Harlequins (2)

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    CODEX: HARLEQUINS

    History and Society - 3Way of War - 3The Black Library - 4Using the Army list - 5The Great Harlequin - 7The Solitaire - 8The Highseer - 9Mimes - 10Shadowseer - 11Troubadours - 12Jongleurs - 13

    The Mocking Bird - 13Wave serpent - 14Death Jesters - 15Spirit Walker - 16Wargear - 17Ranged Weapons - 19HQ - 20Elites - 21Troops - 24Fast attack - 25Heavy Support - 28

    DisclaimerThis fan made codex is completely unofficial and in no wa y endorsed by Games Workshop Limited.

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    to their status intended. All Rights Reserved to their respective owners.

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    History and Society

    The Harlequins are a strange sub-sect of the Eldar race, consisting of warriors drawn from the otherkindreds; the Dark Eldar, Exodites and Craftworld Eldar. They are masters of the system of warp tunnelsknown as the Webway and roam at will from place to place. They are seen as the keepers of the ancient

    Eldar myths, and perform complex dances and plays to recreate these allegorical tales, covering such eventsas the War in Heaven, the Fall and the Birth of the Great Enemy. The Harlequins are held in a mixture of fear, awe and respect by all other Eldar. Their knowledge of the Webway is unmatched, and they canappear and disappear almost at will; at an Exodite Maiden World, in the dark city of Comorragh or on aCraftworld. The Harlequins have even been known to appear unexpectedly alongside the forces of otherraces, particularly if they are fighting against the hosts of Chaos, the sworn foes of the Harlequins. TheHarlequins see themselves as the saviours of the Eldar, a uniting force which will one day bring togetherthe fragmented race so that they can regain their position as the most powerful force in the galaxy. Theyhave a great plan, unknown to all but themselves and a privileged few, which is both far reaching andhorrifying.

    Harlequins are a faction of the Eldar, and the most enigmatic of that mysterious race. They roam theWebway, fighting Chaos and its influence. Their main purpose is to seek out their most hated enemy,Chaos, and destroy it wherever they can while protecting the craftworlds. As a corollary to this mission,they also compile all knowledge about Chaos, the source of its power, and how to defeat it. This knowledgeis kept in the Black Library.

    Harlequins must pass a trial known only as "The Ritual" upon initiation into a Harlequin band. The detailsof this trial are not known to outsiders, however, this ritual is said to free them of the fear of the Chaos godSlaanesh, the eternal enemy of the Eldar race. Unlike the other Eldar, when they die their souls become partof the Laughing God, adding them selves to his strength, rather than falling prey to Slaanesh. This is whythey need not wear a soulstone when they travel in the Webway and do not have to endure the tiring soul-draining that other Eldar (especially the Dark Eldar) endure when in the Webway for prolonged periods of time. They wander the Webway as members of a group called a 'troupe', and occasionally appear at Eldarsettlements: on a Craftworld or on an Exodite Maiden world. They perform dances, sometimes calledMasques, for the spectators there. Their performances portray the history of their race, preserving it so as toprevent the Eldar from forgetting their past. Subjects of the dances tend to include the myths of the Eldarbefore the Fall (including stories of their war with the Necrons and Ctan), the Fall itself, and thedestruction of the Eldar pantheon by Slaanesh.

    Way of War

    The Harlequins superb acrobatic skills make them highly accomplished close combat fighters, and they areaided by arcane items of technology, such as anti-grav flip belts and many specialist hand-to-handweapons. Like all Eldar they are elusive foes, preferring to use swiftness and devastating attacks rather thanmassed armour and brute force.

    The Harlequins are highly accomplished warriors; much of the Harlequin way of war revolves around

    mobility, quick strikes, and psychological attacks on the enemy. Each troupe is led, both in peace and war,by a Great Harlequin (also sometimes called a "Harlequin Avatar"-- not to be confused with the Avatar of Khaine), who performs the role of the Laughing God during the Masque performances.

