Source: Warhammer Fantasy: 6th Edition

Weapon Runes
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Weapon runes are inscribed onto hammers or axe to turn them into runic weapons. Note that although Dwarfs may inscribe runes on weapons, none of the bonuses/penalties for the original weapon apply. The fact that the weapon is magical supersede any normal rules for such weapons.

Master Rune of Skalf Blackhammer(Magic Weapon)75 points

The legendary Runesmith Skalf forged many great hammers, and some say even Sigmar's hammer was his work. Many of his hammers were later held by Dwarf Lords as heirlooms of their kingship.

Any weapon bearing this rune will automatically wound if it hits. Roll to hit as normal. No roll to wound is required. Use the character's Strength for the save modifier.

Master Rune of Snorri Spangelhelm(Magic Weapon)75 points

Runesmith to the High King in Karaz-a-Karak during the time of Kallon. Snorri wrought the exquisite war panoply of the High Kings for several generations. He fought in many battles and was renowned for his magnificent gromril armour as well as this unique weapon rune.

Any blows struck by a weapon engraved with this rune will always hit. No roll to hit is necessary.

Blade of Shining Death(Magic Weapon)65 points

This sword has a blade enveloped in glittering light and can slice through the toughest armour.

The character strikes in close combat with Strength 5 and ignores Armour saves.

Note: This is not a rune or a runic weapon and does not follow any of the rules regarding making a runic item.

Master Rune of Alaric the Mad(Magic Weapon)50 points

No one knows exactly what happened to Alaric the Mad after he forged the famous Runefangs of the Elector Counts of the Empire, though some say he wrought rune weapons for the Khan Queens of Kislev.

This rune cancels an opponent's Armour saving throw. When wounded by this weapon. the target is not allowed an armour saving throw of any kind.

Master Rune of Breaking(Magic Weapon)50 points

First used during the War of Vengeance, this rune was inscribed upon King Gorrin's axe, which destroyed the High Elf General Elthior's enchanted blade. It has become a popularly used rune ever since.

If the Dwarf character scores a hit against an enemy with a magic weapon, the enemy's magic weapon is destroyed immediately.

Master Rune of Flight(Magic Weapon)50 points

The original inscription for this rune did not specify that the hammer return to the wielder's hand. and many Dwarfs found themselves knocked unconscious as their own weapons returned to them.

This rune may only be inscribed onto a hammer. The hammer can be thrown at any model in sight and within 12", including models which cannot be singled out by normal shooting (like characters inside units). The target is automatically hit once as if the two models were in close combat, then the hammer flies back into the wielder's hand.

Master Rune of Swiftness(Magic Weapon)25 points

First struck by Thurgrom the Hermit, the last Runesmith to work in the Elf cities of the Old World.

A weapon engraved with this rune always strikes first. In situations where both sides are entitled to strike first, the highest initiative value has priority over the lower value. If Initiatives are equal, both sides roll a D6 and the highest score strikes first.

Rune of Fury(Magic Weapon)25 points

The Dwarf wielding the weapon must concentrate upon an unavenged grudge, causing him to become enraged at the wrongs his race have endured.

The wielder of this weapon adds +1 to his Attack characteristic.

Rune of Might(Magic Weapon)25 points

Though short in stature, a Dwarf using a weapon inscribed with this rune is a powerful opponent.

Double Strength against any enemies with Toughness 5 or more. Multiple runes have no further effect.

Rune of Cleaving(Magic Weapon)20 points

Originally forged upon the axes of miners, enabling them to break through the hardest rock.

The wielder of this weapon adds +1 to his Strength.

Grudge Rune(Magic Weapon)15 points

Often an enemy's misdeeds are so great that a Dwarf will have this rune put upon his weapon and will not rest until his foe pays for his wrongs with blood.

Nominate one enemy character or monster at the beginning of the game. The wielder may re-roll misses in close combat when attacking this enemy model. Multiple runes of this type have no additional effect (a dice can only be re-rolled once).

Rune of Striking(Magic Weapon)10 points

The properties of this rune enable the weapon's wielder to find an enemy's weak points with ease.

The wielder of this weapon may add +1 to his Weapon Skill.

Rune of Fire(Magic Weapon)5 points

A skilled Runesmith is able to inscribe this rune on the metal when it Is still white hot from the forge.

Flaming attacks. This can cause extra dammage on some targets (such as Treemen, Mummies, etc).

Rune of Speed(Magic Weapon)5 points

This rune enhances the Dwarfs awareness.

The wielder of this weapon adds +1 to his Initiative.

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Next - Armour Runes