Anvil of Doom

(Entry)
Type: unit
Categories: Faction: Dwarfen Mountain Holds
EntryId: ffad-ee5c-b4f-b34
Hidden: false
Costs: 235 pts
Options (3)
Command:

Profiles:

Unit Troop TypeUnit Size
Anvil of Doom

War machine

1

Special Rule
Hatred:

A model with this special rule may re-roll any failed rolls To Hit made against a hatred enemy during the first round of combat.

Which enemies are hated varies from model to model and will be shown in brackets after the name of this special rule. Some models hate 'all enemies' meaning they hate all enemy models equally.

Magic Resistance:

The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X).

Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.

Resolute:

Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).

Rune Lore:

A model with this special rule may be nominated to attempt a Wizardly Dispel, as if it were a Wizard. For the purposes of Wizardly Dispel attempts:

An Anvil of Doom counts as a level 3 Wizard A Runelord counts as a Level 2 Wizard A Runesmith counts as a Level 1 Wizard

Ancestral Shield:

An Anvil of Doom and the Forgefather & Anvil Guard have a 5+ Ward save against any wounds suffered.

Gromril Armour:

A model with this special rule may re-roll any roll of a natural 1 made when making an Armour Save roll

Gromril Weapons:

A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.

Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.

Immune To Psychology:

If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction.

Note that this special rule does not make a unit immune to any test made against Leadership not stated here.

Skirmishers:

A unit consisting of models with this special rule may adopt a Skirmish formation.

Unbreakable:

If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa.

Strike the Runes:

An Anvil of Doom can cast the following Bound spells, with a Power Level of 3:

Immovale Object:

Once a Anvil of Doom has been placed on the battlefield during deployment it cannot be moved by its crew during Remaining Moves sub-phase.

Note that an Anvil of Doom can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.

Ancestral Fury:

During a turn in which a unit in a Royal Clan army makes a charge move of 3" or more, or made a follow up move, it gains a +1 modifier to its Strength characteristic.

Riches & Heirlooms:

Character models in this army may spend an additional 25 points on runes. In addition, unit that are able to purchase Standard runes may spend an additional 25 points on Standard runes (with the exception of Royal Clan Warriors, who already have this bonus included on their profile).

Striking a Grudge:

After deployment but before the first turn begins, nominate a single enemy character. For one reason or another, this individual has earned themselves a place in the Clan's Book of Grudges and must be brought to justice. All friendly models gain the Hatred (nominated enemy character) special rule. In addition, you win a bonus of 75 Victory Points if the nominated character is slain, has fled the battlefield or is fleeing when the game ends.

Spell NumberTypeCasting ValueRange
Rune of Oath & Steel

Enchantment

7+/11+

24’’

If the Bound spell is cast with a casting result of 7 or more, the target friendly unit may re-roll any failed Armour Save rolls. If this Bound spell is cast with a casting value of 11 or more, the target friendly unit may re-roll any failed Armour Save rolls and improves its armour value by 1 (to a maximum of 2+). This spell lasts until your next Start of Turn sub phase.

Rune of Wrath & Ruin

Magic Missile

9+

27"

The target enemy unit suffers 2D6 Strength 4 hits, each with an AP of -2.

Rune of Hate & Urgency

Conveyance

10+

24"

If the target friendly unit is not fleeing and has already moved during the Movement phase, it may immediately move again.

Rune of Hearth & Home

Enchantment

7+

Self

Until your next Start of Turn sub-phase, all friendly Dwarf units within 21’’ of the Anvil of Doom gain the [Immune to Psychology] special rule.

Used By (2)