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.
This section contains all of the datasheets that you will need in order to fight battles with your Harlequin miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Harlequin units – these are described below and are referenced on the datasheets.Book | Kind | Edition | Version | Last update |
► Xenos 1 | Index | 8 | 1.4 | September 2018 |
![]() | Expansion | 8 | 1.1 | April 2018 |
![]() | Codex | 8 | 1.1 | September 2018 |
![]() | Expansion | 8 | 1.0 | December 2018 |
Q: | How does the Riddle-smiths Masque Form interact with abilities that generate additional attacks or score additional hits? |
A: | If a unit has an ability that generates extra attacks on a roll that exactly matches the result of a Riddle-smiths roll, the extra attack is generated. Note that the original attack still misses, and if the hit roll for the extra attack also matches the result of the Riddle-smiths roll, it also misses. Likewise, if a weapon has an ability that scores additional hits on a roll that exactly matches the result of a Riddle-smiths roll, it would score those additional hits, but they’d all miss. |
Q: | If a unit Falls Back with the intention of embarking at the end of their move, can the Cegorach’s Jest Stratagem be used against that unit after it has moved within range of the transport, but before it embarks? |
A: | Yes. |
Q: | If the An Example Made Stratagem is used on a Shadowseer, does it work for the hallucinogen grenade launcher? |
A: | Yes. |
Q: | When a Soaring Spite Warlord uses the Skystrider Warlord Trait to disembark after their transport moves, can the Warlord then move normally as well? |
A: | Yes. |
Q: | If a Soaring Spite Warlord’s transport is moved in the Psychic phase as a result of the Twilight Pathways psychic power, can the Warlord use the Skystrider Warlord Trait to disembark after that move? |
A: | No. |
In this section you’ll find rules for Battle-forged armies that include HARLEQUINS Detachments – that is, any Detachment which only includes Harlequins units (as defined below).
Though they fight with incredible fluidity and rarely seek territorial gain, the Harlequins guard well that which is sacred to them.
If your army is Battle-forged, all Troops units in HARLEQUINS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.Each masque has its own esoteric specialisms, its own method of performance that renders its saedath unique.
If your army is Battle-forged, all units in a HARLEQUINS Detachment gain a Masque Form, so long as every unit in that Detachment is from the same masque. The Masque Form gained depends upon the masque they are drawn from, as shown in the table on the right. For example, all units in a MIDNIGHT SORROW Detachment gain the Art of Death form.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 a unit with this form fails a Morale test, only one model from this unit must flee. In addition, each time a model with this form is slain or flees, roll a D6 before removing that model: on a 4+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.The Masque of Frozen Stars fight with frenetic glee, slaying in a mirthful frenzy that is terrifying to behold.
If a unit with this form charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.The warrior acrobats of the Midnight Sorrow move with exceptional purpose and singular dedication upon the field of battle.
Units with this form can move an additional D6" when they Fall Back. In addition, units with this form can consolidate up to 6".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 units while they are within 6" of any units from your army with this form. In addition, whenever your opponent takes a Morale test for a unit that is within 6" of any units from your army with this form, they must roll two dice and discard the lowest result.The Masque of the Soaring Spite wage war in an almost exclusively airborne fashion, striking from the skies without warning.
Models with this form that can FLY, or that are embarked upon a TRANSPORT that can FLY, treat all Pistol weapons they are equipped with as Assault 1 weapons during a turn in which they (or the transport they are embarked upon) Advanced. In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a turn in which they Advanced.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 your opponent targets a unit with this form and makes a hit roll that, before modifiers, exactly matches your dice result, that hit roll fails.If your army is Battle-forged and includes any HARLEQUINS Detachments, excluding Auxiliary Support Detachments, you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies and fluid tactics used by the Harlequins on the battlefield.
