Correspondence of translations with another language
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"Fight Me!"
In their quest to seek a mighty doom, Giant Slayers seek out ever more dangerous foes.
Any model with this special rule can issue and accept challenges in the same manner as a character.
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"Fight Me!"
In their quest to seek a mighty doom, Giant Slayers seek out ever more dangerous foes.
Any model with this special rule can issue and accept challenges in the same manner as a character.
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"stand Back Chief"
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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"stand Back Chief"
Hunkering down behind their war machines, an Engineer is well-protected from enemy fire.
A character with this special rule cannot be targeted by enemy shooting or by enemy spells whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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Ambushers
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Ambushers
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Ancestral Grudge
Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured.
A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule.
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Ancestral Grudge
Dwarfs never forget a wrong, imagined or otherwise, with lords and thanes being particularly overburdened with inherited grudges. These can never be forgotten, only settled or nurtured.
A model with this special rule has the Hatred (enemy characters) special rule, meaning it hates all characters in the opposing army. If this character joins a unit of Longbeards or Hammerers, that unit will also gain this special rule. Should this character leave a unit of Longbeards or Hammerers they have joined for any reason, that unit loses this special rule.
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Ancestral Shield
An Anvil of Doom is a potent artefact steeped in runic magic. This power protects the anvil’s loyal guardians as surely as it destroys the enemies of the Dwarfs.
An Anvil of Doom and the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered.
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Ancestral Shield
An Anvil of Doom is a potent artefact steeped in runic magic. This power protects the anvil’s loyal guardians as surely as it destroys the enemies of the Dwarfs.
An Anvil of Doom and the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered.
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Crossbow
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Crossbow
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Grande Arma
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Great Weapon
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Arma a Una Mano
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Hand Weapon
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Armatura Leggera
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Light armour
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Armatura Pesante
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Heavy armour
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Armour Bane
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Armour Bane
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Gromril Weapons
Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
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Gromril Weapons
Many Dwarf warriors bear weapons forged of gromril. Such fine weapons, family heirlooms passed down through many generations, possess remarkable sharpness and durability.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
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Armoured Fuselage
counts as full plate armour
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Armoured Fuselage
counts as full plate armour
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Full plate armour
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Full plate armour
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Gromril Armour
The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms.
A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll.
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Gromril Armour
The metal the Dwarfs call gromril is the toughest and sturdiest in the known world, able to turn aside any blow. Armour forged of gromril is highly coveted for its protective value and full suits of gromril armour are treasured and valued heirlooms.
A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll.
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Handgun
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Handgun
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Artillery Master
Engineers are quick to advise artillery crews how best to aim and fire a war machine.
Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine that is within its Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice.
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Artillery Master
Engineers are quick to advise artillery crews how best to aim and fire a war machine.
Unless this character is fleeing or engaged in combat, once per turn, during the Shooting phase, a friendly unit of Quarrellers, unit of Thunderers or Dwarf war machine that is within its Command range can either re-roll any rolls To Hit of a natural 1, or re-roll a single Artillery dice.
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Colpi d'Impatto
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Impact Hits
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Avanguardia
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Vanguard
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Motley Crew
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Motley Crew
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Bolt thrower
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Bolt thrower
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Bombing Run
Armed with mechanical racks that bristle with Grudgebuster bombs, Gyrobombers stream over the Dwarf battle lines seeking to obliterate the foe’s largest formations.
This model may perform a ‘Bombing Run’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, roll on the Bombing Run table below:
Bombing Run Table
D6 Result
1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound.
2 Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound.
3-4 Direct Hit: A cluster of bombs lands directly on-target. Place a large (5") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6". Any model whose base lies underneath the template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
5-6 Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6". Any model whose base lies underneath a template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
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Bombing Run
Armed with mechanical racks that bristle with Grudgebuster bombs, Gyrobombers stream over the Dwarf battle lines seeking to obliterate the foe’s largest formations.
This model may perform a ‘Bombing Run’ attack against a single enemy unit that is not engaged in combat. To do so, this model must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this model’s movement is complete, roll on the Bombing Run table below:
Bombing Run Table
D6 Result
1 Premature Detonation: The release mechanism jams and a bomb explodes prematurely. This model loses a single Wound.
2 Dud: A solitary bomb is released, but fails to detonate before landing squarely upon the head of an unfortunate enemy. The enemy unit loses a single Wound.
3-4 Direct Hit: A cluster of bombs lands directly on-target. Place a large (5") blast template so that its central hole is directly over the centre of the enemy unit. Once placed, the template will scatter D6". Any model whose base lies underneath the template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
5-6 Bombs Away: A cluster of bombs is released, falling over a wide area. Place two small (3") blast templates so that their central hole is over the enemy unit. Once placed, each template will scatter D6". Any model whose base lies underneath a template’s final position risks being hit and suffering a single Strength 4 hit with an AP of -1.
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Borne Aloft
Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army.
A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
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Borne Aloft
Carried upon the broad shoulders of their most trusted retainers, a Dwarf lord towers above the serried ranks of their army.
A model with Shieldbearers consists of not one, but four models – the character and three loyal retainers – occupying a single base and acting together as a single entity. To represent this, a model with Shieldbearers has a split profile and follows the ‘Split Profile (Cavalry)’ rule. In all other respects, this model is heavy infantry.
