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  Warhammer Fantasy Roleplay 
  ©2016 Jackdays 
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  WFRP2 Rune Expansion 
  Version 1.5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Warhammer Fantasy Roleplay 
  ©2016 Jackdays 
   2 
  WFRP2 Rune Expansion 
  Version 1.5 
   
   
   
   
   
   
  WFRP2 Rune Expansion 
  by Jackdays 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This document is completely unofficial and in no way endorsed by Games Workshop Limited. 
   
  Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos logo, Citadel, 
  Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean 
  One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, 
  Nurgle, the Nurgle logo, Skaven, the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch 
  logo, Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race 
  insignia, characters, vehicles, locations, units, artefacts, illustrations and images from the Warhammer world are either ®, TM and/or 
  © Copyright Games Workshop Ltd 2000-2016, variably registered in the UK and other countries around the world. Used without 
  permission. No challenge to their status intended. All Rights Reserved to their respective owners. 
   
  
   
   
   
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  Special Thanks & Credits: 
  Special thanks must go to some sources that should be credited here. I’m relying greatly on these resources: Black Fire Pass Set: Book 
  of Grudges (WFRP3 sourcebook), Realms of Sorcery (WFRP2 sourcebook), Realms of Sorcery (WFRP1 sourcebook), Dwarfs: Stone 
  and Steel (WFRP1 sourcebook) and then various versions of Warhammer Fantasy Battle: Dwarfs (WFB sourcebook). Some information 
  comes from various Black Library novels and probably from some other sources, not mentioned here.  
   
  Also, very special thanks for creating good looking cards belong to Strange Eons software and Liber Fanatica WFRP3 cards. Art work 
  by Undermound, plugin code by Sunatet and dice symbols & functions come from Hurlanc’s work. This document is completely 
  unofficial, non-commercial and in no way endorsed by people mentioned. 
   
   
  Table of Contents 
  Special Thanks & Credits: ..........................................................................................................................................................3 
  Table of Contents ......................................................................................................................................................................3 
  CHAPTER I: RUNE EXPANSION .................................................................................................................................... 5 
  THE RULES OF RUNIC MAGIC (EXPANDED) ............................................................................................................................... 5 
  RUNE TYPES (EXPANDED) ..................................................................................................................................................... 6 
  LOST RUNES ....................................................................................................................................................................... 6 
  Stone and Iron ...........................................................................................................................................................................6 
  ANCESTOR RUNES ............................................................................................................................................................... 7 
  HIDDEN RUNES ................................................................................................................................................................... 7 
  RUNE ITEMS IN THE GAME .................................................................................................................................................... 7 
  Optional Rule: Weight of the Rune Weapons ...........................................................................................................................7 
  TYPE OF ENEMY .................................................................................................................................................................. 8 
  MASTER RUNES .................................................................................................................................................................. 9 
  Master Rune of Dragonbane [NEW] .......................................................................................................................... 9 
  Master Rune of Elementalism [NEW] ......................................................................................................................... 9 
  Master Rune of Mechanical Hand [NEW] ................................................................................................................ 10 
  Rules About Prosthetics ..........................................................................................................................................................10 
  Master Rune of Slaying [NEW] ................................................................................................................................. 11 
  Master Rune of Unbinding [NEW] ............................................................................................................................ 11 
  Master Rune of Waking [NEW] ................................................................................................................................ 12 
  Master Rune of Warding [NEW] .............................................................................................................................. 12 
  RUNES ............................................................................................................................................................................ 13 
  Rune of Bane [NEW] ................................................................................................................................................. 13 
  Rune of Bravery [NEW] ............................................................................................................................................ 13 
  Rune of Courage ....................................................................................................................................................... 14 
  Rune of Chaos-Warding [NEW] ................................................................................................................................ 14 
  Rune of Dragon Protection [NEW] ........................................................................................................................... 15 
  Rune of Elementalism [NEW] ................................................................................................................................... 15 
  Rune of Fire [REVISED] ............................................................................................................................................. 16 
  Rune of Fire-Protection [partly NEW] ....................................................................................................................... 16 
  Rune of Stamina [NEW]............................................................................................................................................ 17 
  Rune of Unbinding [NEW] ........................................................................................................................................ 17 
  CHAPTER II: ANVILS OF DOOM ..................................................................................................................................18 
  ANVIL OF DOOM BONUSES ................................................................................................................................................. 19 
  Forge Runes .............................................................................................................................................................. 19 
  Unbreakable ............................................................................................................................................................. 19 
  
   
   
   
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  Ancestral Shield ........................................................................................................................................................ 19 
  Strike the Runes........................................................................................................................................................ 19 
  Failed Rune Table (WFRP2) .....................................................................................................................................................21 
  CHAPTER III: HOLY RUNE ITEMS (OPTIONAL RULE) ....................................................................................................22 
  Blessed by Grungni ................................................................................................................................................... 22 
  Blessed by Grimnir.................................................................................................................................................... 22 
  Blessed by Valaya ..................................................................................................................................................... 22 
  Blessed by Any Ancestor God ................................................................................................................................... 23 
  CHAPTER IV: MIGHTY RUNE ARTEFACTS (OPTIONAL RULE) .......................................................................................24 
  Rune Failure Table ..................................................................................................................................................................25 
  CHAPTER V: BESTIARY ...............................................................................................................................................26 
  Rune Guardian ......................................................................................................................................................... 26 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter I: Rune Expansion 
   
  This document was created to expand the rune rules in all WFRP editions. Some runes are not found in all the editions 
  and are that why presented here – rest are just new ones. All the rules and careers for the Rune Magic can be found 
  from the following sources: 
   
  WFRP3: Black Fire Pass Set: Book of Grudges 
   
  WFRP2: Realms of Sorcery 
   
  WFRP1: Realms of Sorcery, Dwarfs:Stone and Steel 
   
  Warhammer Fantasy Battle: Various editions of WFB: Dwarfs have rules about Runes, Rune Items, 
  Runesmiths and Rune Magic. 
  The Rules of Runic Magic (Expanded) 
  Note: Text mostly taken from the Realms of Sorcery (WFRP1 sourcebook), but some parts (like the eight rule: Rule of 
  Time) is from the Realms of Sorcery (WFRP2 sourcebook). Also, here are rules from the Dwarfs (Warhammer Fantasy 
  Battle sourcebook). 
   
  Runic magic items are all subject to the following eight rules (except in a few special cases which are discussed in the 
  relevant runes, or rune types, description): 
  I. 
  Rule of Three 
  No item can have more than three runes inscribed upon it at the time of forging. It is virtually impossible to craft 
  items that can bear the strain of carrying so much power. 
  II. 
  Rule of Form 
  Weapon runes can only be inscribed on weapon, armour runes on armour…etc. There are a small number of 
  exceptions to this rule (noted with runes on this document); if a rune can be engraved onto different materials, 
  this is noted in its description also. 
  III. 
  Rule of Pride 
  Runesmiths take pride in their craft. They don’t like to repeat themselves, and they are always looking to create 
  greater and greater masterworks. Each rune item is unique and a runesmith would not mass-produce or repeat 
  his work (not that there are some exceptions to this rule under unusual circumstances). Optional Rule (GM 
  decision): No more than one item in a 100-yard radius may carry the same combination of magic runes. All runic 
  items violating this rule will become inert for the duration of their relative proximity. 
  IV. 
  Rule of Jealousy (or Rule of Mastery) 
  Master runes are also called as jealous runes. No more than one master rune can be inscribed on an item. 
  Various WFRP-editions have rules, that master ("jealous") runes are too powerful to be combined with other 
  runes. But WFB has a rule that master runes can be combined with normal runes. Just remember other rules 
  given here. Optional Rule (GM decision): No more than one item in a 100-yard radius may carry the same 
  master rune (in any combination). All runic items violating this rule will become inert for the duration of their 
  relative proximity. 
  V. 
  Rule of Combination 
  Apart from master runes, other runes can be combined to produce varied or cumulative effects. Still 
  combinations should be approved by GM – Not, all the combinations might work together or even produce 
  cumulative effect. Combinations are usually used with Weapon runes. 
  VI. 
  Rule of Dislike 
  It is impossible to inscribe runes, even temporary runes, onto magic items crafted by sorcerous means. 
  Violation of this rule will result in an explosion that destroys the magical item and causes damage on anyone 
  within close (a 10-foot) radius. 
  VII. 
  Rule of Disharmony 
  Non-Dwarfs are not fully attuned to runic magic. Thus, no matter how many runic items a non-Dwarf carries, 
  only the least powerful three runes will be functional and the rest inert. GMs should determine which runes are 
  active once the non-Dwarf character possesses items that total more than three runes. 
  VIII. 
  Rule of Time 
  When working on a rune item, a Runesmith must dedicated the majority of his time to the job and can only work 
  on one rune at a time. A Runesmith must spend at least four hours each day working on the rune for the day to 
  count in the creation process. If no work is done on a rune for over one month, the attempt fails. 
  
