Magic item categories
Zwergenfesten

Runic Artefacts

Rune of Mining

During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.

Rune of Kinship

The bearer gains Ambush (Board Edge), Scout, and Vanguard.

Rune of Grounding

One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit

Rune of Readiness

One use only. May be activated at the end of the Charge Phase, immediately 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).

Rune of Denial

One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.

Rune of Storms

One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.

Rune of Dragon's Breath

Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).

Rune of the Courage

One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.

Rune of Mastery

One use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. The Casting Roll for this Bound Spell gains +1.

Rune of Shielding

Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.

Rune of Devouring

One use only.
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.

Rune of Harnessing

In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.

Runic Weapon Enchantments

Rune of Fire

When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.

Rune of Destruction

Multiple Wounds (D3).

Rune of Quickening

+3 Agi.

Rune of Lightning

Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3.
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.

Rune of Returning

Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).

Rune of Penetration

+3 AP.

Rune of Smashing

Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.

Rune of Precision

+1 to hit.

Rune of Craftsmanship

The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.

Rune of Might

+1 Str and +1 AP.

Rune Of Anger

+1 Att.

Runic Armour Enchantments

Rune of Retribution

When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.

Rune of Resistance

Resistance

Rune of the Forge

Aegis (3+, against Flaming Attacks).

Rune of Steel

Must reroll failed Armour Save rolls

Rune of Iron

+1 Arm