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 1
  Xenos 1Index81.4September 2018
  Harlequins
  HarlequinsCodex8Indomitus 1.1July 2020
  Additional Rules: Harlequins
  Additional Rules: HarlequinsWhite Dwarf8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

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.
 Q: If a unit with the Rising Crescendo ability Fell Back during the Movement phase and is then subsequently targeted by the Twilight Pathways psychic power later in that turn, can it Advance during the resolution of that psychic power?
A:
Yes.
 Q: If an attack made with a Death Jester’s shrieker cannon using the shrieker profile causes one or more wounds to be taken by an enemy unit other than the initial target as the result of an ability that allowed them to take a wound instead of the initial target (e.g. Unquestioning Loyalty in Codex: Genestealer Cults), which unit is affected by that weapon’s abilities?
A:
In this instance the unit that intercepted the hit would be subject to the weapon’s abilities. This also includes any abilities on the Death Jester itself, such as Death is Not Enough.
 Q: Can Heroes’ Path be used in the opponent’s Movement phase?
A:
Yes.

Additional Rules: Harlequins

 Q: Does Cegorach’s Lament count as a shrieker cannon for the purpose of the Shrieking Doom Stratagem?
A:
No.
 Q: Does an attack made by a model with the Jest Inescapable Pivotal Role always ignore cover, or only on a wound roll of 6?
A:
Only on a wound roll of 6.
 Q: Is the Warrior Acrobats Stratagem cumulative with the Solitaire’s Chromatic Rush Pivotal Role, adding 12" to that model’s Move characteristic when it Advances?
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.

Each time a Combat Attrition test is taken for a unit with this form, it is automatically passed. 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.

Pivotal Roles

Presented here are alternative abilities for Harlequin characters in Battle-forged armies, allowing you to customise their datasheets and open up new strategies for using these peerless fighters on the battlefield. Note on your army roster any Pivotal Role abilities each model in your army has. Each Pivotal Role ability models in your army have must be different.


Death Jester

If your army is Battle-forged and contains a DEATH JESTER, you can replace that model’s Death Is Not Enough ability with one of the following Death Jester Pivotal Role abilities:

HARVESTER OF TORMENT
Each time this model shoots with the shuriken profile of a shrieker cannon (or the shuriken profile of a Relic which replaces a shrieker cannon), if the target contains 6 or more models, each successful hit roll scores 3 hits instead of 1. This is not cumulative with any other rules that cause additional hits.

THE JEST INESCAPABLE
Add 12" to the Range characteristic of ranged weapons this model is equipped with. Each time this model shoots, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage and the target does not receive the benefit of cover to its saving throw.

HUMBLING CRUELTY
Each time an attack made by this model against an enemy unit scores a hit, that unit is pinned until the start of your next turn. While a unit is pinned, subtract 2" from the Move characteristic of models in its unit and it cannot fire Overwatch.

Shadowseer

If your army is Battle-forged and contains a SHADOWSEER, you can replace that model’s Shield from Harm ability with one of the following Shadowseer Pivotal Role abilities:

VEIL OF ILLUSION
While a friendly <MASQUE> unit is within 6" of this model, when determining if that unit is within range of attacks made by enemy models with ranged weapons, add 6" to the distance measured. For example, if this unit is 22" away from an enemy model, for the purposes of shooting, it is treated as being 28" away. Note that for the purposes of determining if a model is at half range, it is the distance after applying the effects of this ability.

GLOOMWAKE
While a <MASQUE> unit is within 6" of this model, each time a ranged attack is made against that unit, models in its unit gain the benefit of cover to their saving throw.

AGENT OF BEDLAM
While an enemy unit is within 6" of this model, subtract 1 from the Attacks characteristic of models in that unit (to a minimum of 1).

Solitaire

If your army is Battle-forged and contains a SOLITAIRE, you can replace that model’s Blitz ability with one of the following Solitaire Pivotal Role abilities:

SHOCKING EMERGENCE
During deployment, you can set up this model shimmering instead of placing it on the battlefield. If you do, then at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9” from any enemy models. Each time a charge roll is made for this model, if it was set up on the battlefield as reinforcements this turn, roll one additional D6 and discard one of the dice.

