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Warhammer 40,000/Tactics/Kill Team(9E) Aeldari
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===T Units=== This Seek & Destroy/Infiltration/Recon fireteam is composed of: * 1 Player Leader * 7 of the following: **5-7 Player Warrior **0-2 Player Gunner *'''Player Leader (Combat, Marksman, Scout):''' Your leader essentially has the entirety of the harlequin arsenal, which fortunately includes the gunner's weapons as well. Also unique to the leader is the power sword, which gives the power of a harlequin's blade but with Lethal 5+ for ease of crits. *'''Player Warrior (Combat, Scout):''' Each harlequin is gifted with an exceptional APL3, which allows them to perform quite a bit and can even help restore the old move-shoot-move shenanigans of old. While the statline gives them a miserable 6+ save, their holo-fields instead provide a 4+ invulnerable save to protect them. **Their only gun is the short-ranged shuriken pistol, as powerful as a bolt pistol and given Rending. Their melee options are far more diverse. The harlequin's kiss deals little damage but any crits deal more than double that base damage. The harlequin's caress deals considerably more damage, but you're going to have to contend with a 4+ WS. The harlequin's embrace and harlequin's blade act as the middle-ground, retaining that 3+ WS for decent damage, the difference being that the blade has Balanced while the embrace has Brutal in order to overwhelm the opposition. *'''Player Gunner (Combat, Marksman, Scout):''' Despite being called a gunner, your options for guns are both absurdly short-ranged and limited. The fusion pistol only has a 3"/square range to deal its incredible firepower, with crits dealing plenty of mortal wounds. The neuro-disruptor has a range of 6"/pentagon and AP1 helps against armored foes, while Stun can help rob the enemy of AP.
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