Anvil of Doom

(Entry)
Type: crew
EntryId: f8a9-eaf3-36a1-07bf
Hidden: false
Costs: 120 pts

Constraints:

max: 1
Options (1)
Rules (3)
Anvil of Doom
A Runelord with an Anvil of Doom gains Ward Save (4+) and Unbreakable. In addition, his troop type changes to War Machine and he counts as being part of the crew. Randomise any missile hits between the Runelord and the crew. The Runelord can never choose to leave the Anvil during the game. If the Runelord is killed, the whole Anvil is also removed as a casualty.
Locus of Power
For each friendly Anvil of Doom on the battlefield at the start of any Magic phase, add one dice to both your power and your dispel pool.
Strike the Runes
A model mounted on an Anvil of Doom can use each of the following bound spells once per friendly Magic Phase. In addition, it may use up to
4 Power Dice when attempting to cast each spell. The Anvil can pivot on the spot before casting, and the range of the bound spells is measured from the Anvil itself.

Profiles:

Model MWSBSSTWIALDType
Anvil of Doom

10

War Machine

Spell Spell LevelTypeCasting ValueRange
Rune of Hearth and Hold

Innate bound spell

Augment

3+

Targets a single friendly Dwarf unit anywhere on the battlefield. The target unit gains Stubborn until the start of the next friendly Magic phase. If the unit is already Stubborn, it becomes Unbreakable instead.

Rune of Oath and Honour

Innate bound spell

Augment

5+

Targets a single friendly Dwarf Infantry unit anywhere on the battlefield. The target unit may immediately make an additional move as if were the Remaining Moves sub-phase. Note that no unit may be moved more than once per turn by this spell.

Rune of Stone and Steel

Innate bound spell

Augment

4+

Targets a single friendly Dwarf unit anywhere on the battlefield. The target unit increases their armour save by 1 (to a maximum of 1+) until the start of the next friendly Magic phase.

Rune of Wrath and Ruin

Innate bound spell

Direct Damage

5+

24"

Causes 2D6 S 4 hits, distributed as per shooting.