2CP | ||
GREAT HARLEQUIN Harlequins Stratagem Use this Stratagem before the battle. Select a TROUPE MASTER from your army. That unit gains the GREAT HARLEQUIN keyword and the following ability: Will of the Laughing God: In the Fight phase, re-roll hit rolls of 1 for friendly <MASQUE> units that are within 6" of this model.’ You can only use this Stratagem once per battle. | ||
1CP/3CP | ||
ENIGMAS OF THE BLACK LIBRARY Harlequins Stratagem Use this Stratagem before the battle. Your army can have one extra Enigma of the Black Library for 1 CP, or two extra Enigmas of the Black Library for 3 CPs. All of the Enigmas of the Black Library that you include must be different and be given to different HARLEQUINS CHARACTERS. You can only use this Stratagem once per battle. | ||
1CP/3CP | ||
WEBWAY ASSAULT Harlequins Stratagem Use this Stratagem during deployment. If you spend 1 CP, set up one HARLEQUINS INFANTRY or BIKER unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, set up two such units in the webway instead. Any number of units in the webway can emerge at the end of any of your Movement phases – set each unit up anywhere on the battlefield that is more than 9" from any enemy models. You can only use this Stratagem once per battle. | ||
1CP | ||
PRISMATIC BLUR Harlequins Stratagem Use this Stratagem after a HARLEQUINS unit from your army has Advanced. That unit has a 3+ invulnerable save until the start of your next turn. | ||
2CP | ||
HEROES’ PATH Harlequins Stratagem Use this Stratagem at the start of a Movement phase in which a DEATH JESTER, a SOLITAIRE and a SHADOWSEER from your army are within 6" of each other. Remove all three models from the battlefield. At the end of that Movement phase, you can set up each model anywhere on the battlefield that is more than 9" from any enemy units. | ||
1CP | ||
CEGORACH’S JEST Harlequins Stratagem Use this Stratagem when an enemy unit Falls Back from a HARLEQUINS unit from your army, after the enemy unit has finished moving. Provided no other enemy units are within 1" of your unit, it can shoot the enemy unit that Fell Back as if it were the Shooting phase. | ||
1CP | ||
THE HUNDRED SWORDS OF VAUL Harlequins Stratagem Use this Stratagem at the start of the first battle round, before the first turn begins. Select one HARLEQUINS unit from your army. Remove this unit from the battlefield and redeploy it anywhere within your deployment zone. If you select a TRANSPORT, all units embarked inside remain so when it is redeployed. If both armies have units that can redeploy, roll off. The winner chooses whether to place their units first or second. You can only use this Stratagem once per battle. | ||
1CP | ||
TORMENTS OF THE FIERY PIT Harlequins Stratagem Use this Stratagem in the Fight phase, before attacking with a HARLEQUINS CHARACTER from your army that has lost any wounds this battle round. Until the end of the phase, increase the Strength characteristic and Attacks characteristic of that model by 2. | ||
1CP | ||
VESSEL OF FATE Harlequins Stratagem Use this Stratagem in your Psychic phase. A SHADOWSEER from your army can attempt to cast one additional psychic power this phase. | ||
3CP | ||
WAR DANCERS Harlequins Stratagem Use this Stratagem at the end of the Fight phase. Select a HARLEQUINS unit from your army that has already fought this phase. That unit can immediately pile in and fight an additional time. | ||
1CP | ||
FIRE AND FADE Harlequins Stratagem Use this Stratagem after a HARLEQUINS unit from your army shoots in your Shooting phase. The unit can immediately move 7" as if it were the Movement phase (it cannot Advance as part of this move). However, it cannot charge in the same turn that it does so. | ||
1CP | ||
DRAMATIC ENTRANCE Harlequins Stratagem Use this Stratagem at the end of your opponent’s Charge phase. A HARLEQUINS CHARACTER from your army that is within 6" of an enemy unit can perform a Heroic Intervention, and move up to 6" when it does so. | ||
1CP | ||
WARRIOR ACROBATS Harlequins Stratagem Use this Stratagem in the Movement phase when a HARLEQUINS INFANTRY unit from your army Advances. Add 6" to the unit’s Move characteristic for that Movement phase instead of rolling a dice. | ||
1CP | ||
