Void-dancer Troupe

Books

BookKindEditionVersionLast update
  Kill Team Annual 2022 (Void-dancer Troupe)
  Kill Team Annual 2022 (Void-dancer Troupe)Expansion21.4August 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024

FAQ

Expansion: Kill Team Annual 2022 (Void-dancer Troupe)

Q:For the Saedath ability, if the damage inflicted from an attack dice is ignored (e.g. Just a Scratch Tactical Ploy, KOMMANDO), does that dice count as inflicting damage for the performances of the Epic or Melodrama allegory?
A:
No.
Q:Similar to the above question, does it count as inflicting damage if all of the lost wounds are subsequently ignored (e.g. Disgustingly Resilient, DEATH GUARD)?
A:
In this case, yes, as the damage has been inflicted; it’s the lost wounds that are ignored.
Q:Can I use the Cegorach’s Jest Strategic Ploy against an enemy operative’s strike that was done ‘as if it were a combat’ or similar, e.g. Unending Bloodshed Tactical Ploy, LEGIONARY.
A:
No. In such cases, the friendly VOID-DANCER TROUPE operative isn’t fighting in combat itself.
Q:When using the Between Colours Strategic Ploy, does the operative have to be in a location it can be placed to perform the Shoot action?
A:
Yes.
Q:When using The Curtain Falls Tactical Ploy, if the enemy operative is incapacitated, can the friendly operative still Fall Back?
A:
No, unless the enemy operative wouldn’t be removed from the killzone for any reason after being incapacitated, e.g. the In Death, Atonement Tactical Ploy, VETERAN GUARDSMAN.
Q:When using the LEAD PLAYER’s Performance Lead ability, can you choose to remain in the current Allegory and only use the ability to select a different operative for the pivotal role?
A:
No.

Void-dancer Troupe Kill Team

Below you will find a list of the operatives that make up a VOID-DANCER TROUPE kill team, including, where relevant, any wargear those models must be equipped with.

Operatives

  • 1 LEAD PLAYER operative equipped with one option from each of the following:
    • Fusion pistol (max one per kill team), neuro disruptor (max one per kill team) or shuriken pistol
    • Blade, caress, embrace, kiss or power weapon
  • 7 VOID-DANCER TROUPE operatives selected from the following list:
    • DEATH JESTER
    • PLAYER equipped with one option from each of the following:
      • Fusion pistol (max one per kill team), neuro disruptor (max one per kill team) or shuriken pistol
      • Blade, caress, embrace or kiss
    • SHADOWSEER equipped with a miststave and one of the following options:
      • Neuro disruptor (max one per kill team) or shuriken pistol

Other than PLAYER operatives, your kill team can only include each operative above once.

Ability

Below, you will find a common ability of a VOID-DANCER TROUPE kill team.

Saedath

The saedath are the Harlequins’ battle plans. Each is an elaborate scheme designed around, and named for, stories from the Aeldari’s expansive mythology. Battle itself then becomes a performance of a symbolic and spiritually significant tale in which every Harlequin involved plays a specific and pivotal role.

When selecting your kill team for the battle, select an Allegory to be active for it during the battle (reveal it to your opponent when you reveal your kill team). Then, at the start of the first Strategy phase, select one friendly VOID-DANCER TROUPE operative to have the pivotal role for the battle. While a friendly operative has the pivotal role, it has the Accolade ability of the active Allegory.

Keep a Performance tally for your kill team for the battle. Add 1 to the tally as follows:
  • The first time each friendly VOID-DANCER TROUPE operative completes the Performance of an active Allegory during the battle.
  • The first time a friendly pivotal role operative completes the Performance of an active Allegory during the battle (this is cumulative with the above).

Note that this means, for the purposes of your kill team’s Performance tally during the battle, each friendly operative can only complete one Performance, and only one pivotal role can complete a Performance (even if you change the active Allegory or pivotal role during the battle. For example, as a result of the LEAD PLAYER operative’s Performance Lead ability).

When you add the fourth mark to your Performance tally:
  • All friendly VOID-DANCER TROUPE operatives have the Accolade ability of the active Allegory until the end of the battle.
  • You gain 1 Command Point.