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    The Black Library

    After the Fall of the Eldar, much of the vast knowledge of that race was lost. However, the Eldar have onelast repository of their knowledge, especially the knowledge of Chaos-- knowledge which is useful to fightagainst or to better serve the Dark gods. This repository, hidden somewhere deep within the Webway in a

    place only the masters of the Harlequins know, is known as the Black Library. The exact location is notknown to non-Harlequins; while it apparently can only be reached via the Webway, it is possible that theLibrary lies within the warp or somewhere in outer space.

    The Library is eternally guarded by the Guardian Scribes, who also take care to transcribe the books,preventing their information from being lost; they also must ensure that the knowledge contained within theLibrary does not fall into the wrong hands. It is rumored that the oldest and most powerful Solitairesultimately become the guardians of the Black Library, virtually invincible warriors with one of the mostimportant tasks in the universe. Many who have fallen to the lure of Chaos would sacrifice anything to get

    just a glimpse of the tomes of the Library. During Abaddon the Despoilers 13 th Black crusade, the sorcererAhriman of the Thousand Sons managed to enter the Webway and attempted to seize the Library; he wasstopped by the Harlequins.

    However, the Library is also guarded by a powerful, nearly sentient psychic shield. This shield is able todefend itself, and can deny entry to anyone who it deems as "immature"-- someone who has not masteredthemselves sufficiently or otherwise lacks the discipline necessary to prevent corruption by Chaos. Veryfew beings have been allowed entry into the Library, and of those, only a mere handful has come fromraces other than Eldar. Notably, certain members of a secret group of humans known as the "Illuminati"(humans who have been possessed by a warp entity, survived, and now have great knowledge of Chaoswhich they use to fight against it) have been allowed entry. Also, the rare Inquisitor has been allowed entry,notably Inquisitors Jaq draco and Czevak. It is believed by Imperial officials that Czevak was captured andinterrogated by Ahriman shortly prior to the 13th Black Crusades, thus allowing the sorcerer to at leastpartially discern the location of the Library.

    The forbidden lore of the Black Library describes the blandishments, influences, forms, creatures, perils,promises and horrors of Chaos. There, the grim secrets of the Gods of Chaos lie. There are the names and

    deeds of the Traitor Legions. There, hidden in the deepest shadows, lies the truth of the Fallen Eldar. Thererests the record of the dark soul of man and Eldar, the truth of the terror which the galaxy may yet become.Should this knowledge fall into the wrong hands (such as Ahrimans ), that person could become incrediblypowerful, virtually a dark god in their own right.

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    THE HARLEQUIN ARMY LISTThe following pages contain an army list that will allow you to field a Harlequin Troupe and fightbattles with it in your games of Warhammer 40,000.

    Before you choose an army, you will need to agree with your opponent upon a mission and the totalnumber of points each of you will spend. Then you can pick your army as described below.

    Using a Force Organization ChartThe army lists are used in conjunction with the Force Organization Chart from a mission. Each chart is splitinto five categories that correspond to the sections in the army list, and each category has one or moreboxes. Each box indicates that you may make one choice from that section of the army list, while a dark-toned box indicates a compulsory selection.

    Missions and PointsThese army lists are designed primarily for use with the missions from the Warhammer 40,000 rulebook.The lists may also be used with any other missions that use the Force Organization Charts,. The Missionyou decide to play will determine what (if any) restrictions apply to picking your army. See StandardMissions sections of the Warhammer 40,000 rulebook for details of the restrictions that apply.

    Using the Army ListOnce you have picked the mission you will play and the size of the forces being used, you are ready to pick your army. Look in the relevant section of the army list and decide what unit you want to have in yourarmy and what upgrades you want (if any). Any upgrades you take must be shown on the model.Thereafter, subtract the points value of the unit from your total points and make another choice. Continuedoing so until you have spent all of your points. Then you are ready to do battle!