SHRIEKING DOOM Harlequins Stratagem Use this Stratagem before a DEATH JESTER from your army shoots a shrieker cannon or Curtainfall using the weapon’s shrieker profile. Increase the weapon’s Strength characteristic by 1 and its Damage characteristic to D3 until the end of the phase. | ||
1CP | ||
ISHA’S WEEPING Harlequins Stratagem Use this Stratagem at the end of any phase. Select a HARLEQUINS unit from your army that suffered casualties during the phase. Improve that unit’s invulnerable save by 1 (to a maximum of 3+) until the end of the turn. | ||
1CP | ||
MIRTHLESS HATRED Harlequins Stratagem Use this Stratagem when a HARLEQUINS unit from your army is chosen to fight. Re-roll failed hit rolls and failed wound rolls for attacks for this unit that target SLAANESH units until the end of the phase. | ||
1CP | ||
THE LABYRINTH LAUGHS Harlequins Stratagem Use this Stratagem when a WEBWAY GATE from your army is destroyed but before you remove the model from the battlefield. Immediately set up one AELDARI unit from your army that has not yet been deployed from the webway, wholly within 3" of the Webway Gate and more than 1" away from any enemy models. After you have done so, remove the Webway Gate from the battlefield as normal. | ||
2CP | ||
LIGHTNING-FAST REACTIONS Harlequins Stratagem Use this Stratagem when a HARLEQUINS unit from your army is targeted by a ranged or melee weapon. Subtract 1 from all hit rolls made against that unit for the rest of the phase. | ||
1CP | ||
HAYWIRE GRENADE Harlequins Stratagem Use this Stratagem before a HARLEQUINS model from your army throws a plasma grenade at a VEHICLE unit. You only make a single hit roll for that grenade but, if it hits, the enemy unit suffers D3 mortal wounds instead of the normal damage. | ||
2CP | ||
NO PRICE TOO STEEP Midnight Sorrow Stratagem Use this Stratagem when a MIDNIGHT SORROW CHARACTER from your army is slain. Before removing the model as a casualty, it can fight as if it were the Fight phase. If that character was a SOLITAIRE, or it was slain by a CHAOS unit, add 1 to its Strength and Attacks characteristics when resolving that fight. | ||
1CP | ||
CAPRICIOUS REFLECTIONS Veiled Path Stratagem Use this Stratagem at the end of your opponent’s Charge phase. Select a VEILED PATH unit from your army. That unit can immediately perform a Heroic Intervention as if it were a CHARACTER. | ||
2CP | ||
MALICIOUS FRENZY Frozen Stars Stratagem Use this Stratagem before a FROZEN STARS unit from your army fights in the Fight phase. Until the end of the phase add 1 to wound rolls for attacks by this unit that target enemy INFANTRY, BEASTS or BIKER units. | ||
1CP | ||
AN EXAMPLE MADE Dreaming Shadow Stratagem Use this Stratagem in your Shooting phase. Select a DREAMING SHADOW CHARACTER from your army. Until the end of the phase, each successful hit roll made by this model causes 2 hits (hit rolls of 6+ made by this model cause 3 hits on the target instead). | ||
1CP | ||
SKYSTRIDE Soaring Spite Stratagem Use this Stratagem just before a SOARING SPITE INFANTRY unit consolidates. Instead of moving towards the nearest enemy model, the unit consolidates up to 6" towards the nearest SOARING SPITE TRANSPORT from your army. If all models in the unit end this move within 3" of the transport, the unit may immediately embark upon it (if it has sufficient capacity remaining) as if it were the Movement phase (and can do so even if they disembarked from the transport during the same turn). | ||
2CP | ||
THE SILKEN KNIFE Silent Shroud Stratagem Use this Stratagem at the start of the Charge phase. Select a SILENT SHROUD unit from your army. Enemy units cannot fire Overwatch against that unit in this phase. | ||
1CP | ||
WEBWAY AMBUSH Harlequins Stratagem Use this Stratagem at the end of your Movement phase. Choose a WEBWAY GATE from your army. Either two units in a webway spar can emerge from that Webway Gate this turn, or one unit can emerge from that Webway Gate this turn and can be set up wholly within 3" of it and more than 1" away from any enemy models. | ||
The psychic abilities of the Shadowseers focus upon illusion and misdirection, the manipulation of fate and the turning of the enemy’s mind upon itself with lethal consequences. So subtle are they that many foes do not even recognise their peril.
D6 | PSYCHIC POWER |
1 | TWILIGHT PATHWAYS Eerie half-lit tunnels blink into existence, opening new paths of manoeuvre and attack. Twilight Pathways has a warp charge value of 6. If manifested, select a friendly HARLEQUINS unit within 3" of the psyker and visible to it. That unit can immediately move as if it were its Movement phase. You cannot use Twilight Pathways on a unit more than once in each Psychic phase. |
2 | FOG OF DREAMS The Shadowseer sends forth her consciousness like a creeping mist, baffling the senses of the enemy. Fog of Dreams has a warp charge value of 6. If manifested, select an enemy unit within 18" of the psyker and visible to it. Until the start of your next Psychic phase, your opponent must subtract 1 from hit rolls for that unit that target HARLEQUINS INFANTRY units. |
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 unit within 24" of the psyker. Then, both players roll a D6. If the Harlequin player’s roll is equal to or higher than their opponent’s, then the target unit suffers 1 mortal wound. Repeat this process until the target is destroyed, or the enemy player rolls a result that is higher than the Harlequin player’s roll. |
4 | VEIL OF TEARS Sketching a gesture in the air, the Shadowseer snatches the image of the Harlequins from the minds of their foes, hiding them from sight. Veil of Tears has a warp charge value of 7. If manifested, select a friendly HARLEQUINS INFANTRY unit within 18" of the psyker. Until the start of your next Psychic phase, subtract 1 from hit rolls for attacks made against that unit. |
5 | SHARDS OF LIGHT Blades of polychrome energy dazzle the foe, inflicting horrific and disorientating psychosomatic wounds. Shards of Light has a warp charge value of 7. If manifested, select an enemy unit within 18" of the psyker and visible to it. That unit suffers D3 mortal wounds and must subtract 1 from its Leadership characteristic until the start of your next Psychic phase. |
6 | 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 your next Psychic phase, roll a D6 whenever a friendly HARLEQUINS unit within 6" of the psyker loses a wound; on a 6 that wound is not lost. |
The Harlequins’ leaders employ ritual forms and incredible natural talent to coordinate their warriors in battle.
D6 | WARLORD TRAIT |
1 | LUCK OF THE LAUGHING GOD To be possessed of supernatural fortune is a sure sign of Cegorach’s favour. Re-roll hit rolls, wound rolls and damage rolls of 1 for your Warlord. |
2 | FRACTAL STORM In the cut and thrust of battle, this Warlord performs rapid movements that maximise the effect of their holo-suit to better evade their enemy’s blows. Your Warlord has a 3+ invulnerable save against melee weapons. |
3 | A FOOT IN THE FUTURE The Warlord flows like starlight across the field of battle, time itself seeming to part before their otherworldly grace. Add 2" to your Warlord’s Move characteristic. In addition, add 1" to the distance your Warlord can move each time it Advances, Falls Back, charges, performs a Heroic Intervention, piles in or consolidates. |
4 | PLAYER OF THE LIGHT Players of the Light hurl themselves into battle like the headstrong heroes of myth. Re-roll failed charge rolls made for your Warlord and any friendly <MASQUE> units whilst they are within 6" of your Warlord. |
5 | PLAYER OF THE DARK Players of the Dark are sinister and vindictive, always seeking a flamboyant end for their foes. Each wound roll of 6+ made for your Warlord’s attacks in the Fight phase inflict one mortal wound in addition to their normal damage. |
6 | PLAYER OF THE TWILIGHT Players of the Twilight see cycles of transition in everything, including the ebb and flow of battle. They often seem needlessly obsessive in their attention to nuance – until their genius is suddenly revealed. Once per battle you can re-roll a hit roll, wound roll or save roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you or your opponent uses a Stratagem. If the result exactly matches the number of Command Points spent to use that Stratagem, then you gain that many Command Points. |
MASQUE | TRAIT |
Midnight Sorrow | Nemesis of the Damned: This Warlord has honed their martial skills in countless battles against the followers of the Dark Gods. Each hit roll of 6+ for your Warlord in the Fight phase scores 2 hits instead of 1. In addition, add 1 to hit rolls made by your Warlord against CHAOS units. |
Veiled Path | Webway Walker: This Warlord steps into reality like a lie becoming truth. During deployment, you can set your Warlord up in the webway instead of placing them on the battlefield. Your Warlord can emerge at the end of any of your Movement phases – set them up anywhere on the battlefield more than 9" from any enemy units. Furthermore, you can use the Webway Assault Stratagem twice. |
Frozen Stars | Our Kin Shall Rise Again: This Warlord’s sheer determination keeps them in the fight. Roll a D6 each time a model from a FROZEN STARS unit from your army within 6" of your Warlord loses its final wound; on a 6 that wound is not lost, and the model not slain. This Warlord Trait has no effect if the unit is under the effects of the Webway Dance psychic power. |
Dreaming Shadow | Warden of the Dead: This Warlord is a gatekeeper for unquiet spirits. Add 1 to any Sombre Sentinels rolls made for DREAMING SHADOW units from your army within 6" of your Warlord (add 2 instead whilst there are any NECRONS units on the battlefield). |
Soaring Spite | Skystrider: This Warlord is one with the way of the Weaver Serpents. Your Warlord can disembark from a TRANSPORT even after it has moved. |
Silent Shroud | The Final Joke: Even in death, this Warlord reaches out to slay their hated foes. If your Warlord is slain in the Fight phase, roll a D6. On a 2+, the unit that killed your Warlord suffers D3 mortal wounds after it has finished making all its attacks. On a 6, the enemy unit suffers D6 mortal wounds instead. |
Tactical Objectives
Following the steps of their saedath and the unerring direction of their protagonists, the Harlequins fight every battle on their own terms. The theatre of war becomes a stage upon which their enemies are but unwilling extras in the tale of the Harlequins’ inevitable victory. If your army is led by a HARLEQUINS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Harlequins player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Harlequins Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are used normally.