You cannot add marks to your Performance tally as a result of GELLERPOX INFECTED MUTOID VERMIN operatives. For example, performing a Fall Back action whilst within Engagement Range of only MUTOID VERMIN operatives does not complete a Comedy performance.

AllegoryPerformanceAccolade
ComedyThe operative performs a Fall Back action.This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
EpicThe operative incapacitates an enemy operative in combat by inflicting damage with two or less attack dice in the Resolve Successful Hits step.Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
MelodramaThe operative incapacitates an enemy operative in a shooting attack by inflicting damage with two or more attack dice in the Resolve Successful Hits step.Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
OdysseyThe operative performs a Charge action and ends the move within of your opponent’s drop zone.This operative can move up to a distance equal to its Movement characteristic plus for Charge actions, instead of plus .
TragedyThe operative loses wounds from a shooting attack made by an enemy operative.Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is not in Cover, you can retain one as a successful normal save without rolling it.

Strategic Ploys

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

BETWEEN COLOURS1CP
Strategic Ploy
Until the end of the Turning Point, friendly VOID-DANCER TROUPE operatives can perform Shoot actions during Normal Move actions (any remaining increments of movement can be used after performing the Shoot action). You cannot select a shrieker cannon for those shooting attacks.
DOMINO FIELD1+
Strategic Ploy
Until the end of the Turning Point or until it makes a shooting attack, each friendly VOID-DANCER TROUPE operative has a domino field. For the purposes of determining Line of Sight, while a friendly operative with a domino field is within of a terrain feature and more than from the active operative, the active operative always treats that friendly operative as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

The Balance Dataslate: This Strategic Ploy costs 1 additional Command point for each previous time you’ve used it during the battle (e.g. 1CP the first time you would use it, 2CP the second time, etc.).
PRISMATIC BLUR1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly VOID-DANCER TROUPE operative performs an action in which it moves, it is a prismatic blur until the end of the Turning Point. Each time a shooting attack is made against a friendly operative that is a prismatic blur, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
CEGORACH’S JEST1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly VOID-DANCER TROUPE operative fights in combat, once in the Resolve Successful Hits step of that combat, when your opponent strikes with a normal hit, you can roll one D6. If the result is equal to or less than the Weapon Skill characteristic of the enemy operative’s selected melee weapon, treat that strike as a parry instead (the Brutal special rule has no effect for that parry).

Tactical Ploys

If your faction is VOID-DANCER 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 VOID-DANCER 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 VOID-DANCER 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).
RUTHLESS DERISION1CP
Tactical Ploy
Use this Tactical Ploy after rolling your attack dice for a shooting attack made by a friendly VOID-DANCER TROUPE operative in an activation in which it performed a Fall Back action. You can re-roll any or all of your attack dice for that shooting attack.
CAPRICIOUS ROLE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly VOID-DANCER TROUPE operative is activated. Until the end of its activation, that operative can perform Dash and Charge actions while within Engagement Range of enemy operatives.

Psychic Powers

Each time a friendly VOID-DANCER TROUPE SHADOWSEER operative performs the Manifest Psychic Power action, select one psychic power from the list below to be resolved. You can only select each psychic power a maximum of once per Turning Point.

VEIL OF TEARS

Select one friendly VOID-DANCER TROUPE operative Visible to this operative. Until the end of the Turning Point:

  • For the purposes of determining Line of Sight, while that operative is more than from the active operative, it is in Cover.
  • Enemy operatives cannot end a Charge action within Engagement Range of that operative unless they began that action within of it, or they would also end that action within Engagement Range of another friendly operative from your kill team.

FOG OF DREAMS

Select one ready enemy operative Visible to this operative and roll one D6. Until the end of the Turning Point, that enemy operative is treated as having a Group Activation characteristic of 1, and cannot be activated or perform actions until it is the last enemy operative to be activated, or a number of enemy operatives have been activated equal to the result of the D6 (whichever comes first).

MIRROR OF MINDS

Select one enemy operative within this operative’s Line of Sight. Both players roll six D6. Pair your dice with your opponent’s dice based on matching results. For each matching pair, that enemy operative suffers 1 mortal wound. For example, if you roll 6, 5, 5, 4, 2, 1 and your opponent rolls 6, 5, 4, 4, 3, 1 that enemy operative would suffer 4 mortal wounds.

