Description: ANVIL OF DOOM
M WS BS S T W I ALd
Anvil Guard 3 5 3 4 4 1 2 2 10
THE ANVIL IN THE GAME
A Dwarf army may have one and only one Anvil of Doom. In gaming terms, the Anvil is treated as a piece of terrain; it cannot be moved or attacked at all (no more than you can move or attack a hill!).
The Runelord and the two Anvil Guards would rather give their lives before abandoning this most ancient artefact. and must remain for all the battle on the platform. They are Unbreakable, may not declare charges and will never pursue beaten foes. The Anvil and crew have a Unit Strength of 3.
Enemy units which charge the Anvil model are placed in base contact with the platform. The Runelord and the Guards place themselves between the enemy and the anvil, without leaving the Anvil's platform. The Anvil and crew count as a unit with a 60mm wide frontage for the purposes of who can fight who (this is the width of the Anvil's base).
When shooting at the Anvil of Doom, randomise hits evenly between the remaining Dwarfs. To take into account the protection offered by the Anvil, the Runelord gains a 4+ Ward save against any form of missile (this includes magic missiles as well as normal missiles).
If the Runelord and Guards are killed, the enemy scores the points of the Anvil (plus an extra 100 Victory points if they are killed in close combat). If the Runelord is killed but there is still at least one Guard alive at the end of the game, the enemy scores the points for the Runelord, but not the points for the Anvil.
THE ANVIL AND
THE DWARF MAGIC PHASE
During his own Magic phase the Dwarf player receives D6+2 Power dice. During the enemy's Magic phase everything is as normal. though the Anvil adds an extra dice to the Dwarfs' Dispel pool.
The Runelord uses the powers of the Anvil of Doom
by striking the appropriate elemental rune upon it.
In gaming terms. the Runelord may cast each of the
four runic powers one per Magic phase using the Power dice provided by the Anvil. lie may use a maximum of four dice to power a runic spell. If the Runelord is fighting in close combat, he will not be able to cast runic spells. If the spell is miscast, the Runelord does not have to roll on the Miscast table, but the Dwarf Magic phase ends immediately and all remaining dice are discarded.
RUNIC POWERS casting While
Rune of Water 6+
When struck properly, the Anvil's magic pulses out into the ground. drawing water from underground lakes and rivers and causing it to swell up onto the battlefield to create a mire. This power can be east on any enemy unit on the tabletop. The unit's Movement is halved until the end of its own following turn. If forced to flee, for whatever reason, the unit flees at half speed (determine the flee distance of the unit as normal and then halve the score, rounding up). This spell has no effect on flyers or ethereal creatures.
Rune of Air 7+
If successfully struck. this tune causes a dark cloud to gather over the battlefield and a storm of lightning cascades down upon an enemy unit. 'this spell can be cast on any enemy unit on the tabletop. causing D6 Strength 4 hits. 'these hits are distributed exactly like hits from shooting.
Rune of Fire 8+
Each blow of the Runelord's hammer causes a fiery ball to explode into his foes. This rune releases a magic missile with a range of 30". If successfully cast, the fireball causes 2D6 Strength 4 hits.
Rune of Earth 9+
The clang of hammer on rune reverberates across the battlefield, causing the ground to tremble before exploding under the enemy in a hail of rocky shards. This spell can be cast on any enemy unit within line of sight. The Anvil causes 1)6 Strength 5 hits on any one enemy unit on the tabletop, plus a further 1)6 Strength 5 hits if the unit is partially or wholly within a rocky feature (all hills, rocky outcrops, ruins, or any similar area which has been identified as high ground, rocky or ruinous before the game).