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.
Rune of Hearth and Hold: The Rune of Hearth and Hold was originally the gift of Valaya to the Dwarfs. With each blow of the hammer a low bass note resonates across the battlefield, stirring a Dwarf's pride in his hold, clan and ancestors.
Innate bound spell (power level 3). The Rune of Hearth and Hold is an augment spell that targets a single friendly Dwarf unit anywhere on the battlefield. The target unit gains the Stubborn special rule until the start of the next friendly Magic phase. If the unit is already Stubborn, it becomes Unbreakable instead.Rune of Stone and Steel: When the runes are struck, Grungni's blessing is placed upon the works of the Dwarfs. Each suit of armour remembers the hammer blows that forged it.
Innate bound spell (power level 4). The Rune of Stone and Steel is an augment spell that 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: When the Anvil is struck and the name of Grimnir is invoked, the power of the Rune of Wrath and Ruin causes the sky to darken and the earth to crack, venting fire and sulphur.
Innate bound spell (power level 5). The Rune of Wrath and Ruin is a direct damage spell with a range of 24" that causes 2D6 Strength 4 hits, distributed as per shooting.Rune of Oath and Honour: The Dwarfs, whose resolution and endurance is legend anyway, are driven to make an extra supernatural effort to ensure that they do their duty.
Innate bound spell (power level 5). The Rune of Oath and Honour is an augment spell that 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.