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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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===Melee Weapons=== *'''Harlequin's Blade:''' It's a free CC weapon with a bonus attack and AP-1. Does work against T3, and also some other select targets (see troupe entry for elaboration), particularly if you're in a Troupe master's Aura. That said you typically will only take it if you don't have the points for any of the below. *'''Harlequin's Caress/Embrace/Kiss:'''The Harlequin weapons were all folded into a S+1 AP-2 D2 statline. The only differentiating feature between them is which stratagem they can trigger. See that section for that info but otherwise these have a nice general profile that'll threaten the majority of units in the game. *'''Miststave:''' The special melee weapon for the Shadowseer, it hits hard with S+2, AP-1 and D1d3. While AP-1 is poor , the Shadowseer's 4 attacks let it do a surprising amount of damage up close for a Psyker. D3 damage, while not ideal compared to a flat 2 gives it a chance to splat other HQs if things go right. *'''Power Sword:''' Only available to Troupe Masters and exactly like any other Power Sword at S+1 AP-3, making it just about the same thing as the old Embrace. The only real reason to take one is for the Power Sword relic. The trade off of damage for the extra point of AP is questionable at best. *'''Zephyrglaive:''' The melee option for Skyweavers, a S+2 AP-2 weapon with 2 Damage. Combined with the extremely high speed of Skyweavers, it's a useful weapon for quickly wiping out MEQs. Send 'em in for backline support units or have them go in as the vanguard of your forces to tie up and hurt things while your footsloggers hop outta their clown cars.
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