    Army List EntriesEach entry in the army list represents a different unit that you can use in a battle. Each unit entry in thearmy list is split into seven sections.Unit Profile : Each unit entry includes the name of the unit, the profile of any models the unit can include,and the points cost of the unit without any upgrades.Unit Composition: Where applicable, this entry lists the number and type of models that make up the basicunit.Unit Type: This entry refers to the Warhammer 40,000 Unit Type rules chapter. For example, a unit mightbe Infantry, Vehicle, or Jump Infantry, and be subject to a number of special rules.Wargear: This entry details the equipment the models in the unit carry. The cost for all of these modelsand their equipment is included in the points cost for the unit.Special Rules: Any special rules that apply to the unit are listed here. Descriptions: can be found either inthe Wargear section or the Universal Special Rules section of the Warhammer 40,000 rulebook.Options: This section lists all of the upgrades you may add to the unit if you wish to do so. If a model isequipped with something listed in the Unit Upgrades section then you must pay the points for it.Conversely, you may not take an upgrade unless a model in the unit actually has it.Transport: This last entry refers to any transport vehicles the unit may take, these have their own entry inthe army list.

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    Special RulesThe Dance of Death:The Harlequins attack with bewildering speed, The Dance of Death confers the Furious Assault and Hit andRun Universal Special Rules as described in the Warhammer 40,000 Rulebook.

    Fleet of Foot:Fleet of Foot confers the Universal Special Rule of Fleet, as described in the Warhammer 40,000 Rulebook

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    The Great HarlequinThe Great Harlequin is the overall leader of a Harlequin Troupe. A Harlequin band onlyever has one Great Harlequin; if another Harlequin becomes sufficiently skilful, he or she

    will leave and found a new Harlequin Troupe. Thus the number of Harlequin Troupestravelling the Webway is slowly but surely increasing. During a Masque, the GreatHarlequin plays the part of the Laughing God.

    The Great Harlequin WS BS S T W I A LD Sv

    7 5 3 3 3 7 4 10 -

    Special Rules:Fleet of Foot, The Dance of Death, Independent Character

    Master Strategist:Great Harlequins are superb strategists, able to command theirBand of harlequins in perfect synchronicity. While the GreatHarlequins is still alive and on the battlefield or in reserve, youmay add 1 to any reserve rolls (a roll of a 1 always counts as afailure).

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    HighseerA Highseer does not have the prophetic powers associated with other Eldar psykers.However, they still have highly effective empathic and telepathic abilities which they use

    to confuse and disorient their foes literally placing false images and contradictorythoughts into their minds. The Highseer uses this ability during a performance to createstunning visual effects and influence the emotions of the audience.

    Highseer WS BS S T W I A LD Sv

    5 5 3 3 2 6 3 10 -

    Special Rules:Fleet of Foot, The Dance of Death, Independent Character

    Psychic Powers:Veil of TearsThe Last Laugh

    lllllllllllllllllllllllllllllllll

    Veil of Tears: The Highseer and Shadowseer use this power to confuse and terrify her foe. Any enemyunit wishing to target the Shadowseer or the unit they are with must roll 2D6 x 2. This is their spottingdistance in inches. If the models are not within spotting range, they may not fire that turn.

    The Last Laugh: The Highseer uses this power to project images of the Laughing God into nearbyfriendly troops, bolstering them with courage. Any friendly unit within 6 , including any unit theShadowseer has joined does not have to take any morale tests of any kind.

    Both the above psychic abilities are always active when used by Highseers and Shadowseers and thusno psychic test is ever needed to use them.

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    The SolitaireOne of the most important and most feared positions within the troupe is that of theSolitaire. The Solitaires act as a sort of scout for the troupe, seeking out potential

    members from the populations of the various other Eldar factions. They are greatly fearedand yet pitied by the other Harlequins. A Solitaire lives apart from the rest of the troupeat all times and this isolationist nature is also evident on the battlefield, as a Solitairealways fights alone and never joins with a unit of other Harlequins. The reason for this isthat during the much rarer version of their already rare performances about the Fall, it isonly the Solitaire who is able to play the role of the Great Enemy of the Eldar, Slaanesh.Some have been foolish to take on the role and been driven insane. This also means thatwhen the Solitaire dies, his soul is damned to eternal torment by the Great Enemy. TheLaughing God sometimes emerges from the Webway to trick Slaanesh, thereby savingthe soul of the departed Solitaire from eternal damnation; however, the Laughing God israrely able to successfully do so, and most Solitaires must endure eternal torment.

