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To the warrior-acrobats of the Harlequins, warfare and art are inseparable disciplines. These mysterious nomads travel between the realms of their divided race, fighting a never-ending war against Chaos on behalf of their Laughing God even as they seek to rekindle the glory of the ancient Aeldari.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: Do Players trigger traps as described in the Plant Traps strategy in the Scouting Phase?
 A
Yes.
 Q: Can Players shoot in a battle round in which they Fell Back?
 A
No.

Harlequin Kill Teams

If every model in your kill team has the HARLEQUINS Faction keyword, you can use Harlequins Tactics.

PRISMATIC BLUR
Harlequins Tactic
Use this Tactic in the Movement phase when a model from your kill team Advances. That model has a 3+ invulnerable save until the start of the next battle round.
1 COMMAND POINT
WARRIOR ACROBATS
Harlequins Tactic
Use this Tactic in the Movement phase when a model from your kill team Advances. Add 6" to the model's Move characteristic for that Movement phase instead of rolling a dice.
1 COMMAND POINT
FIRE AND FADE
Harlequins Tactic
Use this Tactic after a model from your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 7" as if it were the Movement phase.
1 COMMAND POINT
CEGORACH'S JEST
Harlequins Tactic
Use this Tactic after an enemy model has Fallen Back from a model from your kill team. Provided no other enemy models are within 1" of your model, it can shoot at the model that Fell Back as if it were the Shooting phase.
2 COMMAND POINTS
WAR DANCERS
Harlequins Tactic
Use this Tactic at the end of the Fight phase. Pick a model from your kill team that has already fought this phase. That model can immediately fight an additional time.
2 COMMAND POINTS
MIRTHLESS HATRED
Harlequins Tactic
Use this Tactic when a model from your kill team is chosen to fight. Re-roll failed hit rolls and failed wound rolls for this model's attacks that target SLAANESH models until the end of the phase.
1 COMMAND POINT

Aura Tactics

CHOREOGRAPHER OF WAR
Harlequins Tactic
Troupe Master Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a TROUPE MASTER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed wound rolls for friendly models that are within 6" of this model.
1 COMMAND POINT
THE ART OF THE KILL
Harlequins Tactic
Death Jester Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a DEATH JESTER. That model gains the following aura ability until the end of the phase:

As long as this model is not shaken, you can add 1 to wound rolls for friendly models that are within 6" of this model.
1 COMMAND POINT

Phantasmancy Discipline

To generate psychic powers from the Phantasmancy discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

FOG OF DREAMS

The Shadowseer sends forth her consciousness like a mist, baffling the senses of the enemy.

Fog of Dreams has a warp charge value of 5. If manifested, select an enemy model within 12" of and visible to the psyker. Until the start of the next Psychic phase, your opponent must subtract 1 from hit rolls for that model.

2

WEBWAY DANCE

The veils between realspace and the webway grow thin, allowing the Harlequins to jink away from danger with quicksilver speed, only to reappear unharmed moments later.

Webway Dance has a warp charge value of 7. If manifested, then until the start of the next Psychic phase, roll a D6 whenever a friendly model within 6" of the psyker loses a wound; on a 6 that wound is not lost. If a model already has an ability with a similar effect, you can choose which effect applies, and re-roll 1s when making these rolls.

3

MIRROR OF MINDS

A maddening clash of wills consumes the victim’s mind as reality falls away.

Mirror of Minds has a warp charge value of 7. If manifested, select an enemy model within 12" of the psyker. Then, both controlling players roll a D6. If the Harlequin player’s roll is equal to or higher than their opponent’s, the target suffers 1 mortal wound. Repeat this process until the target is taken out of action, or the other player beats the Harlequin player’s roll.


Masque Forms

The Sub-factions for models with the HARLEQUINS Faction keyword are called masques, and their Subfaction abilities are called Masque Forms. If your kill team is Battle-forged and all models in your kill team are drawn from the same masque, models in the kill team gain the Masque Form described below, and you can use that masque’s Tactics.