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Scudo
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Shield
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Cannon
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Cannon
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Steam Gun
R S AP Special Rules
Steam gun N/A 3 -1 Breath Weapon
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Steam Gun
R S AP Special Rules
Steam gun N/A 3 -1 Breath Weapon
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Drakegun
R S AP Special Rules
18" 5 -1 Armour Bane (2), Dwarf Crafted, Flaming Attacks, Quick Shot
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Drakegun
R S AP Special Rules
18" 5 -1 Armour Bane (2), Dwarf Crafted, Flaming Attacks, Quick Shot
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Close Order
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Close Order
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Killing Blow
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Killing Blow
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Rallying Cry
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Rallying Cry
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Deathblow
Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of acceptingtheir fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe.
When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1.
Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit
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Deathblow
Slayers are bitter fighters who seek their doom in battle, yet so fierce is their pride and so sacred are the vows of the Slayer Cult that they are incapable of acceptingtheir fate graciously. Upon their death, a Slayer will use their final breath to strike at the foe.
When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1.
Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit
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Stoic Defenders
Hefting their Gromril great hammers, a regiment of Hammerers stands ready to meet the enemy’s charge with a flurry of deadly blows.
During a turn in which it was charged by the enemy, a model with this special rule gains a +1 modifier to its Initiative and Attacks characteristics.
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Stoic Defenders
Hefting their Gromril great hammers, a regiment of Hammerers stands ready to meet the enemy’s charge with a flurry of deadly blows.
During a turn in which it was charged by the enemy, a model with this special rule gains a +1 modifier to its Initiative and Attacks characteristics.
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Detachment
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Detachment
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Determinato
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Stubborn
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Dive Bomb
Gyrocopters carry small bombs fitted with mechanical flints to light their fuse. Once the fuse is lit, the pilot must quickly release the bomb. All too often unlit bombs are dropped or, worse, lit bombs are not dropped at all!
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D6 Strength 3 hits, each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead.
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Dive Bomb
Gyrocopters carry small bombs fitted with mechanical flints to light their fuse. Once the fuse is lit, the pilot must quickly release the bomb. All too often unlit bombs are dropped or, worse, lit bombs are not dropped at all!
Once per game, a unit with this special rule may perform a ‘Dive Bomb’ attack against a single enemy unit that is not engaged in combat. To do so, this unit must move (by flying) over the unit it wishes to attack during the Remaining Moves sub-phase. Once this unit’s movement is complete, the enemy unit suffers D6 Strength 3 hits, each with an AP of -1, for each model in this unit that moved over it. However, for each roll of a natural 1 made when determining the number of hits, a bomb has misfired and this unit loses a single Wound instead.
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Dwarf Crafted
Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races.
Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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Dwarf Crafted
Dwarfs craft missile weapons with a skill and precision of both form and function that is not seen in the weapons of other races.
Models with this special rule do not suffer the usual -1 To Hit modifier when making a Stand & Shoot charge reaction.
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Scouts
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Scouts
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Entrenchment
An Engineer will direct the rapid construction of effective entrenchments that protect both war machine and crew.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ for each character in your army with this special rule. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle.
Should the war machine move for any reason, it is no longer Entrenched.
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Entrenchment
An Engineer will direct the rapid construction of effective entrenchments that protect both war machine and crew.
During deployment, you may ‘Entrench’ a single non-character model whose troop type is ‘war machine’ for each character in your army with this special rule. An Entrenched war machine is considered to be behind partial cover and to be defending a low linear obstacle.
Should the war machine move for any reason, it is no longer Entrenched.
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Falcata Rapida
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Swiftstride
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Fire & Flee
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Fire & Flee
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Fire thrower
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Fire thrower
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Volo
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Fly
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Steam Drill
R S AP Special Rules
Steam drill Combat S+3 -3 Furious Charge, Requires Two Hands, Strike Last
Notes: A unit of Miners held in reserve that includes a Prospector equipped with a steam drill may re-roll the D6 when rolling to determine if they arrive on the battlefield.
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Steam Drill
R S AP Special Rules
Steam drill Combat S+3 -3 Furious Charge, Requires Two Hands, Strike Last
Notes: A unit of Miners held in reserve that includes a Prospector equipped with a steam drill may re-roll the D6 when rolling to determine if they arrive on the battlefield.
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Forgefire
In the heat of battle, the weapons of a runesmith’s companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease.
If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules.
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Forgefire
In the heat of battle, the weapons of a runesmith’s companions glow white-hot with the heat of their forging, cutting through the inferior armour of the enemy with ease.
If this character joins a unit, that unit will gain the Armour Bane (2) and Flaming Attacks special rules. Should this character leave a unit it has joined for any reason, that unit loses these special rules.
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Strike the Rune
An Anvil of Doom is crafted with the express intention of attracting the Winds of Magic.
The runic inlays enable a skilled smith to channel these into their work, thus creating the rune magic their people are famed for. In battle, certain runic devices can be forged and then broken, unleashing their full might upon the foe.
An Anvil of Doom can cast the following Bound spells, with a Power Level of 3:
Rune Of Oath & Steel
Dwarf mail hardens, each suit of armour remembering the hammer blows that forged it.