   
   
   
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  Rune Types (Expanded) 
  In WFRP1 rune rules included also Special rune type. I have divided these runes to two different categories. 
   
  Armour: Armour runes are meant for defence and to modify Armour. Usually shields belong to this group. 
   
  Construct (Special): Construct runes usually make some construct more powerful, protected, even alive, or 
  create some area effect. These runes are usually placed in more stationary places (doorways, hallways, 
  tunnels, buildings…etc.), but there are exceptions like the animation runes (which create moving constructs). 
  Construct runes may break The Rule of Pride and also The Rule of Jealousy. 
   
  Engineering: Engineering runes can be used to power gunpower weapons or war machines (cannons, stone 
  throwers, bolt throwers, organ gun, flame cannon…etc.) that cannot be powered by Weapon runes. Engineering 
  runes can affect also other missile weapons (even melee weapons).  
   
  Protection (or Banner): Protection runes can be inscribed from rings and amulets to huge battle standards. 
  Their power affects from single person to entire units providing different protection effects or bonuses. 
   
  Talismanic: Talismanic runes are those that can be inscribed on items like rings, circlets, crowns, rods, belts, 
  buckles, and amulets. 
   
  Tool (Special): Tool runes are usually used to make some common tools, containers, and devices more useful 
  (or even powerful). Basically, help the users, or make the tools work better. Tool runes may break The Rule of 
  Pride and also The Rule of Jealousy. 
   
  Weapon: Weapon runes are meant for offensive and to modify normal melee weaponry. Some of these runes 
  can be inscribed to shields also (shield can be used as offensive weapon, but it is GM decision which runes can 
  be used to shields). 
  Lost Runes 
  During the millenniums, Dwarfs, have lost many famous runes. Sometimes these runes are called “forgotten” runes. 
  There are records of these runes and even few artefacts bearing the runes, but the knowledge to manufacture these 
  runes have been lost to the Runesmiths of today. The earliest of Runesmiths were the most potent at capturing mighty 
  enchantments with their work, for they learned their hammer craft from the Ancestor Gods or the ensuing masters that 
  emerged from those initial teachings. As they do not write down lore and would rather die than pass along secrets to an 
  unworthy successor, each time a Runelord falls in battle, irreplaceable knowledge is lost. Living Runesmiths reckon that 
  fewer than half of the magic runes created are still in use today, as the skills to replicate them are no longer known. 
   
  Runesmiths actively seek out any remaining items with lost runes so as to study carefully in the hope of unlocking the 
  ancient secrets. Any Dwarf-made artefact of antiquity is examined, not only to marvel at its expert craftwork, but also to 
  seek for hidden signs. In some cases, runes fade over thousands of years as their magic gradually leaks away, although 
  this does not happen with master-forged items. Many runes are visible only to another Runesmith, who can re-activate 
  their power. It is possible that a Master Runesmith could learn to replicate the effect or find long lost records, but 
  replicating secrets from the golden age is difficult. 
   
  The exact chant that was required during the inscription of the runes maybe lost, even the ingredients (master runes) 
  would be remembered.  Also, other parts of the ritual must go right, like how many times to hammer the molten metals, 
  as well as correct tempering agents. Not to mention special ingredients needed to power the rune. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Stone and Iron 
  "Put your trust in stone and iron - stone and iron have always been true friends of the Dwarfs." 
  Old Dwarf saying 
   
   
   
  
   
   
   
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  Ancestor Runes 
  The Ancestor Runes were forged thousands of years ago, and only the richest holds can boast more than a handful. 
  During ordinary times, these heirlooms lie inert, waiting for the Winds of Magic to rise and give them life (Storm of 
  Magic). Once awakened, and Ancestor Rune is empowered by drawing raw magic out of the air, charging itself with 
  power according to the desires of its creator. This charge normally takes many weeks to build. Only when the Ancestor 
  Rune glows with a blinding light does the Runesmith strike down with his hammer, discharging the energy within to strike 
  his foes or invigorate his allies. 
   
  The forgers of the Ancestor Runes were as proud of their craft as any Runesmith before or since, much given to artful 
  embellishment of their works. Although individual Ancestor Runes might differ in appearance from hold to hold, the power 
  they call down varies not one jot, as decreed by strict rules of traditional runework. Karaz-a-Karak's Ancestor Runes of 
  Grimnir are insert with filigreed dragon shapes, whilst those of Barak Varr are inlaid with silvered sea beasts. Yet when 
  struck, both respond with identical fury. 
   
  Ancestor Runes are usually Construct type of runes. They are forged in various, usually barely movable, item. Like 
  pedestal, forge, altar...etc., which acts as so called Arcane Fulcrum. In game terms Ancestor Runes are master runes, 
  yet they are very much lost runes. They usually cause powerful effects that can be directed to large area surrounding 
  them. So, they must be moved to place where they are used. In simple, these effects can cause large damage to huge 
  amount of enemy, when used in battlefield, or great healing to own forces. 
  Hidden Runes 
  It is possible to hide runes. Runesmith who forges the item may choose to hide rune creating a kind of a password - a 
  chant that will activate the rune. Rune will remain hidden until the chant is given, which is the point the rune finally 
  activates. If chant is given again, the rune hides itself. Those attuned to the hidden rune may still always use the hidden 
  rune power, after it is revealed. 
   
  When new owner of rune item exams the item and becomes attuned to it, owner will not notice these hidden runes. The 
  revealing chant is needed. As they remain hidden, also their power cannot be used. It lies there in the item dormant. If a 
  runesmith knows the type of hidden rune, smith may try to find this rune. This means runesmith may confirm there is 
  certain type of hidden rune in the item - the chant is still needed to activate the rune. This is the most common way of 
  runes to become lost. 
  Rune Items in the Game 
  In game terms, even a single rune item should be considered “very special” and two or three rune items powerful magic-
  items (not to mention Master Rune items…). Striking 2 or 3 runes onto a single item should not be considered easy feat 
  (not to, again, mention that item would have one master rune and one or two normal runes). 
   
  1 Rune Item: Lesser rune item. 
   
  2 Rune Item: Greater rune item 
   
  3 Rune Item: Epic/legendary rune item. 
   
  Master Rune Item: Rune Artefact. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Optional Rule: Weight of the Rune Weapons 
  There are stories, that rune weapons that are not meant for other than Dwarfs to wield double their weight in other 
  than Dwarfen hands. 
   
  The Runesmith can decide when making a rune weapon will the rune cause this effect. If the Runesmith so chooses, 
  then the weight of the weapon is doubled in other than Dwarfen hands. 
   
   
  
   
   
   
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  Type of Enemy 
  Type of Enemy is used in Master Rune of Slaying and Rune of Bane. Runesmith must choose one enemy type when 
  creating the rune and bind it against that type. List below will detail possibilities that can be used with any magical 
  weaponry. 
   
  Aquatic (includes Amebae, Behemoth, Bog Octopi, Chameleoleech, Kraken, Lakemen, Mermaids, Promethean, 
  Shiners, Stirpikes, Naiads...) 
   
  Animals 
   
  Chaos (includes Chaos Beastmen, Chaos Monsters, Chaos Humanoids, Daemons...) 
   
  Chaos Beastmen (includes Beastmen, Cygor, Ghorgon, Lakemen, Minotaur, Ymir...) 
   