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Enigmas of the Black LibraryThe Black Library conceals many strange and eldritch artefacts whose powers are ill-understood by all but the Harlequins. Only Cegorach’s chosen may wield these tools in battle, and even then only with the greatest of care. If your army is led by a HARLEQUINS Warlord, then before the battle you may give one of the following items to a HARLEQUINS CHARACTER.Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Enigmas of the Black Library your characters have on your army roster. CEGORACH’S ROSE Representing the barbed gift given in jest by the Laughing God to the crone Morai-Heg, Cegorach’s Rose contains thorned monofilaments of shadowsilk. Existing in the penumbra between realspace and the labyrinth dimension, these shadowsilk strands bypass even the thickest armour as though it did not exist. Once within the body of the victim, the rose’s threads uncoil, a blossom of molecule-thin blades unfurling at the end of each. The foe is slain instantly as a thicket of bloody, bladed roses blossoms within their chest. Model with Harlequin’s kiss only. Cegorach’s Rose replaces the bearer’s Harlequin’s kiss and has the following profile:
CRESCENDO This masterwork shuriken pistol was first bestowed upon a Troupe Master of the Veiled Path. Supposedly, it was given as a gift by a wanderer of the webway, who members of that masque claim was none other than the Laughing God. While many doubt the word of the Veiled Path in this, there can be no denying that Crescendo is a beautifully crafted and uniquely potent firearm. When the pistol’s trigger is pulled, micro-distortion engines engage within its housing. The effect is to step Crescendo’s wielder slightly ahead of time, allowing an impossible volley of firepower to be unleashed. Model with shuriken pistol only. Crescendo replaces the bearer’s shuriken pistol and has the following profile:
CURTAINFALL This dread weapon possesses a twisted animus so pronounced that it is kept within a thrice-sealed vault deep within the Black Library. Though the composition of the cannon’s gene-toxins remains a shrouded secret, their effects are well known: victims collapse in upon themselves as though a vacuum had opened within them, their screams reaching fever pitch in the instant before they detonate in a cloud of hyper-condensed bone shrapnel. DREAMING SHADOW Death Jester only. Curtainfall replaces the bearer’s shrieker cannon and has the following profile:
FAOLCHÚ’S TALON Embossed with scenes from the legend of noble Faolchú, this gauntlet allows its wearer to interface with Harlequin grav-craft and enhance their performance. Engines thrum with fresh power and controls respond with breathtaking elegance at the talon’s touch. SOARING SPITE model only. While the wearer is embarked on a SOARING SPITE TRANSPORT, that vehicle may move an additional 6" in the Movement phase. In addition, if a SOARING SPITE TRANSPORT is destroyed while the wearer is embarked upon it, you do not need to roll any dice to see if any disembarking models are slain or if the transport explodes – no disembarking models are slain and the transport does not explode.MIDNIGHT’S CHIME This silvered metal rod is so slender as to be little more than a sliver. Yet when it is struck just so, Midnight’s Chime resonates with the cacophony of battle. With every heartbeat the dissonant chorus rises, coming in waves that roll across the battlefield like the tolling of an enormous bell. Inspired, the Harlequins of the Midnight Sorrow surge forth with fresh purpose to seize victory upon the stroke of midnight. MIDNIGHT SORROW model only. Once per battle, at the beginning of the Fight phase, the bearer can activate Midnight’s Chime. Until the end of the phase all MIDNIGHT SORROW units increase their Attacks characteristic by 1 whilst they are within 6" of the bearer.THE GHOULMASK The Tale of the Six Spirits describes how Cegorach drove away the malign ghosts of the warp by twisting his features into that which each feared most – banishing those whose own weapon was fear. The hideous Ghoulmask embodies that victory, its surface woven with psychocircuitry that rapidly assesses the empyric composition of hostile psychic manifestations and banishes them. FROZEN STARS model only. The wearer of the Ghoulmask can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER (if the