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===Special=== '''Makhar Flayers:''' 175 pts for 5 + 20ppm. Incredibly fast monster and knight hunters, but will drop dead if anything looks at them funny. Fastest horsemen with the options for Rear charges, ranged support and skinning lash, all of which utilize their speed to avoid and damage enemies. Have Lethal strike on all their attacks vs Beasts and Cavalry, letting the slay Knights, monsters, and Daemons if you throw enough dice at them. '''Makhar Chariot:''' 150 pts for 1 + 130ppm. Four Barbarians on a maneuverable Chariot. Has a choice between being a heavy armored charger or Bow platform. Very maneuverable and impact Hits hurt (D6 S4 + 4 Barbarian Lances). '''Warrior Knights:''' 250 pts for 5 + 38ppm. Heavier Cavalry. can't take Favour, but they're still tank-tastic as all hell. '''Turul:''' 230pts. a Winged Chimera. Decent survivability, a good number of strong attacks, and good speed. Any dedicated monster hunter will laugh at them, but use them carefully and you can get good work out of it. It can take ambush that lets it also enter the field from Impassable Terrain edges. '''Karkadan Herd:''' 130 pts for 3 + 55ppm. A herd of Frenzied Rhinos and they hit like Ogre Tuskers that have character Sons of the Avalanche. take a unit of 2 ranks of 3 and let them run over things. '''Nomadic Giant:''' 260pts. The ability to reroll 1's on charges is very helpful for Giants that need to make it into CC before they die. The ability to join infantry is not that useful in a Calv army, but dealing more damage against monsters and lowering enemy agility can be worth +10 more points over the Giant Club. He could instead become a very mobile Bolt Thrower for monster hunting and impaling a unit through its flank.
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