Tac Ops

If your faction is VOID-DANCER TROUPE, you can use the Void-dancer Troupe Tac Ops listed below, as specified in the mission sequence.

MYTHIC PLAY
Void-dancer Troupe – Faction Tac Op 1
If you are using the Saedath ability, reveal this Tac Op in the Target Reveal step of the first Turning Point.
  • If your Performance tally is four or more, you score 1VP.
  • If your Performance tally is six or more, you score 1VP.
HERO’S PATH
Void-dancer Troupe – Faction Tac Op 2
You can reveal this Tac Op when a friendly VOID-DANCER TROUPE operative incapacitates an enemy operative. At the end of the battle:
  • If that friendly operative has incapacitated more enemy operatives than each other friendly VOID-DANCER TROUPE operative has during the battle, you score 1VP.
  • If that friendly operative is wholly within your opponent’s drop zone, you score 1VP.
GRAND ACT
Void-dancer Troupe – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point. When this Tac Op is revealed, start a Grand Act tally, adding one to the tally the first time each different Performance is completed by any friendly VOID-DANCER TROUPE operative. Note that it does not have to be the active Allegory’s Performance.
  • If your Grand Act tally is five, you score 1VP.
  • If you achieve the first condition before the fourth Turning Point, you score 1VP.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected VOID-DANCER TROUPE as your faction keyword.

Battle Honours

Each time a VOID-DANCER TROUPE operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Void-dancer Troupe Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

VOID-DANCER TROUPE SPECIALIST
D6Specialism
1Whimsical: Each time this operative is activated, you can use the Capricious Role Tactical Ploy for this operative without spending any Command Points.
2Well Versed: Once per battle, you can use a VOID-DANCER TROUPE Tactical Ploy without spending any Command Points if this operative is the VOID-DANCER TROUPE operative specified by that Tactical Ploy.
3Martial Artistry: Each time this operative fights in combat, at the end of the Roll Attack Dice step of that combat, if you have retained more normal hits than your opponent has, you can change one of your retained successful normal hits to a critical hit instead.
4Dazzling Spectacle: Each time this operative performs a Fight action in an activation in which it has already performed a Shoot action, or performs a Shoot action in an activation in which it has already performed a Fight action, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2).
5Virtuoso: Once per battle, this operative can perform two Shoot actions with a shuriken pistol or two Fight actions during its activation.
6Pre-eminent: Once per battle, if an operative with this Battle Honour is the first friendly operative to be activated during the Turning Point, you can use this Battle Honour. If you do so, until the end of the Turning Point, weapons that operative is equipped with gain the Lethal 5+ special rule. Note that you can only use this Battle Honour once per battle (even if more than one friendly operative has this Battle Honour).

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is VOID-DANCER TROUPE, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. HIDDEN GUISE [1EP]

The operative gains the following ability for the battle:

Hidden Guise: Once per battle, at the start of the Strategy phase, you can select this operative to have the pivotal role instead.

2. CRYSTAL SHARD [3EP]

The operative gains the following ability for the battle:

Crystal Shard: Once per battle, when a shooting attack is made against this operative, at the start of the Roll Defence Dice step of that shooting attack, you can use this ability. If you do so, until the end of the Turning Point, this operative has a 3+ invulnerable save.

3. SHIMMERCLONE [3EP]

The operative gains the following ability for the battle:

Shimmerclone: Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, when damage would be inflicted on this operative from an attack dice, you can use this ability. If you do so, ignore the damage inflicted from that attack dice.

4. FALCON’S FEATHER [3EP]

The operative gains the following ability for the battle:

Falcon’s Feather: At the start of each Firefight phase after the first, if this operative is not within Line of Sight of every enemy operative, it can perform a free Dash action.

5. MOCKING PANOPLY [2EP]

The operative gains the following ability for the battle:

Mocking Panoply: Each time this operative moves, you can roll one D6 for each enemy operative it moved within of during that move. On a 5+, that enemy operative suffers D3 mortal wounds.

6. RAIMENT OF MIRRORS [2EP]

The operative gains the following ability for the battle:

Raiment of Mirrors: Each time this operative fights in combat, or a shooting attack is made against it by an enemy operative within of it, in the Roll Attack Dice step of that combat or shooting attack, your opponent’s attack dice results of 1-3 are failed hits.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is VOID-DANCER TROUPE, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

WEBWAY PORTAL

The Troupe have the means to access the webway wherever they are, making small cuts in reality that exist for mere seconds that they can slip in and out of at will.