Type: Enchantment
Casting Value: 7+ /11+
Range: 24"
Effect: If this Bound spell is cast with a casting result of 7 or more, the target friendly unit may re-roll any failed Armour Save rolls. If this Bound spell is cast with a casting result of 11 or more, the target friendly unit may re-roll any failed Armour Save rolls and improves its armour value by 1 (to a maximum of 2+). This spell lasts until your next Start of Turn sub-phase.
Rune Of Hearth & Home
Dawi hearts fill with a mighty desire to defend their hold, clan and ancestors.
Type: Enchantment
Casting Value: 7+
Range: Self
Effect: Until your next Start of Turn sub-phase, all friendly Dwarf units within 21" of the Anvil of Doom gain the Immune to Psychology special rule.
Rune Of Haste & Urgency
As the runes are struck, time slows around the marching Dwarf throng.
Type: Conveyance
Casting Value: 10+
Range: 24"
Effect: If the target friendly unit is not fleeing and has already moved during this Movement phase, it may immediately move again.
Rune Of Wrath & Ruin
The very earth cracks beneath the feet of the enemy, venting forth fire and sulphur.
Type: Magic Missile
Casting Value: 9+
Range: 27"
Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -2.
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Strike the Rune
An Anvil of Doom is crafted with the express intention of attracting the Winds of Magic.
The runic inlays enable a skilled smith to channel these into their work, thus creating the rune magic their people are famed for. In battle, certain runic devices can be forged and then broken, unleashing their full might upon the foe.
An Anvil of Doom can cast the following Bound spells, with a Power Level of 3:
Rune Of Oath & Steel
Dwarf mail hardens, each suit of armour remembering the hammer blows that forged it.
Type: Enchantment
Casting Value: 7+ /11+
Range: 24"
Effect: If this Bound spell is cast with a casting result of 7 or more, the target friendly unit may re-roll any failed Armour Save rolls. If this Bound spell is cast with a casting result of 11 or more, the target friendly unit may re-roll any failed Armour Save rolls and improves its armour value by 1 (to a maximum of 2+). This spell lasts until your next Start of Turn sub-phase.
Rune Of Hearth & Home
Dawi hearts fill with a mighty desire to defend their hold, clan and ancestors.
Type: Enchantment
Casting Value: 7+
Range: Self
Effect: Until your next Start of Turn sub-phase, all friendly Dwarf units within 21" of the Anvil of Doom gain the Immune to Psychology special rule.
Rune Of Haste & Urgency
As the runes are struck, time slows around the marching Dwarf throng.
Type: Conveyance
Casting Value: 10+
Range: 24"
Effect: If the target friendly unit is not fleeing and has already moved during this Movement phase, it may immediately move again.
Rune Of Wrath & Ruin
The very earth cracks beneath the feet of the enemy, venting forth fire and sulphur.
Type: Magic Missile
Casting Value: 9+
Range: 27"
Effect: The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -2.
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Royal Guard
A Hammerer’s duty is a sacred thing and, bound by oath, they will fight to the death to protect the royal blood. For the leader of the throng, a Hammerer will gladly give their life rather than face the dishonour of failure.
Your army may include one unit of Hammerers for every King or Thane it includes. Any model in a unit of Hammerers that has been joined by a King or Thane can issue and accept challenges in the same manner as a character. Should the King or Thane leave the unit for any reason, the unit loses this ability.
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Royal Guard
A Hammerer’s duty is a sacred thing and, bound by oath, they will fight to the death to protect the royal blood. For the leader of the throng, a Hammerer will gladly give their life rather than face the dishonour of failure.
Your army may include one unit of Hammerers for every King or Thane it includes. Any model in a unit of Hammerers that has been joined by a King or Thane can issue and accept challenges in the same manner as a character. Should the King or Thane leave the unit for any reason, the unit loses this ability.
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Great Hammers
R S AP Special Rules
Great hammers Combat S+2 -2 Armour Bane (2), Magical Attacks, Requires Two Hands
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Great Hammers
R S AP Special Rules
Great hammers Combat S+2 -2 Armour Bane (2), Magical Attacks, Requires Two Hands
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Odio
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Hatred
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Immovable Object
An Anvil of Doom is a tremendously heavy object, rarely moved from within its keeper’s forge. When properly set atop a perfectly level dais of stone blocks, it is not easily moved.
Once an Anvil of Doom has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that an Anvil of Doom can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
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Immovable Object
An Anvil of Doom is a tremendously heavy object, rarely moved from within its keeper’s forge. When properly set atop a perfectly level dais of stone blocks, it is not easily moved.
Once an Anvil of Doom has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that an Anvil of Doom can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
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Immune To Psychology
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Immune To Psychology
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Irriducibile
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Unbreakable
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Loner
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Loner
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Resistenza alla Magia
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Magic Resistance
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Move Through Cover
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Move Through Cover
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Shieldwall
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Shieldwall
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Open Order
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Open Order
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Regimental Unit
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Regimental Unit
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Resolute
Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
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Resolute
Dwarfs are grim and determined warriors that abandon a position with great reluctance.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
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Runes Of Protection
Ironbreakers venture into the dark beneath the world protected from the terrors it hides by run encrusted suits of gromril armour.
This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Runes Of Protection
Ironbreakers venture into the dark beneath the world protected from the terrors it hides by run encrusted suits of gromril armour.
This unit has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Rune Lore
Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command.
At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards.
A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts:
An Anvil of Doom counts as a level 3 Wizard
A Runelord counts as a Level 2 Wizard
A Runesmith counts as a Level 1 Wizard
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Rune Lore
Dwarf runesmiths are masters of crafting potent runes that entrap raw magic, harnessing its power to be unleashed upon command.
At the very heart of their craft lies the ability to resist and confound the petty conjurings of mere Wizards.
A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts:
An Anvil of Doom counts as a level 3 Wizard
A Runelord counts as a Level 2 Wizard
A Runesmith counts as a Level 1 Wizard
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Runes Of Warding
The armour of an Irondrake protects its wearer from the flames of battle as well as it does from the heat of their drakeguns.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Runes Of Warding
The armour of an Irondrake protects its wearer from the flames of battle as well as it does from the heat of their drakeguns.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Skirmishers
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Skirmishers
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Slayer
To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious.
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Slayer
To persist for long as a Slayer, a warrior must be exceptionally skilled and ferocious.
When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Slayer Of Daemons
In their quest to meet a mighty doom, some Slayers seek out daemonic creatures. Those that fail to find a foe able to best them in combat invariably become skilled in the grim work of banishing such fiends.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with the Warp-spawned special rule, or whose troop type is ‘behemoth’, has the Multiple Wounds (D3) special rule.
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Slayer Of Daemons
In their quest to meet a mighty doom, some Slayers seek out daemonic creatures. Those that fail to find a foe able to best them in combat invariably become skilled in the grim work of banishing such fiends.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model with the Warp-spawned special rule, or whose troop type is ‘behemoth’, has the Multiple Wounds (D3) special rule.
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Slayer Of Dragons
Those Slayers that hunt the mightiest of wyrms must learn quickly how best to slay such creatures in battle, lest their eventual doom be considered unworthy.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose troop type is ‘behemoth’ has the Multiple Wounds (D3) special rule.
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Slayer Of Dragons
Those Slayers that hunt the mightiest of wyrms must learn quickly how best to slay such creatures in battle, lest their eventual doom be considered unworthy.
When this character makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness. In addition, each unsaved wound inflicted by this character against an enemy model whose troop type is ‘behemoth’ has the Multiple Wounds (D3) special rule.
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Stone thrower
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Stone thrower
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Venerable
Longbeards tend to look down their beards at younger Dwarfs. In their turn, younger Dwarfs pay dutiful attention to the words and deeds of their elders, hoping to emulate their courage.
Unless this unit is fleeing, friendly units within 6" of it can re-roll any failed Panic test.
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Venerable
Longbeards tend to look down their beards at younger Dwarfs. In their turn, younger Dwarfs pay dutiful attention to the words and deeds of their elders, hoping to emulate their courage.
Unless this unit is fleeing, friendly units within 6" of it can re-roll any failed Panic test.
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Veteran
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Veteran
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Grudge Rune
Grudge Runes seek out the enemies of the Dwarfs with unerring accuracy.
For each Grudge Rune inscribed upon a weapon, its wielder may re-roll a single roll To Hit of a natural 1 made during the Combat phase.
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Grudge Rune
Grudge Runes seek out the enemies of the Dwarfs with unerring accuracy.
For each Grudge Rune inscribed upon a weapon, its wielder may re-roll a single roll To Hit of a natural 1 made during the Combat phase.
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Master Rune Of Adamant
The Master Rune of Adamant makes flesh harder than granite and more impervious than steel.
A model wearing armour inscribed with the Master Rune of Adamant has a Toughness characteristic of 10. This rune cannot be combined with any other Armour runes.
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Master Rune Of Adamant
The Master Rune of Adamant makes flesh harder than granite and more impervious than steel.
A model wearing armour inscribed with the Master Rune of Adamant has a Toughness characteristic of 10. This rune cannot be combined with any other Armour runes.
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Master Rune Of Alaric The Mad
Alaric the Mad forged the famous Runefangs for the Elector Counts of the Empire before meeting an unknown fate.
No armour save is permitted against wounds caused by a weapon inscribed with the Master Rune of Alaric the Mad (Ward and Regeneration saves can be attempted as normal).
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Master Rune Of Alaric The Mad
Alaric the Mad forged the famous Runefangs for the Elector Counts of the Empire before meeting an unknown fate.
No armour save is permitted against wounds caused by a weapon inscribed with the Master Rune of Alaric the Mad (Ward and Regeneration saves can be attempted as normal).
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Master Rune Of Balance
Forged in the glowing embers of a burning book of spells, this rune hungers after the Winds of Magic.
Anvil of Doom and Dwarf Runesmiths only. Once per turn, the bearer of the Master Rune of Balance may use it when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result.
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Master Rune Of Balance
Forged in the glowing embers of a burning book of spells, this rune hungers after the Winds of Magic.
Anvil of Doom and Dwarf Runesmiths only. Once per turn, the bearer of the Master Rune of Balance may use it when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result.