    Sometimes, if a Solitaire is saved, his soul will be transferred into one of the rare anddreaded Spirit Walkers. (See the heavy support section for more details on this walker.)

    The role of Solitaire is thus difficult for an Eldar to bear. Only the strongest are able toendure the position and the knowledge that they will surely be consumed by Slaaneshupon death -- those who are not strong enough either die or are driven insane. Since hissoul is already claimed, the Solitaire has absolutely no fear, and he is one of the mostskilled warriors found on the battlefield of the 41st millennium. It is rumored that theoldest and most powerful Solitaires ultimately become the guardians of the Black Library, virtually invincible warriors with one of the most important tasks in the universe.

    WS BS S T W I A LD SvSolitaire 9 4 3 3 3 7 4 - -

    Special Rules:Fleet of Foot, Dance of Death, Blitz attack, Individual, Spiritless, Eternal Warrior

    Individual: A Solitaire is an independent character and follows all the special rules for independentcharacters given in the Warhammer 40,000rulebook. In addition, a Solitaire can never join any other unit.

    Spiritless: It is postulated by Imperial scholars that a Solitaire has no soul to speak of, and this may be true.They show no evidence of emotions. Psychic powers which attack the mind have no effect on themwhatsoever. A Solitaire does not have to take any Leadership tests of any kind (morale checks, p inning,etc.). In addition, any attacks that rely upon the Solitaires Leadership value (for example : the Farseer

    psychic power Mind War) have no effect and will automatically fail.

    Blitz attack: When a Solitaire moves at full speed they are a blur of light, faster than any other livingcreature. A Solitaire can assault 12" instead of the normal 6". Rather than gaining +1 Attack for charginginto an assault, a Solitaire gains +1 Attack for each inch of unused charge distance up to a maximum of +6Attacks. For example, if a Solitaire charges into an enemy 8" away then they gain +4 Attacks.

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    MimesMimes, also known as distaur , are the members of the Harlequin troop who perform avariety of demonic and mystical roles. As their name suggests, Mimes are incapable of

    speech, a trait which forces them to make use of an intricate form of sign languageknown as Lambruith in order to communicate. Mimes in general act as the troupesadvanced scouts, both in times of war and in peace. It is a long standing custom forMimes to go ahead of the troupe to announce its arrival through symbolic dance. Themajority of the time, Mimes simply appear in the midst of a heavily guarded craftworld,without a single member of the craftworld's guard knowing how or where the scoutarrived from. And of course, the Mimes never tell. In combat, Mimes excel at advancedinfiltration and assassination, and are often the ones who get seconded some of the mostdangerous advanced missions. Mimes, as a rule, never remove their masks, constantlykeeping them on a shape shifting setting in order to conceal their identity to all but theSolitaire who recruited them.

    WS BS S T W I A LD SvMime 5 4 3 3 1 6 1 9 -Master Mime 5 4 3 3 1 6 2 9 -

    Special Rules:Fleet of Foot, The Dance of Death, Mimicry, Infiltrate, Stealth

    Mimicry: Using advanced shape-shifting technology, Mimes candisguise themselves and infiltrate behind enemy lines, in order toperform acts of sabotage and assassination. If a Mime unit makesuse of its ability to outflank, roll a dice when it enters play to seewhere it may be deployed. On a roll of 1the Mime unit enters playfrom the short table edge to the owning players left; on a 2 theyenter play form the short table edge to the owning players right,and on a 3-6 they enter play from any table edge the Harlequin

    player wishes. This may even be his opponents table edge.

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    ShadowseerShadowseers are specialist Psykers whose abilities are centred around confusion and fear.They add to their performances by releasing programmed hallucinations from their

    creidann grenade launcher backpacks. During a Masque, the Shadowseers act as storytellers, forming scintillating phantoms that dance and duel in the air. In battle they canforce visions of terror u pon their foes and even remove the Harlequins presence fromtheir minds altogether.