In the Set Up Operatives step, you can set up one friendly VOID-DANCER TROUPE operative in the webway instead. In the Firefight phase of the first Turning Point, that operative is considered to be within the killzone for activation purposes and must be activated as normal. When it is, set it up as specified by the Set Up Operatives step (usually with an order of your choice wholly within your drop zone, unless the mission specifies otherwise), then continue its activation as normal.

SHRINE OF MEDITATION

Fate is of great consequence to the Harlequins, their every action intended to alter the future as they see fit. Within a meditation shrine, they can ponder the paths ahead of them, selecting the best courses of action and mentally rehearsing their every step.

In the Select Drop Zone step, after rolling off to determine who decides Attacker and Defender, you can re-roll your dice.

LORETROVE

The Troupe have access to vast resources of Aeldari lore from which to pluck the choicest saedath for the battles to come. They will always choose the perfect story to tell.

At the start of each battle, add 1 to your Performance tally.


Requisitions

In a Spec Ops campaign, if your faction is VOID-DANCER TROUPE, you can use the following Requisitions in addition to those presented in other sources.

GRAND ROLE1RP

A Harlequin performing a central role is a spectacle both glorious and frightening to behold, their movements lithe, lightning fast and deadly.

Purchase this Requisition before a game, when your kill team is assigned to a Spec Op. Select one friendly VOID-DANCER TROUPE operative from your dataslate to take on a grand role. Until that Spec Op ends:
  • You cannot purchase this Requisition again.
  • You must select the grand role operative for the pivotal role.
  • When all friendly VOID-DANCER TROUPE operatives gain the Accolade ability of the active Allegory (i.e. if you have a Performance tally of four or more), you can select one additional Accolade ability for the grand role operative to gain until the end of the battle.
THE ROLE OF THE FALLEN1RP

Death and suffering is an integral part of Aeldari history and myth. Those Harlequins who act as victims of the Fall, or who play the roles of the slain in their race's allegorical tales, are revered for their bravery as much as feared by their fellows.

Purchase this Requisition if your kill team is currently conducting a Spec Op, after a game in which a friendly VOID-DANCER TROUPE operative was incapacitated but passed its Casualty test. Until that Spec Op ends:
  • You cannot purchase this Requisition again.
  • In the Update Dataslates step of each subsequent game, if this operative was incapacitated, it earns 1XP (this is not limited by a passed Casualty test or the Cerebral Affliction Battle Scar in the Kill Team Core Book).
EMISSARIES OF THE LAUGHING GOD1RP

When not at war, Harlequins visit their kin across the entire Aeldari diaspora. Not only do they conduct grand, mesmerising performances and retell ancient tales, but they also serve as diplomats and mediators, brokering support, forming alliances and gaining safe harbour.

Purchase this Requisition in the Update Dataslates step of a game. You can re-roll any or all Recovery tests made for VOID-DANCER TROUPE operatives on your dataslate that were Rested for that game.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is VOID-DANCER TROUPE, you can select one from those found below instead of selecting one from another source.

Dance Along the Threads of Fate

To the ignorant and unlightened, the Harlequins are seemingly agents of capricious bedlam and carnage. This could not be farther from the truth. Indeed, each Harlequin is playing a role in seeing ancient prophecy fulfilled. Each of their deeds is choreographed and rehearsed to an unimaginable degree.

OPERATION 1: INTRICATE STEPS

A series of critical moments must be realised for the prophecy to reach its moment of complete fulfilment.

Determine three Tac Ops as if you were selecting them for a battle, but do so with a 24 card Tac Op deck (each Tac Op from every archetype, excluding faction Tac Ops). Complete five games in which you scored victory points from any or all of those Tac Ops.

OPERATION 2: PROPHECY FULFILLED

The final thread of fate has been traversed, and a moment ordained in myth lies before the kill team.

Determine one Tac Op from the remaining 18 cards in the Tac Op deck built for Operation 1 (note that three were selected for Operation 1 and three were discarded). To do so, draw two cards from the deck and select one of them. Complete a game in which you scored victory points from that Tac Op.

