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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.

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.

Books

BookKindEditionVersionLast update
► Xenos 1Index81.4September 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018
  HarlequinsCodex81.1September 2018
  Chapter Approved 2018 EditionExpansion81.0December 2018

FAQ

Codex: Harlequins

 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.

Keywords

Throughout this book you will come across a keyword that is within angular brackets, specifically <MASQUE>. This is shorthand for a keyword of your own choosing, as described below.

<MASQUE>

Most Harlequins belong to a masque and have the <MASQUE> keyword. When you include such a unit in your army, you must nominate which masque that unit is from. You then simply replace the <MASQUE> keyword in every instance on that unit’s datasheet with the name of your chosen masque.

For example, if you were to include a Troupe Master in your army, and you decided they were from the Midnight Sorrow masque, their <MASQUE> Faction keyword is changed to MIDNIGHT SORROW and their Choreographer of War ability would then say ‘In the Fight phase, re-roll failed wound rolls for friendly MIDNIGHT SORROW units that are within 6" of this model.’

Detachment Rules

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).


Harlequins Units

In the rules described in this section we often refer to ‘HARLEQUINS units’ and ‘HARLEQUINS Warlords’. This is shorthand for a unit or Warlord that has the HARLEQUINS keyword. Note that other Aeldari, such as the Craftworlds and Drukhari, deviate significantly in terms of organisation and fighting styles. These Aeldari cannot make use of any of the rules or abilities listed in this section, and instead have their own rules.

YNNARI is a keyword that some units in this book can gain when taken as part of a Reborn army, as detailed in other publications. If a Detachment includes any YNNARI units, it is no longer a HARLEQUINS Detachment and will not gain either of the abilities listed below.

Abilities

HARLEQUINS Detachments gain the following abilities:

Defenders of the Black Library

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.

Masque Forms

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.

If you have chosen a masque that does not have an associated Masque Form, you can choose the form that best suits the fighting style and battlefield strategies of the warriors that hail from it.

Masque Forms


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 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.

Frozen Stars: Hysterical Fury

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.

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.

Units with this form can move an additional D6" when they Fall Back. In addition, units with this form can consolidate up to 6".

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 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.

Soaring Spite: Serpent’s Brood

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.

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 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.

Stratagems

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.


Phantasmancy Discipline

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.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Phantasmancy discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

D6PSYCHIC 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.


Warlord Traits

The Harlequins’ leaders employ ritual forms and incredible natural talent to coordinate their warriors in battle.

If the Warlord of your army is a HARLEQUINS CHARACTER, you can either pick their Warlord Trait from the Harlequins Warlord Traits below or roll a D6 and consult the table to randomly generate it.

D6WARLORD 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 Warlord Traits

If you wish, you can pick a Masque Warlord Trait from the list below instead of using the Harlequins Warlord Traits table to the left, but only if your Warlord is from the relevant masque.

MASQUETRAIT
Midnight SorrowNemesis 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 PathWebway 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 StarsOur 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 ShadowWarden 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 SpiteSkystrider: This Warlord is one with the way of the Weaver Serpents.
Your Warlord can disembark from a TRANSPORT even after it has moved. 
Silent ShroudThe 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

D66Result
11The Dance of Death 
12Strike and Evade 
13Trickery and Deception 
14The Joy of Lament 
15Take the Stage 
16Principal Perfomance 

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.

11
THE DANCE OF DEATH
Harlequins

The time has come to perform the dance of death – unsheathe your blades and leave the corpses of your foes in your wake.

Score 1 victory point if at least one enemy unit was destroyed during your turn.

12
STRIKE AND EVADE
Harlequins

Strike the foe but do not linger, for there are countless more tales yet to tell.

Score 1 victory point if at least one HARLEQUINS unit from your army Fell Back and charged during this turn. If 3 or more HARLEQUINS units from your army did this, score D3 victory points instead.

13
TRICKERY AND DECEPTION
Harlequins

Deceive your foe whilst hiding your own goals in plain sight.

When this Tactical Objective is generated, each player secretly nominates an objective marker. At the end of your turn, each player declares if you control their nominated objective marker. Score 1 victory point if you control either objective marker. If you control both of them, or if you control one that was nominated by both players, score D3 victory points instead.

14
THE JOY OF LAMENT
Harlequins

Laughter can turn to sorrow in the blink of an eye…

Score 1 victory point if at least one enemy unit Fell Back or failed a Morale test during this turn.

15
TAKE THE STAGE
Harlequins

The battlefield is a living stage, and your players must take their places at a moment’s notice.

Score 1 victory point if you control the objective marker whose number corresponds to the current battle round number – e.g. in battle round 3, you score 1 victory point if you control objective marker 3. This Tactical Objective cannot be achieved during the seventh or subsequent battle round.

16
PRINCIPAL PERFOMANCE
Harlequins

At the heart of every great performance is a leading hero, destined to face a great villain.