MIDNIGHT SORROW: THE ART OF DEATH

The warrior acrobats of the Midnight Sorrow move with exceptional purpose and singular dedication upon the field of battle.

Models in your kill team can move an additional D6" when they Fall Back. In addition, they can consolidate up to 6".

VEILED PATH: RIDDLE-SMITHS

Harlequins of the Masque of the Veiled Path are tricksters without peer, and to meet them in battle is to encounter hallucination and misdirection from every quarter.

At the start of each Fight phase roll two dice and discard the highest result. Until the end of the phase, each time an opponent targets a model in your kill team and makes a hit roll that, before modifiers, exactly matches your dice result, that hit roll fails.

FROZEN STARS: HYSTERICAL FURY

The Masque of Frozen Stars fight with frenetic glee, slaying in a mirthful frenzy that is terrifying to behold.

You can make one additional attack in the Fight phase with a model in your kill team if it charged, was charged or made a pile-in move granted by the Heroic Intervention Commander Tactic in that battle round.

SOARING SPITE: SERPENT’S BROOD

The Masque of the Soaring Spite strike like the Weaver Serpents of Aeldari myth, swift and sudden.

Models in your kill team treat all Pistol weapons they are equipped with as Assault 1 weapons during a battle round in which they Advanced. In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a battle round in which they Advanced.

DREAMING SHADOW: SOMBRE SENTINELS

The Harlequins of the Dreaming Shadow are steeped in the grotesque and the ghastly; their only fear is that their eternal watch might falter or fail.

When you take a Nerve test for a model in your kill team, subtract 1 from the result. In addition, when a model in your kill team is taken out of action, roll a D6 before removing that model: on a 4+, that model can make a shooting attack with one weapon as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

SILENT SHROUD: DANCE OF NIGHTMARES MADE FLESH

To fight the Silent Shroud is to do battle with your own worst fears, magnified into a silent storm that smothers sanity and suffocates rational thought until all that remains is animalistic terror.

Subtract 1 from the Leadership characteristic of enemy models while they are within 3" of any models in your kill team. In addition, whenever an opponent takes a Nerve test for a model that is within 3" of any models in your kill team, they must roll two dice and discard the lowest result.


Datasheets


Player

NAME M WS BS S T W A Ld Sv Max
Player 8" 3+ 3+ 3 3 1 4 8 6+ -
This model is armed with a shuriken pistol, Harlequin’s blade and plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Fusion pistol
6"
Pistol 1
8
-4
D6
-
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
2
Neuro disruptor
12"
Pistol 1
4
-3
D3
-
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
0
Harlequin’s blade
Melee
Melee
User
0
1
-
3
Harlequin’s caress
Melee
Melee
+2
-2
1
-
2
Harlequin’s embrace
Melee
Melee
+1
-3
1
-
4
Harlequin’s kiss
Melee
Melee
+1
-1
D3
-
WARGEAR OPTIONS
 • This model may replace its shuriken pistol with a neuro disruptor or fusion pistol.
 • This model may replace its Harlequin’s blade with a Harlequin’s embrace, Harlequin’s caress or Harlequin’s kiss.
ABILITIES
Flip Belt: This model can move across other models as if they were not there, and it can climb any distance vertically (up or down) when it moves – do not measure the distance moved in this way. In addition, it never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.

Holo-suit: This model has a 4+ invulnerable save.

