The runic armour of the Dwarfs is rightfully famed throughout the world. If a model is permitted to take runic armour, he may choose armour runes from the following list and apply them to his armour.
First forged on a shield as a gift for the flamboyant Dwarf Prince Gudii Twoboots, the shield was subsequently stolen by a lone bandit who stalked the Undgrim preying on small parties of travellers. This rune makes its wearer harder than granite and more impervious to damage than steel.
A model wearing armour engraved with the Master Rune of Adamant has Toughness 10. This rune cannot be combined with any other armour runes.
Once this rune has been forged, it binds metals together making them more resilient. Armour with this rune never rusts through weathering or age.
Enemies must re-roll successful To Wound roll against a model wearing armour engraved with the Master Rune of Steel.
First used on the armour of the Thane of Karak Azgal by Gorgi Strongbeard, this rune is thought to have been lost amongst the ruined stronghold. Fortunately the Runesmith survived to replicate it.
This rune allows the character to re-roll any failed armour saving throws. Multiples of this rune have no further effect.
The favoured metal of any Runesmith is gromril, and in its purest form, it holds runes better than any substance in the world. A small amount of pure gromril is the most important element used when inscribing this rune. If the sample is even slightly flawed, the rune will not work.
Armour engraved with the Master Rune of Gromril grants its wearer a 1+ armour save that cannot be improved upon in any way.
It is rumoured amongst those Dwarfs who have worn this armour that it becomes sentient. Whilst no Runesmith has ever confirmed this rumour, they make no attempts to deny it either.
Armour engraved with a Rune of Fortitude grants its wearer +1 Toughness.
Armour engraved with two Runes of Fortitude grants its wearer +1 Toughness and a Ward save (5+).
Armour engraved with three Runes of Fortitude grants its wearer +1 Toughness, a Ward save (5+) and the Immunity (Multiple Wounds) special rule.
When iron is saturated with magic it is known as lodestone. This rune focuses the magnetic properties of lodestone to create magical armour. Runesmiths have learned to incorporate this potent rune of protection in multiples, increasing its powers like folded steel.
Armour engraved with a Rune of Iron grants its wearer +1 Wound.
Armour engraved with two Runes of Iron grants its wearer +1 Wound and +1 Toughness.
Armour engraved with three Runes of Iron grants its wearer +1 Wound, +1 Toughness and the Regeneration (5+) special rule.
This rune was first struck during the War of Vengeance as a protection against the superior missile fire of the High Elves. During this time, entire regiments of Dwarfs would march to battle bearing shields struck with it.
Armour engraved with a Rune of Shielding grants its wearer a Ward save (2+) against Wounds missile attacks. Multiples of this rune have no further effect.
First designed to enhance drilling apparatus, when struck onto armour, this rune adds thunderous momentum to a Dwarf's charge.
Armour engraved with a Rune of Impact grants its wearer the Impact Hits (1) and Strength Bonus (1) special rules. Multiples of this rune have no further effect.
When Prince Valkan Firehand was decapitated by a Wight Blade at the Battle of Hunger Wood, many Runesmiths and armourers were alarmed at an apparent weakness in Dwarf armour. Their answer was to use rune magic to add extra protection to those parts of the armour that could not be made any thicker.
Armour engraved with a Rune of Preservation grants the wearer the Immunity (Killing Blow/Heroic Killing Blow) special rule. Multiples of this rune have no further effect.
Dwarf tradition tells that their race was created from the Father of Mountains – the first rock of the world. So, the Rune of Stone is the first magic rune taught to apprentice Runesmiths.
Armour engraved with a Rune of Stone adds +1 to its wearer's armour save. Multiples of this rune have no further effect.