  Chaos Monsters (includes Bale Taurus, Basilisk, Chaos Dragon, Chaos Spawn, Chaos Warhounds, Chimera, 
  Dragon Ogres, Dread Maw, Fimir, Giant Spined Chaos Beast, Great Taurus, Jabberwock, K'daai, Kraken, 
  Lammasu, Mutalight Vortex Beasts, Plague Toads, Slaughterbrutes, Toad Dragon...) 
   
  Chaos Humanoids (includes Bull Centaurs, Chaos Dwarfes, Chaos Trolls, Chaos Giants, Chaos Ogres, Chaos 
  Warriors, Chaos Sorcerers, Fimir, Mutants...) 
   
  Chaos Aligned (all creatures that serve and have gifts of one of the Dark Gods) 
   
  Constructs (all made/animated non-living creatures. Includes Hierotitans, K'daai, Khemrian Warsphinx, 
  Necrofex Colossus, Necrolight Colossus, Rune Guardian, Tomb Scorpions, Unholy Blades, Ushabti, Wicker 
  Man...) 
   
  Daemons 
   
  Dragons (includes Chaos Dragon and Zombie/Undead Dragon) 
   
  Dragon Ogres 
   
  Dwarfs (includes Chaos Dwarfs) 
   
  Elemental Creatures – All (this includes creatures connected strongly to one basic element – Air, Earth, Fire, 
  Metal, Void, Water, Wood. Like Naiads that are connected to Water or Incarnate Elementals connected to these 
  elements) 
   
  Elemental Creatures – Single (this includes creatures connected strongly to one basic element – Air, Earth, 
  Fire, Metal, Void, Water, Wood. Like Naiads that are connected to Water) 
   
  Elves (includes Dark Elves) 
   
  Fimir 
   
  Flying Monsters (includes Cockatrice, Great Eagle, Great Taurus, Firebird, Griffon, Hippogriff, Lammasu, 
  Manticore, Pegasi, Wyvern...) 
   
  Giants (includes Chaos Giant, Curs'd Ettin, Bonegrinder Giant and Jotun) 
   
  Greenskins / Goblinoids 
   
  Halflings 
   
  Humans 
   
  Hydra 
   
  Lizards (includes Lizardmen, Reptiles, Slann, Dinosaurs, Dread Saurian and Chasm Spawn) 
   
  Ogres (includes Ogre-kin and Chaos Ogres) 
   
  Oozes & Slimes (includes Shiners, Warpslime) 
   
  Plants (includes Bloodsedges, Cavern Coral, Grave Grass, Tree Kin, Treemen, Dryads...) 
   
  Spellcasters (all creatures and careers with ability to cast spells. Includes also creatures tied strongly to the 
  Aethyr and Winds of Magic - Like some Incarnate Elementals) 
   
  Spiders 
   
  Squigs 
   
  Trolls (including Chaos Trolls, Bile Trolls...) 
   
  Undead 
   
  Unicorns 
   
  Vampires 
   
  Vermin (includes Skaven, Rat-creatures and Rats) 
   
  Werecreatures (includes Ulfwerenar, Skin Wolves...) 
   
  Wolves (includes Werewolves) 
   
   
   
   
  
   
   
   
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  Master Runes 
   
  Master Rune of Dragonbane [NEW] 
  Note: This rune is another optional version for the Master Rune of Dragon Slaying. This rune is inspired by Felix Jaeger 
  rune sword Karaghul from Gotrek and Felix saga stories (various writers). 
   
  Type/Form: Weapon  
  Ingredients: Iron ore from the lost hold of Karak Azgal, and the blood of a dragon 
  Inscription Number: 35  
  Empowerment: 12  
  Description (Permanent): Any weapon bearing this rune protects its wielder from any dragon breath weapon (no 
  damage) and dragon inflicted fear and terror. Also, all allies within 48 yards (24 squares) gain protection against the fear 
  and terror. Weapon bearing Dragonbane rune also ignores dragons armour (scales) and Toughness Bonus 
  characteristic. When this rune gets close to any dragon it faintly glows. This happens about 1000ft range. Rune can also 
  be inscribed on a missile (bolt, stone, arrow…etc.) and even on bullets shot with gunpowder weapons. Optional Rule: 
  Master Rune can be so powerful, that it’s hate against certain creature type will cause sudden rage (use Frenzy Trait) to 
  wielder of weapon, when creature is 1000ft radius.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 5 
  minutes and for missiles it only lasts one shot. 
   
   
   
  Master Rune of Elementalism [NEW] 
  Type/Form: Construct (Special)  
  Ingredients: Commonly Earth Elemental is used underground. Fire and Water Elementals need large amount of their 
  elemental in the same area (like underground pool of water). Air Elementals can only be summoned outside. 
  Inscription Number: 30  
  Empowerment: 10  
  Description (Permanent): This rune creates area effect that wards area (maximum size: Small building/hut or large hall) 
  from things that Runesmith chooses (this could be from non-Dwarfs, Elves, Humans, Chaos, anyone, those without right 
  password…etc.). Must be inscribed to stationary target. If this target is destroyed or moved the effect disappears. There 
  can be multiple similar runes, but that is rare. When someone, not allowed, enters this area the rune summons the Major 
  Elemental creature to defend the area. It will fight anyone in the area, unless Runesmith has given orders not to harm 
  certain types (like Dwarfs, certain persons…etc.). Elemental will return to its own realm if its enemies leave the area or 
  they are killed. Elemental will not leave the area, that is why Rune is commonly placed in the position that Elemental is 
  not easily dodged without fight. Note! When Elemental is summoned it is always in full health.  
  Description (Temporary): As permanent, but elemental is summoned only once and then the rune is useless. 
   
   
   
   
   
   
   
   
  
   
   
   
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  Master Rune of Mechanical Hand [NEW] 
  Note: This rune is inspired by the novel Slaves of Darkness (The Claws of Chaos, The Blades of Chaos, The Hearth of 
  Chaos) by Gav Thorpe. In this story the Dwarfs build mechanical and enchanted hand to one of the main characters, 
  who can use it like normal hand (well, maybe little clumsier, but still able to move his fingers). 
   
  Type/Form: Tool (Special)  
  Ingredients: Best craftsmanship prosthetic ("Veteran's Hand", "The Iron Hand") hand or arm. This should be mechanical 
  hand, where there are ready made mechanics for finger movement (flexible fingers), an adjustable wrist...etc. It should 
  be very difficult feat to create this kind of hand and engineering skills are needed. Hand itself is like a light gauntlet, yet 
  more elegant. The cost of this mechanical wonder should be about 1000GC or even more (2000GC if Gromril is used) 
  and availability should be very rare/exotic. 
   
  How the Mechanical Hand works: The rune magic in the mechanical hand connects the hand to the user’s nervous 
  system, when user places the hand or arm to its place and the rune item becomes attuned to the user. Hand magically 
  seals itself in place. After this user, can use the hands fingers as if they were living (off course little clumsier). There is no 
  feeling in the hand. Because it has a poor sense of touch, it makes the use of the hand also little clumsy for actions 
  requiring fine dexterity. Remaining penalties are given below for each system. The grip of the hand is powerful, but as 
  strong as the users. If used in the hand to hand fighting, the hand is considered to be gauntlet/knuckle-duster. Otherwise 
  the hand functions as a perfect replacement. 
   
  Mechanical Hand is considered to be magical (rune) weapon! If half of the hands Wounds are lost, then hands 
  mechanics are broken somehow and it needs fixing. Some fingers may still work. Repairing the mechanics should be 
  challenging task (yet, not impossible), and engineering skill is needed. If all the Wounds are lost, then the hand is badly 
  broken and the repair should be much more difficult. It should also cost half the cost of new one. Hand is not destroyed 
  easily. Rune Magic makes the mechanical hand much stronger, than it appears. But the delegate mechanics are not 
  immune to mundane damage. 
   
