Source: Warhammer Armies Project: Unofficial 9th Edition

Rune of Slowness
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Magic Standard20/30/50 points

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.