![]() ![]() In addition to that, the Asuryani Secondaries don’t require you to have an Asuryani Warlord, just for your whole army to be Asuryani, which Traveling Players explicitly bypasses. Specifically, if your Warlord is either Harlequins or Asuryani, you can give your free relic to a unit from either faction, and unlock the extra Warlord Trait stratagem to use on either as well. That’s cool and has definite uses, but what’s surprising is that the integration between the armies is perhaps more sweeping than expected – quite a few Stratagems now “overlap” between the Asuryani and Harlequins, and you get more flexibility with Relics and Warlord traits than you’d maybe expect in soup-averse 9th. The other more interesting one is the Traveling Players rule, allowing you to bring a Harlequin Patrol alongside your Asuryani without switching off rules like Strands of Fate. YNNARI is now essentially a selection, and indeed all the Named Characters from the Reborn have the Asuryani keyword, so your starting point for a list with them is as a special flavour of Craftworlds (though there’s some depths we’ll look at in their article). Nothing too surprising for anyone familiar with recent 9th Edition Codexes – Eldar get the standard ObSec for their troops, standard 9th Edition limitation on only having one “general” tier character in each detachment, and the new standard version of selecting a subfaction, where you have to pick one for your entire army and stick to it. Only one Autarch per detachment, no Craftworld trait for the Avatar.Ynnari work like a special Craftworld, though they have some unique rules to allow them to include Drukhari and Harlequins units along with Craftworlds ones.Traveling Players allows you to bring a Harlequin Patrol with no penalty, with some deeper integration that gives you wide flexibility in accessing things like Warlord traits.Standard-issue detachment rules (the newest version as seen on Tau), so only one Craftworld per list. ![]() Credit: Rockfish The Rules Building Armies
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