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Master Rune Of Breaking
Runesmiths take pride in seeing the inferior works of other races break beneath a hammerblow.
Any magic weapon carried by an enemy model that suffers one or more unsaved wounds from a weapon inscribed with the Master Rune of Breaking is destroyed and cannot be used for the remainder of the game.
Note that even if their magic weapon is destroyed, the model is still considered to be armed with a hand weapon.
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Master Rune Of Breaking
Runesmiths take pride in seeing the inferior works of other races break beneath a hammerblow.
Any magic weapon carried by an enemy model that suffers one or more unsaved wounds from a weapon inscribed with the Master Rune of Breaking is destroyed and cannot be used for the remainder of the game.
Note that even if their magic weapon is destroyed, the model is still considered to be armed with a hand weapon.
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Master Rune Of Calm
When the power of this rune is unleashed, the Winds of Magic are stilled, leaving enemy Wizards unable to cast even the most simple of spells.
The bearer of the Master Rune of Calm can cast the following Bound spell, with a Power Level of 2:
Type: Hex
Casting Value: 8+/11+
Range: Self
Effect: If this Bound spell is cast with a casting result of 8 or more, enemy Wizards that are within 18" of this model when attempting to cast a spell must increase that spell’s casting value by 2. If this Bound spell is cast with a casting result of 11 or more, enemy Wizards that are within 36" of this model when attempting to cast a spell must increase that spell’s casting value by 2. This spell lasts until your next Start of Turn sub-phase.
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Master Rune Of Calm
When the power of this rune is unleashed, the Winds of Magic are stilled, leaving enemy Wizards unable to cast even the most simple of spells.
The bearer of the Master Rune of Calm can cast the following Bound spell, with a Power Level of 2:
Type: Hex
Casting Value: 8+/11+
Range: Self
Effect: If this Bound spell is cast with a casting result of 8 or more, enemy Wizards that are within 18" of this model when attempting to cast a spell must increase that spell’s casting value by 2. If this Bound spell is cast with a casting result of 11 or more, enemy Wizards that are within 36" of this model when attempting to cast a spell must increase that spell’s casting value by 2. This spell lasts until your next Start of Turn sub-phase.
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Master Rune Of Disguise
This rune magically distorts the shape of the war machine, rendering it almost invisible.
A war machine inscribed with the Master Rune of Disguise is always considered to be behind full cover.
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Master Rune Of Disguise
This rune magically distorts the shape of the war machine, rendering it almost invisible.
A war machine inscribed with the Master Rune of Disguise is always considered to be behind full cover.
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Master Rune Of Dragon Slaying
With this mighty rune the Dwarfs have slain many great wyrms and foul creatures of Chaos.
When making a roll To Wound against an enemy whose troop type is ‘behemoth’ with a weapon inscribed with the Master Rune of Dragon Slaying, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Master Rune Of Dragon Slaying
With this mighty rune the Dwarfs have slain many great wyrms and foul creatures of Chaos.
When making a roll To Wound against an enemy whose troop type is ‘behemoth’ with a weapon inscribed with the Master Rune of Dragon Slaying, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Master Rune Of Flight
This cunning rune has been used to surprise the Dwarfs’ foes from afar since the world was young.
Hand weapon only. Once per turn, during the Shooting phase, a weapon inscribed with the Master Rune of Flight can be thrown with the following profile (which may be modified by additional runes):
R S AP Special Rules 12" S - Magical Attacks, Move & Shoot, Quick Shot
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Master Rune Of Flight
This cunning rune has been used to surprise the Dwarfs’ foes from afar since the world was young.
Hand weapon only. Once per turn, during the Shooting phase, a weapon inscribed with the Master Rune of Flight can be thrown with the following profile (which may be modified by additional runes):
R S AP Special Rules 12" S - Magical Attacks, Move & Shoot, Quick Shot
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Master Rune Of Gromril
In its purest form, Gromril holds runes better than any other substance in all the world.
A model wearing armour inscribed with the Master Rune of Gromril has an armour value of 2+, which cannot be improved in any way.
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Master Rune Of Gromril
In its purest form, Gromril holds runes better than any other substance in all the world.
A model wearing armour inscribed with the Master Rune of Gromril has an armour value of 2+, which cannot be improved in any way.
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Master Rune Of Immolation
Devised so that war machines never fall into enemy hands, this rune is invoked only rarely.
Cannon only. Single use. If a cannon inscribed with the Master Rune of Immolation loses its last Wound to an enemy attack during the Combat phase, it may be exploded by its crew.
Every enemy unit in base contact with this model suffers D6 Strength 5 hits with an AP of -2. The cannon is then removed from play as a casualty.
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Master Rune Of Immolation
Devised so that war machines never fall into enemy hands, this rune is invoked only rarely.
Cannon only. Single use. If a cannon inscribed with the Master Rune of Immolation loses its last Wound to an enemy attack during the Combat phase, it may be exploded by its crew.
Every enemy unit in base contact with this model suffers D6 Strength 5 hits with an AP of -2. The cannon is then removed from play as a casualty.
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Master Rune Of Smiting
The secret of this rune was preserved in the Rundrokikron, an ancient tome kept in the treasure troves of Karak Kadrin.
