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==Faction Rules== *'''Strands of Fate''': At the start of the game, roll 12d6. If you don't like what you get you can re-roll the entire pool with one less die in it, and you can repeat that if you like, although of course at one die there's no reason not to keep it. You can use any of these dice in place of other rolls for advance rolls, charge rolls, battle-shock tests, hit rolls, wound rolls, damage rolls and saves. **Because the number of dice doesn't scale at all, the more units your army has, the more advance/charge/hit rolls you'll tend to have, with a similar concern for hit and wound rolls based on attack volume (damage too, but static damage weapons can mitigate this). Your melee units are more dangerous as one big unit (it will cost you fewer dice to guarantee a charge) and your ranged units are more dangerous with single-shot weapons that hit accurately and very hard (if will cost you fewer dice to hit and wound). **Math on re-rolling: the rolls you can use your dice for don't all work the same way and as a result a truly optimal rolling strategy depends on your list ''and'' your opponent's list, but the short version is that what makes the most sense given that you need to be able to quickly determine if you're re-rolling or not is counting how many dice you rolled that were 4+. If you roll less than half your pool (don't round; half of 11 is 5.5 and 5 is less than 5.5) as 4+, re-roll. This will give you, on average, 6.78 (slightly more than 6 and 3/4) 4+ dice that will be reasonably likely to help you without worrying too much about too many otherwise-useless 1s or incredibly valuable 6s. ***As long as you have one Farseer you can potentially change a low roll into an automatic 6 (per turn, so one in your turn and one in your opponent's - a potential of up to 10 over the course of a game), so even if roughly half your rolls are low you can keep them and later turn them into an auto success. These dice count as an unmodified roll, so those 6s will be providing additional rules depending on the weapon being used. **There are seemingly no restrictions on how many dice you can use per turn or per unit - each time a die would be rolled it can be substituted as long as it is one of the rolls listed. Spending them defensively is therefore a relatively bad idea, because you are free to dump your entire pool into wiping out your enemy and thereby avoid needing to make defensive rolls in the first place. Spending on them on acquiring more Fate Dice - e.g. by helping your Defenders of Fate units wipe out whatever is contesting their objectives - is a very good idea. *'''Corsairs & Traveling Players:''' Allows you to add in {{W40kKeyword|Harlequins}} and {{W40kKeyword|Anhrathe}} units to a Dark Eldar army. That said, they can only take up to 25% of the army's total allowance and can't be given any enhancements, nor can any model become the warlord. **really only the Solitaire and Death Jester are worth considering. *'''Ynnari:''' If you take Yvraine as a warlord, you're now able to field Dark Eldar in your Craftworld army, with the limit being up to 50% the army's total allowance. That said, none of your dark kin can ever take enhancements. **There are some keywords barred from joining a Ynnari Army: {{W40kKeyword|Anhrathe}}, {{W40kKeyword|Haemonculus Covens}}, {{W40kKeyword|Phoenix Lords}}, the Avatar of Khaine and the Solitaire. **Bear in mind that Dark Eldar units uniformly have the {{W40Kkeyword|Aeldari}} keyword, it's just not their ''faction'' keyword, so an awful lot of your buffs work on them (like Farseers).
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