CHROMATIC RUSH
When this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6” to the Move characteristic of this model. Each time this model piles in or consolidates, it can move an additional 3”.

UNNATURAL ACROBATICS
Each time an attack is made against this model, subtract 1 from that attack’s hit roll.

Troupe Master

If your army is Battle-forged and contains a TROUPE MASTER, you can replace that model’s Choreographer of War ability with one of the following Troupe Master Pivotal Role abilities:

PRINCE OF LIGHT
While a friendly <MASQUE> unit is within 6" of this model, you can re-roll charge rolls made for that unit. If you could already re-roll charge rolls made for that unit, add 1 to the charge roll instead.

DARKNESS’ BITE
Each time this model fights, after it has fought, you can select one enemy unit this model made an attack against. That unit suffers 2 mortal wounds.

TWILIGHT’S GRASP
Each time a melee attack is made by this model against a unit that is not a MONSTER or VEHICLE, an unmodified wound roll of 2+ is always successful.

Stratagems by Phase

Before battle

ENIGMAS OF THE BLACK LIBRARY

GREAT HARLEQUIN

MYTHIC ROLE

PIVOTAL ROLE

During deployment

WEBWAY ASSAULT

Battle Round

At the start of battle round

THE HUNDRED SWORDS OF VAUL

POLYCHROMATIC STORM

Movement phase

HEROES’ PATH

PRISMATIC BLUR

WARRIOR ACROBATS

ISHA’S WEEPING

WEBWAY AMBUSH

VIRTUOSOS OF THE WEBWAY

Enemy Movement phase

WARRIOR ACROBATS

TWILIT ENCORE

CEGORACH’S JEST

ISHA’S WEEPING

Psychic phase

VESSEL OF FATE

ISHA’S WEEPING

Enemy Psychic phase

ISHA’S WEEPING

Shooting phase

HAYWIRE GRENADE

SHRIEKING DOOM

THE FOES OF THE MIND

FIRE AND FADE

ISHA’S WEEPING

AN EXAMPLE MADE (Dreaming Shadow)

Enemy Shooting phase

ISHA’S WEEPING

Being targeted

LIGHTNING-FAST REACTIONS

Charge phase

ISHA’S WEEPING

THE SILKEN KNIFE (Silent Shroud)

Enemy Charge phase

DRAMATIC ENTRANCE

ISHA’S WEEPING

CAPRICIOUS REFLECTIONS (Veiled Path)

Fight phase

THE FOES OF THE MIND

MIRTHLESS HATRED

TORMENTS OF THE FIERY PIT

MURDEROUS ENTRANCE

THE CURTAIN FALLS

ISHA’S WEEPING

WAR DANCERS

MALICIOUS FRENZY (Frozen Stars)

SKYSTRIDE (Soaring Spite)

Enemy Fight phase

ISHA’S WEEPING

Taking casualties

THE LABYRINTH LAUGHS

EYE OF DAMNATION

NO PRICE TOO STEEP (Midnight Sorrow)


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

One amongst the masque seems different this day, their presence magnified, their skill sublime. Who – or what – now lurks behind their mask?

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

When the need is great and the hour dark, the grim treasures of the Black Library are released into the care of Cegorach’s chosen few.

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

Stealthily slipping from the webway, the players of the Harlequins creep behind enemy lines before they launch their assault.

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

The Harlequins accelerate into a lightning-fast sprint, weaving and tumbling to magnify the effects of their domino fields.

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

The Dance of the Heroes’ Path depicts how overbearing pride led Eldanesh and Ulthanash on a deadly quest into the den of the Prince of the Ygghs.

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

The Dance of Cegorach’s Jest sees enemy units harried mercilessly unto their absolute destruction.

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

One amongst the hundred swords of Vaul was nothing but a fake. In this dance, so too is one band amongst the Harlequins’ ranks not what it seems.

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

This dance sees the suffering of Vaul transformed into incandescent – if fleeting – might.

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

Sensing that the moment long foreseen has arrived at last, the Shadowseer casts caution aside and hurls their all into a psychic bombardment against the foe.

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

The Harlequins’ steps and strikes flow together into a blur of light as they overwhelm their enemies.

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

Not for the Harlequins the attrition of a drawn-out firefight. They simply strike then vanish like ghosts.

