A model with this runic tattoo has the Flaming Attacks special rule.
During the Combat phase of any turn in which a model with this runic tattoo charged, every attack it makes that causes an unsaved wound allows it to immediately make on additional attack. Note that any additional attacks that cause unsaved wounds and any unsaved wounds caused by the Impact hits (X) special rule do not benefit from this special rule.
A model with this runic tattoo has a +1 modifier to its Toughness characteristic.
A model with this runic tattoo has a +1 modifier to it's Attacks characteristic.
A model with this runic tattoo must always issue and accept challenges (if possible). During a challenge, this model may re-roll any failed rolls To Hit.
Daemon Slayers and Dragon Slayers only. Once a model with this runic tattoo is reduced to their last Wound, they gain a 3+ Ward save against any further wounds suffered. However, at the end of battle, a model with this runic tattoo that has been slain is worth no Victory Points. If it is still alive, the enemy player wins a bonus number of Victory Points equal to 100% of its points cost.
A model with this runic tattoo gains the hatred (all enemies).
A model with this runic tattoo gains the Frenzy special rule and, during the Combat phase has a +1 modifier to their rolls To Hit. However, enemy models that target this model during the Combat phase also have a +1 modifier to their roll To Hit.
A model with this runic tattoo has a +1 modifier to its Weapon Skill characteristic.
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.
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).
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.
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 Toughness.
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). 12" S AP- [Magical Attacks], [Move & Shoot], [Quick Shot]
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.
A weapon inscribed with the Master Rune of Smiting gains the [Multiple Wounds (D6)] special rule.
The wielder of weapon inscribed with the Master Rune of Swiftness gains the [Strike First] special rule.
Enemy models with the [Warp-spawned] special rule cannot make any Ward saves against hit caused by a weapon inscribed with a Rune of Banishment.
Hand weapon only. For each Rune of Cleaving inscribed upon a weapon, its Armour Piercing characteristic is improved by 1.
The wielder of a weapon inscribed with a Rune of Fire gains the [Flaming Attacks] special rule.
For each Rune of Fury inscribed upon a weapon, its wielder has a +1 modifier to their Attacks characteristic.
For each Rune of Might inscribed upon a weapon, its wielder has a +1 modifier to their Strength characteristic.
Any enemy model that direct its attacks against a model wielding a weapon inscribed with a Rune of Parrying during the Combat phase suffers a -1 modifiers to its rolls to Hit.
Hand weapon only. For each Rune of Speed inscribed upon a weapon, its wielder has a +1 modifier to their Initiative Skill characteristic.
For each Rune of Striking inscribed upon a weapon, its wielder has a +1 modifier to their Weapon Skill characteristic.
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.
A model wearing armour inscribed with the Master Rune of Gromril has an armour value of 2+, which cannot be improved in any way.
For each Rune of Fortitude inscribed upon their amour, a model has +1 modifier to its Toughness characteristic (to a maximum of 10).
A model wearing armour inscribed with a Rune of Iron hat +1 Wound on its profile.
A model wearing armour inscribed with a Rune of Preservation is immune to both the [Killing Blow] and [Multiple Wound] special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound.
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.
Single use. For each Rune of Stone inscribed upon their armour, a model may re-roll a single failed Armour Save roll.
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
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.
When calculating its combat result, a unit carrying a standard inscribed with the Rune of Battle may claim an additional bonus of +1 combat result point
Any enemy unit that charges the front arc of a unit carrying a standard inscribed with the Rune of Confusion makes a disordered charge.
A unit carrying a standard inscribed with the Rune of Courage automatically passes any [Fear] or [Terror] tests it is required to make.
A unit carrying a standard inscribed with the Rune of Fear gains the [Fear] special rule.
A unit carrying a standard inscribed with the Rune of Strollaz’ gains the Vanguard special rule.
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 results.
The bearer of the Master Rune of Calm can cast the following Bound spell, with a Power Level of 2. Hex, 8+/11+, Self : If the Bound spell is cast with a casting result of 8 or more, enemy Wizard 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 value of 11 or more, enemy Wizard 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.
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
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 re-roll a single failed Armour Save roll.
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.
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.
Single use. Each Rune of Warding gives its bearer a 2+ Ward save against a single wound.
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.
A weapon inscribed with this rune gains the Magical Attacks special rule.
If the roll To Hit is successful, a weapon inscribed with this rune causes 2D3 hits to the target enemy unit, rather than the usual one hit.
A weapon inscribed with this rune has a +1 modifier to its Strength characteristic. In addition, a weapon inscribed with this rune shoots like a bolt thrower, using the "Through & Through" special rule (see page 223 of the Warhammer: the Old World rulebook).
When making a roll To Wound against an enemy whose troop type is 'behemoth' with a weapon inscribed with this rune, a roll of 3+ is always a success regardless of the target's Toughness. In addition, a weapon inscribed with this rune gains the Multiple Wounds (D3) special rule.
A weapon inscribed with this rune does not suffer any negative To Hit modifiers.
A unit hit with an attack made by a weapon inscribed with this rune gains the Stupidity special rule until your next Start of Turn sub-phase.
A weapon inscribed with this rune gains the Flaming Attacks special rule.
A weapon inscribed with this rune gains the Multiple Shots (2) and Quick Shot special rules.
A war machine inscribed with the Master Rune of Disguise is always considered to be behind full cover.
A war machine inscribed with a Rune of Burning gains the [Flaming Attacks] special rule.
Single use. A war machine inscribed with a Rune of Forging may use it to re-roll a single misfire on the Artillery dice.
A war machine inscribed with a Rune of Reloading can shoot every turn, even if it misfired and malfunctioned during its previous turn.
When calculating its combat result, a war machine inscribed with a Stalwart Rune may claim a bonus of +1 combat result point.