    Shadowseer WS BS S T W I A LD Sv

    5 4 3 3 1 6 2 9 -

    Special Rules:Fleet of Foot, The Dance of Death

    Psychic Powers:Veil of Tears (see page 8)

    Creidann grenade launcher: Shadowseers can fire hallucinogen grenades from their backpack.The Shadowseers whole squad counts as being equipped withplasma grenades.

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    TroubadoursTroubadours are the mainstay of a Harlequin troupe, they are the shock troops. Theirlightning speed and athletic grace, together with their skill to use the Harlequin's Kiss,

    make them deadly opponents. Due to their extremely athletic nature and acrobaticskill, Troubadours are fearsome warriors in an assault, aided by their highlyspecialised weaponry.

    WS BS S T W I A LD SvTroubadour 5 4 3 3 1 6 2 9 -Shadowseer 5 4 3 3 1 6 2 9 -Choreographer 5 4 3 3 1 6 3 9 -

    Special Rules:Fleet of Foot, The Dance of Death,

    Shadowseer:Veil of Tears: The Shadowseer has the Veil of Tearspsychic power. (See page 9)

    We have come to dance the dance of death Elvaan Choreographer

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    JongleursThe most extravagant Harlequins ride to battle on highly decorated Jetbikes. Decked inflowing pennants and ornamented with symbols of the Laughing God, they are the most

    lavish and colourful unit in a Harlequin force.

    WS BS S T W I A LD SvJongleur 5 4 3 3(4) 1 6 2 9 3+Choreographer 5 4 3 3(4) 1 6 3 9 3+

    Special Rules:The Dance of Death

    lllllllllllllllllllllllllllllllll

    The Mocking BirdBefore the Fall the Laughing God often had in his company a strange Mockingbird with amulticoloured plume. Even though this creature was lost to him during the Fall, alongwith all other such companions, the spirit of the Mockingbird, with its shrill cry thatdisrupted and disoriented any foe the Laughing God encountered is still with theHarlequins today in the form of a war machine mounted on the chassis of a vypercarrying a sonic cannon that literally sings apart the enemy

    Mocking Bird

    BS Front armour Side armour Rear armour

    4 10 10 10

    Type: Tank, Fast, Skimmer

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    Death JestersDeath Jesters are the heavy specialists of the Harlequin army, able to carry a variety of exotic and deadly armaments. During battles, it is the Death Jester who wields the long

    ranged weaponry of the troupe. The Death Jester often wields the frightful ShriekerCannon, as well as the anti-tank weapon known as a Brightlance. They fight individuallyon the battlefield, operating almost similar to a lone sniper, striking down foes or tanksfrom afar. However, Death Jesters are just as skilled in close combat as any Harlequin,and many a foe has charged into combat with a Death Jester and been cut down for theirignorance. When the Harlequins stage a performance, Death Jesters take the part of Death, and are noted by other Eldar for their ironic, some would say downright morbid,sense of humour.

    Death Jester WS BS S T W I A LD Sv

    5 5 3 3 1 6 2 9 -

    Squad: 1 to 3 Death Jesters

    Unit type: Infantry

    Special Rules:Fleet of FootThe Dance of Death

    Independent Character: Each Death Jester is an independentcharacter and follows all the special rules for independent charactersgiven in the Warhammer 40,000 rulebook.

    Lone Gunmen: Death Jesters work alone on the battlefield,preferring to fight the enemy at range. All Death Jesters from thesame choice on the Force Organisation chart must be deployed atthe same time. However they are deployed separately on thebattlefield.

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    Marionette When a Solitaire dies, his soul is damned to eternal torment by the Great Enemy. TheLaughing God sometimes emerges from the Webway to trick Slaanesh, thereby saving

    the soul of the departed Solitaire from eternal damnation; however, the Laughing God israrely able to successfully do so, and most Solitaires must endure eternal torment. If aSolitaire is saved, his soul will be transferred to one of the rare Marionettes, an agilewalker that is able to carry a heavy weapon into battle, while still being agile enough tomake use of the Solitaires exceptional close combat prowess.

