Void-dancer Troupe

Even amongst the agile Aeldari, the Harlequins of the Void-dancer Troupes display an almost preternatural level of dexterity and skill. Performance and war merge in their actions, precisely directed to shape the fate of their race.

Books

BookKindEditionVersionLast update
  Void-Dancer Troupe
  Void-Dancer TroupeFaction31.3April 2025
Archetype: Infiltration / Recon

Void-dancer Troupe Kill Team

Operatives

  • 1 VOID-DANCER TROUPE LEAD PLAYER operative with one option from each of the following:
    • Fusion pistol, neuro disruptor or shuriken pistol
    • Blade, caress, embrace, kiss or power weapon
  • 7 VOID-DANCER TROUPE operatives selected from the following list:
    • DEATH JESTER
    • PLAYER with one option from each of the following:
      • Fusion pistol, neuro disruptor or shuriken pistol
      • Blade, caress, embrace or kiss
    • SHADOWSEER with hallucinogen grenade and one of the following options:
      • Neuro disruptor; miststave
      • Shuriken pistol; miststave
Other than PLAYER operatives, your kill team can only include each operative on this list once. Your kill team can only include up to one fusion pistol and up to one neuro disruptor.

Faction Rules

Saedath

Void-dancer Troupes put on a performance as they attack from the Webway. A single player begins in the pivotal role, then the rest of the troupe progressively join in.

As a STRATEGIC GAMBIT in the first turning point, you must select an ALLEGORY (Epic or Melodrama below) for your kill team for the battle, and one friendly VOID-DANCER TROUPE operative to have the PIVOTAL ROLE for the battle. Whenever a friendly operative has the PIVOTAL ROLE, it has the ACCOLADE rule of your ALLEGORY for the battle.

As a STRATEGIC GAMBIT in each subsequent turning point, you can select one friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.

Once per turning point, when a friendly operative that has the PIVOTAL ROLE completes the performance of your ALLEGORY, you can select one friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.

Epic
Performance: The operative incapacitates an enemy operative while fighting.

Accolade: Whenever this operative is fighting, its melee weapons have the Balanced weapon rule.

Melodrama
Performance: The operative incapacitates an enemy operative while shooting.

Accolade: The operative’s ranged weapons have the Balanced weapon rule.

Harlequin’s Panoply

The tools of the Harlequins’ trade afford them additional mobility and make them highly difficult to target, enabling them to dodge away from piercing shots of plasma and melta fire.

Whenever an operative is shooting a friendly VOID-DANCER TROUPE operative, ignore the Piercing weapon rule.

Whenever a friendly VOID-DANCER TROUPE operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).

Friendly VOID-DANCER TROUPE operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).

Strategy Ploys

DARTING SALVO

Advancing in a dazzling blurr of vibrant colour, Harlequins fire on the move, leaping away before their opponents can return fire.

Whenever a friendly VOID-DANCER TROUPE operative performs the Reposition action during its activation, it can perform the Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so).
RISING CRESCENDO

With each darting advance and lethal flourish, the tempo of the troupe’s performance increases, building towards a violent crescendo.

Friendly VOID-DANCER TROUPE operatives can perform the Dash action during the same activation in which they performed the Charge action, but not vice versa (i.e. not DASH then CHARGE).
PRISMATIC BLUR

So swift and dazzling are the Harlequins that even veteran marksmen struggle to draw a bead upon their lithe forms.

Whenever an operative is shooting a friendly VOID-DANCER TROUPE operative that performed an action in which it moved during this turning point, you can re-roll one of your defence dice.
CEGORACH’S JEST

Attempts to engage the troupe in melee combat meet with little success. Luckless assailants find their wellaimed strikes meeting only thin air.

Whenever a friendly VOID-DANCER TROUPE operative is fighting or retaliating and your opponent strikes with a normal success, you can roll one D6: if the result is less than the Hit stat of your opponent’s selected weapon, that strike is a block instead (ignore the Brutal weapon rule, if relevant) and you cannot use this rule for the rest of the sequence.

Firefight Ploys

MURDEROUS ENTRANCE

The Harlequin assault materialises with terrifying speed, a flurry of deadly blows landing before the foe can raise a blade in response.

Use this firefight ploy when a friendly VOID-DANCER TROUPE operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or one of your critical successes if there are none.
THE CURTAIN FALLS

Upon landing a devastating blow, the Harlequin disengages, leaving their wounded opponent flailing desperately in response.

Use this firefight ploy when a friendly VOID-DANCER TROUPE operative is fighting, after you strike with a critical success. End that sequence (any remaining attack dice are discarded) and immediately perform a free Dash or Fall Back action up to 3" with that operative (then the FIGHT action ends). That operative can do so even if it’s performed an action that prevents it from performing the DASH or FALL BACK action.
ELUSIVE TARGET

Swift, agile and graceful, Harlequins dart from cover to cover, evading their opponents with contemptuous ease.

Use this firefight ploy during a friendly VOID-DANCER TROUPE operative’s activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
DOMINO FIELD

Harlequins bear a variety of esoteric equipment, including the ubiquitous Domino Field, which breaks up their outline and renders them difficult to target.

