. May be activated at the start of any Movement Phase. The bearer’s unit gains Quick to Fire until the end of the Player Turn.
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
The bearer’s unit gains Strider.
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.