    Marionette WS BS S T W I A LD Sv

    5 4 10 8 3 5 3 10 3+

    Squad: 1 Marionette

    Unit type: Monstrous Creature

    Special Rules: Fearless, Monstrous creature, Fleet

    .

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    Power Rapier:A power weapon shaped as a slender bladed sword that is used with blurring speed.

    Rictus Mask:The Rictus mask projects an aura of death; filling those nearby with an almost uncontrollable urge formorbid self preservation ("Were all doomed!"). Any enemy unit with a model within 6" and line of sightof the model with the Rictus mask must take a Leadership test at the start of their turn. If the test is failedthe unit becomes pinned. If the unit is fighting in close combat then the more immediate threat of beingdiced overcomes their horror and so units that are in an assault are not affected by a Rictus mask. Modelsthat are immune to morale checks are unaffected by a Rictus Mask.

    Riveblades:Riveblades are fitted to the forearm, enabling the wearer to use both hands freely. A well trained warriorcan use sweeping strikes with the riveblades in addition to their other weapons. A model equipped withriveblades gets +1 Attack. This can be in addition to +1 Attack for being armed with two other closecombat weapons for a total of +2 Attacks. A model with riveblades ignores armour saves.

    Solitaires Kiss: The Solitaires Kiss takes the form of a paired Harlequins kiss, with one sharpened tube attached to eachforearm. They are used with blurring speed, giving the enemy no time to react. The Solitaires Kiss is apower weapon that never requires more than +2 to hit in close combat. Against vehicles the Solitaire hitsnormally.

    Webway Portal:This is a mobile form of the portal used by the Eldar to link together places via the Webway. It may beactivated by an unengaged model carrying it in the shooting phase, instead of shooting or running that turn.Place a blast marker in base contact with the model when it activates the Portal. From then on any Harlequin unit held in reserve may enter play from the Portal template instead of entering via the tableedge. The Webway Portal is indestructible and there is no risk of scattering or being killed using it. Onceactivated the Portal remains in play for the whole game and the model who deployed it is free to moveaway. If a unit becomes available to enter play, but no Portal has been deployed, that unit automaticallyenter play the turn after the Portal has been deployed. Webway Portals cannot be moved and do not block line of sight. Any model carrying a Webway Portal automatically begins on the table following the usual

    deployment rules. If the model carrying the Portal is destroyed, the Portal is placed on the spot where themodel died.

    Webway Strike: You may hold in reserve any units in a Harlequin Troupe. These units must be noted down. Regardless of the mission being played, these reserve units must enter the table via the Webway Portal. If at any timethese units fall back , they must do so towards the nearest Portal. If a model from a unit that is falling back passes through the Portal the entire unit is removed from play as if they had left the table.

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    Ranged weaponryFusion Weapons:These weapons have an elegance that belies their potency and come in the form of pistols, assault weaponsand heavy weapons.

    Shrieker Cannon: The Shrieker Cannon is similar in design to the Shuriken Cannon used by the Craftworld Eldar. However,rather than firing a hail of razor-sharp discs, a Shrieker fires ammunition impregnated with virulent toxinswhich overload the victim's nervous system.

    Neuro-disruptor:A Neuro-disruptor uses intricate psycho-crystalline circuitry to emit a wave of particles that disrupt the

    brains neural pathways, turning the target into a drooling imbecile or killing them outright. The Neuro-disruptor uses the flame template and is fired like any other flame weapon. However, do not roll to woundas normal. The Neuro-disruptor has a strength of 8, but rather than using the targets Toughness values,their Leadership is used. Other than this, the To Wound chart is used as normal. For example, a Leadership9 model is wounded on a 5+. A roll of a 1 always fails to inflict a wound. If a Neuro-disruptor templatetouches a vehicle, the vehicle takes a glancing hit as the crews brains are partially protected by thevehicles armour.

    Sonic Cannon:The Harlequins use this weapon to create sound waves that rip apart the enemy with a cacophony of maddening sound.