  Inscription Number: 25  
  Empowerment: 6  
  Description (Permanent): Rune makes mechanical hand alive and attach to user’s nervous system, so that mechanical 
  hand can act as normal hand. 
  Description (Temporary): There are no temporary versions, but they are possible. This makes the mechanical hand 
  "alive" for a day. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rules About Prosthetics 
  Old World Armoury 
   
  Characteristics: Enc.25; TB4 (5 if Gromril), W16 (20 if Gromril) 
   
  Bonuses: No combat penalties and takes away most skill/Characteristic penalties caused by missing 
  hand/arm. +10 bonus to any tests similar to arm-wrestling or holding. 
   
  Remaining Penalties: -10 penalty to any sensitive or delicate skill tests (fine dexterity) done with this hand 
  (writing, drawing, pick locks, pick pockets, crafting...etc.). 
   
   
  
   
   
   
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  Master Rune of Slaying [NEW] 
  Type/Form: Weapon  
  Ingredients: Blood (or piece) from the monster type it can harm. 
  Inscription Number: 30  
  Empowerment: 9  
  Description (Permanent): If a weapon inscribed with this rune inflicts any Wound it will slain the creature (one type of 
  enemy) it has been made to harm (check Type of the Enemy –table). When rune gets close to its enemy type it will also 
  faintly glow. This happens about 1000ft range. Rune can also be inscribed on a missile (bolt, stone, arrow…etc.) and 
  even on bullets shot with gunpowder weapons. Optional Rule: Master Rune can be so powerful, that it’s hate against 
  certain creature type will cause sudden rage (use Frenzy Trait) to wielder of weapon, when creature is inside 1000ft 
  radius.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 
  minute, but for missiles it only lasts one shot. 
   
   
  O 
  Master Rune of Unbinding [NEW] 
  Note: This rune is inspired by the novel Slayer by David Guymer from Gotrek and Felix saga. This is a Lost Rune. 
   
  Type/Form: Weapon  
  Ingredients: Blood (or piece or some physical remains) left to the physical world when slain, from each type of the 
  greater daemons of Chaos: Bloodthirster (Khorne), Lord of Change (Tzeentch), Great Unclean One (Nurgle), Keeper of 
  Secrets (Slaanesh). An ounce of gromril, kept on an altar of Grimnir for a year and a day. 
  Inscription Number: 30  
  Empowerment: 9  
  Description (Permanent): Legends tell, that a weapon with this rune inscribed may inflict damage to even the Chaos 
  Gods and because of this also kill them. In real world creatures that are not from this realm (like Daemons) are more 
  easily banished to their own realm by weapon bearing this rune. Every time this kind of creature is wounded, it must 
  succeed at a Hard (-20) Will Power Test immediately or be banished back to its original realm. In Aethyr, or Realm of 
  Chaos, creatures that are native to that realm can be killed with this weapon. Rune also protects its wielder from Daemon 
  inflicted fear and terror and corruption and mutation. Weapon bearing this rune ignores Daemons natural armour and 
  Toughness characteristic. 
  Description (Temporary): - 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Master Rune of Waking [NEW] 
  Note: This rune is based on the Rune Guardian construct found from Lure of the Liche Lord (WFRP2 sourcebook) and 
  partly to Dwarf Warrior Statues found from Dwarf Wars (WFRP1 sourcebook). More information and stats can be found 
  from this document. This is a Lost Rune. 
   
  Type/Form: Construct (Special)  
  Ingredients: An ounce of Gold from Karaz-a-Karak. 
  Inscription Number: 30  
  Empowerment: 10  
  Description (Permanent): This rune must be inscribed to a lifeless autonoms or similar constructions. After the rune is 
  successfully inscribed the construct can be given set of rules and instructions that it will follow until it is destroyed. These 
  autonoms are used usually as tireless sentries that could be left behind. Example: If the construct is given orders to 
  guard certain passage it will only move and attack when some other creature is trying to cross the passage. It will not 
  hunt the intruder any further than designated area. Note! These creations are called Rune Guardians.  
  Description (Temporary): As permanent, but once the rune is activated, the Rune Guardian will be active only for half a 
  year. After that it will become moveless statue. 
   
   
   
  Master Rune of Warding [NEW] 
  Type/Form: Construct (Special)  
  Ingredients: An ounce of gromril and a fist-sized piece of adamant. 
  Inscription Number: 25  
  Empowerment: 8  
  Description (Permanent): This rune creates area effect that wards area from one thing that Runesmith chooses (check 
  Ward Types below). Must be inscribed to stationary target. If this target is destroyed or moved the effect disappears. 
  Also, multiple targets must be warded with this same rune to create working area effect between them (three runes 
  minimum). Also, number of same runes makes the area effect larger. Three runes only create effect that affects about 
  normal room size area. Five runes ward about normal house. Ten runes ward about huge castle or fortress (or small 
  village). Twenty to thirty runes ward average town area...etc. More runes that are needed can be added, so if one or two 
  of them are destroyed the effect still remains.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for a 1 
  week (8 days).  
  Ward Types:  
   
  Chaos: Those inside the effect of this rune are protected from the effects of Chaos. They automatically gain a 
  +10 bonus to resist magic and other Chaos effects and are also immune to Chaos mutation. But also, this effect 
  causes penalty to any magic-use in the area. All spellcasters that cast spells within this area have -5 penalty to 
  any Casting Tests. Only exception are the users of Rune Magic. 
   
  Daemons: Daemons (including living creatures possessed by Daemons) cannot enter closer than 50 feet from 
  the area unless they succeed Hard (-20) Will Power Test. If unsuccessful, then they can try again after one 
  day has passed (24 hours). If Daemon is summoned inside warded area it must make this Test. If Test is 
  unsuccessful it doesn't enter this world and summoning fails. 
   
  Magic: All creatures that enter this area lose one point from their Magic Characteristic until they leave the area. 
  Only exception are the users of Rune Magic. 
   
  
   
   
   
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  Runes 
   
   
  Rune of Bane [NEW] 
  Type/Form: Weapon 
  Inscription Number: 14  
  Empowerment: 4  
  Description (Permanent): Any weapon bearing this rune gains an extra +4 bonus on damage rolls against one type of 
  enemy (check Type of the Enemy –table). When rune gets close to its enemy type it will also faintly glow. This happens 
  about 100ft range. Rune can also be inscribed on a missile (bolt, stone, arrow…etc.) and even on bullets shot with 
  gunpowder weapons.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 
  minute, but for missiles it only lasts one shot. 
  Multiple Runes: 
   
  Two Runes: Two Runes of Bane causes' +8 bonus on damage rolls (see above). When rune gets close to its 
  enemy type it will also faintly glow. This happens about 500ft range. 
   
  Three Runes: Three Runes of Bane causes' +12 bonus on damage rolls (see above). When rune gets close to 
  its enemy type it will also faintly glow. This happens about 1000ft range. 
   
   
   
  Rune of Bravery [NEW] 
  Type/Form: Armour 
  Inscription Number: 20  
  Empowerment: 5  
  Description (Permanent): The bearer of an armour inscribed with this rune gains Fearless Trait.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 
  minute. 
  Multiple Runes: Multiples of this rune have no further effect. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Rune of Courage 
  Type/Form: Protection 
  Inscription Number: 20  
  Empowerment: 5  
  Description (Permanent): The bearer of an item inscribed with this rune gains Fearless Trait.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 
  minute. 
  Multiple Runes: Multiples of this rune have no further effect. 
   
   
   
  Rune of Chaos-Warding [NEW] 
  Type/Form: Talismanic 
  Inscription Number: 15  
  Empowerment: 4  
  Description (Permanent): The bearer of an item inscribed with this rune gains Resistance to Chaos Trait. User of this 
  item cannot use magic when wearing the item (treat Magic characteristic as 0 when wearing the item), this doesn't 
  include Rune Magic.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 hour. 
  Multiple Runes: Multiples of this rune have no further effect. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Rune of Dragon Protection [NEW] 
  Type/Form: Talismanic 
  Inscription Number: 20  
  Empowerment: 8  
  Description (Permanent): A character bearing an item inscribed with this rune is immune to any Dragon Breath 
  Weapon, including Undead Dragons also.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 hour. 
  Multiple Runes: Multiples of this rune have no further effect. 
   