A weapon inscribed with the Master Rune of Smiting gains the Multiple Wounds (D6) special rule.
Master Rune
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Master Rune Of Smiting
The secret of this rune was preserved in the Rundrokikron, an ancient tome kept in the treasure troves of Karak Kadrin.
A weapon inscribed with the Master Rune of Smiting gains the Multiple Wounds (D6) special rule.
Master Rune
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Master Rune Of Spite
Created to protect the gates of Dwarfen holds, this rune is cunningly used on many other devices.
Each time the bearer of the Master Rune of Spite loses a Wound to an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 5 hit with an AP of -2.
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Master Rune Of Spite
Created to protect the gates of Dwarfen holds, this rune is cunningly used on many other devices.
Each time the bearer of the Master Rune of Spite loses a Wound to an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 5 hit with an AP of -2.
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Master Rune Of Swiftness
This rune was first struck by Thurgrom the Hermit, the last runesmith to study Elven crafts.
The wielder of a weapon inscribed with the Master Rune of Swiftness gains the Strike First special rule.
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Master Rune Of Swiftness
This rune was first struck by Thurgrom the Hermit, the last runesmith to study Elven crafts.
The wielder of a weapon inscribed with the Master Rune of Swiftness gains the Strike First special rule.
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Of Skalf Blackhammer
Runesmith Skalf forged many hammers of great might, and some maintain that even the hammer of Sigmar, Ghal Maraz itself, was his work.
When making a roll To Wound with a weapon inscribed with the Master Rune of Skalf Blackhammer, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Of Skalf Blackhammer
Runesmith Skalf forged many hammers of great might, and some maintain that even the hammer of Sigmar, Ghal Maraz itself, was his work.
When making a roll To Wound with a weapon inscribed with the Master Rune of Skalf Blackhammer, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Rune Of Burning
Shots fired by a war machine with this rune burst into flames when they strike the target.
A war machine inscribed with a Rune of Burning gains the Flaming Attacks special rule.
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Rune Of Burning
Shots fired by a war machine with this rune burst into flames when they strike the target.
A war machine inscribed with a Rune of Burning gains the Flaming Attacks special rule.
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Rune Of Warding
Runes of Warding are potent but fragile, and their magic easily expended all too soon.
Single use. Each Rune of Warding gives its bearer a 2+ Ward save against a single wound.
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Rune Of Warding
Runes of Warding are potent but fragile, and their magic easily expended all too soon.
Single use. Each Rune of Warding gives its bearer a 2+ Ward save against a single wound.
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Stalwart Rune
he crew of this war machine will fight with great boldness to defend their beloved engine of war.
When calculating its combat result, a war machine inscribed with a Stalwart Rune may claim a bonus of +1 combat result point.
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Stalwart Rune
he crew of this war machine will fight with great boldness to defend their beloved engine of war.
When calculating its combat result, a war machine inscribed with a Stalwart Rune may claim a bonus of +1 combat result point.
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Rune Of Banishment
First crafted in the days of the Ancestor Gods, the touch of this potent rune is anathema to the creatures of Chaos.
Enemy models with the Warp-spawned special rule cannot make any Ward saves against hits caused by a weapon inscribed with the Rune of Banishment.
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Rune Of Banishment
First crafted in the days of the Ancestor Gods, the touch of this potent rune is anathema to the creatures of Chaos.
Enemy models with the Warp-spawned special rule cannot make any Ward saves against hits caused by a weapon inscribed with the Rune of Banishment.
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Rune Of Luck
The runesmith who first struck this rune supposedly acquired a fortune in gold through gambling.
Single use. The bearer of a Rune of Luck may use it to re-roll a single failed roll To Hit or To Wound, or to re-roll a single failed Armour Save roll.
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Rune Of Luck
The runesmith who first struck this rune supposedly acquired a fortune in gold through gambling.
Single use. The bearer of a Rune of Luck may use it to re-roll a single failed roll To Hit or To Wound, or to re-roll a single failed Armour Save roll.
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Rune Of Iron
Worked into suits of armour, the potent Rune of Iron increases the durability of the wearer.
A model wearing armour inscribed with a Rune of Iron has +1 Wound on its profile.
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Rune Of Iron
Worked into suits of armour, the potent Rune of Iron increases the durability of the wearer.
A model wearing armour inscribed with a Rune of Iron has +1 Wound on its profile.
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Rune Of Fire
Struck whilst the weapon glows white-hot, a Rune of Fire forever binds the heat of the forge.
The wielder of a weapon inscribed with a Rune of Fire gains the Flaming Attacks special rule.
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Rune Of Fire
Struck whilst the weapon glows white-hot, a Rune of Fire forever binds the heat of the forge.
The wielder of a weapon inscribed with a Rune of Fire gains the Flaming Attacks special rule.
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Rune Of Might
A weapon inscribed with Runes of Might can fell a Giant in a flurry of blows.
For each Rune of Might inscribed upon a weapon, its wielder has a +1 modifier to their Strength characteristic.
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Rune Of Might
A weapon inscribed with Runes of Might can fell a Giant in a flurry of blows.
For each Rune of Might inscribed upon a weapon, its wielder has a +1 modifier to their Strength characteristic.
