These rune may be inscribed on standards and offer the entire unit protection from psychology and magic. They may also be inscribed on the Battle Standard. Master runes are placed upon Battle Standards by the priest of the temples of Grungni, Grimnir and Valaya.
This ancient rune is said to have been invented at the dawn of time by Valaya the Ancestor Goddess.
This rune adds +2 to all attempts to dispel made by the Dwarf player. Any spell which remains in play is dispelled automatically at the start of the Magic phase, if the target it affects is within 12" of the standard. For example, a Wall of Fire will be dispelled if it is within 12" of the standard.
Stromni Redbeard made this rune in the days of Bael, Lord of Karak Azul. It was first carved onto the battle standard of Durgin, son of Grindol, son of Grimnir.
The Battle Standard adds a further +1 to the combat result of all Dwarf units within 12" of it.
The clan that takes this banner to battle give the illusion that they tower over the enemy. Dwarfs are a strong enough opponent in their own right but a unit of giant Dwarfs is enough to scare even the strongest enemy.
The unit causes Fear exactly as described in the psychology rules. A unit which causes fear is not affected by fear itself.
This rune focuses the Dwarfs ability to chant and gesticulate in such an offensive manner that they enrage the enemy beyond all self control.
One use only. Nominate one enemy unit within 12” when it is time for the enemy to declare charges. The unit must be able to charge according to the normal rules. The enemy unit must either declare a charge against the unit with the banner, or must flee in the Compulsory Movement phase as if it had failed a Panic test. This rune has no effect on units that are Immune to Psychology.
Groth One-Eye, famous for never backing down in an argument struck this rune in the time of Kurgan Ironbeard when the greenskins were driven from the west.
The unit is Stubborn.
Forged only by the Runesmiths of Karak Kadrin, the Rune of Grimnir projects an aura of Dwarfishness that is so strong it can deflect arrows and even cannonballs!
Slayer Army of Karak Kadrin only. Any friendly unit within 12" of the standard gains a 5+ Ward save against any ranged attack.
Resonating with the power of duty and loyalty this rune further bolsters the resolve of Dwarfs near it.
The unit is Immune to Psychology.
It is said that any who have undergone the pilgrimage to the shrine of Grimnir at Karak Kadrin will forever be blessed with good fortune. This rune glows bright red at the centre of the shrine and has been forged onto banners to bless them with good fortune too.
The unit re-rolls all rolls of 1 to hit when shooting and in close combat. Multiply runes have no further effect.
This rune creates an almost physical barrier from the intractable nature of the dwarfs around it.
Any foes charging the unit subtract D6" from their charge distance. If the unit falls to make contact then all the usual rules for a failed charge apply. If multiples of this rune are used, the charge reduction is not added up. Instead roll a D6 for each rune and choose the best score.
Each of the Dwarf strongholds once had a banner with the Rune of Battle upon it. Many of these banners are now lost, but those that still remain in Dwarf bands are held aloft with pride.
The unit adds a further +1 to Its combat result score. A banner cannot have multiple Runes of Battle.
This rune creates an area of anti-magic, using the defiance of the Dwarfs to deflect mystical attacks.
Each rune adds one dice to any dispel attempt against enemy spells cast against the unit.