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

None can match the breathtaking athleticism of the Harlequins.

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

When the moment is right, the Harlequins flow across the battlefield like streaks of coloured light.

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

Seeing the perfect morbid jest in the offing, the Death Jester takes particular care to place their shots just… so…

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

This dance sees the Harlequins respond to their losses with ever more exaggerated grief and wildness, their frantic movements rendering them hard to target.

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

The Chaos God Slaanesh is reviled by all Aeldari, who despise his followers with a ferocious loathing. The devotees of the Laughing God, however, harbour a particular hatred for She Who Thirsts.

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

Like some living thing, the webway itself spits forth fresh warriors to spite those who have done it harm.

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 not within Engagement Range of any enemy units. After you have done so, remove the Webway Gate from the battlefield as normal. Units set up with this Stratagem can be set up during the first battle round, regardless of any mission rules.
2CP

LIGHTNING-FAST REACTIONS

Harlequins Stratagem

Harlequins weave and dodge with incredible speed, and can even catch bullets out of the air with mocking ease.

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

Haywire grenades send out a powerful electromagnetic pulse that can cripple enemy vehicles.

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

Death is seen as just another sacrifice to the Midnight Sorrow, one they are ever willing to make in order to defeat the scourge of Chaos once and for all.

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

That which is, is not. That which is not, might perhaps be. That which might be is upon you with blade already in hand.

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

Laughing like lunatics, the Players of the Frozen Stars channel their hatred and hysteria into a burst of martial destruction.

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

The heroes of the Dreaming Shadow slay their victims with especial vehemence to show the importance of their quest.

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

The Harlequins of this masque excel in the Dance of the Weaver Serpents, not even touching the ground as they fight.

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

As the Harlequins launch their attack, a pall of terrible silence and suffocating fear falls across the enemy, leaving them numbed and near catatonic.

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

Webway Gates pose an ever-present threat to the Aeldari’s foes.

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.

Stratagems (Additional Rules)

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.


1CP

PIVOTAL ROLE

Harlequins Stratagem

Certain characters are crucial to the seamless execution of the chosen Saedath. Harlequins assuming such pivotal roles perform with nigh on supernatural grace amidst the fiery limelight of war.

Use this Stratagem before the battle. Select one TROUPE MASTER, SHADOWSEER, DEATH JESTER or SOLITAIRE model from your army. That model gains one of their respective Pivotal Role abilities. This does not replace an existing ability. Each model from your army can have no more than one Pivotal Role ability, and each Pivotal Role ability models in your army have must be different.
2CP

POLYCHROMATIC STORM

Harlequins Stratagem

In the breathless heartbeat before battle begins, the Harlequin forces explode into a kaleidoscopic myriad that bewilders the foe as to their true location and numbers.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select up to three HARLEQUINS units from your army that are on the battlefield. Remove them from the battlefield and set them up again. When setting them up, you can use any abilities or Stratagems that would allow them to be set up in a different location during deployment (e.g. Webway Assault). If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first. You can only use this Stratagem once.
2CP

MURDEROUS ENTRANCE

Harlequins Stratagem

These Harlequins launch themselves into the bloody dance of war with furious vigour, their roles to seize the enemy’s attention through an explosive burst of violence.

Use this Stratagem in the Fight phase, the first time a HARLEQUINS unit from your army is selected to fight that phase. Until the end of the phase, if that unit made a charge move this turn, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
2CP

THE CURTAIN FALLS

Harlequins Stratagem

One moment the Harlequins are a bewildering storm of blades and lashing fists and feet. The next they are gone, vanished behind a veil of illusory terrors.

Use this Stratagem in the Fight phase, when a HARLEQUINS unit from your army would consolidate. Until the end of the phase, instead of consolidating, that unit can Fall Back or move as if it were your Movement phase (but cannot Advance).
1CP

TWILIT ENCORE

Harlequins Stratagem

The foe may not comprehend their role in the saedath – and may even try to blunder away in confusion and fear – but the steps must be observed to the bloody end.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit within 1" of a HARLEQUINS TROUPE unit from your army Falls Back. After that enemy unit has moved, that HARLEQUINS TROUPE unit can consolidate up to 6"; each model in that HARLEQUINS TROUPE unit must end that move closer to the closest model from the unit that Fell Back, or, if another enemy unit is now closer, the closest enemy model.
2CP

THE FOES OF THE MIND

Harlequins Stratagem

Stretching out with their otherworldly powers, the Shadowseer plucks images of terror from each enemy’s mind and sets the phantasms whirling in a twisted puppet show to distract and dismay.