Rising Crescendo: You may roll 3D6 instead of 2D6 for this model when making a charge roll, and may choose an enemy model within 18" of this model as the target of a charge, rather than 12".
SPECIALISTS
Leader, Combat, Medic, Scout, Veteran, Zealot
FACTION KEYWORDS
HARLEQUINS
KEYWORDS
AELDARI, INFANTRY, PLAYER


Commanders


Death Jester

NAME M WS BS S T W A Ld Sv Max
Death Jester 8" 2+ 2+ 3 3 5 4 9 6+ 1
This model is armed with a shrieker cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shrieker cannon
When attacking with this weapon, choose one of the profiles below. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
 - Shrieker
24"
Assault 1
6
-1
1
Each time an INFANTRY model is slain by an attack made with this weapon, roll a D6 for each enemy model within 2" of that model. On a roll of 4+ the model being rolled for suffers a mortal wound.
 - Shuriken
24"
Assault 3
6
0
1
-
ABILITIES
Flip Belt: This model can move across other models as if they were not there, and it can climb any distance vertically (up or down) when it moves – do not measure the distance moved in this way. In addition, it never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.

Deadly Hunter: When this model targets an enemy model that is obscured in the Shooting phase, treat it as if it were not obscured.

Death Is Not Enough: If this model takes an enemy model out of action in the Shooting phase, the controlling player must add 1 to Nerve tests they make in the Morale phase of that turn.

Holo-suit: This model has a 4+ invulnerable save.

Rising Crescendo: You may roll 3D6 instead of 2D6 for this model when making a charge roll, and may choose an enemy model within 18" of this model as the target of a charge, rather than 12".
SPECIALISTS
Ferocity, Melee, Shooting, Stealth
TACTICS
The Art of the Kill
FACTION KEYWORDS
HARLEQUINS
KEYWORDS
AELDARI, COMMANDER, INFANTRY, DEATH JESTER


Shadowseer

NAME M WS BS S T W A Ld Sv Max
Shadowseer 8" 2+ 2+ 3 3 5 3 9 6+ 1
This model is armed with a shuriken pistol, hallucinogen grenade launcher and miststave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Hallucinogen grenade launcher
18"
Assault 1
*
*
*
If a model is hit by this weapon, roll 2D6 – if the roll is equal to or greater than the target model’s Leadership, it suffers a mortal wound.
6
Neuro disruptor
12"
Pistol 1
4
-3
D3
-
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Miststave
Melee
Melee
+2
-1
D3
-
WARGEAR OPTIONS
 • This model may replace its shuriken pistol with a neuro disruptor.
ABILITIES
Flip Belt: This model can move across other models as if they were not there, and it can climb any distance vertically (up or down) when it moves – do not measure the distance moved in this way. In addition, it never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.

Holo-suit: This model has a 4+ invulnerable save.

Rising Crescendo: You may roll 3D6 instead of 2D6 for this model when making a charge roll, and may choose an enemy model within 18" of this model as the target of a charge, rather than 12".
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Phantasmancy discipline.
SPECIALISTS
Ferocity, Melee, Psyker, Shooting, Stealth
FACTION KEYWORDS
HARLEQUINS
KEYWORDS
AELDARI, COMMANDER, INFANTRY, PSYKER, SHADOWSEER


Troupe Master

NAME M WS BS S T W A Ld Sv Max
Troupe Master 8" 2+ 2+ 3 3 5 5 9 6+ 1
This model is armed with a shuriken pistol, Harlequin’s blade and plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Fusion pistol
6"
Pistol 1
8
-4
D6
-
6
Neuro disruptor
12"
Pistol 1
4
-3
D3
-
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Harlequin’s blade
Melee
Melee
User
0
1
-
7
Harlequin’s caress
Melee
Melee
+2
-2
1
-
6
Harlequin’s embrace
Melee
Melee
+1
-3
1
-
9
Harlequin’s kiss
Melee
Melee
+1
-1
D3
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
WARGEAR OPTIONS
 • This model may replace its shuriken pistol with a neuro disruptor or fusion pistol.
 • This model may replace its Harlequin’s blade with a power sword, Harlequin’s embrace, Harlequin’s kiss or Harlequin’s caress.
ABILITIES
Flip Belt: This model can move across other models as if they were not there, and it can climb any distance vertically (up or down) when it moves – do not measure the distance moved in this way. In addition, it never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.

Holo-suit: This model has a 4+ invulnerable save.