COMMENDATION

SPEC OPS BONUS
When your kill team is assigned to this Spec Op, select any one Spec Op from the Kill Team Core Book. For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered to be that Spec Op.

The Grandest of Tales

Some saedath are so complex that no single battle can see them drawn to conclusion. These epic tales span across multiple wars and conflict zones, each clash one piece of an elaborate puzzle the Harlequins seek to complete.

OPERATION 1: MANY ACTS, EACH BUT A SINGLE STEP

Every battle fought is an act finished - a pivotal moment in a story of not only spiritual significance, but of monumental importance to the goals of the Harlequins in the 41st Millennium.

Complete at least six games, select every Allegory to be active at least once and complete a Performance for every Allegory while it is active.

COMMENDATION

SPEC OPS BONUS
None.

Equipment

VOID-DANCER 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 [3/4EP]

Select one shuriken pistol or shrieker cannon the operative is equipped with. That weapon gains the MW1 critical hit rule for the battle. If you selected a shrieker cannon, this equipment costs 4EP; otherwise, it costs 3EP.

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 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 kiss the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic 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 Command Points.

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

PURE PSYCHOCRYSTALS+ [3EP]

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

SUPPORT GRIP+ [1EP]

DEATH JESTER operative only. Remove the Heavy special rule from the shrieker cannon that operative is equipped with for the battle. That weapon gains the following special rule for the battle instead:

Cumbersome: An operative cannot move more than 3 in the same activation in which it performs a Shoot action with this ranged weapon.


Datacards


Lead Player

Choreographers of conflict, Lead Players are experienced Harlequins clad in extravagant garb. They direct their warriors’ reactions to the fates of battle and ensure their comrades’ performances in the theatre of war is as perfect as it can be.

Lead Player

Choreographers of conflict, Lead Players are experienced Harlequins clad in extravagant garb. They direct their warriors’ reactions to the fates of battle and ensure their comrades’ performances 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
Blade
Blade
5
2+
4/5
BalancedBalanced-
Caress
Caress
5
2+
4/5
!Rending-Rending
Embrace
Embrace
5
2+
4/5
BrutalBrutal-
Kiss
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.
Performance Lead: Once per battle, in the Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select a different Allegory to be active for your kill team. You can also select a different operative for the pivotal role. The new pivotal role would therefore have the Accolade ability of the new active Allegory instead. Your Performance tally remains unchanged (therefore if the tally was four or more, all friendly VOID-DANCER TROUPE operatives have the Accolade ability of the new active Allegory instead).
Flip Belts: This operative has the FLY keyword for the purposes of moving around, across and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as .
-
ABILITIES
Holo-suit: This operative has a 4+ invulnerable save.
Performance Lead: Once per battle, in the Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do so, select a different Allegory to be active for your kill team. You can also select a different operative for the pivotal role. The new pivotal role would therefore have the Accolade ability of the new active Allegory instead. Your Performance tally remains unchanged (therefore if the tally was four or more, all friendly VOID-DANCER TROUPE operatives have the Accolade ability of the new active Allegory instead).
Flip Belts: This operative has the FLY keyword for the purposes of moving around, across and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as .
UNIQUE ACTIONS
-
DATACARD-RELATED
Shrieker Toxin Rounds , Accelerated Monofilament Wire , Supertensile Monofilament Wire , Pure Psychocrystals
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, LEADER, LEAD PLAYER
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, LEADER, LEAD PLAYER


Death Jester

The arrival of a Death Jester in a killzone is announced by a hissing storm of shrieker cannon fire. Enemy infantry are torn apart in sprays of blood and scalded flesh as the weapon’s gene-toxins cause them to combust horrifically from within. Adding insult to injury, the Death Jester ensures every demise is as cruelly ironic as possible.

Death Jester

The arrival of a Death Jester in a killzone is announced by a hissing storm of shrieker cannon fire. Enemy infantry are torn apart in sprays of blood and scalded flesh as the weapon’s gene-toxins cause them to combust horrifically from within. Adding insult to injury, the Death Jester ensures every demise is as cruelly ironic as possible.

M APL GA DF SV W Base
3 3 1 3 6+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shrieker cannon
Shrieker cannon
5
3+
4/5
Fusillade, Heavy, Humbling Cruelty*. !RendingFusillade, Heavy, Humbling Cruelty*Rending
Shrieker blade
Shrieker blade
4
3+
3/4
!Reap 2-Reap 2
ABILITIES UNIQUE ACTIONS
Holo-suit: This operative has a 4+ invulnerable save.
*Humbling Cruelty: Each time a friendly operative makes a shooting attack with this weapon, in the Resolve Successful Hits step of that shooting attack, if the target loses any wounds, the target is injured until the end of the Turning Point.
Flip Belts: This operative has the FLY keyword for the purposes of moving around, across and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as .
Shrieking Harvest (2AP): Perform a free Shoot action with this operative using the shrieker cannon it is equipped with. The shrieker cannon has the Torrent special rule instead of the Fusillade special rule for that shooting attack.
ABILITIES
Holo-suit: This operative has a 4+ invulnerable save.
*Humbling Cruelty: Each time a friendly operative makes a shooting attack with this weapon, in the Resolve Successful Hits step of that shooting attack, if the target loses any wounds, the target is injured until the end of the Turning Point.
Flip Belts: This operative has the FLY keyword for the purposes of moving around, across and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as .
UNIQUE ACTIONS
Shrieking Harvest (2AP): Perform a free Shoot action with this operative using the shrieker cannon it is equipped with. The shrieker cannon has the Torrent special rule instead of the Fusillade special rule for that shooting attack.
DATACARD-RELATED
Shrieker Toxin Rounds , Support Grip
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, DEATH JESTER
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, DEATH JESTER


Player

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, with every trigger squeeze and blade slash bringing orchestrated death to the enemy.

Player

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, with 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
!
Fusion pistol
Fusion pistol
4
3+
5/3
Rng , AP2. !MW3Rng , AP2MW3
Neuro disruptor
Neuro disruptor
4
3+
4/5
Rng , AP1. !StunRng , AP1Stun
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Blade
Blade
5
3+
4/5
BalancedBalanced-
Caress
Caress
5
3+
4/5
!Rending-Rending
Embrace
Embrace
5
3+
4/5
BrutalBrutal-
Kiss
Kiss
5
3+
3/7
--
ABILITIES UNIQUE ACTIONS
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belts: This operative has the FLY keyword for the purposes of moving around, across and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as .
-
ABILITIES
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belts: This operative has the FLY keyword for the purposes of moving around, across and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as .
UNIQUE ACTIONS
-
DATACARD-RELATED
Shrieker Toxin Rounds , Accelerated Monofilament Wire , Supertensile Monofilament Wire , Pure Psychocrystals
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER


Shadowseer

Shadowseers can blind enemy operatives and drive them mad with their psychic powers. As they obscure their allies with illusions, they fire hallucinogenic grenades at the foe that cause disorientation or death. In close combat, Shadowseers crush bones with strikes from their miststaves, which also scramble the perceptions of those they hit.

Shadowseer

Shadowseers can blind enemy operatives and drive them mad with their psychic powers. As they obscure their allies with illusions, they fire hallucinogenic grenades at the foe that cause disorientation or death. In close combat, Shadowseers crush bones with strikes from their miststaves, which also scramble the perceptions of those they hit.

M APL GA DF SV W Base
3 3 1 3 6+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Neuro disruptor
Neuro disruptor
4
3+
4/5
Rng , AP1. !StunRng , AP1Stun
Shuriken pistol
Shuriken pistol
4
3+
3/4
Rng . !RendingRng Rending
Miststave
Miststave
4
3+
4/5
!Stun-Stun
ABILITIES UNIQUE ACTIONS
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belts: This operative has the FLY keyword for the purposes of moving around, across and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as .
Manifest Psychic Power (1AP): Psychic action. Resolve a VOID-DANCER TROUPE psychic power, as specified here. This operative can perform this action twice during its activation, but cannot perform it while within Engagement Range of an enemy operative.
Hallucinogen Grenade (1AP): Select one point on the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL; in addition, on a 6, that operative suffers 1 mortal wound. This operative can only perform this action once per battle, and cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Holo-suit: This operative has a 4+ invulnerable save.
Flip Belts: This operative has the FLY keyword for the purposes of moving around, across and over other operatives. However, each time this operative is climbing or dropping, treat the total vertical distance as .
UNIQUE ACTIONS
Manifest Psychic Power (1AP): Psychic action. Resolve a VOID-DANCER TROUPE psychic power, as specified here. This operative can perform this action twice during its activation, but cannot perform it while within Engagement Range of an enemy operative.
Hallucinogen Grenade (1AP): Select one point on the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL; in addition, on a 6, that operative suffers 1 mortal wound. This operative can only perform this action once per battle, and cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
Shrieker Toxin Rounds , Pure Psychocrystals
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PSYKER, SHADOWSEER
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PSYKER, SHADOWSEER

