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Weapon Rune

Rune of Destruction

Attacks made with a weapon engraved with this Rune gain Multiple Wounds (D3).

Rune of Penetration

Attacks made with a weapon engraved with one or more Rune of Penetrating gain +3 Armour Penetration.

Rune of Smashing

Attacks made with a weapon engraved with this Rune that are allocated towards a model with Resilience 5 or more have their Strength set to 10 and their Armour Penetration set to 10.

Rune of Might

For each Rune of Might engraved on a weapon, attacks made with it gain +1 Strength and +1 Armour Penetration.

Rune of Precision

The wielder of a weapon engraved with this Rune gains Lightning Reflexes.

Rune of Craftsmanship

A weapon engraved with this Rune follows the rules for Great Weapons (this does not prevent the weapon from being engraved with additional Runes).

Rune of Quickening

For each Rune of Quickening engraved on a weapon, the wielder gains +3 Agility when using it.

Rune of Fury

For each Rune of Fury engraved on a weapon, the wielder gains +1 Attack Value when using it.

Rune of Lightning

If the wielder scores at least one successful hit with a weapon engraved with one or more Runes of Lightning (consider each set of simultaneous attacks separately), each enemy unit that was hit additionally suffers D3 hits for each instance of this Rune. The hits are considered Special Attacks and are resolved with Strength 4, Armour Penetration 1, and Magical Attacks.

Rune of Returning

A weapon engraved with this Rune can be used as a Shooting Weapon with Aim 2+ and the following profile:
Range 8", Shots 1, Str as user, AP as user, Quick to Fire, Accurate, Reload!.
Shooting Attacks with this weapon are affected by all Runic Weapon Enchantments on the engraved weapon (even if the effects are normally restricted to Close Combat Attacks).

Rune of Fire

At the start of any Phase or Round of Combat, this Rune may be activated. If so, attacks made with a weapon engraved with this Rune become Flaming Attacks until the end of the Phase.

Armour Rune

Rune of Resistance

Successful to-wound rolls against the model of the wearer of an armour engraved with this Rune must be rerolled.

Rune of Retribution

Whenever the wearer of an armour engraved with one or more Runes of Retribution rolls a successful Shield Wall Aegis Save (including Shield Wall stacked with Rune of Shielding), the wearer immediately inflicts a hit with the Strength and Armour Penetration
of the saved attack against the model that caused the wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a Special Attack.

Rune of Steel

The wearer of an armour engraved with this Rune must reroll failed Armour Saves.

Rune of Iron

The wearer of an armour engraved with
● A single Rune of Iron gains +1 Armour.
● Two or more Runes of Iron gains +2 Armour.

Rune of the Forge

The wearer of an armour engraved with this Rune gains Aegis (2+, against Flaming Attacks).

Runic Artefacts

Rune of Denial

Dominant.
0-1 per Army.
One use only. The player may choose to use this Rune instead of making a Dispel Attempt. The spell is automatically dispelled.

Rune of Harnessing

Runic Smiths only.
Enemy models within 24" of the Runic Smith have their Channel value (the value within brackets) reduced by 1, to a minimum of 0.

Rune of Devouring

Runic Smiths only.
One use only. The player may choose to use this Rune instead of performing a Dispelling Attempt. The spell is cast as normal but the Caster may not cast it again for the rest of the game. Spells dispelled by the Rune of Revocation and Attribute Spells are not affected.

Rune of Courage

One use only. May be activated at the start of any Round of Combat. For the duration of the Phase, the bearer gains Stubborn.

Rune of Dragon's Breath

The bearer gains Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
A single friendly Rune of Dragon’s Breath may be used per Round of Combat.

Rune of Grounding

Runic Smiths only.
0-1 per Army.
One use only. May be activated at the start of any Melee Phase. All spells with Duration: One Turn that affect any of the following units come to an end:
● The bearer’s unit
● Enemy units in base contact with the bearer

Rune of Readiness

One use only. May be activated at the end of the Charge Phase, directly 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 Storms

0-2 per Army.
One use only. Effects last one Player Turn. May be activated at the start of the opponent’s Player Turn.
Choose a single enemy unit within 24” of the bearer.
The Advance Rate and March Rate of all models with Fly in that unit (both for Ground and Fly Movement) are halved, rounding fractions up.

Rune of Shielding

The bearer gains Aegis (+1, max 4+). The Aegis from this Rune only stacks with itself and/or Shield Wall.

Rune of Mastery

One use only. May be activated just before casting a Bound Spell. The bearer adds (+2/+2) to the Power Level of this Bound Spell for this casting attempt.

Rune of Mining

After Determining Deployment Zones (at the end of step 6 of the The Pre-Game Sequence), choose a Terrain Feature on the Battlefield. As long a the bearer is on the Battlefield, all friendly models may treat this as Open Terrain when making Advance Moves or March Moves, but must still follow the Unit Spacing rule at the end of their movement.

Rune of Kinship

Cannot be taken by model on War Throne
The bearer gains Scout and Ambush.