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===Army Rules=== '''Killer Instinct''' Close combat attacks re-roll natural to-wound rolls of 1. All of your elves to a model have this special rule. Dread Elves are scary close combat monsters because of this rule, anyone unlucky enough to be in melee with you will be getting trashed. '''Death Trance''' Close combat attacks gain +1 to wound during the first round of combat, models with multiple instances of death trance instead get +1 to wound for all rounds of combat. Combined with above, your elves are destroying in melee. Because this is a modifier to the wound roll, not to strength or resilience, even if your opponent is resilience 10 you're going from 6s to wound to 5s. '''Scent of Blood''' The model gains Frenzy and Fearless in close combat. Only available on your raptor models and some monsters makes them more likely to not pursue after winning combat and being caught out. It will also help them not lose combat from fear, which is unlikely due to your high discipline elves, but ensures you won't lose for any stupid reasons. '''Fleet Commander''' Given to a Dread Prince & Captain instead of a cult. The model gains Kraken's Hide and for each character with this rule in the army, a single unit of corsairs may be upgraded with vanguard. Your already quick elves can move up even faster than they should and Kraken's Hide makes your elven characters far tankier than they should be allowed to. '''Beast Master''' Given to a Dread Prince & Captain instead of a cult. Discipline tests taken by Krakens and Hydras within 12" of this model are minimized and each round pick one monster nearby to re-roll failed to-hit rolls in melee. Bring 1 or 2 to buff up your monsters.
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