These runes may be enscribed onto standards, and offer the entire unit protection from psychology or magic. They may also be used on the battle standard. Master Runes of Protection may only be placed on a battle standard.
This rune will dispel any enemy spell cast anywhere on the battlefield on a D6 roll of 4+. Any spell which remains in play is dispelled automatically at the end of the magic phase if the target it affects or its template are within 12' of the standard.
All units within 12' may take any psychology or Break tests with an unmodified Leadership value of 10. In hand-to-hand combat Break tests are always taken at a value of 10 even if combat results bonuses would otherwise reduce the value to less.
The standard adds a further +1 to the combat result of all units within 12" of the battle standard.
The unit is immune to panic, fear, terror, and stupidity. The unit never takes a Break test and cannot be routed from hand-to-hand combat.
The unit causes fear, and is not affected by fear itself.
Any foe charging the unit subtracts D6" from his charge distance. If he fails to make contact then all the usual rules for a failed charge apply. If multiples of this rune are used the charge reduction is not added up, instead roll a D6 for each rune and choose the best score.
This rune dispels any spell targeted at the unit on a D6 roll of 4+. One attempt may be made against each spell cast. Further Runes of Warding may be enscribed, in which case you may make one attempt at a dispel for each rune.
The unit adds a further +1 to its combat result score. If two Runes of Battle are enscribed they add +2, if three +3.