During his own Shooting phase the Runelord may strike a single rune each turn. A rune may not be struck if the Runesmith or Guards are in close combat. Anvils are ancient beyond reckoning and have powers that few Runesmiths dare to call upon. When striking a rune, a Runesmith must choose whether he will strike it normally or try to call forth its ancient power.
A rune is struck correctly on a D6 roll of 2+ if struck normally, 4+ if struck with ancient power. If the rune is not struck correctly, roll a D6 and consult the Failed Rune table to determine the effect on the Anvil.
Rune of Hearth & 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, reminding all friendly Dwarf units of hold, clan and ancestors. Every friendly Dwarf unit may re-roll failed Fear or Terror tests while the note lasts. Remember you may never re-roll a re-roll.
The note lasts until the start of the owning player's next Shooting phase.
Ancient Power. If the Runelord attempts to use the full power of the runes then all friendly Dwarf units may re-roll failed Panic and Break tests, and are immune to fear and terror while the note lasts.
Rune of Oath & Honour
When the runes are struck, Grungni's blessing is placed upon the works of the Dwarfs. The Dwarfs, whose resolution and endurance is legend anyway, are driven to make an extra supernatural effort to ensure that they do their duty. A single, friendly Dwarf unit (but not a Gyrocopter) may make a normal move (which can be a March or Charge) in the Shooting phase.
Units that move in this way may not shoot in the Shooting phase. Units which rallied earlier in the turn may not make this move.
Ancient Power. If the Runelord uses the full power of the runes then D3 friendly Dwarf units will be affected.
Rune of Wrath & Ruin
When the Anvil is struck and the name of Grimnir is invoked, the power of the Rune of Wrath & Ruin causes the sky to darken and the earth to crack, venting fire and sulphur. Nominate an unengaged enemy unit anywhere on the table. You may not target independent characters unless they (or their mounts) are large targets. The target unit takes D6 magical Strength 4 hits distributed in the same way as Shooting hits. If that unit has the Fly ability then it cannot Fly in its next Movement phase. If it is not a Flyer then its Movement characteristic 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).
Ancient Power. If the Runelord attempts to use the full power of the runes then D3 enemy units are affected and each takes 2D6 magical Strength 4 hits.