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=====Relics of the Ravenspire===== *'''The Armour of Shadows''': Treat AP-1 attacks against the wearer as AP0. In addition, an unmodified hit roll against them of 1, 2, or 3 always fails (i.e. it's harder for elite units to hit you, but worse melee units won't notice). Watch as your opponent's WS2+ smash unit hits as well as a guardsman. *'''The Ebonclaws''': Replaces Lighting Claws. SU AP-3 D1d3 A+1, re-rolls wounds. *'''Ex Tenebris''': Replaces a mastercrafted stalker bolt rifle, mastercrafted occulis bolt carbine, or mastercrafted instigator bolt carbine. Replaces the profile with 36" Assault 3 S4 AP-2 D2, it can target enemy characters even if they are not the closest, and it adds 1 to its hit rolls and ignores cover. Was made by Corax and supposed to be given to Konrad Curze. Probably would have helped his shooting. Consider putting this on a Primaris Captain who's supporting your backline to snipe characters, or even better, a Primaris Lieutenant (+1 to hit increasing him to 2+ to hit) since he's cheaper and his buffs stack with the Phobos Captain, who also has a sniper rifle. Since it's a relic, it sadly does not stack with the Marksman's Honors trait. **The +1 to hit bonus stacks with the Combat Doctrine, allowing even a Lieutenant to ignore a -1 to hit penalty on other sneaky characters. So it's wasted on a Captain. *'''Oppressor's End''': Replaces a combat knife with S+1 AP-2 D1 A+1. Against an enemy character, the damage improves to 3. Not shabby, but the only HQs that can this are the Phobos Captain and Lieutenant... and they'd probably rather take Ex Tenebris. *'''The Raven Skull of Korvaad''': Once per turn, you can re-roll a hit roll, wound roll, or damage roll. In addition, if the model carrying this relic is destroyed by an enemy unit, you can add 1 to the hit rolls of any Raven Guard unit targeting that enemy unit for the rest of the game. Kind of begs for martyrs, which should be easy to find with Templars, but this does have its uses regardless. *'''Raven's Fury''': Jump Pack model only. Can charge even after advancing, and re-rolls failed charge rolls. It also inflicts a mortal wound on its charge target on a 4+. While its extra speed might be ignored so your other Jump Infantry can keep up, and Champions don't have access to them, it is of great help to a Shadowmaster RG Warlord to get that charge.
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