These runes can be inscribed on standards and can offer the entire unit protection or special abilities. If a model is permitted to take a runic standard, he may choose banner runes from the following list.
Groth One-Eye, famous for never backing down in an argument, first struck this rune in the time of Kurgan lronbeard, when the greenskins were driven from the Badlands and the Dwarfs prospered.
A standard bearing the Master Rune of Groth One-Eye confers the Stubborn special rule to the bearer's unit and all friendly Dwarf units within 12" of the bearer.
This rune draws in the power of the winds of magic and binds them into the armour of the Dwarfs in its vicinity, using their swirling arcane force to shield nearby Dwarfs against enemy missile fire.
A standard bearing the Master Rune of Grungni confers a Ward Save (5+) against Wounds caused by missile attacks to any friendly units within 12" of the bearer.
Stromni Redbeard made this rune in the days of Bael, Lord of Karak Azul. It was carved onto the battle standard of Durgin, son of Grindo, son of Grimnir.
A standard bearing the Master Rune of Stromni Redbeard confers a further +1 bonus to the bearer's unit's combat result score, and the combat result score of all other friendly Dwarf units within 12" of the bearer.
Slayer unit only. Any friendly Slayer unit within 12" of the standard gains a Ward save (5+) against all missile attacks.
This rune reminds every Dwarf that, though their numbers are diminished, each one of them carries the legacy of his ancestors, and thus is never alone.
A standard bearing the Rune of Stoicism confers the Stubborn special rule to the bearer's unit.
It is no easy task to carry a hold's banner into battle, for every enemy warrior dreams of the glory of capturing it. This rune defends the bearer of the standard.
Army Standard Bearer only. The bearer of a standard with the Rune of Guarding has a Ward Save (5+). Multiples of this rune have no further elect.
This rune is said to have been invented by the Runesmith Okri Two-Hoards, who earned his name because he had a hoard of treasure in two different strongholds. Naturally Okri needed a weapon to defend these and set about inventing a new rune. He came up with Dwor-Rhun, which has the power to deter opponents before they get near enough to strike. The clan that takes a banner with this rune to battle give the illusion that they tower over the enemy. Dwarfs are a strong enough opponent in their own right but a unit of giant Dwarfs is enough to scare even the strongest enemy.
A standard bearing the Master Rune of Fear confers the Fear special rule to the bearer's unit.
This ancient rune was invented at the dawn of time by Valaya herself, the Ancestor Goddess of the Dwarfs and founder of Karaz-a-Karak.
A standard bearing the Master Rune of Valaya confers a +1 bonus upon all attempts to dispel magic by the owning player. Additionally, all Remains in Play spells are immediately dispelled on a D6 roll of 3+ at the start of each friendly Magic phase (roll separately for each Remains in Play spell).
During the Golden Age, even the lesser strongholds and fortified mines had a banner with the Rune of Battle struck upon it. Many of these banners are now lost, but those that still remain in Dwarf bands are held aloft with pride.
A standard bearing a Rune of Battle confers a further +1 bonus to the bearer's unit's combat result score.
A standard bearing two Runes of Battle confers a further +2 bonus to the bearer's unit's combat result score.
A standard bearing three Runes of Battle confers a further +2 bonus to the bearer's unit's combat result score, and additionally confers the Fight in Extra Ranks (1) special rule to the bearer's unit.
This rune portrays the flayed pelt of a savage beast. In the remote past, young Dwarfs were required to prove their worth by going out into the wilds and returning with the pelt of a wild creature. The skin was then made into a personal banner to demonstrate the Dwarf's courage to his Clan. Over the ages Runesmiths have enshrined this tradition in the form of the Rune of Courage. A banner with this rune resonates with the power of duty and loyalty, further bolstering the resolve of the Dwarfs who bear it.
A standard bearing the Rune of Courage confers the Immunity (Psychology) special rule to the bearer's unit. Multiples of this rune have no further elect.
It is said that any who have undergone the pilgrimage to the shrine of Grimnir at Karak Kadrin will forever be blessed with good fortune. This rune glows bright red at the centre of the shrine and has been forged onto banners to bless them with good fortune too.
A standard bearing the Rune of Kadrin allow all models in the unit to re-roll all To Hit rolls of 1 with close combat and missile attacks. Multiples of this rune have no further elect.
This rune creates a physical barrier by drawing upon the intractable nature of the Dwarfs surrounding it.
Any foes charging a unit including a standard bearing a Rune of Slowness subtract D3" from their charge distance (roll after their charge distance has been determined). If the enemy fails to make contact, all the rules for failed charges apply.
A second Rune of Slowness means a foe rolls 2D3 and must choose the highest dice when subtracting from his charge distance.
A third Rune of Slowness maintains the previous effects and, should a foe contact the bearing unit, they have the Always Strikes Last special rule in the first round of combat.
Even in the most hopeless struggle, it is not within the heart of a Dwarf to concede defeat. The Rune of Determination magnifies that spirit when it is most severely tested.
One use only. The unit may take a Break test on a single D6 rather than 2D6. Multiples of this rune have no further elect.
In adversity, Dwarfs look to the runes of the Ancestors and remember the duty that is now their own to bear.
One use only. If the unit carrying a banner with this rune has to take a Break test, the rune is expended. The unit tests as if it were Stubborn. Multiples of this rune have no further elect.
This rune magnifies the natural anti-magic aura that already resides inside each Dwarf and creates an area of anti-magic, using the defiance of the Dwarfs to deflect mystical attacks.
A standard bearing a Rune of Sanctuary confers the Magic Resistance (1) special rule to the bearer's unit.
A standard bearing two Runes of Sanctuary confers the Magic Resistance (2) special rule to the bearer's unit.
A standard bearing three Runes of Sanctuary confers the Magic Resistance (3) special rule to the bearer's unit.
This rune boosts the already tireless nature of the Dwarfs, allowing troops bearing it to march for days and nights on end. Many times Dwarfs have used this relentless ability to force march into position far more quickly than any foe deemed possible. So powerful is the magic that the trick is often stopping them marching.
A standard bearing Strollaz' Rune confers the Vanguard (6") deployment special rule to the bearer's unit.