bearer is already a PSYKER, it may attempt to deny one more psychic power than normal). In addition, add 1 to Deny the Witch tests made for the bearer.THE LAUGHING GOD’S EYE A pendant of rune-carved wraithbone, this potent artefact is said to draw the watchful eye of Cegorach himself. Psychic powers flicker and die in the pendant’s presence, for the Laughing God will not suffer his children to be beset by the tendril of the warp. This aura of abnegation extends not only to the pendant’s wearer, but billows like a concealing cloak to shield nearby allies. So does Cegorach watch over his followers, guarding them from the predations of She Who Thirsts. Friendly HARLEQUINS units automatically pass Morale tests whilst they are within 6" of the wearer. In addition, roll a D6 each time a friendly HARLEQUINS unit suffers a mortal wound in the Psychic phase whilst they are within 6" of the wearer – on a 6, that mortal wound is ignored.THE MASK OF SECRETS Many believe the Mask of Secrets to be no more than a dark fable, yet it is very real, kept within a shadowed vault deep within the Black Library. All who look upon this mask see distorted reflections of their own faults and failings, the slightest doubt or regret twisted into a horrific swarm of phantasms that scream and wail as they claw at the psyche of the victim. Those who wear the Mask of Secrets fear nothing while the mask remains upon their face, yet it is said that in the long run they must pay a terrible price for this temporary boon. The bearer increases their Leadership characteristic by 1. In addition, all enemy units reduce their Leadership characteristic by 1 whilst they are within 6" of the bearer.THE MIRRORSTAVE This strange stave glints with images of its wielder’s enemies, reflecting their finest moments of martial achievement back at them in warped and distorted mockery. So does it bind their strength and skill and turn it against them, allowing its bearer to grace them with a truly ironic demise. VEILED PATH Shadowseer only. The Mirrorstave replaces the bearer’s miststave and has the following profile:
THE SCINTILLANT VEIL This flip belt crawls with eldritch runes that swim into view on its surface as though emerging from a veil of mist, before vanishing again. An eerie keening emanates from it, a sound that seems to hover just beyond the range of conscious hearing, and all those exposed to it see a shimmering fog fall across their vision, thick with half-percieved flickers of things lost, things feared, and things that will swiftly drive them mad. SILENT SHROUD Troupe Master or Shadowseer only. Increase the range of all the wearer’s aura abilities by 3".THE STARMIST RAIMENT At first glance there is little to distinguish the Starmist Raiment from a typical holo-suit, save that it is woven through with gossamerthin strands of what looks like liquid silver. Yet when the wearer moves, they are engulfed in a shimmering cloud of refracted starlight that blinds and confuses the foe. This effect is magnified when the wearer moves quickly, the blurred glow swelling to become a blazing corona almost impossible to see through. So does the wearer mimic Aelos, the heavenly star flung by Cegorach himself, that smote Vaul’s treacherous assistant Ghaevyll and blinded him for his deceits. The wearer has a 3+ invulnerable save against ranged weapons. In addition, enemy units cannot fire Overwatch at the wearer during a turn in which the wearer Advanced.THE STORIED SWORD An exquisite and perfectly weighted weapon, the Storied Sword has a starmetal blade and a tooled wraithbone grip. Inscribed upon the sword in minute script is the entire tale of the Fall of the Aeldari, as narrated by the Shadowseers. As the wielder of this weapon fights, they find their mind filling with images of that terrible time, impossible psychic snapshots of the greatest tragedy ever to befall their race. Driven into a killing fury by the horrors they have seen, the wielder fights all the harder, determined to prevent any such terrible events from transpiring ever again. Model with power sword only. The Storied Sword replaces the bearer’s power sword and has the following profile:
