Thorek Ironbrow
| M | WS | BS | S | T | W | I | A | Ld |
| Thorek Ironbrow |
3 |
6 |
3+ |
4 |
5 |
5 |
3 |
2 |
10 |
Saves:
Armour 1+ (Master Rune of Gromril), Ward 4+ (Thorek Ironbrow), Missile 4+ (Thorek's Rune Armour)
Rules:
Unbreakable
Ancestral Grudge:
Dwarfs have the Hatred (Orcs & Goblins, Skaven, Hobgoblins) special rule.
Forgefire:
A Runesmith and Runelord, and all friendly infantry models in a unit joined by one or more of them, gain the Armour Piercing (1) special rule for as long as they remain with the unit.
Rune Lore:
A Runesmith/Runelord follows the rules for a Level 2/4 Wizard for the purposes of dispelling, and have Magic Resistance (1/2), respectively. (A dispel-only bonus -- does not grant an actual Wizard Level for casting;)
Anvil of Doom:
A Runelord with an Anvil of Doom gains the Ward Save (4+) and Unbreakable special rules. 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. (1) Rune of Hearth and Hold: innate bound spell (power level 3), augment targeting a single friendly Dwarf unit anywhere on the battlefield -- the target gains Stubborn until the start of the next friendly Magic phase (Unbreakable instead if already Stubborn). (2) Rune of Stone and Steel: innate bound spell (power level 4), augment targeting a single friendly Dwarf unit anywhere on the battlefield -- the target's armour save improves by 1 (maximum 1+) until the start of the next friendly Magic phase. (3) Rune of Wrath and Ruin: innate bound spell (power level 5), direct damage, range 24" -- 2D6 Strength 4 hits, distributed as for shooting. (4) Rune of Oath and Honour: innate bound spell (power level 5), augment targeting a single friendly Dwarf Infantry unit anywhere on the battlefield -- the target may immediately make an additional move as if it were the Remaining Moves sub-phase (no unit may be moved more than once per turn this way). (Bundled here as one Rule -- four named bound spells with no per-model Wizard/Lore of their own to hang real Spell objects off; same "big Rule with an embedded list" convention as e.g. Beastmen's Giant Special Attacks.)
Kraggi, Assistant at the Forge:
Kraggi is represented on the tabletop by a separate miniature that always remains as close as possible to Thorek's Anvil of Doom. The model itself plays no part in the game; if it gets in the way, simply move it to one side. If Thorek is slain, Kraggi is also removed. Thorek can re-roll a single dice on a failed attempt to cast one of the innate bound spells of the Anvil of Doom per turn. If this re-rolled dice rolls a 1, Kraggi has done something wrong and Thorek takes a Strength 10 hit. Kraggi is then removed from play and this special rule cannot be used again for the rest of the game.
Master of Ancient Lore:
Thorek receives a +1 bonus on all his attempts to cast the Anvil of Doom's bound spells. In addition, Thorek knows the Rune of Doom: innate bound spell (power level 3), an augment spell that targets every friendly Dwarf unit within 24" -- the target units gain the Fear special rule until the start of the next friendly Magic phase.
330 points
Lord · War Machine (Unique)