Rune of Might
+1~Str, +1~AP.
+1~Str, +1~AP.
During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.
+3~Agi.
+3~AP.
Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}.
A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.
+1 to hit.
+1~Att.
Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire}
\vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).
Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.
The weapon follows the rules for Great Weapon instead of its original Weapon Rules.
This does not prevent it from being engraved with additional .
Multiple Wounds (D3).
In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.
One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end:
smallitemizeitem
The bearer’s unit.
Enemy units in contact with the bearer’s unit.
smallitemizeitem
Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).
One use only. The player can choose to use this Rune 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.
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 Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.
One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.
One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.
Aegis (+1, max.~4+), which can only stack with itself and .
One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.
One use only. Can 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).
Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).
The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.
Charge Range rolls against the bearer’s unit suffers from Minimised.
All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.
One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.
The bearer’s unit gains Van\-guard~Mob)}.
1.
Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.
+1~Arm.
Aegis (3+, against Flaming Attacks).
Resistance.
When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .
Must reroll failed Armour Save rolls.