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====Harlequins==== *'''Death Jester:''' You can take up to 3 of them, but they have an ability only one of them can use their special ability to gain ''[Ignores Cover]'', ''[Precision]'', or the really big deal, ''[Sustained Hits 3]'' on their launcher, and they're costed as if the ability is always on, so you're going to want exactly 1 in your army in practice. **A quick note on the math for shooting the gun when Sustained Hits 3 is up and you're using your Detachment rule to re-roll 1 hit: because anything less than a 6 to hit is a below average hit, you ''absolutely do'' want to re-roll 2-5 to fish for 6, ''but'' remember how the game rules work: you're ''cheating'' if you roll all 3 attack dice and then pick up a die to re-roll it, because you're supposed to roll sequentially and can only roll in parallel when it would not change the math, which in this case, it absolutely would. You have to roll each of your three hit dice one at a time if you're fishing, so the very first time you roll a 5 or less, you can re-roll it. If you do this, the mortal wounds a Death Jester can put out is fairly incredible. *'''Shadowseer:''' *'''Troupe Leader:''' The only warlord you can take if you want a pure detachment of space clowns since he makes Troupes {{W40kKeyword|Battleline}}. That said, there's not a whole lot this big clown offers, merely giving an attached Troupe ''[Devastating Wounds]'' and an an ability to eat one fate die used by themselves on a hit, wound, or save turn into a natural 6. **If you're looking for a pistol, the neuro disruptor is the easiest choice you can make if you're only looking to hit troops and really want to cheese out the DW buff. The fusion pistol will struggle against anything stronger than your own vehicles without DW backing it up. For no reason should you ever trade off the sword for anything.
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