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====Anvil of Doom==== The equivalent of Shieldbearers for your Runelord. For 170pts, an Anvil of Doom adds 2 wounds to the Runelord, a 5++ Ward Save, two Anvil Guards (which are exactly like the Shieldbearers), unbreakable and 1 power/dispel dice. Crucially, the Anvil of Doom changes the Runelord's unit type to war-machine, which has some positive effects but also means it can be instantly killed by Pit of Shades/Dwellers Below/Purple Sun (along with the Runelord). The Anvil of Doom is the only way for Dwarfs to actively do something in the magic phase. As long as he is remaining stationary, the Runelord can cast up to three innate bound spells per magic phase: The Rune of Hearth and Home (power level 3) grants all friendly Dwarf units in 24" immune to psychology, which is fine but not that great because everyone is LD 9, the Rune of Oath and Steel (power level 4) gives one friendly Dwarf unit anywhere on the battlefield +1 to your armour save, by far the most useful ability especially when combined with Shieldwall, lastly the Rune of Wrath and Ruin (power level 5) is a 24" direct damage spell casing 2D6 S4 hits. Overall the Anvil is not usually worth it and has this one major weakness; against more than half the armies you'll put it down, and then take it away a first or second turn (along with the Runelord) because a characteristic test spell was cast upon it. See [[Talk:Warhammer/Tactics/8th_Edition/Dwarfs#Anvil_of_Doom|discussion page]] for more on this.
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