Use this Stratagem at the start of the Shooting or Fight phase. Select one SHADOWSEER from your army. Until the end of the phase, that model’s Shield from Harm ability affects friendly <MASQUE> units, not just friendly <MASQUE> INFANTRY units.
1CP

MYTHIC ROLE

Harlequins Stratagem

Shadowseers can see those moments when the warriors of the now most closely embody the mythic heroes of long ago. They do all they can to aid those who unknowingly don such mantles.

Use this Stratagem before the battle, if your army includes a SHADOWSEER. Select one AELDARI unit from your army. Each time that unit is chosen to shoot or fight, you can re-roll one hit roll or one wound roll for those attacks. You can only use this Stratagem once.
1CP

EYE OF DAMNATION

Harlequins Stratagem

Those hapless fools who strike down a Solitaire only doom themselves, for to catch the eye of one so damned is to be tainted by that same dark fate.

Use this Stratagem when a SOLITAIRE unit from your army is destroyed as a result of an attack made with a melee weapon by an enemy model. That model’s unit suffers D3 mortal wounds. This Stratagem cannot be used in conjunction with the No Price Too Steep Stratagem.
1CP

VIRTUOSOS OF THE WEBWAY

Harlequins Stratagem

The labyrinthine twists of the webway hold no mystery to the Harlequins of the Laughing God, who step between one realm and the next with insulting ease.

Use this Stratagem at the end of your Movement phase. Select one HARLEQUINS INFANTRY unit from your army not within 1" of any enemy models. Remove that unit from the battlefield. At the end of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" 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. 

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
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
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)
Curtainfall (shrieker)
30"
Assault 1
7
-3
1
Curtainfall (shuriken)
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)
The Mirrorstave (shooting)
12"
Assault 6
*
-1
1
The Mirrorstave (melee)
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
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.

CEGORACH’S LAMENT

The mythic cycles of the Aeldari tell that the Laughing God has ceased his mirth only once, giving voice to a mournful howl upon the moment that She Who Thirsts was birthed into the galaxy. So soul-rending was his cry that all mortal beings who heard it wept themselves to death. Said to contain an endless echo of that terrible cry, this baleful weapon howls like the damned as it fires; those struck by it find their lifeblood weeping from their eyes at a rapidly increasing rate until at last they are exsanguinated amidst jetting torrents of bloody tears.

DEATH JESTER model only. Cegorach’s Lament replaces a shrieker cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Cegorach’s Lament (wail)
Cegorach’s Lament (wail)
36"
Assault 1
6
-3
3
Cegorach’s Lament (shuriken)
Cegorach’s Lament (shuriken)
36"
Assault 3
6
-3
1
Abilities: Before selecting targets, select one of the profiles above to make attacks with. Each time a model is slain by an attack made with the wail profile of this weapon, its unit suffers D3 mortal wounds and until the end of the turn, subtract 2 from the Leadership characteristic of the models in its unit.

DESTINY’S JEST

This mask was said to have been fashioned by Vaul himself at Cegorach’s request. Once donned it becomes one with its wearer, claiming them as completely as the battlegear of the most path-lost Exarch ever could. Destiny’s Jest shifts from one battle to the next, the mask seemingly sensing the smallest nuances of fate or fortune that will sharpen it’s wearer’s performance to perfection.

During deployment, select one of the following effects to apply until the end of the battle. Alternatively, you can roll two D6 (re-rolling duplicate results) to randomly determine two of the following effects to apply until the end of the battle:
  1. +1 to the bearer’s Attacks characteristic
  2. +1 to the bearer’s Strength characteristic
  3. +1 to the bearer’s Toughness characteristic
  4. +1 to the bearer’s Wounds characteristic
  5. +3" to the bearer’s Move characteristic
  6. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1 (e.g. AP -1 becomes AP -2)

DOMINO SHROUD

Far more potent than the domino fields that normally cloak the Harlequins, this ancient shroud-field generator can fashion entire energistic simulacra of its wearer and impose them upon the sensoria of the foe so completely that – until they step once more from behind the veil of illusion – it is as though the wearer has vanished entirely from existence, replaced by their phantom doppelganger.