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Rune Of Forging
This rune ensures the war machine is free from imperfections and deadly accurate.
Single use. A war machine inscribed with a Rune of Forging may use it to re-roll a single misfire on the Artillery dice.
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Rune Of Forging
This rune ensures the war machine is free from imperfections and deadly accurate.
Single use. A war machine inscribed with a Rune of Forging may use it to re-roll a single misfire on the Artillery dice.
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Rune Of Striking
A weapon with this rune moves to strike the foe’s most vulnerable area with an uncanny precision.
For each Rune of Striking inscribed upon a weapon, its wielder has a +1 modifier to their Weapon Skill characteristic.
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Rune Of Striking
A weapon with this rune moves to strike the foe’s most vulnerable area with an uncanny precision.
For each Rune of Striking inscribed upon a weapon, its wielder has a +1 modifier to their Weapon Skill characteristic.
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Rune Of Fury
A Rune of Fury is an emblem of the anger all Dwarfs feel towards the enemies of their ancestors.
For each Rune of Fury inscribed upon a weapon, its wielder has a +1 modifier to their Attacks characteristic.
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Rune Of Fury
A Rune of Fury is an emblem of the anger all Dwarfs feel towards the enemies of their ancestors.
For each Rune of Fury inscribed upon a weapon, its wielder has a +1 modifier to their Attacks characteristic.
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Rune Of Parrying
A weapon with this rune moves like quicksilver to block the attacks of the enemy.
Any enemy model that directs its attacks against a model wielding a weapon inscribed with a Rune of Parrying during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Rune Of Parrying
A weapon with this rune moves like quicksilver to block the attacks of the enemy.
Any enemy model that directs its attacks against a model wielding a weapon inscribed with a Rune of Parrying during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Rune Of Passage
This rune causes even the most treacherous of terrain to part and become level underfoot.
The bearer of a Rune of Passage gains the Move through Cover special rule. Any unit joined by the bearer also gains the Move through Cover special rule. Should the bearer leave the unit for any reason, the unit loses this special rule.
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Rune Of Passage
This rune causes even the most treacherous of terrain to part and become level underfoot.
The bearer of a Rune of Passage gains the Move through Cover special rule. Any unit joined by the bearer also gains the Move through Cover special rule. Should the bearer leave the unit for any reason, the unit loses this special rule.
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Rune Of Skewering
During the War of the Beard, the Elves paid dearly for their help in crafting this rune.
Bolt throwers only. A bolt thrower inscribed with this rune has a +1 modifier to its Strength characteristic. In addition, no armour save is permitted against wounds caused by a bolt thrower inscribed with a Rune of Skewering (Ward and Regeneration saves can be attempted as normal).
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Rune Of Skewering
During the War of the Beard, the Elves paid dearly for their help in crafting this rune.
Bolt throwers only. A bolt thrower inscribed with this rune has a +1 modifier to its Strength characteristic. In addition, no armour save is permitted against wounds caused by a bolt thrower inscribed with a Rune of Skewering (Ward and Regeneration saves can be attempted as normal).
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Rune Of Cleaving
This rune was first made for mining tools, to allow them to break through rock with ease.
Hand weapon only. For each Rune of Cleaving inscribed upon a weapon, its Armour Piercing characteristic is improved by 1.
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Rune Of Cleaving
This rune was first made for mining tools, to allow them to break through rock with ease.
Hand weapon only. For each Rune of Cleaving inscribed upon a weapon, its Armour Piercing characteristic is improved by 1.
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Rune Of Stone
A simple but brittle rune, the Rune of Stone is the first rune taught to apprentice runesmiths.
Single use. For each Rune of Stone inscribed upon their armour, a model may re-roll a single failed Armour Save roll.
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Rune Of Stone
A simple but brittle rune, the Rune of Stone is the first rune taught to apprentice runesmiths.
Single use. For each Rune of Stone inscribed upon their armour, a model may re-roll a single failed Armour Save roll.
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Rune Of Preservation
The Rune of Preservation was first struck to counter the decapitating blows of Elven swordmasters.
A model wearing armour inscribed with a Rune of Preservation is immune to both the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound.
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Rune Of Preservation
The Rune of Preservation was first struck to counter the decapitating blows of Elven swordmasters.
A model wearing armour inscribed with a Rune of Preservation is immune to both the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound.
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Rune Of Shielding
In ages past, entire regiments would march to war bearing shields struck with the Runes of Shielding.
A model wearing armour inscribed with a single Rune of Shielding has a 6+ Ward save against any wounds suffered. For each additional Rune of Shielding, this Ward save is improved by 1.
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Rune Of Shielding
In ages past, entire regiments would march to war bearing shields struck with the Runes of Shielding.
A model wearing armour inscribed with a single Rune of Shielding has a 6+ Ward save against any wounds suffered. For each additional Rune of Shielding, this Ward save is improved by 1.
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Rune Of Reloading
War machines inscribed with this rune are almost sentient in their willingness to allow repairs.
A war machine inscribed with a Rune of Reloading can shoot every turn, even if it misfired and malfunctioned during its previous turn.
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Rune Of Reloading
War machines inscribed with this rune are almost sentient in their willingness to allow repairs.
