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Warhammer 40,000/8th Edition Tactics/Eldar Harlequins
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===Universal=== *'''Luck of The Laughing God''': The Warlord can re-roll hit rolls, wound rolls and damage rolls of 1. **This helps all Harlequin characters. A Death Jester's shrieker profile will almost always hit with this, combined with the shrieking doom stratagem, you can also reroll its damage. A Troupe Master armed with a Kiss or Storied Sword also becomes more dangerous, very useful for having him as a character killer. While a Shadowseer will almost always hit with her hallucinogen grenade launcher, good for leadership bombing. Her melee weapon also does D3 damage. *'''Fractal Storm''': The Warlord gains a 3++ against Melee Weapons. **Not quite meh, but still pretty eh. *'''One Foot in The Future''': The Warlord gains +2" to their Movement characteristic, and +1" to any Advance, Charge, Fall Back, Consolidate, Pile in or Heroic Intervention distance. **Pretty cool. Helps with your Troupe Master or Shadowseers positioning for their aura. *'''Player of the Light''': Re-roll failed charge rolls for Warlord and friendly <Masque> units within 6". **Not as useful as it first seems, as Harlequins have the mobility to get extremely close to their targets before charging. It helps against those low rolls, but not much else. **Alternative take: Use PotL to absolutely 100% guarantee that your Clowns can get into combat without any hiccups. The last thing you want to do is be stuck four inches away staring down 20 IG you could've vaporized with a successful charge. *'''Player of the Dark''': Each wound roll of 6 in the Fight Phase causes an additional Mortal Wound. **With the re-rolls to the Troupe Master, this can generate a few more wounds, not great but not bad. *'''Player of the Twilight''': Once per game, the Warlord can re-roll a hit, would or save roll. Also, when you or your opponent use a Stratagem, roll a die. If the number rolled equals the cost of the stratagem used, gain that many CP (e.g. your opponent uses a stratagem costing 3CP. If you roll a 3, you get 3CP from them). **Exactly as reliable as the "gain CP on 6+" rule that most armies have, but more rewarding. It is only less reliable than SM "gain 1 CP on 5+", but applies to both players rather than only to you, and can still be more rewarding.
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