   
   
  Rune of Elementalism [NEW] 
  Type/Form: Construct (Special) 
  Inscription Number: 20  
  Empowerment: 8  
  Description (Permanent): This rune creates area effect that wards area (maximum size: Small building/hut or large hall) 
  from things that Runesmith chooses (this could be from non-Dwarfs, Elves, Humans, Chaos, anyone, those without right 
  password…etc.). Must be inscribed to stationary target. If this target is destroyed or moved the effect disappears. There 
  can be multiple similar runes, but that is rare. When someone, not allowed, enters this area the rune summons the Least 
  Elemental creature to defend the area. It will fight anyone in the area, unless Runesmith has given orders not to harm 
  certain types (like Dwarfs, certain persons…etc.). Elemental will return to its own realm if its enemies leave the area or 
  they are killed. Elemental will not leave the area, that is why Rune is commonly placed in the position that Elemental is 
  not easily dodged without fight. Note! When Elemental is summoned it is always in full health.  
  Description (Temporary): As permanent, but elemental is summoned only once and then the rune is useless. 
  Multiple Runes: Multiples of this rune have no further effect. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Rune of Fire [REVISED] 
  Note: Text taken from Realms of Sorcery (WFRP2 sourcebook), but rules revised. 
   
  Type/Form: Weapon 
  Inscription Number: 17  
  Empowerment: 5  
  Description (Permanent): Upon the wielder’s command (a free action), a weapon inscribed with this rune bursts into 
  flame. This provides the same illumination as a torch, and the weapon burns until commanded to stop (also a free 
  action). Additionally, the weapon gains a +1 bonus on damage rolls while flaming. Also, there is a 10% chance to set fire 
  on targets flammable parts, if any (like clothing, hair, items…etc., but not Leather Armour).  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 
  minute. 
  Multiple Runes: 
   
  Two Runes: Two Runes of Fire grants its wielder a magical missile attack that bursts a small ball of fire that can 
  be hurled at one opponent within 30 yards (15 squares). This causes Damage 4 (damage ignores any armour). 
  It is possible to Dodge this attack (Average Dodge Test). Also, there is a 10% chance to set fire on targets 
  flammable parts, if any (like clothing, hair, items…etc., but not Leather Armour). To use this power is full action. 
   
  Three Runes: Three Runes of Fire grants its wielder a magical missile attack that bursts a cone of fire against 
  number of opponents. Use cone template. Those affects suffer a hit with Damage 6 (damage ignores any 
  armour). It is possible to Dodge the attack and gain only half-damage (Damage 3) - Make Average Dodge Test. 
  Also, there is a 20% chance to set fire on targets flammable parts, if any (like clothing, hair, items…etc., but not 
  Leather Armour). To use this power is full action. NOTE! Weapon with a cone of flame is like a flamethrower, 
  powerful, but also dangerous. It can easily set also surroundings to fire. Especially if used inside buildings. 
   
   
   
  Rune of Fire-Protection [partly NEW] 
  Note: GM decision how much this protection can truly protect. For example, user cannot swim in lava, but may survive 
  little moment longer (or drown and then burn). 
   
  Type/Form: Armour 
  Inscription Number: 17  
  Empowerment: 8 
  Description (Permanent): This rune may be inscribed on an armour or shield. Its bearer is immune to fire, heat and 
  flame. He can walk through a blazing house or stick his hand in a furnace without suffering harm. He is not affected by 
  natural fire attacks or fire-based magical attacks. 
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 hour. 
  Multiple Runes: Multiples of this rune have no further effect. 
   
   
   
   
   
   
   
  
   
   
   
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  Rune of Stamina [NEW] 
  Type/Form: Weapon 
  Inscription Number: 20  
  Empowerment: 7  
  Description (Permanent): Weapon where this rune is inscribed heals wounded user with a touch. Rune will heal 
  instantly following way: Lightly Wounded Dwarf will gain 5 Wounds and any other race 3 Wounds. Heavily Wounded 
  Dwarf will gain 3 Wounds and any other race 1 Wound. If Wound total goes above 3 then user is considered to be Lightly 
  Wounded. Critically Wounded Dwarf can make Challenging (-10) Toughness Test. On a successful Test, the character 
  will gain 1 Wound and also any Critical Wound/Effect will just regenerate fast (1d10 rounds). Any penalties, blood lose 
  and chance for death remains during that time. If user is stunned anyway he/she will wake up after regeneration time. 
  Any instant kills cannot be healed! If Test is unsuccessful then Critical Effect remains permanently and rune can’t be 
  used to heal it ever again. This means other similar runes. Also, the user must be wielding the weapon (sheathed, on 
  his/her back, on his/her hand…etc.) when the wound is received. If user has just lost the weapon he/she will remain 
  attuned to weapon for next 5 rounds, in which time rune can be still used if user gets the weapon back to his/her 
  possession. When rune is used (successfully or not) it will fade until the following day and then rune is usable again.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only works once. 
  Multiple Runes: Multiples of this rune have no further effect. 
   
   
   
  Rune of Unbinding [NEW] 
  Type/Form: Weapon 
  Inscription Number: 15  
  Empowerment: 5  
  Description (Permanent): Creatures that have Instability special rule (like Daemons) are more easily banished to their 
  own realm by weapon bearing this rune. Every time this kind of creature is wounded, it must succeed at an Average Will 
  Power Test immediately or be banished back to its original realm.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 
  minute. 
  Multiple Runes: 
   
  Two Runes: Two Runes of Unbinding and creature must succeed at a Challenging (-10) Will Power Test 
  immediately or be banished back to its original realm.  
   
  Three Runes: Three Runes of Unbinding and creature must succeed at a Very Hard (-30) Will Power Test 
  immediately or be banished back to its original realm. 
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter II: Anvils of Doom 
   
  Note: Some text and ideas taken from Warhammer Fantasy Battle: Dwarfs (WFB) 6th, 7th and 8th editions and Dwarfs: 
  Stone and Steel (WFRP1 sourcebook). 
   
  The Anvils of Doom are ancient heirlooms of the Dwarfen race. They are among the Dwarfs' most treasured 
  possessions, and are generally kept in the mountain strongholds, or by one of the Guilds, often the Guild of Runesmiths 
  itself. They are kept in the great forges of the Dwarfs in their mountain strongholds. Not all Dwarf holds contain an Anvil 
  of Doom, and those that do are regarded with respect by those that do not. A handful of Anvils of Doom are owned by 
  individual runesmiths, and are passed down from master to apprentice. Most of these runesmiths spend their days in the 
  halls of Karaz-a-Karak or in the weapon shops of Karak Azul. A few of the Anvils of Doom belong to expatriate Dwarfs 
  living in communities outside the Dwarfholds. In times of war, an Anvil of Doom may be mounted on a carriage and 
  wheeled into battle, to give morale and strength to the army. 
   
  The mightiest Anvils of Doom are huge, higher than the tallest Dwarf. The Anvils have been used to forge the greatest of 
  the legendary Dwarf weapons and items. These great magical anvils were forged from gromril by the runesmiths of old, 
  beneath Karag Dron at Thunder Mountain. Some of them are, perhaps, the very creation of the great forefather Grungni. 
  The greatest of the ancient runesmiths, Kurgaz, used the fire of the volcano itself to inscribe each anvil with the Runes of 
  Sorcery. It is said in the ancient Book of Grudges that Kurgaz and his fellows were slain by a great dragon that destroyed 
  the mountain's forges; with their death, the knowledge of inscribing the Rune of Sorcery was lost forever. No one knows 
  how many Anvils of Doom were forged before the knowledge of the Rune of Sorcery was lost. Today the ones that 
  remain are among the most highly prized of all the possessions of the Dwarfs. 
   
  The anvils are especially made to attract and hold the Winds of Magic, arcane powers which can be captured and 
  subsequently unleashed by a Runelord. These Anvils are covered in complex runes that the modern Runesmiths cannot 
  comprehend. When striking the Anvil, a Runesmith uses techniques taught to him by his master, who learned from his 
  master, and so on back. Because of this no two Anvils of Doom work the same. Their powers are broken down like so: 
  those dedicated to Grungni, which emphasis effort and boost the power of arms and armour, those dedicated to Grimnir 
  emphasizing fury and unlocks the energies of this fury, and lastly those dedicated to Valaya, these ones emphasizing 
  loyalty.  
   
