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===Saedaths=== The special rule for this particular version of the Harlequins focus upon playing a particular style with your clowns. When the game starts, you have to pick one allegory (style of play) to use, granting a particular task to accomplish. You also have to designate one operative as having a 'pivotal role', and thus exposing them to all manner of assassins. Any time your operatives accomplish a task, you score a point, with the pivotal role scoring a second point for doing it. Scoring four points gives you quite a payoff, as you not only gain an instant CP for this turn but you also get an allegory-specific bonus. *'''Comedy:''' Your task is simple enough - your operatives just need to fall back, meaning you don't need to focus as much on combat. Do it enough times and they can now fall back by spending 1 less AP, making your clowns even slipperier. *'''Epic:''' Your task is a pretty tough one to fulfill - your operatives need to kill an enemy by scoring two or less hits in melee. However, if you do it you gain the ability to turn one of your normal attacks or parries into a crit if you fight in melee and score no crits. While risky, on-demand crits are absolutely powerful. *'''Melodrama:''' Your task isn't too hard - your operatives need to kill enemies while shooting and score two or more hits. Most of that relies on just re-rolls if you're lucky. Score enough kills and you gain the ability to re-roll one of your hit die. *'''Odyssey:''' Your task requires your operatives to charge and end up within pentagon/6" of the enemy's DZ. Once you accomplish this enough times, your operatives get to add square/3" to their charge ranges rather than the traditional 2"/circle. For Kill-Team, that extra inch is a massive deal. *'''Tragedy:''' Your task pretty much requires your operatives to lose wounds by getting shot from the enemy. However, after taking enough shots your operatives can gain the ability to immediately make one save as if they're in cover - even if they're out in the open.
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