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===Gifts of Chaos=== * '''Crown of Horns:''' 35pts. General only. Grants 5++ Ward Save and a side bonus of +1 to any Rally attempts for his unit (this can happen to even the best of them from time to time). Frees up a Talisman for your lord. * '''Slug-Skin:''' 10pts. Deals S2 poison hits to all enemy models in base contact. Not much to manage things above chaff, but any advantage can be worth it. * '''Many-Limbed Fiend:''' 15pts. Useful on anybody S5 and higher, not so useful on others. Combines nicely with a Gorebull with an extra hand weapon for 7 S5 attacks. * '''Gnarled Hide:''' 15pts. Natural Armour (5+) is excellent; 10/10 WOULD BANG, especially when combined with existing armor. * '''Gouge Tusks:''' 10pts. AP(1). Here we go. Helpful for breaking through heavily armored fuckers and keeping you from fluffing those important rounds of combat. * '''Rune of the True Beast:''' 10pts. monsters, mounts, and Swarms can't target you in close combat. Best use protect them from Rushing flyers, though most of the normal calvers' power comes from the rider. * '''Uncanny Senses:''' 5pts. Good if you're combining it with The ''Sword of Swift Slaying'', Geving you an edge in initiative when facing characters and elven troops ensures you get that ASF rerolls. Just be sure NOT to combine it with a Great Weapon if you intend to fight Elves. * '''Shadow-Hide:''' 5pts. Model on foot only. If you have 5 points to burn on a Shaman, Gorebull, or Doombull, you could do well with this to prevent archer spam against him, making him virtually impossible to hit with regular troops.
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