  When an Anvil comes to battle, it comes to battle accompanied by Anvil Guards. These Dwarfs are bound by 
  unbreakable oaths never to leave an anvil or its smith to the enemy. Usually Runelord is also accompanied by few 
  apprentices. While in the past the Anvil of Doom was mounted on wheels to move it across the battlefield, today it will be 
  placed before the beginning of the battle on one point - often a hill top - to strike the runes and unleash the old power that 
  is bound inside of the Anvil. In times of great need, the most powerful Runelords will bring an Anvil of Doom to battle. 
   
  Many Anvils of Doom have been lost; some in battle, some when greenskins, Beastmen or Skaven have invaded and 
  captured Dwarfholds. These holds may still contain Anvils of Doom within them. The Goblins clearly lack the knowledge 
  to use them, but such an anvil would be worth a fortune should it be recovered. 
   
  The Anvils of Doom give number of bonuses. But the most powerful of them all are the Runes (powers) bound to the 
  Anvils. Skilled Runesmiths attuned to the Anvil can use these powers. A number of these runes are given below, but 
  there could be more different runes than those given. Most powerful Anvils will have all of them, but minor ones may only 
  have few. Anvils may have any number of these Runes. Some Anvils may be dedicated to one of the Ancestor Gods and 
  have Runes related to this God. With these Runes, they are also change of failure. Rules for these Runes are given 
  below Strike to Runes: 
   
   
   
   
   
   
   
   
  
   
   
   
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  Anvil of Doom Bonuses 
  First Runesmith must become attuned to the Anvil of Doom. This needs to be done once and after this he can use the 
  Strike the Runes -ability. Other bonuses are automatic. This must be done separately for each Anvil. To do this, the 
  Runesmith must make Very Hard (-30) Runecraft Test. Each test takes one day (about 24 hours) to try. 
  Forge Runes 
  Runesmith using the Anvil of Doom to create normal Runic items gains a +5 bonus to Inscription Roll. There are no 
  bonuses to make Master Rune items. 
  Unbreakable 
  Runesmith attuned to the Anvil of Doom and close to it (in a 10-yard radius from the Anvil) gains Fearless trait. 
  Ancestral Shield 
  Dwarfs close to the Anvil of Doom (in a 10-yard radius from the Anvil) are protected from the enemy magic. They 
  automatically gain a +10 bonus to all tests to resist any hostile magic. 
  Strike the Runes 
  Runesmith can try to use the Runes (powers) bound to the Anvil of Doom. The number of these Runes (powers) can be 
  very much different between the Anvils. To use these powers is a Full Action. Runesmith can choose one Rune found 
  from the Anvil of Doom and "strike" that Rune releasing its power per round. Each Rune has a Strike Number and 
  Runesmith rolls a number of d10s equal to his Magic Characteristic and adds them together. If the result of the Strike 
  Roll is equal to or greater than the Strike Number of the rune, the power of rune is released like Runesmith wants. If not, 
  then the power is not released this round. There is also change of failure, which becomes higher as the Rune becomes 
  more difficult to strike right (see below from Failed Rune Table). Most powerful Runes also have the Ancient Power 
  option. This is pushing the Runes power to the limit, making it even more powerful. The difficulty of Strike Number 
  becomes higher. 
   
   
  Rune of Water 
  Strike Number: 15 
  When struck properly, the Anvil's magic pulses out into the ground, drawing water from underground lakes and 
  rivers and causing it to swell up onto the battlefield. Rune will shine, if there is huge water source within its 
  range. This water source should be about size of small lake (or river). Rune draws huge amount of water 
  instantly from that water source (not entire river or lake, just huge amounts of water) within a 200-yard radius 
  from the Anvil. Runesmith can control the waters movement in the ground, like it would a living Elemental and 
  can easily cause this water amount to flood tunnels, parts of battlefield...etc. This should hamper the movement 
  of enemies and inside tight tunnels may even cause enemies to drown. Water can turn large area to mud 
  making it difficult terrain. The final result is very much decided by GM and player together. This rune can be 
  used to find water also. 
   
   
  Rune of Air 
  Strike Number: 15 
  If successfully struck, this Rune causes a dark cloud to gather over the battlefield and a storm of lighting 
  cascades down upon an enemy unit. This Rune can only be used open air. Rune throws lightning bolts from the 
  sky against opponents inside a 200-yard radius from the Anvil. Runesmith can create bolts equal to his Magic 
  Characteristic. This is a Magic Missile hit and causes Damage 4. Armour doesn't protect against this attack and 
  if you covered with metal armour the Damage is 5. 
   
   
  Rune of Fire 
  Strike Number: 18 
  If successfully struck, this Rune causes a fiery ball to explode into the foes of Runesmith. Rune releases fiery 
  fire balls against opponents inside a 200-yard radius from the Anvil. Runesmith can create bolts equal to his 
  Magic Characteristic. This is a Magic Missile hit and causes Damage 6. Armour doesn't protect against this 
  attack (unless protected against fire with magic). Also, there is a 10% chance to set fire on targets flammable 
  parts, if any (like clothing, hair, items…etc., but not Leather Armour). 
   
  
   
   
   
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   
  Rune of Hearth and Home (Valaya) 
  Strike Number: 18 
  Ancient Powers Strike Number: 21 
  The Rune of Hearth and Home stirs a Dwarf's pride in his hold, clan and ancestors. With each blow of the 
  hammer a low bass note resonates across the battlefield/area, reminding all friendly Dwarfs within a range of 
  about 200-yard radius from the Anvil of their hold, clan and ancestors. All these Dwarfs gain Fearless trait for 
  the duration of one round or until the hammering of this Rune ends. Runesmith doesn’t need to make new tests 
  every round. Affected Dwarfs also do not need to test against fear against those opponents they were facing 
  even after they lose the Fearless trait (in this combat). They do need to test Fear or Terror against any new 
  enemies, which might enter the combat after the hammering of the Rune ended. 
  Ancient Power: Runesmith may attempt to use the full power of the Rune. This is more difficult test. Result is 
  the same, but affects every Dwarf inside a 500-yard radius from the Anvil.  
   
   
  Rune of Earth 
  Strike Number: 21 
  The clang of hammer on Rune reverberates across the battlefield, causing the ground to tremble before 
  exploding under the enemy in a hail of rocky shards. Rune causes earth, rocks, hillside, tunnel wall (or any 
  stone structure) to explode and rain against opponents inside a 200-yard radius from the Anvil (and within line 
  of sight of Runesmith). Use the large template. This causes 1d10/2 Damage 6 hits to everyone within the area 
  from earth/stone explosion. These pieces of earth/stone cannot be dodged or avoided. This magic may collapse 
  walls, even tunnels if done few times to same spot (not to mention for example stone bridges...). GM decision 
  what will happen and is there possibility to get buried under collapse. 
   
   
  Rune of Oath and Steel (Grungni) 
  Strike Number: 21 
  Ancient Powers Strike Number: 24 
  The blessings of Grungni hardens Dwarf mail as each suit of armour remembers the hammer blows that forged 
  it. When the runes are struck, Grungni's blessing is placed upon the works of the Dwarfs. Each Dwarfen made 
  armour, within a range of about 200-yard radius from the Anvil, gains one more Armor Point for the duration of 
  one round or until the hammering of this Rune ends. Runesmith doesn’t need to make new tests every round. 
  Ancient Power: Runesmith may attempt to use the full power of the Rune. This is more difficult test. Result is 
  the same, but affects every Dwarf inside a 500-yard radius from the Anvil.  
   
