Source: Warhammer: The Old World Online Rules Index

Weapon Runes
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Weapon runes can be inscribed upon a hand weapon or great weapon (whatever form it takes). A model cannot have more than three Weapon runes, no matter how many weapons it carries. A weapon with one or more runes inscribed upon it is a magic weapon (as described in the Warhammer: the Old World rulebook) and automatically gains the Magical Attacks special rule.

Master Rune of Smiting(Magic Weapon)75 points

The secret of this rune was preserved in the Rundrokikron, an ancient tome kept in the treasure troves of Karak Kadrin.

Master Rune of Skalf Blackhammer(Magic Weapon)65 points

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.

Master Rune of Alaric The Mad(Magic Weapon)45 points

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).

Master Rune of Dragon Slaying(Magic Weapon)35 points

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.

Rune of Parrying(Magic Weapon)35 points

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.

Master Rune of Breaking(Magic Weapon)25 points

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.

Master Rune of Flight(Magic Weapon)25 points

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):

RangeStrengthArmour PiercingSpecial Rules
12"S--

Master Rune of Swiftness(Magic Weapon)25 points

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.

Rune of Banishment(Magic Weapon)25 points

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.

Rune of Fury*(Magic Weapon)25 points

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.

*Rule of Duplication

Grudge Rune*(Magic Weapon)20 points

Grudge Runes seek out the enemies of the Dwarfs with unerring accuracy.

Rune of Might*(Magic Weapon)20 points

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.

*Rule of Duplication

Rune of Cleaving*(Magic Weapon)15 points

This rune was first made for mining tools, to allow them to break through rock with ease.

Rune of Striking*(Magic Weapon)15 points

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.

*Rule of Duplication

Rune of Fire(Magic Weapon)10 points

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.

Rune of Speed*(Magic Weapon)5 points

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.

*Rule of Duplication

Previous - Single Use Runes

Next - Armour Runes