Troupe [outdated]

This kill team is now obsolete. According to Balance Dataslate TROUPE has been replaced by VOID-DANCER TROUPE

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.4May 2024

FAQ

Index: Warhammer 40,000 Kill Team: Compendium

Q:How does the second bullet point of the Prismatic Blur Strategic Ploy interact with the Brutal special rule?
A:
If the operative is forced to parry as a result of the 4+, the Brutal special rule will have no effect: the operative can parry with normal hits in that instance.

Troupe Kill Team

  • A TROUPE kill team includes 1 PLAYER LEADER operative equipped with one option from each of the following:
    • Fusion pistol, neuro disruptor or shuriken pistol
    • Harlequin's blade, Harlequin's caress, Harlequin's embrace, Harlequin's kiss or power weapon
  • It also includes seven TROUPE operatives selected from the following list:
    • PLAYER WARRIOR each separately equipped with a shuriken pistol and one of the following options:
      • Harlequin's blade, Harlequin's caress, Harlequin's embrace or Harlequin's kiss
    • PLAYER GUNNER each separately equipped with one option from each of the following:
      • Fusion pistol or neuro disruptor
      • Harlequin's blade, Harlequin's caress, Harlequin's embrace or Harlequin's kiss
Your kill team can only include up to two PLAYER GUNNER operatives.

Strategic Ploys

If your faction is TROUPE, you can use the following Strategic Ploys during a game.

RISING CRESCENDO1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly TROUPE operative is activated:
  • It can perform Dash and Charge actions while within Engagement Range of enemy operatives.
  • Each time it performs a Normal Move, Fall Back, Dash or Charge action during that activation, it can move an additional .
DOMINO FIELD1CP
Strategic Ploy
Until the end of the Turning Point, while a friendly TROUPE operative that has not made a shooting attack during the Turning Point is within of a terrain feature that provides Cover, enemy operatives always treat it as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
PRISMATIC BLUR1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly TROUPE operative performs a Normal Move, Fall Back or Charge action, it is a prismatic blur. While it is a prismatic blur:
  • Each time a shooting attack is made against that operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
  • Each time that operative fights in combat, in the Resolve Successful Hits step of that combat, each time your opponent strikes with a normal hit, you can roll one D6: on a 4+, treat that strike as a parry instead.

Tactical Ploys

If your faction is TROUPE, you can use the following Tactical Ploys during a game.

MURDEROUS ENTRANCE1CP
Tactical Ploy
Use this Tactical Ploy in the Resolve Successful Hits step of a combat, after a friendly TROUPE operative that performed a Charge action during this activation strikes with a critical hit. You can immediately select one of your remaining attack dice and strike with it.
THE CURTAIN FALLS1CP
Tactical Ploy
Use this Tactical Ploy in the Resolve Successful Hits step of a combat, after an active friendly TROUPE operative strikes. Immediately end that combat and that friendly operative can perform a Fall Back action for 1AP even if it has performed an action during that activation that prevents it from performing a Fall Back action (e.g. a Charge action).
HERO'S PATH1CP
Tactical Ploy
Use this Tactical Ploy when a friendly TROUPE operative is activated. Until the end of its activation, it can perform the following action:

HERO’S PATH3AP

Move this operative anywhere in the killzone that is more than from enemy operatives.

Equipment

TROUPE operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

SHRIEKER TOXIN ROUNDS [3EP]

Select one shuriken pistol the operative is equipped with. That weapon gains the MW1 critical hit rule for the battle.

DEATH MASK+ [3EP]

This operative gains the following ability for the battle:

Death Mask: If this operative is incapacitated, at the end of that activation, you gain 1CP.

ACCELERATED MONOFILAMENT WIRE [3EP]

Select one Harlequin’s embrace the operative is equipped with. That weapon gains the Reap 1 critical hit rule and Lethal 5+ special rule for the battle.

SUPERTENSILE MONOFILAMENT WIRE [3EP]

Select one Harlequin’s kiss the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle.

PURE PSYCHOCRYSTALS [3EP]

Select one neuro disruptor the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.

WRAITHBONE TALISMAN [3EP]

The operative gains the following ability for the battle:

Wraithbone Talisman: Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any CP.

