Book | Kind | Edition | Version | Last update |
Kill Team Annual 2022 (Void-dancer Troupe) | ||||
Kill Team Annual 2022 (Void-dancer Troupe) | Expansion | 2 | 1.4 | August 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
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. |
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.
Below, you will find a common ability of a VOID-DANCER TROUPE kill team.
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.
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VEIL OF TEARS Select one friendly VOID-DANCER TROUPE operative Visible to this operative. Until the end of the Turning Point:
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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. |
If your faction is VOID-DANCER TROUPE, you can use the Void-dancer Troupe Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected VOID-DANCER TROUPE as your faction keyword.
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1. HIDDEN GUISE [1EP] The operative gains the following ability for the battle: |
2. CRYSTAL SHARD [3EP] The operative gains the following ability for the battle: |
3. SHIMMERCLONE [3EP] The operative gains the following ability for the battle: |
4. FALCON’S FEATHER [3EP] The operative gains the following ability for the battle: |
5. MOCKING PANOPLY [2EP] The operative gains the following ability for the battle: |
6. RAIMENT OF MIRRORS [2EP] The operative gains the following ability for the battle: |
WEBWAY PORTALThe 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 MEDITATIONFate 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. |
LORETROVEThe 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. |
A Harlequin performing a central role is a spectacle both glorious and frightening to behold, their movements lithe, lightning fast and deadly.
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.
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.
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.
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.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.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.
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.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: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: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: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. !MW3 | Rng , AP2 | MW3 | |||
Neuro disruptor | |||||||||
Neuro disruptor | 4 | 2+ | 4/5 | Rng , AP1. !Stun | Rng , AP1 | Stun | |||
Shuriken pistol | |||||||||
Shuriken pistol | 4 | 2+ | 3/4 | Rng . !Rending | Rng | Rending | |||
Blade | |||||||||
Blade | 5 | 2+ | 4/5 | Balanced | Balanced | - | |||
Caress | |||||||||
Caress | 5 | 2+ | 4/5 | !Rending | - | Rending | |||
Embrace | |||||||||
Embrace | 5 | 2+ | 4/5 | Brutal | Brutal | - | |||
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).
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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).
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UNIQUE ACTIONS |
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VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, LEADER, LEAD PLAYER
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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.
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*. !Rending | Fusillade, 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.
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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.
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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.
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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.
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VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, DEATH JESTER
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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. !MW3 | Rng , AP2 | MW3 | |||
Neuro disruptor | |||||||||
Neuro disruptor | 4 | 3+ | 4/5 | Rng , AP1. !Stun | Rng , AP1 | Stun | |||
Shuriken pistol | |||||||||
Shuriken pistol | 4 | 3+ | 3/4 | Rng . !Rending | Rng | Rending | |||
Blade | |||||||||
Blade | 5 | 3+ | 4/5 | Balanced | Balanced | - | |||
Caress | |||||||||
Caress | 5 | 3+ | 4/5 | !Rending | - | Rending | |||
Embrace | |||||||||
Embrace | 5 | 3+ | 4/5 | Brutal | Brutal | - | |||
Kiss | |||||||||
Kiss | 5 | 3+ | 3/7 | - | - |
ABILITIES | UNIQUE ACTIONS |
Holo-suit: This operative has a 4+ invulnerable save.
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ABILITIES |
Holo-suit: This operative has a 4+ invulnerable save.
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UNIQUE ACTIONS |
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VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER
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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.
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. !Stun | Rng , AP1 | Stun | |||
Shuriken pistol | |||||||||
Shuriken pistol | 4 | 3+ | 3/4 | Rng . !Rending | Rng | Rending | |||
Miststave | |||||||||
Miststave | 4 | 3+ | 4/5 | !Stun | - | Stun |
ABILITIES | UNIQUE ACTIONS |
Holo-suit: This operative has a 4+ invulnerable save.
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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.
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ABILITIES |
Holo-suit: This operative has a 4+ invulnerable save.
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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.
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VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PSYKER, SHADOWSEER
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The MUTOID VERMIN keyword is used in the following Gellerpox Infected datacards:
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.
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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.
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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:
The AELDARI keyword is used in the following Void-dancer Troupe datacards:
The HARLEQUINS keyword is used in the following Void-dancer Troupe datacards:
The <MASQUE> keyword is used in the following Void-dancer Troupe datacards:
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: