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===Gifts of Khaine=== Being a sadistic cult of murderfuckers, the Witch Elves, Hags, and Assassins all have their own items to use. *'''Rending Stars:''' 25pts. Your assassin gets shurikens, chucking three S4 attacks each turn, which is slightly better than the handbow, but more expensive. *'''Dance of Doom:''' 30pts. Model on foot only. Incredible defense. All missiles have to re-roll to hit your units, which is a big plus when your units tend to be naked. *'''Touch of Death:''' 20pts. Killing Blow. *'''Rune of Khaine:''' 25pts. Add +d3 attacks to a model, making more on top of a total frenzy of blades. *'''Witchbrew:''' 25pts. Death Hags and Hag Queens only. Gives them and any unit they're with perma-Frenzy (or a bonus attack if they already have it) but will never pass Berserk Fury checks. This is an old standby that allows a pack of witches to absolutely go ballistic. *'''Hand of Khaine:''' 20pts.Robs -3 WS from one enemy in b2b, but it's meaningless against those with Immunity (Psychology). To those that aren't though, this makes you all the more able to dominate the enemy. *'''Cry of War:''' 15pts. All enemy models in b2b with this model must test Ld or only be allowed to hit on a 6 during the first round of combat. Thankfully, this isn't a psychology effect. ''Toxins:'' Poisoning +1 *'''Dark Venom:''' 25pts. Adds Multiple Wounds (d3) to make more out of your attacks. *'''Manbane:''' 10pts. Restores the old poison rule, that is, auto-wounding on 6s. *'''Black Lotus:''' 5pts. Characters wounded by this suffer -1 to Ld for each wound. If you pull off combat and do well in a challenge, this can bust a line.
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