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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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====Twilight==== <div class="toccolours mw-collapsible mw-collapsed" style="10> As the Twilight is the edge between darkness and light, so too does the Twilight aspect represent the edge between life and death. This makes your army a risk-taking group, though it should be said that there's not much you lose from taking these lists. <div class="mw-collapsible-content"> *'''Characterization - Twilight Falls''': +1A when charging, charged, or heroically intervening for the entire Fight phase (so if you fight twice, you get the bonus twice). In addition, your units add +2" to their consolidation and pile-in distances. This has its own tricks of mobility. *'''Warlord Trait - Player of the Twilight''': While the warlord is on the battlefield, you roll a die for each CP you or your opponent spend on a stratagem, and you gain 1 CP on a roll of 6. In addition, whenever you use Luck of the Laughing God to chance more rolls, you gain an additional CP - even if you don't win. Expect to make back plenty of CP for it. *'''Stratagem - Malicious Frenzy (1 CP)''': Select a {{W40kKeyword|Twilight}} unit at the beginning of the Fight phase. Any natural 6s to hit automatically wound. Pretty strong considering your troupes with blades are making 6 attacks each at measly 3 strength. *'''Relic - The Twilight Blade''': Troupe Master only. This replaces their power sword, improving it to S+2 AP-3 D2 and gaining an extra number of attacks equal to the round number. This is the prime weapon to make a blender out of your troupe master, ripping through mobs and MEQ alike without an issue. </div> </div>
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