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Lore of

RUNES
Bound Magic, Lightning and Thunder
RUNIC FOCUS (Lore Attribute)
Binding the winds of magic to runes and striking them upon great anvils of power takes years of hard training and experience where even the
smallest slip in focus can be catastrophic. Runelords learn how to strike the runes in such a way as to focus their power and create a resonance
and harmony that strengthens further strikes as they build layer upon layer of power. The Runelord starts the game with D3 Runic Focus
Tokens. Each successful striking of a rune from the Lore of Runes that isnt struck with Ancient Power generates one Runic Focus Token. These
tokens remain with the Anvil until they are used up by the Runelord attempting to strike runes with Ancient Power. There can never be more
than 4 Runic Focus Tokens stored with the Anvil at any time, further successful strikes do not generate further Runic Focus Token. For each Runic
Focus Token the Anvil has stored, it reduces the power level of any dispel attempt against the cast by 1. If any rune strike results in Irresistible
Force, after the spells effects are worked out, all stored Runic Focus Tokens are lost, and the Runelord takes a Strength 6 hit for every Runic Focus
Token lost in this way.

THE RUNE OF WRATH AND RUIN 4. THE RUNE OF ROARING GRUDGES


(SIGNATURE RUNE) As the Runelord strikes this rune, he intones all the vile deeds committed
The Rune of Wrath and Ruin causes the earth to crack, venting forth fire by the enemy and pours his scorn upon them.
and sulphur.
Innate bound spell (power level 7). The Rune of Roaring Grudges is a
Innate bound spell (power level 5). The Rune of Wrath and Ruin is a hex spell with a range of 24. The target unit must make a Ld check, if
direct damage spell with a range of 24 that causes 2D6 Strength 4 passed it suffers a -1 penalty to hit with both shooting and close combat
hits, distributed as per shooting. The caster may choose to strike with attacks until the start of the next friendly Magic phase. If they fail
Ancient Power causing any unit hit to treat all terrain as Dangerous the test the unit is reduced to WS and BS 1 until the start of the next
(even open ground) and be unable to march or fly during their next friendly Magic phase. Units that dont roll to hit (like cannons) can only
movement phase instead which increases the power level to 13 and costs fire on a 4+ (roll each time they try to fire) until the start of the next
one Runic Focus Token. friendly Magic phase. The caster may choose to strike with Ancient
Power increasing its range to 48. This increases the power level to 10
1. THE RUNE OF OATH AND STEEL and costs one Runic Focus Token.
The blessing of Grungni hardens Dwarf mail as each suit of armour
remembers the hammer blows that forged it. 5. THE RUNE OF CALMING
The blessings of Valaya spread out around the battlefield, syphoning away
Innate bound spell (power level 4). The Rune of Oath and Steel is an rampant magical energies.
augment spell that targets a single friendly Dwarf unit anywhere on
the battlefield. The target unit increases their armour save by 1 (to a Innate bound spell (power level 8). The Rune of Calming is a hex spell
maximum of 1+) until the start of the next friendly Magic phase. The that targets a single non-friendly caster anywhere on the battlefield.
caster may choose to strike with Ancient Power causing the Rune of During the opponents next magic phase, remove a single dice from
Oath and Steel to target D3+1 friendly Dwarf units. This increases the the opponents power dice pool if the target caster remains on the
power level to 10 and costs one Runic Focus Token. battlefield. The caster may choose to strike with Ancient Power causing
the Dwarf player to also get a bonus to dispel during the opponents
2. THE RUNE OF HAMMER AND IRON next magic phase depending on the number of Runic Focus Tokens used:
The vengeance of the ancestors flows through the veins of the Dwarfs and 1 Runic Focus Token adds +2 to dispel attempts and 2 Runic Focus Tokens
they roar their contempt at the enemy as they plow into them. add +4. The Dwarf player can never get a bonus of more than +6 to
dispel (this includes their racial bonus to dispel and the Master Rune of
Innate bound spell (power level 5). The Rune of Hammer and Iron is Valaya). This increases the power level to 16.
an augment spell that targets a single friendly Dwarf unit anywhere on
the battlefield. The target unit increases their Toughness by 1 until the 6. THE RUNE OF HEAVENS WRATH
start of the next friendly Magic phase. The caster may choose to strike The Runelord strikes the Rune of Heavens Wrath only when his anvils
with Ancient Power causing the Rune of Hammer and Iron to also resonance is perfect and his focus absolute. Death streaks from the skies
cause the target unit to count as having charged during that round of and burns the foe with cleansing lightning.
combat and they have the Hatred special rule for that round of combat
only. This increases the power level to 14 and costs one Runic Focus Innate bound spell (power level 12). The Rune of Heavens Wrath is a
Token. direct damage spell. Choose one each enemy unit within 24, place the
small template on the unit and scatter it D6. Models touched by the
3. THE RUNE OF HEARTH AND HOME template suffer a S4 hit. The model under the hole suffers a S7 hit with
The Rune of Hearth and Home stirs a Dwarfs pride in his hold, clan Multiple Wounds (D3).
and ancestors.
The Runelord may choose to strike with Ancient Power raising the power
Innate bound spell (power level 6). The Rune of Hearth and Home is level of the spell to 16. This increases the range of the spell to 30. Before
an augment spell that targets a single friendly Dwarf unit within 24. casting, choose from 1 to 4 Runic Focus Tokens to use. Once the inital
The target unit may immediately make a normal move, which may be damage is resolved, remove a Runic Focus Token used to cast the spell and
a march but they not charge. They are now also able to parry with a roll a scatter and an artillery dice. Move template the number of inches
great weapon OR re-roll any failed parry saves if they have a shield indicated. If its a misfire or if the template hits an ally unit, nothing
until the start of the next friendly magic phase. The caster may choose happens and the token is wasted. If a hit is rolled, the runelord choose the
to strike with Ancient Power causing the target units to also have the direction it moves. Every model hit by the template new position suffer
Fight in extra ranks special rule until the start of the next friendly S3, model under the central hole suffer a S6 hit. Return the template to its
Magic phase. This increases the power level to 10 and costs one Runic initial position and repeat until every Runic Focus Token has been used.
Focus Token.

37.5

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