A war machine inscribed with a Rune of Reloading can shoot every turn, even if it misfired and malfunctioned during its previous turn.
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Rune Of Fortitude
Runes of Fortitude turn flesh to iron and turn aside the enemy’s blades with ease.
For each Rune of Fortitude inscribed upon their armour, a model has a +1 modifier to its Toughness characteristic (to a maximum of 10).
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Rune Of Fortitude
Runes of Fortitude turn flesh to iron and turn aside the enemy’s blades with ease.
For each Rune of Fortitude inscribed upon their armour, a model has a +1 modifier to its Toughness characteristic (to a maximum of 10).
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Rune Of Speed
This rune enhances its bearer’s awareness and quickness, catching unwary enemies by surprise.
Hand weapon only. For each Rune of Speed inscribed upon a weapon, its wielder has a +1 modifier to their Initiative characteristic.
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Rune Of Speed
This rune enhances its bearer’s awareness and quickness, catching unwary enemies by surprise.
Hand weapon only. For each Rune of Speed inscribed upon a weapon, its wielder has a +1 modifier to their Initiative characteristic.
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Rune Of The Furnace
Intended to aid Dwarfs working hot forges, this rune has been adapted for use in battle.
The bearer of a Rune of the Furnace has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Rune Of The Furnace
Intended to aid Dwarfs working hot forges, this rune has been adapted for use in battle.
The bearer of a Rune of the Furnace has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Rune Of Spellbreaking
It is said that this powerful rune was first crafted by Grungni and Valaya working as one.
Anvil of Doom and Dwarf Runesmiths only. Single use. The bearer of a Rune of Spellbreaking may use it instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
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Rune Of Spellbreaking
It is said that this powerful rune was first crafted by Grungni and Valaya working as one.
Anvil of Doom and Dwarf Runesmiths only. Single use. The bearer of a Rune of Spellbreaking may use it instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.
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Master Rune Of Grungni
This rune stirs the Winds of Magic until their swirling forces protect those that march beneath it.
Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6" of the model carrying this standard, friendly units have a 6+ Ward save against any wounds suffered during the Shooting phase.
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Master Rune Of Grungni
This rune stirs the Winds of Magic until their swirling forces protect those that march beneath it.
Battle Standard Bearer only. A unit carrying a standard inscribed with the Master Rune of Grungni has a 5+ Ward save against any wounds suffered. In addition, whilst within 6" of the model carrying this standard, friendly units have a 6+ Ward save against any wounds suffered during the Shooting phase.
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Master Rune Of Hesitation
The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge.
An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have.
Note that the unit carrying this rune still counts as having been charged by the enemy unit.
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Master Rune Of Hesitation
The presence of this rune causes the enemy to hesitate before the Dwarfen throng and falter in their charge.
An enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Hesitation does not count as having charged for the purposes of choosing which weapon to use or using any special rules it may have.
Note that the unit carrying this rune still counts as having been charged by the enemy unit.
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Master Rune Of Stromni Redbeard
This rune was first carved onto the Battle Standard of Durgin, son of Grindo, son of Grimnir.
When calculating its combat result, any friendly unit within the Command range of the model carrying the standard inscribed with the Master Rune of Stromni Redbeard may claim an additional bonus of +1 combat result point.
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Master Rune Of Stromni Redbeard
This rune was first carved onto the Battle Standard of Durgin, son of Grindo, son of Grimnir.
When calculating its combat result, any friendly unit within the Command range of the model carrying the standard inscribed with the Master Rune of Stromni Redbeard may claim an additional bonus of +1 combat result point.
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Rune Of Battle
In ages past, even lesser strongholds and fortified mines had a standard bearing this humble rune.
When calculating its combat result, a unit carrying a standard inscribed with a Rune of Battle may claim an additional bonus of +1 combat result point.
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Rune Of Battle
In ages past, even lesser strongholds and fortified mines had a standard bearing this humble rune.
When calculating its combat result, a unit carrying a standard inscribed with a Rune of Battle may claim an additional bonus of +1 combat result point.
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Rune Of Confusion
Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes.
Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
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Rune Of Confusion
Under the shadow of this rune, the enthusiasm of charging enemies quickly wanes.
Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
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Rune Of Courage
This inspirational rune further bolsters the already considerable courage of all Dwarfs near it.
A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make.
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Rune Of Courage
This inspirational rune further bolsters the already considerable courage of all Dwarfs near it.
A unit carrying a standard inscribed with the Rune of Courage automatically passes any Fear or Terror tests it is required to make.
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Rune Of Fear
Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants.
A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule.
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Rune Of Fear
Those that carry this banner to battle seem to tower over the enemy, looming like mythical giants.
A unit carrying a standard inscribed with the Rune of Fear gains the Fear special rule.
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Strollaz’ Rune
Tireless by nature, Dwarfs that march beneath Strollaz’ Rune become relentless in their advance.
A unit carrying a standard inscribed with Strollaz’ Rune gains the Vanguard special rule.
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Strollaz’ Rune
Tireless by nature, Dwarfs that march beneath Strollaz’ Rune become relentless in their advance.
A unit carrying a standard inscribed with Strollaz’ Rune gains the Vanguard special rule.
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