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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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===Relics=== *'''The Storied Sword''': Replaces a Power Sword, and thus can only be taken by a Troupe Master. A nice little weapon with S+2 AP-3 D2 which automatically hit the target. Pairs nicely with the Veiled King Pivotal Role for reasons that should be obvious. *'''Cegorach's Rose''': Replaces a Harlequin's Kiss, S+2 AP-2 D3 and rerolls failed wound rolls. A decent option that'll let your Troupe Master fuck with death guard and characters all the same. *'''Crescendo''': Replaces a Shuriken Pistol. Fires a staggering 6 shots with a flat AP-3 D2 with Shuriken. A strange choice for a Troupe Master but a pretty solid option on a Shadowseer that wants to hang back outside of fights but still do some damage. *'''Suit of Hidden Knives''': At the end of the fight phase, the bearer can make 3 additional melee attacks (cannot target {{W40kKeyword|TITANIC}} units). When resolving these attacks, each hit inflicts 1 mortal wound and the attack sequence ends. A decent way of finishing off a straggler or a hero on death's door before they could fight back. **Absolutely hilarious on a Death Jester with Rift Ghoul, which gives him a very surprising amount of mortal wound output in melee for a sniper character. Probably not competitive, though hilarious. *** Unfortunately the two abilities don't stack - you can't use Rift Ghoul to get double mortals on your Suit of Hidden Knives attacks because you never roll to wound. They still can trigger their mortal wounds separately though all the same. *'''Starmist Raiment''': Each time an attack is made against the bearer, the hit and wound roll cannot be rerolled. Once per battle in your command phase, you can trigger a 3++ invuln for the bearer until your next turn. Pretty meh compared to the old version, probably a pass but it can help make a unit more durable. *'''The Laughing God's Eye''': Whilst within 6" of the bearer, units gain a 5+++ against mortal wounds. You've got psykers you should be taking to deny powers which shouldn't give you all too much trouble on that front, though if you're up against Thousand Sons or Grey Knights which are pretty hard matchups, a definite thing to consider at the least. Stick it on a Shadowseer or a second Troupe Master if you're gonna take it.
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