   
  Rune of Wrath and Ruin (Grimnir) 
  Strike Number: 21 
  Ancient Powers Strike Number: 24 
  The Rune of Wrath and Ruin causes the earth to crack, venting forth fire and sulphur. When the runes are 
  struck and the name of Grimnir is invoked, the power of the Rune of Wrath & Ruin causes the sky to darken and 
  the earth to crack, venting even fire and sulphur. This causes a fiery attack against opponents inside a 500-yard 
  radius from the Anvil. Runesmith can create fires double to his Magic Characteristic, but these must be targeted 
  to different opponents. This is a Magic Missile hit and causes Damage 6. Armour doesn't protect against this 
  attack (unless protected against fire with magic). Also, there is a 10% chance to set fire on targets flammable 
  parts, if any (like clothing, hair, items…etc., but not Leather Armour). 
  Ancient Power: Runesmith may attempt to use the full power of the Rune. This is more difficult test. Result is 
  similar, but causes Damage 8 hits. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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   
  Rune of Doom 
  Strike Number: 29 
  Ancient Powers Strike Number: 32 
  Most potent of Runes and most difficult and dangerous to use. Its secret has almost been lost and nobody 
  dares to use this or have never seen a threat they deemed sufficient to warrant its power. When Kurgaz forged 
  the Anvils of Doom many centuries ago the most potent Rune they had beaten onto them was the Rune of 
  Doom, after which they were forged. Many have not dared to use it. Others have tried and failed to contain and 
  focus its might and their anvils have been torn apart by the uncontrolled energies. 
   
  First Runesmith must learn to use the Rune of Doom. This must be done separately for each Anvil and there 
  must be a teacher, who has managed to do this. To do this, the Runesmith must make Very Hard (-30) 
  Runecraft Test. Each test takes about week (8 days) to try. 
   
  When this Rune is struck, the air grows chill and the skies turn dark. Ghostly forms of ancient warriors appear 
  amidst the Dwarfs on the battlefield, bolstering their ranks and their courage. These are not ghosts as such, but 
  a manifestation of the Dwarfs' own grim and doom-laden nature. Their anger at the loss of their mighty 
  civilisation and the desecration of their Holds fills them with a righteous fury that is terrible to behold, and their 
  normally grim faces are set with an expression of black vengeance. The effect of this Rune affects every Dwarf 
  inside a 500-yard radius from the Anvil (usually all the Dwarfs in the army). These Dwarfs gain Frightening trait. 
  Once cast, the effect of the Rune of Doom last until it is dispelled, or another Rune is used (or the Runesmith is 
  slain). 
   
  Ancient Power: Runesmith may attempt to use the full power of the Rune. This is more difficult test. Result is 
  the same, but all the Dwarfs also gain same bonus as in Rune of Hearth and Home. 
   
  Failed Rune Table (WFRP2)  
  When Runesmith makes test to unleash any Rune power, but fails subtract the failed roll from the Strike Number and 
  consult below. 
  Example: Runesmith tries to use Rune of Wrath and Ruin. He rolls three dices (Magic 3), but only gets 6 (1+1+4)! Strike 
  Number for that Rune is 21 (if Ancient Power is not used). So, the result is 15 (21-6). The failure actually causes some 
  problems (see below). 
   
  Strike Number minus Magic Characteristic roll 
  -(9) 
  The Rune is struck incorrectly; the magical energies are dissipated into the earth and no effect is produced 
  this turn. 
  10-14 
  In striking the Rune, the Runelord draws more power from the Anvil than he can control. The Rune does not 
  take effect and the Anvil may not be used to strike Runes in the next turn. 
  15-19 
  Failure. The Runelord draws more power from the Anvil than he can control. The Rune does not take effect. 
  The Runes of the Anvil dim and it cannot be used for 24 hours (one day). 
  20-24 
  Disaster! The Runelord makes a critical error and the power of Anvil bursts outside the Anvil. Everyone within 
  in a 10-yard radius from the Anvil (usually Runesmiths and the Anvil Guards) suffer a magical hit with 
  Damage 8. This is a Magic Missile hit. Armour doesn't protect against this hit. The Runes of the Anvil dim and 
  it cannot be used for 24 hours (one day). 
  25+ 
  Disaster! The Runelord makes a deadly error and the Anvil is split in two by the discharge of energy. Anvil 
  then explodes causing arcs of power, bolts of pure vengeance and a seismic blast of concussive force 
  exploded outwards all at once. Anvil is destroyed. Everyone within in a 10-yard radius from the Anvil (usually 
  Runesmiths and the Anvil Guards) suffer a magical hit with Damage 20 or GM just rules, that they are all 
  destroyed including their equipment (this including Gromril, magical and Rune Items). Everyone within in a 10 
  to 20-yard radius from the Anvil suffer a magical hit with Damage 10. These are Magic Missile hits. Armour 
  doesn't protect against this explosion. 
   
   
   
   
  
   
   
   
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  Chapter III: Holy Rune Items (Optional Rule) 
   
  There are legends about divine rune items (like Gotrek Gurnisson’s Axe), relics, that give even more power to their 
  wielders than the runes forged to these items should. Dwarfs explain that mighty deeds can be seen by the Ancestor 
  Gods and sometimes, very rarely, they may even give their blessing to various runic items wielded by their champions. 
  Imperial scholars believe that it is the cause of powerful Winds of Magic (like rare Storms of Magic), that may change the 
  runic items and give them more power. Whatever the truth is, there are cases were runic items have become more 
  powerful (or blessed) - Holy. 
   
  In game terms, these special, "divine", bonuses could be small bonus to some of the user’s characteristic while wielding 
  the weapon, or to some skill (if user knows that skill), or power of healing / regeneration...etc. 
   
  The rune item/weapon must be wielded by the user (sheathed, on his/her back, on his/her hand, on his/her 
  belt/backpack…etc.) and attuned to the user (he/she must have claimed and used it). If user has just lost the weapon 
  he/she will remain attuned to weapon for next hour or so (GM decision) and then loses the blessings. Blessings cause 
  "divine" aura, which can be sensed by magically sensitive persons (with "Witchsight"). 
   
  These runic items may also have some kind of "destiny". What that destiny is, is not usually known by mortals, but this 
  destiny may wait for the right person to wield the item in a right place or in a right time. These destinies could be great 
  and they may take generations, centuries, even millenniums to fill. Only the gods know the truth. 
   
  Here are some ideas. Items can have same number of blessings as they have runes (Master Rune items will have three 
  blessings). 
  Blessed by Grungni 
  Endurance 
   
  +10 to Toughness characteristic 
   
  Dexterity 
   
  +10 to Agility characteristic 
   
  Skilled 
   
  Choose one trade and add extra +20 to all tests. 
  Blessed by Grimnir 
  Martial 
   
  +10 to Weapon Skill characteristic 
   
  Brawn 
   
  +10 to Strength characteristic 
   
  Fast 
   
  +1 to Attack characteristic 
  Blessed by Valaya 
  Wisdom 
   
  +10 to Will Power characteristic 
   
  Charisma 
   
  +10 to Fellowship characteristic 
   
  Like a Gromril 
   
  Immune to Diseases and Poisons (including alcohol effects). 
   
  
   
   
   
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  Blessed by Any Ancestor God 
  Aura of Immortality 
   
  Causes invisible aura that affects the user (and possibly any close companions, that remain close for long 
  periods of time). The user ages four times slower. It also reduces scarring (or they just seem to heal). User also 
  seems to be very resistant to all disease rarely catching anything. GM may give bonuses to any tests against of 
  mundane diseases (see below). If user loses the weapon, then he/she starts to age again fast, gaining the 
  "slow" years in a faster pace. 
   
  Gain a +20 bonus to all tests against diseases. 
   
  Like a Mountain 
   
  Immune to all Fear & Terror tests and insanity. 
   
  Like a Rock 
   
  +3 Wounds 
   
  Regeneration 
   
  Regenerate damage, even if at the point of death. Light Wounds heal one wound point per hour, heavy one 
  wound point per day, up to maximum. Any critical/severe wounds heal twice as fast. This also means bones, 
  which heal completely, without any sign of having ever been broken. All these abilities cease to function if the 
  user dies. 
   
  Will 
   
  The Item seems to have gained a will of its own. This is felt by those attuned to the item. They can feel the will 
  of the item time to time, when wielding it. GM may decide how this is felt. Item doesn't speak or share ideas. 
  Also, its influence is not powerful. It just can be felt by the user. Weapon could be aggressive and becomes 
  warmer when battle is near, Tool may inspire the user, Armour may encourage the user...etc. Besides this will 
  (or because this will), the item radiates Aura of Command giving following bonuses. 
   
