Source: Warhammer Fantasy: 8th Edition

Rune of Slowness
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Magic Standard35/50/80 points

Any foes charging a unit including a standard bearing a Rune of Slowness subtract D6" 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 2D6 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.