Once per battle, at the end of any phase, if the bearer was not set up on the battlefield as reinforcements this turn, they can use the Spectral Apparition. If they do, place a marker within 12" of the bearer, then remove them from the battlefield and set them up again within 1" of the centre of the marker and more than 1" from any enemy models. The bearer is not eligible to charge in a turn in which it was set up in this manner, although the bearer can use this Relic in a turn in which it charged.

THE SHADOWSTONE

Resembling a soulstone, this opalescent gem shifts endlessly between the shades of dawn, dusk and darkest night. Gazing into its depths, a Shadowseer bears witness to the innermost thoughts, secrets and desperately denied nightmares of all those close by. Armed with such insights, the Shadowseer’s reach becomes great indeed.

SHADOWSEER model only. Add 3" to the range of the bearer’s aura abilities. Add 3" to the range of psychic powers manifested by the bearer.

THE TWILIGHT FANG

During the Tale of the Serpent’s Gift, Cegorach is said to have tricked the Cosmic Serpent into gifting him one of its fangs in the mistaken belief that it would receive the Light of the Brightest Star in return. So it did, yet as that star set so the light faded and the Cosmic Serpent realised that it had been fooled. Its wrath grew more terrible as the star’s light slipped away; so it is with this blade, said to be fashioned from the very fang that the Laughing God stole. As the hour grows ever later and the battle’s crescendo draws nigh, so the blade flashes ever faster through the air, chased by shuddering, shadowy after-images that solidify suddenly into their own stabbing fangs.

TROUPE MASTER model only. The Twilight Fang replaces a Harlequin’s blade or power sword and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
The Twilight Fang
The Twilight Fang
Melee
Melee
+2
-3
2
Abilities: Each time the bearer fights, it makes a number of additional attacks with this weapon equal to the current battle round number.

THE VEIL OF TEARS

This Harlequin wears a delicate mantle woven from hyperconductive filigree and threaded with minute but exceptionally powerful sinkstones. These onyx-coloured gems can each absorb a colossal charge of energy, be it ballistic, kinetic, plasmic, psychoactive or whatever else. At the moment of absorption the veil gleams like silvery tears as the force of the enemy’s attack is dispersed and absorbed, before it falls dormant again until it can be drained of power.

Once per turn, the first time a saving throw is failed for the bearer, the saving throw is treated as being successful.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
5
Fusion pistol
5
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.
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
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.
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
15
Haywire cannon
24"
Assault D6
4
-1
1
Blast. 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.
Blast. 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.
5
Neuro disruptor
5
Neuro disruptor
12"
Pistol 1
4
-3
D3
If the target is a VEHICLE, this weapon has a Damage of 1.
If the target is a VEHICLE, this weapon has a Damage of 1.
0
Plasma grenade
0
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
15
Prismatic cannon
When attacking with this weapon, choose one of the profiles below.
15
Prismatic cannon
When attacking with this weapon, choose one of the profiles below.
 - Dispersed
 - Dispersed
24"
Assault D6
4
-2
1
Blast
Blast
 - Focused
 - Focused
24"
Assault D3
6
-3
D3
Blast
Blast
 - Lance
 - 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.
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
 - 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.
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
 - Shuriken
24"
Assault 3
6
0
1
-
10
Shuriken cannon
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.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Shuriken pistol
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.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Star bolas
0
Star bolas
12"
Grenade D3
6
-3
2
Blast
Blast

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Harlequin’s blade
0
Harlequin’s blade
Melee
Melee
User
0
1
-
6
Harlequin’s caress
6
Harlequin’s caress
Melee
Melee
+2
-2
1
-
5
Harlequin’s embrace
5
Harlequin’s embrace
Melee
Melee
+1
-3
1
-
6
Harlequin’s kiss
6
Harlequin’s kiss
Melee
Melee
+1
-1
D3
-
0
Miststave
0
Miststave
Melee
Melee
+2
-1
D3
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
5
Zephyrglaive
5
Zephyrglaive
Melee
Melee
+1
-2
2
-
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
1CP

CEGORACH’S JEST

Harlequins Stratagem

The Dance of Cegorach’s Jest sees enemy units harried mercilessly unto their absolute destruction.