  +20 to all Command tests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter IV: Mighty Rune Artefacts (Optional Rule) 
   
  Important Note! No Dwarf Runesmith would never admit or especially try to experiment with runic magic like following! 
  There are no official records that this has ever been even done. And if some Runesmith would actually try something 
  unnatural like this and fail, this shame should be rewarded no less than with Slayer-oath. Yet, there are some legends, 
  especially among the humans. These legends speak of mighty rune artefacts (like the Ghal Maraz and Grimnir's Axe), 
  and infamous names like Alaric the Mad…  
   
  According to legend, shortly after the Great Catastrophe, the Old World was suffused with magic, and born from this 
  loosed energy were Daemons and other vile creations from the Realm of Chaos. The High Elves of Ulthuan would 
  valiantly contain this energy, but the damage was done, and the world was forever changed. In the aftermath, Dwarfs 
  experimented with sorcery despite their innate inability to harness the Winds of Magic. Instead of trying to cast spells in 
  the ways of the Elf Wizards, they sought to bind them into images and symbols called Runes. 
   
  When Dwarfs were still experimenting, Rune magic they forged also items that broke the Rule of Three and the Rule of 
  Jealousy (possibly even other rules). This caused many major failures and even deadlier effects. Some legendary items, 
  like the Axe of Grimnir breaks these rules (in this case rule that no more than one master rune can be in one item). Rune 
  magic is not anyway subject of the Tzeentch Curse, but when it breaks the normal rules this changes. These 
  experiments fuelled their power more from the Winds of Magic (mostly from the Wind of Chamon) and this is the reason 
  they became unstable. Chance for the failure was great and this usually caused terrible results. So, after first 
  experiments with Rune magic, the Dwarfs created their rules and have used them ever since. No, sane Dwarf would 
  danger his project by breaking these rules – usually... 
   
  During the millenniums, there have been Runesmiths who have tried to experiment with more than three runes (or more 
  than one Master Rune). Different materials have been used (gromril, obsidian, gems…etc.). Usually these experiments 
  have resulted failures. Rules just cannot be broken with any material. One of the most infamous of these "inventors" was 
  Alaric the Mad who even experimented with the dreaded Warpstone. But, there still also the chance for success too. 
  Even it would be very small. And some experiments have actually worked creating few very powerful Runic Artefacts. 
  These items have truly become legendary.  
   
  IF Runesmith tries to power item with multiple Runes by breaking the rules they risk using too much Winds of Magic and 
  this way also chance for failure causing Tzeentch Curse. It is easier to break the rules with normal runes; the master 
  runes are truly difficult to combine. 
   
   
  After every extra normal Rune beyond three normal Runes, Runesmith needs to roll from the Rune Failure 
  Table (below). This is moderate offence and there is a +10 bonus to the d100 roll. 
   
  After every extra normal Rune beyond one Master Rune or extra Master Rune beyond one to three normal 
  Runes, Runesmith needs to roll from the Rune Failure Table (below). This is major offence and there is a +20 
  bonus to the d100 roll. 
   
  After every extra Master Rune beyond another Master Rune, Runesmith needs to roll from the Rune Failure 
  Table (below). This is major offence and there is a +40 bonus to the d100 roll. 
   
  Optional Rule: When Runesmith repeats himself (breaking the Rule of Pride) he needs to roll from the Rune 
  Failure Table (below). This is minor offence. Roll d100. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Rune Failure Table  
  Roll d100 with given bonus 
  01-50 
  Success! 
  51-60 
  Runes lose their power after d10 years. 
  61-70 
  Runes lose their power after d10+1 months. 
   
  Roll once from the Minor Chaos Manifestation table. 
  71-80 
  Runes lose their power after one month. 
   
  Roll once from the Minor Chaos Manifestation table. 
  81-90 
  Runes lose their power after one day. 
   
  Roll once from the Minor Chaos Manifestation table. 
  91-95 
  Rune item just fails. 
   
  Roll once from the Major Chaos Manifestation table. 
  96- 
  Rune item just fails and explodes to pieces causing also a massive magical explosion. Runesmith and 
  anyone in a 20-yard radius will get damage. 
   
  The explosion causes a S8 hit on everything within a 10-yard radius of the item, and a S4 hit on everything 
  between 10 and 20 yards from it. Damage ignores any armour. Also, roll once from the Major Chaos 
  Manifestation table. 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter V: Bestiary 
   
  NOTE! Most text taken from the Lure of the Liche Lord (WFRP2 sourcebook). 
   
   
   
   
  Rune Guardian 
   
   
   
   
   
   
  Common View 
  “We found this fallen Dwarfen hold – Just accidently, you know? Right. Well, there was this steel guardian. Never 
  seen one before. As big as an Ogre and covered in two inches of the finest Dwarfen Steel. Slow it was and had no 
  intelligence. Just metal-beast. But it was horrible opponent that didn’t get tired or fatigued.” 
  - Hans the Axe, Mercenary Sergeant 
   
  The Scholar’s Eye 
  “The first Rune Guardians were built millennia ago, when the first Dwarf strongholds began to fall to Goblin forces. 
  Realising they would be forced to leave the tombs of their honoured ancestors unguarded, the greatest 
  Runesmiths of the time collaborated with the Engineers Guild to create tireless sentries that could be left behind. 
  That at one time they could create such marvels is a source of both great pride and great sorrow for the Dwarfs. It 
  would seem that the knowledge of the Master Rune of Waking is lost to the Runesmiths of today, and the 
  schematics needed to construct one are nowhere to be found. Were someone to rediscover the secrets of the 
  Rune Guardians, he would be richly rewarded. Unfortunately, I fear the first step in such an endeavour would be 
  the recovery of a nearly intact Rune Guardian, surely and impossible (and probably suicidal) task.” 
  - Professor Eliot Denheim, Adventuring Scholar 
   
   
  A Rune Guardian looks somewhat like a heavily armoured, Ogre-sized Dwarf (commonly, not always). It’s covered in a 
  heavy metal skin, beneath which lies a complex system of cogs, levers, and pulleys that would baffle the greatest 
  engineers of the Empire. Each arm ends in an axe-like blade (or weapon like blades), which it uses to cut down any foe 
  that tries to get past. Completely mindless, a Rune Guardian can only follow the instructions given to it the movement the 
  Master Rune of Waking was inscribed upon it. Rune Guardians sometimes have other runes inscribed on their weapons 
  or armour, but can only have three runes in total, and they can have no other master runes. 
   
  Type: Construct 
  Size: Very Large (Ogre, Rat Ogre, Troll…) 
  Habitat: Dwarfen holds 
  Range: Dwarfen realms 
  Threat Level: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  - Rune Guardian Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  33 
  0 
  64 (6) 
  64 (6) 
  11 
  - 
  - 
  - 
  Skills: - 
  Talents: Strike Mighty Blow* 
  Traits: Armoured Body (3), Awareness, Construct, Fearless, Frightening, Mindless, Natural Weapons (Bladefists) 
   
  Combat 
  Attacks: 2; Movement: 2; Wounds: 26 
  Armour (Medium): Armoured Body (Head 3, Arms 3, Body 3, Legs 3) 
  Weapons: Bladefists (1d10+7*; Impact, Slow) 
   
  Armoured Body 
  A Rune Guardian is covered in heavy plates of steel, granting it 3 AP to each location. 
   
  Awareness 
  A Rune Guardian is completely aware of the presence of anyone within 30 feet, however, and it is impossible to hide 
  from them or sneak up on them within that distance. Beyond this range, the Rune Guardian is considered blind and deaf. 
   
  Construct 
  Construct is not alive and immune to Fear, Terror, gas, natural heat & cold, paralysis/stunning, poison, disease, 
  suffocation/drowning and all spells, skills, and effects that involve the manipulation of emotions and the mind. One 
  exception to this rule is corrosive acids. 
   
  Mindless 
  Rune Guardian have no Intelligence, Will Power, or Fellowship and can never take or fail tests based on these 
  Characteristics. 
   
  Natural Weapons (Bladefists) 
  The Bladefists of a Rune Guardian count as both Impact and Slow weapons. They should be considered also as 
  magical. Sometimes they may have additional runes on them. 
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Kalevala/WFRP2 - Rune Expansion.pdf