The MUTOID VERMIN keyword is used in the following Gellerpox Infected datacards:

Mutoid Vermin
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.
Saedath

The saedath are the Harlequins’ battle plans. Each is an elaborate scheme designed around, and named for, stories from the Aeldari’s expansive mythology. Battle itself then becomes a performance of a symbolic and spiritually significant tale in which every Harlequin involved plays a specific and pivotal role.

When selecting your kill team for the battle, select an Allegory to be active for it during the battle (reveal it to your opponent when you reveal your kill team). Then, at the start of the first Strategy phase, select one friendly VOID-DANCER TROUPE operative to have the pivotal role for the battle. While a friendly operative has the pivotal role, it has the Accolade ability of the active Allegory.

Keep a Performance tally for your kill team for the battle. Add 1 to the tally as follows:
  • The first time each friendly VOID-DANCER TROUPE operative completes the Performance of an active Allegory during the battle.
  • The first time a friendly pivotal role operative completes the Performance of an active Allegory during the battle (this is cumulative with the above).

Note that this means, for the purposes of your kill team’s Performance tally during the battle, each friendly operative can only complete one Performance, and only one pivotal role can complete a Performance (even if you change the active Allegory or pivotal role during the battle. For example, as a result of the LEAD PLAYER operative’s Performance Lead ability).

When you add the fourth mark to your Performance tally:
  • All friendly VOID-DANCER TROUPE operatives have the Accolade ability of the active Allegory until the end of the battle.
  • You gain 1 Command Point.

You cannot add marks to your Performance tally as a result of GELLERPOX INFECTED MUTOID VERMIN operatives. For example, performing a Fall Back action whilst within Engagement Range of only MUTOID VERMIN operatives does not complete a Comedy performance.

AllegoryPerformanceAccolade
ComedyThe operative performs a Fall Back action.This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
EpicThe operative incapacitates an enemy operative in combat by inflicting damage with two or less attack dice in the Resolve Successful Hits step.Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
MelodramaThe operative incapacitates an enemy operative in a shooting attack by inflicting damage with two or more attack dice in the Resolve Successful Hits step.Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
OdysseyThe operative performs a Charge action and ends the move within of your opponent’s drop zone.This operative can move up to a distance equal to its Movement characteristic plus for Charge actions, instead of plus .
TragedyThe operative loses wounds from a shooting attack made by an enemy operative.Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is not in Cover, you can retain one as a successful normal save without rolling it.
JUST A SCRATCH1CP
Tactical Ploy
Use this Tactical Ploy in the Resolve Successful Hits step of a shooting attack or combat, when damage would be inflicted on a friendly KOMMANDO operative (excluding BOMB SQUIG operatives) from a normal hit. Ignore the damage inflicted from that attack dice.
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.
CEGORACH’S JEST1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly VOID-DANCER TROUPE operative fights in combat, once in the Resolve Successful Hits step of that combat, when your opponent strikes with a normal hit, you can roll one D6. If the result is equal to or less than the Weapon Skill characteristic of the enemy operative’s selected melee weapon, treat that strike as a parry instead (the Brutal special rule has no effect for that parry).
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.
UNENDING BLOODSHED1CP
Tactical Ploy
Use this Tactical Ploy when a ready friendly KHORNE operative is incapacitated in combat by an enemy operative. Before that friendly operative is removed from the killzone, select one melee weapon it is equipped with and roll one attack dice as if it is the attacker fighting in combat. If the result is a successful hit, you can immediately strike an enemy operative within Engagement Range of it. Then remove that friendly operative from the killzone as normal.
BETWEEN COLOURS1CP
Strategic Ploy
Until the end of the Turning Point, friendly VOID-DANCER TROUPE operatives can perform Shoot actions during Normal Move actions (any remaining increments of movement can be used after performing the Shoot action). You cannot select a shrieker cannon for those shooting attacks.
THE CURTAIN FALLS1CP
Tactical Ploy
Use this Tactical Ploy in the Resolve Successful Hits step of a combat, after an active friendly VOID-DANCER 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).
IN DEATH, ATONEMENT1CP
Tactical Ploy
Use this Tactical Ploy when a ready friendly VETERAN GUARDSMAN operative is incapacitated. That operative is not removed from the killzone until the end of your next activation or the end of the battle (whichever comes first) and does not count as being injured.
Saedath

The saedath are the Harlequins’ battle plans. Each is an elaborate scheme designed around, and named for, stories from the Aeldari’s expansive mythology. Battle itself then becomes a performance of a symbolic and spiritually significant tale in which every Harlequin involved plays a specific and pivotal role.

When selecting your kill team for the battle, select an Allegory to be active for it during the battle (reveal it to your opponent when you reveal your kill team). Then, at the start of the first Strategy phase, select one friendly VOID-DANCER TROUPE operative to have the pivotal role for the battle. While a friendly operative has the pivotal role, it has the Accolade ability of the active Allegory.

Keep a Performance tally for your kill team for the battle. Add 1 to the tally as follows:
  • The first time each friendly VOID-DANCER TROUPE operative completes the Performance of an active Allegory during the battle.
  • The first time a friendly pivotal role operative completes the Performance of an active Allegory during the battle (this is cumulative with the above).

Note that this means, for the purposes of your kill team’s Performance tally during the battle, each friendly operative can only complete one Performance, and only one pivotal role can complete a Performance (even if you change the active Allegory or pivotal role during the battle. For example, as a result of the LEAD PLAYER operative’s Performance Lead ability).

When you add the fourth mark to your Performance tally:
  • All friendly VOID-DANCER TROUPE operatives have the Accolade ability of the active Allegory until the end of the battle.
  • You gain 1 Command Point.

You cannot add marks to your Performance tally as a result of GELLERPOX INFECTED MUTOID VERMIN operatives. For example, performing a Fall Back action whilst within Engagement Range of only MUTOID VERMIN operatives does not complete a Comedy performance.

AllegoryPerformanceAccolade
ComedyThe operative performs a Fall Back action.This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
EpicThe operative incapacitates an enemy operative in combat by inflicting damage with two or less attack dice in the Resolve Successful Hits step.Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
MelodramaThe operative incapacitates an enemy operative in a shooting attack by inflicting damage with two or more attack dice in the Resolve Successful Hits step.Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
OdysseyThe operative performs a Charge action and ends the move within of your opponent’s drop zone.This operative can move up to a distance equal to its Movement characteristic plus for Charge actions, instead of plus .
TragedyThe operative loses wounds from a shooting attack made by an enemy operative.Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is not in Cover, you can retain one as a successful normal save without rolling it.
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.
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.
CAPRICIOUS ROLE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly VOID-DANCER TROUPE operative is activated. Until the end of its activation, that operative can perform Dash and Charge actions while within Engagement Range of enemy operatives.
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+.
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+.
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).
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.
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.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
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.
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.
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).

SHRIEKER TOXIN ROUNDS [3/4EP]

Select one shuriken pistol or shrieker cannon the operative is equipped with. That weapon gains the MW1 critical hit rule for the battle. If you selected a shrieker cannon, this equipment costs 4EP; otherwise, it costs 3EP.

ACCELERATED MONOFILAMENT WIRE [3EP]

Select one 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 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.

The VOID-DANCER TROUPE keyword is used in the following Void-dancer Troupe datacards:

• Player

The AELDARI keyword is used in the following Void-dancer Troupe datacards:

• Player

The HARLEQUINS keyword is used in the following Void-dancer Troupe datacards:

• Player

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

• Player
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent 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 and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.

SUPPORT GRIP+ [1EP]

DEATH JESTER operative only. Remove the Heavy special rule from the shrieker cannon that operative is equipped with for the battle. That weapon gains the following special rule for the battle instead:

Cumbersome: An operative cannot move more than 3 in the same activation in which it performs a Shoot action with this ranged weapon.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.

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