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.

The Dreaming Shadow and Character keywords are used in following Harlequins datasheets:

1CP

AN EXAMPLE MADE

Dreaming Shadow Stratagem

The heroes of the Dreaming Shadow slay their victims with especial vehemence to show the importance of their quest.

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).
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

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.

Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.

The <Cult> and Character keywords are used in following Genestealer Cults datasheets:

Unquestioning Loyalty

So fanatically devoted are Genestealer Cultists that they would die for their masters.

Each time you fail a saving throw for a <CULT> CHARACTER model, and each time a <CULT> CHARACTER model suffers a mortal wound, before inflicting damage check to see if it is within 3" of any friendly <CULT> or BROOD BROTHERS units with this ability. If it is, you can select one of those units and roll a D6; on a 4+ you do not inflict any damage on the character, but one model in the selected unit (your choice) is slain. Otherwise, the character suffers damage as normal.

The Death Jester keyword is used in following Harlequins datasheets:

The Solitaire keyword is used in following Harlequins datasheets:

Elites

The Shadowseer keyword is used in following Harlequins datasheets:

2CP

HEROES’ PATH

Harlequins Stratagem

The Dance of the Heroes’ Path depicts how overbearing pride led Eldanesh and Ulthanash on a deadly quest into the den of the Prince of the Ygghs.

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

SHRIEKING DOOM

Harlequins Stratagem

Seeing the perfect morbid jest in the offing, the Death Jester takes particular care to place their shots just… so…

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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The Harlequins and Infantry keywords are used in following Harlequins datasheets:

Troops
1CP

WARRIOR ACROBATS

Harlequins Stratagem

When the moment is right, the Harlequins flow across the battlefield like streaks of coloured light.

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.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.

The Troupe Master keyword is used in following Harlequins datasheets:

The Harlequins and Character keywords are used in following Harlequins datasheets:

1CP/3CP

ENIGMAS OF THE BLACK LIBRARY

Harlequins Stratagem

When the need is great and the hour dark, the grim treasures of the Black Library are released into the care of Cegorach’s chosen few.

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.
2CP

GREAT HARLEQUIN

Harlequins Stratagem

One amongst the masque seems different this day, their presence magnified, their skill sublime. Who – or what – now lurks behind their mask?

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

MYTHIC ROLE

Harlequins Stratagem

Shadowseers can see those moments when the warriors of the now most closely embody the mythic heroes of long ago. They do all they can to aid those who unknowingly don such mantles.

Use this Stratagem before the battle, if your army includes a SHADOWSEER. Select one AELDARI unit from your army. Each time that unit is chosen to shoot or fight, you can re-roll one hit roll or one wound roll for those attacks. You can only use this Stratagem once.
1CP

PIVOTAL ROLE

Harlequins Stratagem

Certain characters are crucial to the seamless execution of the chosen Saedath. Harlequins assuming such pivotal roles perform with nigh on supernatural grace amidst the fiery limelight of war.

Use this Stratagem before the battle. Select one TROUPE MASTER, SHADOWSEER, DEATH JESTER or SOLITAIRE model from your army. That model gains one of their respective Pivotal Role abilities. This does not replace an existing ability. Each model from your army can have no more than one Pivotal Role ability, and each Pivotal Role ability models in your army have must be different.

The Biker keyword is used in following Harlequins datasheets:

Fast Attack
1CP/3CP

WEBWAY ASSAULT

Harlequins Stratagem

Stealthily slipping from the webway, the players of the Harlequins creep behind enemy lines before they launch their assault.

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.

The Transport keyword is used in following Harlequins datasheets:

Dedicated Transport
1CP

THE HUNDRED SWORDS OF VAUL

Harlequins Stratagem

One amongst the hundred swords of Vaul was nothing but a fake. In this dance, so too is one band amongst the Harlequins’ ranks not what it seems.

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.
2CP

POLYCHROMATIC STORM

Harlequins Stratagem

In the breathless heartbeat before battle begins, the Harlequin forces explode into a kaleidoscopic myriad that bewilders the foe as to their true location and numbers.

