Source: Warhammer Fantasy: 6th Edition

Armour Runes
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These runes are the most powerful protective magic known to the Dwarfs. They are inscribed on armour or shields. Any Dwarf character who has armour or a shield may be given up to three Armour runes. The maximum armour save that can be reached by combining runes, or runes and normal equipment, is 1+.

Master Rune of Adamant(Magic Armour)75 points

First forged on a shield as a gift for the flamboyant Dwarf Prince Gudii Twoboots, the shield was subsequently stolen by a lone bandit who stalked the Undgrim preying on small parties of travellers.

This rune adds +1 to the Toughness of the character.

Master Rune of Steel(Magic Armour)75 points

Once this rune has been forged, it binds metals together making them more resilient. Armour with this rune never rusts through weathering or age.

Your opponent must re-roll successful rolls to wound against the character.

Rune of Fortitude(Magic Armour)50 points

It is rumoured amongst those Dwarfs who have worn this armour that it becomes sentient. Whilst no Runesmith has ever confirmed this rumour, they make no attempts to deny it either.

This rune gives its bearer +1 Wound.

Rune of Shielding(Magic Armour)30 points

This rune was created during the War of Vengeance as a protection against the superior missile fire of the High Elves.

The character has a 2+ Ward save against missile attacks only (including magic missiles). Multiple runes have no further effect.

Master Rune of Gromril(Magic Armour)25 points

A small amount of pure gromril is the most important element used when inscribing this rune. If the sample is even slightly flawed, the rune will not work.

Confers a 1+ armour save that cannot be improved in any way.

Rune of Resistance(Magic Armour)25 points

First used on the armour of the Thane of Karak Azgal by Gorgi Storngbeard, this rune is thought to have been lost amongst the ruined stronghold. Fortunately the Runesmith survived to replicate it.

This rune allows the character to re-roll any failed armour saving throws. As you're only ever allowed one re-roll multiples of this rune would have no effect.

Rune of Iron(Magic Armour)15 points

When iron is saturated with magic it is known as lodestone. This rune focuses the magnetic properties of lodestone to create magical armour.

This rune confers a 6+ Ward save. Two of these runes confer a 5+ Ward save, but three cannot be taken, because only the Master Rune of Spite can bind such huge power.

Rune of Stone(Magic Armour)5 points

Dwarf tradition tells that the ancients were created from the rock of the first mountains, so the Rune of Stone is the first rune an apprentice learns.

This rune adds +1 to the character's Armour save. The Rune of Stone is an exception to the normal Rule of Pride which forbids the same combination of runes to be used on several items, so a single Rune of Stone may be inscribed onto any character's armour. The Rune of Stone is also an exception in that it cannot he used more than once on the same item, so it is not possible to give two or three Runes of Stone to the same character.

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