Rising Crescendo: You may roll 3D6 instead of 2D6 for this model when making a charge roll, and may choose an enemy model within 18" of this model as the target of a charge, rather than 12".
SPECIALISTS
Ferocity, Leadership, Melee, Shooting, Stealth, Strategist
TACTICS
Choreographer of War
FACTION KEYWORDS
HARLEQUINS
KEYWORDS
AELDARI, COMMANDER, INFANTRY, TROUPE MASTER

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3..10
Fusion pistol
6"
Pistol 1
8
-4
D6
-
0
Hallucinogen grenade launcher
18"
Assault 1
*
*
*
If a model is hit by this weapon, roll 2D6 – if the roll is equal to or greater than the target model’s Leadership, it suffers a mortal wound.
2..6
Neuro disruptor
12"
Pistol 1
4
-3
D3
-
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
0
Shrieker cannon
When attacking with this weapon, choose one of the profiles below. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
 - Shrieker
24"
Assault 1
6
-1
1
Each time an INFANTRY model is slain by an attack made with this weapon, roll a D6 for each enemy model within 2" of that model. On a roll of 4+ the model being rolled for suffers a mortal wound.
 - Shuriken
24"
Assault 3
6
0
1
-
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Harlequin’s blade
Melee
Melee
User
0
1
-
3..7
Harlequin’s caress
Melee
Melee
+2
-2
1
-
2..6
Harlequin’s embrace
Melee
Melee
+1
-3
1
-
4..9
Harlequin’s kiss
Melee
Melee
+1
-1
D3
-
0
Miststave
Melee
Melee
+2
-1
D3
-
4
Power sword
Melee
Melee
User
-3
1
-
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.

The HARLEQUINS keyword is used in following Harlequins datasheets:

Datasheet
• Player
Commander
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.

The TROUPE MASTER keyword is used in following Harlequins datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The DEATH JESTER keyword is used in following Harlequins datasheets:

Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Consolidate
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Does not include wargear

Fusion pistol used in following datasheets:

Datasheet
• Player
3
Commander

Shuriken pistol used in following datasheets:

Datasheet
• Player
0
Commander

Neuro disruptor used in following datasheets:

Datasheet
• Player
2
Commander

Plasma grenade used in following datasheets:

Datasheet
• Player
0
Commander
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Harlequin’s blade used in following datasheets:

Datasheet
• Player
0
Commander
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Harlequin’s caress used in following datasheets:

Datasheet
• Player
3
Commander

Harlequin’s embrace used in following datasheets:

Datasheet
• Player
2
Commander

Harlequin’s kiss used in following datasheets:

Datasheet
• Player
4
Commander

The HARLEQUINS keyword is used in following Harlequins datasheets:

Datasheet
• Player
Commander

The AELDARI keyword is used in following Harlequins datasheets:

Datasheet
• Player
Commander

The INFANTRY keyword is used in following Harlequins datasheets:

Datasheet
• Player
Commander
LevelPoints per model*
145
260
375
4100
* Does not include wargear
THE ART OF THE KILL
Harlequins Tactic
Death Jester Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a DEATH JESTER. That model gains the following aura ability until the end of the phase:

As long as this model is not shaken, you can add 1 to wound rolls for friendly models that are within 6" of this model.
1 COMMAND POINT

The COMMANDER keyword is used in following Harlequins datasheets:

Commander
LevelPoints per model*
165
280
395
4120
* Does not include wargear
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.
LevelPoints per model*
150
265
380
4105
* Does not include wargear
CHOREOGRAPHER OF WAR
Harlequins Tactic
Troupe Master Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a TROUPE MASTER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed wound rolls for friendly models that are within 6" of this model.
1 COMMAND POINT

Hallucinogen grenade launcher used in following datasheets:

Commander

Shrieker cannon used in following datasheets:

Commander

Miststave used in following datasheets:

Commander

Power sword used in following datasheets:

Commander
© Vyacheslav Maltsev 2013-2020