Use this Stratagem at the start of the first battle round, before the first turn begins. Select up to three HARLEQUINS units from your army that are on the battlefield. Remove them from the battlefield and set them up again. When setting them up, you can use any abilities or Stratagems that would allow them to be set up in a different location during deployment (e.g. Webway Assault). If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first. You can only use this Stratagem once.
1CP

PRISMATIC BLUR

Harlequins Stratagem

The Harlequins accelerate into a lightning-fast sprint, weaving and tumbling to magnify the effects of their domino fields.

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.
1CP

ISHA’S WEEPING

Harlequins Stratagem

This dance sees the Harlequins respond to their losses with ever more exaggerated grief and wildness, their frantic movements rendering them hard to target.

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.

The Webway Gate keyword is used in following Harlequins datasheets:

Fortifications
1CP

WEBWAY AMBUSH

Harlequins Stratagem

Webway Gates pose an ever-present threat to the Aeldari’s foes.

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.
1CP

VIRTUOSOS OF THE WEBWAY

Harlequins Stratagem

The labyrinthine twists of the webway hold no mystery to the Harlequins of the Laughing God, who step between one realm and the next with insulting ease.

Use this Stratagem at the end of your Movement phase. Select one HARLEQUINS INFANTRY unit from your army not within 1" of any enemy models. Remove that unit from the battlefield. At the end of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" from any enemy models.

The Harlequins and Troupe keywords are used in following Harlequins datasheets:

Troops
1CP

TWILIT ENCORE

Harlequins Stratagem

The foe may not comprehend their role in the saedath – and may even try to blunder away in confusion and fear – but the steps must be observed to the bloody end.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit within 1" of a HARLEQUINS TROUPE unit from your army Falls Back. After that enemy unit has moved, that HARLEQUINS TROUPE unit can consolidate up to 6"; each model in that HARLEQUINS TROUPE unit must end that move closer to the closest model from the unit that Fell Back, or, if another enemy unit is now closer, the closest enemy model.
1CP

VESSEL OF FATE

Harlequins Stratagem

Sensing that the moment long foreseen has arrived at last, the Shadowseer casts caution aside and hurls their all into a psychic bombardment against the foe.

Use this Stratagem in your Psychic phase. A SHADOWSEER from your army can attempt to cast one additional psychic power this phase.
1CP

HAYWIRE GRENADE

Harlequins Stratagem

Haywire grenades send out a powerful electromagnetic pulse that can cripple enemy vehicles.

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.

The <Masque> and Infantry keywords are used in following Harlequins datasheets:

Troops
2CP

THE FOES OF THE MIND

Harlequins Stratagem

Stretching out with their otherworldly powers, the Shadowseer plucks images of terror from each enemy’s mind and sets the phantasms whirling in a twisted puppet show to distract and dismay.

Use this Stratagem at the start of the Shooting or Fight phase. Select one SHADOWSEER from your army. Until the end of the phase, that model’s Shield from Harm ability affects friendly <MASQUE> units, not just friendly <MASQUE> INFANTRY units.
1CP

FIRE AND FADE

Harlequins Stratagem

Not for the Harlequins the attrition of a drawn-out firefight. They simply strike then vanish like ghosts.

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.
2CP

LIGHTNING-FAST REACTIONS

Harlequins Stratagem

Harlequins weave and dodge with incredible speed, and can even catch bullets out of the air with mocking ease.

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.

The Silent Shroud keyword is used in following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support
2CP

THE SILKEN KNIFE

Silent Shroud Stratagem

As the Harlequins launch their attack, a pall of terrible silence and suffocating fear falls across the enemy, leaving them numbed and near catatonic.

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

DRAMATIC ENTRANCE

Harlequins Stratagem

None can match the breathtaking athleticism of the Harlequins.

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.

The Veiled Path keyword is used in following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support
1CP

CAPRICIOUS REFLECTIONS

Veiled Path Stratagem

That which is, is not. That which is not, might perhaps be. That which might be is upon you with blade already in hand.

