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====Mounts==== *'''Shieldbearers:''' Lords only. Have 2 Dwarfs hold up your Lord to make him more intimidating. For 5pts, you add 2 mount attacks and 2 to the unit strength. Because they are infantry, your lord still benefits from Look Out Sir. *'''Oath Stones:''' Lords and Thanes only. They're fairly inexpensive and gives a hefty defense, so you can never go wrong with taking one thane with this. Your unit can never flee a charge, but they are never disrupted, can parry any attacks to their flanks or rear, and gains another MR(1). *'''Anvil of Doom:''' Runelords only. 2 wounds, a 5++ ward save, and some guards to fight alongside your Runelord though they get no upgrades. It adds a bonus die to all power and dispel pools. It also gives some bound spells to use to buff a dwarf unit anywhere on the battlefield. The big weakness? You're now a War Machine. An Initiative 3 War Machine makes you an ideal target for spells that target your Initiative. **'''Hearth & Home:''' Makes a Dwarf Stubborn or unbreakable if already stubborn. The entire army already has little to worry about with morale, so why use this?... **'''Stone & Steel:''' Gives a unit +1 to their armour save. You will want this a lot, especially when combo'd. **'''Wrath & Ruin:''' Blasts a unit within 24" with 2d6 S4 hits. **'''Oath and Honour:'''an Infantry unit makes an out-of-phase move. Your Slow (you now marching on 6") so extra speed to flank.
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