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===Ghur=== Generally only the Gryph-feather Charm is worth taking. The Amberglaive might be useful in some cases, too. *'''Weapons''' 1. Stonehorn Blade. Pick one melee weapon. At the end of a phase where a wound was inflicted by the weapon, roll. On a 5+, pick an enemy unit within 3" and do D3 Mortal Wounds. 2. Anraheirs' Claw. Pick one melee weapon. All wound rolls of 6+ do an extra 2 damage. 3. Amberglaive. Pick one melee weapon. Add 1 to hit rolls and 1" to range (up to 3"). 4. Blade of Carving. Pick one melee weapon. Hit rolls of 6+ automatically wound. 5. Rageblade. Pick one melee weapon. Add 1 to Attacks. 6. Rockjaws. During shooting, pick a target within 8". On a 3+, do D3 mortal wounds. *'''Relics''' 1. Beastcaller's Bones. At the start of the combat phase, roll a dice for each monster within 3". On a 5+, the monster can't attack. If it's a mount, the rider can still attack. 2. Drakeforged Plate. Reroll saves of 1 if the attack has a random Damage characteristic. 3. Gryph-feather Charm. -1 to hits targeting the bearer, and +1" to movement. 4. Gargant-bone Dice. Once per battle, you can roll 3 dice. For each 5+, each enemy unit within 6" takes D3 mortal wounds. 5. Shardfist Pelt. Each time you roll a save of 6+, the attacking unit takes 1 mortal wound. 6. Tuskhelm. After you charge, roll for each enemy unit within 1". On a 4+, they take 1 mortal wound.
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