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.
1CP

MIRTHLESS HATRED

Harlequins Stratagem

The Chaos God Slaanesh is reviled by all Aeldari, who despise his followers with a ferocious loathing. The devotees of the Laughing God, however, harbour a particular hatred for She Who Thirsts.

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

TORMENTS OF THE FIERY PIT

Harlequins Stratagem

This dance sees the suffering of Vaul transformed into incandescent – if fleeting – might.

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.
2CP

MURDEROUS ENTRANCE

Harlequins Stratagem

These Harlequins launch themselves into the bloody dance of war with furious vigour, their roles to seize the enemy’s attention through an explosive burst of violence.

Use this Stratagem in the Fight phase, the first time a HARLEQUINS unit from your army is selected to fight that phase. Until the end of the phase, if that unit made a charge move this turn, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
2CP

THE CURTAIN FALLS

Harlequins Stratagem

One moment the Harlequins are a bewildering storm of blades and lashing fists and feet. The next they are gone, vanished behind a veil of illusory terrors.

Use this Stratagem in the Fight phase, when a HARLEQUINS unit from your army would consolidate. Until the end of the phase, instead of consolidating, that unit can Fall Back or move as if it were your Movement phase (but cannot Advance).
3CP

WAR DANCERS

Harlequins Stratagem

The Harlequins’ steps and strikes flow together into a blur of light as they overwhelm their enemies.

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.

The Frozen Stars keyword is used in following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support
2CP

MALICIOUS FRENZY

Frozen Stars Stratagem

Laughing like lunatics, the Players of the Frozen Stars channel their hatred and hysteria into a burst of martial destruction.

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.

The Soaring Spite and Infantry keywords are used in following Harlequins datasheets:

Troops

The Soaring Spite and Transport keywords are used in following Harlequins datasheets:

Dedicated Transport
1CP

SKYSTRIDE

Soaring Spite Stratagem

The Harlequins of this masque excel in the Dance of the Weaver Serpents, not even touching the ground as they fight.

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).
1CP

THE LABYRINTH LAUGHS

Harlequins Stratagem

Like some living thing, the webway itself spits forth fresh warriors to spite those who have done it harm.

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 not within Engagement Range of any enemy units. After you have done so, remove the Webway Gate from the battlefield as normal. Units set up with this Stratagem can be set up during the first battle round, regardless of any mission rules.
1CP

EYE OF DAMNATION

Harlequins Stratagem

Those hapless fools who strike down a Solitaire only doom themselves, for to catch the eye of one so damned is to be tainted by that same dark fate.

Use this Stratagem when a SOLITAIRE unit from your army is destroyed as a result of an attack made with a melee weapon by an enemy model. That model’s unit suffers D3 mortal wounds. This Stratagem cannot be used in conjunction with the No Price Too Steep Stratagem.

The Midnight Sorrow and Character keywords are used in following Harlequins datasheets:

2CP

NO PRICE TOO STEEP

Midnight Sorrow Stratagem

Death is seen as just another sacrifice to the Midnight Sorrow, one they are ever willing to make in order to defeat the scourge of Chaos once and for all.

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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

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.

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The Soaring Spite keyword is used in following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support

The Midnight Sorrow keyword is used in following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

Fusion pistol used in following datasheets:

Troops

Hallucinogen grenade launcher used in following datasheets:

Haywire cannon used in following datasheets:

Fast Attack
Heavy Support
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Neuro disruptor used in following datasheets:

Troops

Plasma grenade used in following datasheets:

Troops
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Prismatic cannon used in following datasheets:

Heavy Support

Shrieker cannon used in following datasheets:

Shuriken cannon used in following datasheets:

Dedicated Transport
Fast Attack
Heavy Support

Shuriken pistol used in following datasheets:

Troops

Star bolas used in following datasheets:

Fast Attack

Harlequin’s blade used in following datasheets:

Troops

Harlequin’s caress used in following datasheets:

Troops
Elites

Harlequin’s embrace used in following datasheets:

Troops

Harlequin’s kiss used in following datasheets:

Troops
Elites

Miststave used in following datasheets:

Power sword used in following datasheets:

Zephyrglaive used in following datasheets:

Fast Attack
Army List
Datasheets collated
Troops
Dedicated Transport
Fast Attack
Heavy Support
Fortifications
© Vyacheslav Maltsev 2013-2020