THE SUIT OF HIDDEN KNIVES This remarkable holo-suit contains a sub-weave of psychocrystalline blades that flicker in and out like razor-sharp fans as they fight. For most beings, wearing such a thing would be a death sentence. For the perfectly poised Harlequins it is a thrilling challenge and a potent weapon, allowing them to slice and stab their enemies with every weave, dodge and pirouette they perform. Roll a D6 each time a hit roll of 1 is made for an enemy model targeting the wearer in the Fight phase. On a 2+, that model’s unit suffers a mortal wound after the unit has resolved all of its attacks. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
7 Fusion pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |
0 Hallucinogen grenade launcher | 18" | Assault 1 | * | * | * | If a unit is hit by this weapon, roll 2D6 – if the roll is equal to or greater than the target unit’s Leadership, it suffers D3 mortal wounds. |
15 Haywire cannon | 24" | Assault D6 | 4 | -1 | 1 | If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead. |
10 Neuro disruptor | 12" | Pistol 1 | 4 | -3 | D3 | If the target is a VEHICLE, this weapon has a Damage of 1. |
0 Plasma grenade | 6" | Grenade D6 | 4 | -1 | 1 | - |
20 Prismatic cannon | When attacking with this weapon, choose one of the profiles below. | |||||
- Dispersed | 24" | Assault D6 | 4 | -2 | 1 | - |
- Focused | 24" | Assault D3 | 6 | -3 | D3 | - |
- Lance | 24" | Assault 1 | 8 | -4 | D6 | - |
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, its unit suffers D3 mortal wounds. If any models in a unit are slain by this weapon, subtract 2 from that unit's Leadership characteristic until the end of the turn. |
- Shuriken | 24" | Assault 3 | 6 | 0 | 1 | - |
10 Shuriken cannon | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. |
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 Star bolas | 12" | Grenade D3 | 6 | -3 | 2 | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
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 | - |
7 Harlequin’s kiss | Melee | Melee | +1 | -1 | D3 | - |
0 Miststave | Melee | Melee | +2 | -1 | D3 | - |
4 Power sword | Melee | Melee | User | -3 | 1 | - |
6 Zephyrglaive | Melee | Melee | +1 | -2 | 2 | - |
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Even the bravest heart may quail when the horrors of battle take their toll.
In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.
A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.
A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.The TROUPE MASTER keyword is used in following Harlequins datasheets:
The HARLEQUINS and CHARACTER keywords are used in following Harlequins datasheets:
The HARLEQUINS and INFANTRY keywords are used in following Harlequins datasheets:
The BIKER keyword is used in following Harlequins datasheets:
The DEATH JESTER keyword is used in following Harlequins datasheets:
The SOLITAIRE keyword is used in following Harlequins datasheets:
The SHADOWSEER keyword is used in following Harlequins datasheets:
The TRANSPORT keyword is used in following Harlequins datasheets:
The profiles using SLAANESH keyword can be found in following Factions:
Chaos: Chaos Daemons, Chaos Space Marines, Emperor’s Children.The SLAANESH keyword is used in following datasheets:
The WEBWAY GATE keyword is used in following Harlequins datasheets:
The profiles using AELDARI keyword can be found in following Factions:
Aeldari: Craftworlds, Drukhari, Harlequins, Ynnari.The AELDARI keyword is used in following datasheets:
The MIDNIGHT SORROW and CHARACTER keywords are used in following Harlequins datasheets:
The profiles using CHAOS keyword can be found in following Factions:
Chaos: Chaos Bastions, Chaos Daemons, Chaos Space Marines, Death Guard, Emperor’s Children, Heretic Titan Legions, Questor Traitoris, Renegades and Heretics, Thousand Sons, World Eaters.The CHAOS keyword is used in following datasheets:
The VEILED PATH keyword is used in following Harlequins datasheets:
The FROZEN STARS keyword is used in following Harlequins datasheets:
The DREAMING SHADOW and CHARACTER keywords are used in following Harlequins datasheets:
The SOARING SPITE and INFANTRY keywords are used in following Harlequins datasheets:
The SOARING SPITE and TRANSPORT keywords are used in following Harlequins datasheets:
The SILENT SHROUD keyword is used in following Harlequins datasheets:
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The SOARING SPITE keyword is used in following Harlequins datasheets:
The MIDNIGHT SORROW keyword is used in following Harlequins datasheets:
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.