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===On the Tabletop (a.k.a. the Ballroom Blitz)=== For the younger players just joining us (Hi! Welcome to the game!) that might have only been introduced to the Solitaire in recent editions, know they are almost as old as the game itself. Seriously, these guys had an entry in the 1st Ed. Compendium. While they have always had a fairly standard space elf stat-line, albeit one with rather high weapon skill and initiative, the one thing that has always made them stand out is their signature Blitz ability which was introduced sometime after second edition and essentially turned the Solitaire into a tornado made of knives. Previously, Blitz allowed a Solitaire to charge 12" rather then the standard 6", but the kicker was that they gained an extra attack for every inch of movement they ''didn't'' use, so if you charged something 8" away you gained 4 extra attacks. This allowed them to have ''19'' attacks (base 6 + 12 if you were practically humping your enemy's legs at the end of the shooting phase + 1 for dual wielding) on the charge, which has definitely got to be close to the record for "most number of attacks from one model". 7ed turned this into a "once per game" ability where you roll turn number X d6 dice and add them together to get your total movement distance for the turn. Which is fairly impressive IF you save it until turn 6 since the average move will be 21" with a maximum of 36", however the best part is the move ignores all terrain and enemy units, officially cementing the Solitaire as the 40k answer to Sonic the Hedgehog. In 8ed, it retained its "once per game" status, but changed to add a flat 2d6" to their movement value and 10 attacks for that turn. This, combined with Harlequin's universal 6" advance move and a Solitaire's default 12" movement value, can give them an absurd maximum charge range of 48" if you roll nothing but 6s. On average, it would be more like 32" which is definitely nothing to scoff at.
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