    Weapon Range Strength AP Type Fusion Pistol: 6 8 1 Pistol, MeltaFusion Gun: 12 8 1 Assault 1, MeltaFusion Cannon: 24 8 1 Heavy 1, MeltaScatter Laser: 36 6 6 Heavy 4Shrieker Cannon: 24 6 5 Assault 3, PinningShuriken pistol: 12 4 5 PistolShuriken catapult: 12 4 5 Assault 2Shuriken cannon: 24 6 5 Assault 3Sonic Cannon 36 6 3 Heavy 4Missile Launcher (Krak): 48 8 3 Heavy 1Missile Launcher (Plasma): 48 4 4 Heavy 1, Blast, PinningNeuro-disruptor: Template 8 1 Assault 1Starcannon: 36 6 2 Heavy 2Brightlance: 36 8 2 Heavy 1, Lance

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    HQ

    The Great Harlequin . . . . . . . . . . . . . . . . . . . . . . . . .75 points page 7

    The Great Harlequin WS BS S T W I A LD Sv

    7 5 3 3 3 7 4 10 -

    Composition:1 (unique)

    Unit type: Infantry

    Wargear: Flip-belt Holo-suit

    Shuriken Pistol Close combat weapon Plasma grenades

    Special rules: Fleet of Foot The Dance of Death Independent Character

    Options:Replace Shuriken pistol and/or close combat weapon with:- Harlequins Kiss 5 points- Fusion pistol 10 points- Neuro-disruptor 15 points- Power rapier 10 points

    Replace Holo-suit with:- Domino shield 40 points

    May take any of the following:- Riveblades 10 points- Rictus mask 15 points- Harlequin Jetbike 30 points- Webway portal 45 points

    lllllllllllllllllllllllllllllllll

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    ELITES

    Highseer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 points page 8

    Highseer

    WS BS S T W I A LD Sv

    5 5 3 3 2 6 3 10 -

    Composition:1 (unique)

    Unit type: Infantry

    Wargear: Flip-belt Holo-suit Shuriken Pistol

    Close combat weapon Plasma grenades

    Special rules: Fleet of Foot The Dance of Death Independent Character

    Options:Replace Shuriken pistol and/or close combat weapon with:- Harlequins Kiss 5 points- Fusion pistol 10 points- Neuro-disruptor 15 points- Power rapier 10 points

    Replace Holo-suit with:- Domino shield 40 points

    May choose any of the following:- Riveblades 10 points- Harlequin Jetbike 30 points- Webway portal 45 points

    May choose one of the following:- Dread mask 10 points- Rictus mask 15 points

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    The Solitaire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 points page 9

    The Solitaire WS BS S T W I A LD Sv

    7 5 3 3 3 7 4 - -

    Composition:1 (unique)

    Unit type: Infantry

    Wargear: Flip-belt Holo-suit Shuriken Pistol Solitaires Kiss Plasma grenades

    Special rules: Fleet of Foot The Dance of Death Blitz attack Individual Spiritless Eternal Warrior

    Options:Replace Shuriken pistol with:- Fusion pistol 10 points- Neuro-disruptor 15 points

    Replace Holo-suit with:- Domino shield 40 points

    May choose the following:- Dread mask 15 points- Phase field 30 points

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    Mimes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 points page 10

    MimeMaster Mime

    WS BS S T W I A LD Sv55

    44

    33

    33

    33

    66

    23

    89

    --

    Composition: 5 Mimes

    Unit type: Infantry

    Wargear: Flip-belt Holo-suit Shuriken Pistol Close combat weapon Plasma grenades

    Special rules: Fleet of Foot The Dance of Death Mimicry Stealth Infiltrate

    Options:Up to two Mimes may replace their Shuriken pistol with:- Fusion pistol 5 points- Fusion gun 10 points- Neuro-disruptor 10 points

    Any Mime may replace their close combat weapon with:- Harlequins kiss 5 points

    One Mime may be upgraded to a Master Mime for 10 points

    The Master Mime may replace their close combat weapon with:- Harlequins Kiss 10 points- Power Rapier 10 points