PRISMATIC GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Prismatic grenade
4
3+
3/4
Special Rules
!
Rng , Limited, Blast , Indirect
Stun


Datacards


Player (Warrior)

Harlequin Players perform with breathtaking skill, whether their stage is a wraithbone-and-glass amphitheatre bathed in crystalline light or the firelit hell of the battlefield. They tumble, sprint and leap, every trigger squeeze and blade slash bringing orchestrated death to the enemy

Player (Warrior)

Harlequin Players perform with breathtaking skill, whether their stage is a wraithbone-and-glass amphitheatre bathed in crystalline light or the firelit hell of the battlefield. They tumble, sprint and leap, every trigger squeeze and blade slash bringing orchestrated death to the enemy

M APL GA DF SV W Base
3 3 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Harlequin’s blade
Harlequin’s blade
5
3+
4/5
BalancedBalanced-
Harlequin’s caress
Harlequin’s caress
5
4+
5/6
--
Harlequin’s embrace
Harlequin’s embrace
5
3+
4/5
BrutalBrutal-
Harlequin’s kiss
Harlequin’s kiss
5
3+
3/7
--
ABILITIES UNIQUE ACTIONS
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belt: Each time this operative performs an action in which it moves, it moves as though it can FLY and automatically passes jump tests.
-
ABILITIES
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belt: Each time this operative performs an action in which it moves, it moves as though it can FLY and automatically passes jump tests.
UNIQUE ACTIONS
-
TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER, WARRIOR
TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER, WARRIOR


Player (Gunner)

Some Harlequins wield esoteric and destructive ranged weapons. These include the fusion pistol, which can reduce heavily armoured warriors to molten slop, or neuro disruptors, which fire beams of energy capable of burning away nervous tissue in an agonising instant.

Player (Gunner)

Some Harlequins wield esoteric and destructive ranged weapons. These include the fusion pistol, which can reduce heavily armoured warriors to molten slop, or neuro disruptors, which fire beams of energy capable of burning away nervous tissue in an agonising instant.

M APL GA DF SV W Base
3 3 1 3 6+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Fusion pistol
Fusion pistol
4
3+
5/3
Rng , AP2. !MW3Rng , AP2MW3
Neuro disruptor
Neuro disruptor
4
3+
4/5
Rng , AP1. !StunRng , AP1Stun
Harlequin’s blade
Harlequin’s blade
5
3+
4/5
BalancedBalanced-
Harlequin’s caress
Harlequin’s caress
5
4+
5/6
--
Harlequin’s embrace
Harlequin’s embrace
5
3+
4/5
BrutalBrutal-
Harlequin’s kiss
Harlequin’s kiss
5
3+
3/7
--
ABILITIES UNIQUE ACTIONS
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belt: Each time this operative performs an action in which it moves, it moves as though it can FLY and automatically passes jump tests.
-
ABILITIES
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belt: Each time this operative performs an action in which it moves, it moves as though it can FLY and automatically passes jump tests.
UNIQUE ACTIONS
-
TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER, GUNNER
TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER, GUNNER


Player (Leader)

Choreographers of conflict and focal points of war by consent of their peers, senior Harlequins clad in extravagant robes direct their comrades’ reactions to the fates of battle and ensure their warriors’ performance in the theatre of war is as perfect as it can be.

Player (Leader)

Choreographers of conflict and focal points of war by consent of their peers, senior Harlequins clad in extravagant robes direct their comrades’ reactions to the fates of battle and ensure their warriors’ performance in the theatre of war is as perfect as it can be.

M APL GA DF SV W Base
3 3 1 3 6+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Fusion pistol
Fusion pistol
4
2+
5/3
Rng , AP2. !MW3Rng , AP2MW3
Neuro disruptor
Neuro disruptor
4
2+
4/5
Rng , AP1. !StunRng , AP1Stun
Shuriken pistol
Shuriken pistol
4
2+
3/4
Rng . !RendingRng Rending
Harlequin’s blade
Harlequin’s blade
5
2+
4/5
BalancedBalanced-
Harlequin’s caress
Harlequin’s caress
5
3+
5/6
--
Harlequin’s embrace
Harlequin’s embrace
5
2+
4/5
BrutalBrutal-
Harlequin’s kiss
Harlequin’s kiss
5
2+
3/7
--
Power weapon
Power weapon
5
2+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belt: Each time this operative performs an action in which it moves, it moves as though it can FLY and automatically passes jump tests.
-
ABILITIES
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belt: Each time this operative performs an action in which it moves, it moves as though it can FLY and automatically passes jump tests.
UNIQUE ACTIONS
-
TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER, LEADER
TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER, LEADER
PRISMATIC BLUR1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly TROUPE operative performs a Normal Move, Fall Back or Charge action, it is a prismatic blur. While it is a prismatic blur:
  • Each time a shooting attack is made against that operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
  • Each time that operative fights in combat, in the Resolve Successful Hits step of that combat, each time your opponent strikes with a normal hit, you can roll one D6: on a 4+, treat that strike as a parry instead.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
COMMAND RE-ROLL1CP
Tactical Ploy
Use this Tactical Ploy after rolling one of your attack dice or defence dice. You can re-roll that dice.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).

The TROUPE keyword is used in the following Troupe datacards:

The AELDARI keyword is used in the following Troupe datacards:

The HARLEQUINS keyword is used in the following Troupe datacards:

The <MASQUE> keyword is used in the following Troupe datacards:

The PLAYER keyword is used in the following Troupe datacards:

APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.

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