Score 1 victory point at the end of the battle if your Warlord has not been slain. Score D3 victory points instead if your Warlord has not been slain but your opponent’s has. Score 3 additional victory points if your Warlord has not been slain, and killed your opponent’s Warlord.


Enigmas of the Black Library

The 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:

WEAPON
RANGE
TYPE
S
AP
D
Cegorach’s Rose
Melee
Melee
+1
-1
D3
Abilities: Re-roll failed wound rolls for this weapon. When attacking Infantry, this weapon has a Damage of 3.

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:

WEAPON
RANGE
TYPE
S
AP
D
Crescendo
12"
Pistol D6
4
0
2
Abilities: Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.

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:

WEAPON
RANGE
TYPE
S
AP
D
Curtainfall (shrieker)
30"
Assault 1
7
-3
1
Curtainfall (shuriken)
30"
Assault 3
7
-2
1
Abilities: When attacking with this weapon, choose one of the profiles above. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Each time an INFANTRY model is slain by an attack made with this weapon’s shrieker profile, 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; this modifier is not cumulative with that caused by a shrieker cannon.

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:

WEAPON
RANGE
TYPE
S
AP
D
The Mirrorstave (shooting)
12"
Assault 6
*
-1
1
The Mirrorstave (melee)
Melee
Melee
*
-1
D3
Abilities: The wound roll required for this weapon in the Shooting phase is equal to the target unit’s unmodified Ballistic Skill. For example, if the weapon targets a unit with a Ballistic Skill of 3+, the weapon will wound on rolls of 3+. The wound roll required for this weapon in the Fight phase is equal to the target unit’s unmodified Weapon Skill. If the unit contains models with different Ballistic Skill/Weapon Skill characteristics, use the best characteristic in the unit. If the target’s Ballistic Skill/Weapon Skill characteristic is ‘-’, then the wound roll required is 6+.

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:

WEAPON
RANGE
TYPE
S
AP
D
The Storied Sword
Melee
Melee
+1
-3
D3
Abilities: Re-roll failed hit rolls for this weapon.

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.

Reference


Wargear


Ranged Weapons

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
-

Melee Weapons

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
-
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Morale Test

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.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
RAPID FIRE

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.
PISTOL

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.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.

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:

HQ

The HARLEQUINS and CHARACTER keywords are used in following Harlequins datasheets:

Elites
HQ

The HARLEQUINS and INFANTRY keywords are used in following Harlequins datasheets:

Elites
HQ
Troops
• Troupe

The BIKER keyword is used in following Harlequins datasheets:

Fast Attack
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The DEATH JESTER keyword is used in following Harlequins datasheets:

Elites

The SOLITAIRE keyword is used in following Harlequins datasheets:

Elites

The SHADOWSEER keyword is used in following Harlequins datasheets:

HQ

The TRANSPORT keyword is used in following Harlequins datasheets:

Dedicated Transport
Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.

The WEBWAY GATE keyword is used in following Harlequins datasheets:

Fortifications

The profiles using AELDARI keyword can be found in following Factions:

Aeldari: Craftworlds, Drukhari, Harlequins, Ynnari.

The AELDARI keyword is used in following datasheets:

Fortifications
Dedicated Transport
Heavy Support
Troops
• Troupe
Dedicated Transport
Fast Attack
Flyers

and others...
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The MIDNIGHT SORROW and CHARACTER keywords are used in following Harlequins datasheets:

Elites
HQ

The VEILED PATH keyword is used in following Harlequins datasheets:

Elites
HQ
Fast Attack
Dedicated Transport
Troops
• Troupe
Heavy Support

The FROZEN STARS keyword is used in following Harlequins datasheets:

Elites
HQ
Fast Attack
Dedicated Transport
Troops
• Troupe
Heavy Support

The DREAMING SHADOW and CHARACTER keywords are used in following Harlequins datasheets:

Elites
HQ

The SOARING SPITE and INFANTRY keywords are used in following Harlequins datasheets:

Elites
HQ
Troops
• Troupe

The SOARING SPITE and TRANSPORT keywords are used in following Harlequins datasheets:

Dedicated Transport

The SILENT SHROUD keyword is used in following Harlequins datasheets:

Elites
HQ
Fast Attack
Dedicated Transport
Troops
• Troupe
Heavy Support
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Psychic Test
A psyker can attempt to manifest a psychic power they know 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. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.

The SOARING SPITE keyword is used in following Harlequins datasheets:

Elites
HQ
Fast Attack
Dedicated Transport
Troops
• Troupe
Heavy Support

The MIDNIGHT SORROW keyword is used in following Harlequins datasheets:

Elites
HQ
Fast Attack
Dedicated Transport
Troops
• Troupe
Heavy Support
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
GRENADE

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.
Army List
Troops
• Troupe
Dedicated Transport
Elites
Fast Attack
Heavy Support
Fortifications
© Vyacheslav Maltsev 2013-2018