    The Master Mime may replace their Shuriken Pistol with:- Fusion pistol 10 points- Neuro-disruptor 10 points

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    TROOPS

    Troubadours . . . . . . . . . . . . . . . . . . . . . . . . .16 points per model page 12

    TroubadourShadowseerChoreographer

    WS BS S T W I A LD Sv555

    444

    333

    333

    111

    666

    223

    899

    ---

    Composition: 5 -10 Troubadours

    Unit type: Infantry

    Wargear: Flip-belt

    Holo-suit Shuriken Pistol Harlequins Kiss

    Special rules: Fleet of Foot The Dance of Death

    Dedicated Transport: May take a dedicated transport at points cost indicated

    Options:Up to two Troubadours may replace their Shuriken pistol with:

    -

    Fusion pistol 5 points- Fusion gun 10 points- Neuro-disruptor 10 points

    One Troubadour may be upgraded to a Shadowseer for 20 points

    One Troubadour may be upgraded to a Choreographer for 10 points

    The Choreographer may replace their close combat weapon with:- Power Rapier 10 points

    The Choreographer may replace their Shuriken Pistol with:- Fusion pistol 10 points

    -

    Neuro-disruptor 10 points

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    FAST ATTACK

    Jongleurs . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 points per model page 13

    WS BS S T W I A LD SvJongleur 5 4 3 3(4) 1 6 2 9 3+Choreographer 5 4 3 3(4) 1 6 3 9 3+

    Squad: 3 to 10 Jongleurs

    Unit type: Jetbikes

    Wargear: Shuriken Pistol

    Plasma grenades Close combat weapon

    Special rules: The Dance of Death

    Options:Up to two Jongleurs may replace their Shuriken pistol with:- Fusion pistol 5 points- Fusion gun 10 points- Neuro-disruptor 10 points

    Any Jongleur may replace their close combat weapon with:

    -

    Harlequins kiss 10 points

    One Jongleur may be upgraded to a Choreographer for 10 points

    The Choreographer may replace their close combat weapon with:- Power Rapier 10 points- Harlequins kiss. 10 points

    Every Third Jetbike may replace its Shuriken catapult with:- Shuriken Cannon 10 points

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    The Mocking Bird . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 points page 13

    The Mocking Bird

    BS Front armour Side armour Rear armour

    4 10 10 10

    Type: Tank, Fast, Skimmer, Open-topped

    Crew: Harlequins.

    Weapons: Sonic Cannon

    Options:May take any of the following:- Holo-field 20 points- Vectored engines 15 points- Star engines 10 points- Spirit stones 10 points

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    DEDEDICATED TRANSPORT

    Venom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 points page 14

    Venom

    BS Front armour Side armour Rear armour

    4 10 10 10

    Type: Tank, Fast, Skimmer

    Crew: Harlequins.

    Transport: A single unit of infantry of up to 10 models

    Weapons: Twin-linked Shuriken catapults

    Options:Replace its Twin-linked Shuriken catapults with:- Shuriken cannon 10 points

    One turret weapon from the following list:- Shuriken cannon 10 points- Fusion cannon 15 points- Scatter laser 20 points- Star cannon 25 points- Bright lance 30 points

    May take any of the following:Holo-field 20 pointsVectored engines 15 pointsStar engines 10 pointsSpirit stones 10 points

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    HEAVY SUPPORT

    Death Jester . . . . . . . . . . . . . . . . . . . . . . . . .45 points per model page 15

    Death Jester WS BS S T W I A LD Sv

    5 5 3 3 1 6 2 9 -

    Squad: 1 to 3 Death Jesters

    Unit type: Infantry

    Wargear: Flip belt Holo-suit Shrieker cannon Shuriken Pistol Plasma grenades Close combat weapon

    Special rules: The Dance of Death Fleet of foot Independent character Lone gunmen

    Options:Replace Shrieker cannon with:- Shuriken cannon 10 points- Fusion Cannon 15 points- Bright lance 20 points

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