Dwarf Cannons, Stone Throwers and Bolt Throwers may be inscribed with up to three of the Engineering Runes described below. The newfangled (to the Dwarfs) Organ Gun, Flame Cannon and Gyrocopter may not have Engineering runes. Note that a shot from a war machine inscribed with Engineering runes counts as a magical attack.
Developed as a defensive measure during the War of Vengeance against the firepower of the High Elves, this rune has saved the lives of many crew.
All incoming missiles (including magic missiles) hit the machine itself on a 1-5 and the crew only on a 6.
When making a cannon, with each hammer blow an Engineer strikes, a Runesmith must recite a special litany. This can take weeks to complete.
Can only he placed on a cannon. Allows Dwarf player to re-roll Artillery dice when he rolls a Misfire. If you roll a Misfire when rolling Artillery dice either to hit or to bounce, then you can roll again. You are bound by the second roll even if it's another Misfire. Multiples have no effect.
This rune magically distorts space around (be machine, rendering it almost invisible.
Until it moves or shoots, the machine cannot he seen, and cannot therefore be targeted with spells, shot at, or charged. Once the machine has moved/fired, or if an enemy unit moves to within 3" of it, the machine is revealed and can be seen and attacked as normal for the rest of the battle.
Devised to stop machines failing to the enemy, it is invoked only in desperate circumstances.
The Dwarf player can cause the machine to explode at anytime, If the machine explodes, place the large circular template on the machine. The machine is destroyed and all models under the template suffer a Strength 4 hit (models partially covered are hit on the roll of a 4).
After a war machine has proved its reliability, a Runesmith may deem it worthy of this rune.
The war machine can shoot every turn, as long as there is at least one crewman left, even if it has rolled a 2-3 on the Misfire table in the previous turn. Multiples have no effect.
This makes bolt throwers deadly against flyers by magically directing the bolts to their target.
Bolt throwers only. Each rune adds +1 to the bolt thrower To Hit rolls against targets with the Fly special ability.
Elf mages helped create this before the War of the Beard. There's no mention of this in Dwarf records.
One use only. This rune may only be inscribed on a Bolt Thrower. Once per game the Bolt Thrower hits on a 2+ with no modifiers. You must choose to use this rune before rolling to hit.
Once a missile inscribed with this rune is launched, the rune glows, invoking the winds of magic to blow the stone in the right direction.
May only he put on a Stone Thrower. The Dwarf player may re-roll the Scatter dice if he wishes, enabling the machine to shoot more accurately. If you re-roll the dice, you must accept the result of the second roll. Multiples have no effect.
Discovered by Magnus Hammerson, who broke Runesmith tradition by selling it to Engineers Guild.
If a machine has the Rune of Fortune the player may re-roll a dice rolled on the machine's Misfire chart. For example. you can re-roll a result on the Cannon Misfire chart, or the Misfire chart for Stone Throwers. However, you must accept the result of the second dice roll. Multiples have no effect.
This rune is inscribed onto the war machine's ammunition, making it more hard-hitting.
The Strength of a hit from the war machine increases by +1.
Dwarf crews are famed for always defending their machines to the bitter end when attacked.
As long as their war machine is not destroyed, the war machine crew are Unbreakable.
Many Dwarfs believe that a machine with this rune on it will last forever.
This rune adds +1 to the crew's combat resolution score.
Any ammunition shot by the machine bursts into flames as it hits its target.
The war engine makes flaming attacks.