Use this firefight ploy when an operative is shooting a friendly VOID-DANCER TROUPE operative, during the Resolve Defence Dice step. You can allocate one of your rolled successful dice to block all of your opponent’s attack dice with matching results (e.g. one of your successful defence dice results of 5 can be used to block all successful attack dice results of 5).

Faction Equipment

WRAITHBONE TALISMAN

Charged with psychic power, this item provides fleeting insight to the bearer, enabling them to strike their opponents with unerring accuracy.

Once per turning point, when a friendly VOID-DANCER TROUPE operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
SHRIEKER TOXIN ROUNDS

Coated with virulent genetic toxins, these rounds cause the flesh of the target to twist, distort and rupture to devastating effect.

Once per turning point, when a friendly VOID-DANCER TROUPE operative is performing the Shoot action and you select a shuriken pistol or shrieker cannon (focused), you can use this rule. If you do, until the end of that action, that weapon has the Devastating 1 weapon rule.
DEATH MASK

On occasion, a Harlequin must perish in order to fulfil their role in the saedath. Such dedication emboldens those in their troupe that survive.

Keep a Tragedy tally. Whenever a friendly VOID-DANCER TROUPE operative that has an ACCOLADE rule is incapacitated, add 1 to your Tragedy tally. When your Tragedy tally reaches 3, you gain 1CP and stop that tally.
UNDERSTUDY’S MASK

This item allows Harlequins to change roles during the saedath. Should one who holds a pivotal role be slain, another will swiftly take their place.

Once per battle, when you activate a friendly VOID-DANCER TROUPE operative, if the friendly operative that has the PIVOTAL ROLE has been incapacitated, you can use this rule. If you do, that activated operative has the PIVOTAL ROLE for the battle.

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.

APL
3
MOVE
7"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Fusion pistol
Fusion pistol
4
3+
5/3
Range 3", Devastating 3, Piercing 2Range 3", Devastating 3, Piercing 2
Neuro disruptor
Neuro disruptor
4
3+
4/5
Range 8", Piercing 1, StunRange 8", Piercing 1, Stun
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Blade
Blade
5
3+
4/5
SevereSevere
Caress
Caress
5
3+
4/5
RendingRending
Embrace
Embrace
5
3+
4/5
BrutalBrutal
Kiss
Kiss
5
3+
3/7
-
Power weapon
Power weapon
5
3+
4/6
Lethal 5+Lethal 5+
Lead the Performance: Once per battle STRATEGIC GAMBIT. If this operative is in the killzone, change the ALLEGORY you selected for your kill team. Note that the ACCOLADE rule friendly operatives have will also change.
VOID-DANCER TROUPE, AELDARI, HARLEQUIN, LEADER, LEAD PLAYER
⌀25mm


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 as the weapon’s gene-toxins cause them to combust horrifically from within. Adding insult to injury, the Death Jester ensures every demise is cruelly ironic.

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 as the weapon’s gene-toxins cause them to combust horrifically from within. Adding insult to injury, the Death Jester ensures every demise is cruelly ironic.

APL
3
MOVE
7"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Shrieker cannon (focused)
Shrieker cannon (focused)
5
3+
4/5
Rending, Heavy (Reposition only), Humbling Cruelty*Rending, Heavy (Reposition only), Humbling Cruelty*
Shrieker cannon (sweeping)
Shrieker cannon (sweeping)
4
3+
4/5
Rending, Heavy (Dash only), Torrent 2", Humbling Cruelty*Rending, Heavy (Dash only), Torrent 2", Humbling Cruelty*
Shrieker blade
Shrieker blade
4
3+
3/4
RendingRending
*Humbling Cruelty: If the target of this weapon isn’t incapacitated but any of your attack dice inflict damage, the target gains one of your Humbling Cruelty tokens (if it doesn’t already have one). Whenever an enemy operative has one of your Humbling Cruelty tokens, worsen the Hit stat of its weapons by 1 and subtract 2" from its Move stat. This isn’t cumulative with being injured. At the end of that enemy operative’s next activation, remove its Humbling Cruelty token.
VOID-DANCER TROUPE, AELDARI, HARLEQUIN, DEATH JESTER
⌀25mm


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.

APL
3
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Fusion pistol
Fusion pistol
4
3+
5/3
Range 3", Devastating 3, Piercing 2Range 3", Devastating 3, Piercing 2
Neuro disruptor
Neuro disruptor
4
3+
4/5
Range 8", Piercing 1, StunRange 8", Piercing 1, Stun
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Blade
Blade
5
3+
4/5
SevereSevere
Caress
Caress
5
3+
4/5
RendingRending
Embrace
Embrace
5
3+
4/5
BrutalBrutal
Kiss
Kiss
5
3+
3/7
-
Luck of the Laughing God: Once per turning point, you can use this rule. If you do, you can use a firefight ploy for 0CP if this is the specified VOID-DANCER TROUPE operative (including Command Re-roll if the attack or defence dice was rolled for this operative). You cannot select the same firefight ploy for this rule more than once per battle.
VOID-DANCER TROUPE, AELDARI, HARLEQUIN, PLAYER
⌀25mm


Shadowseer

Shadowseers can blind foes and drive them mad with their psychic powers. As they obscure their allies with illusions, they fire hallucinogenic grenades that cause disorientation or death. In close combat, Shadowseers’ miststaves scramble the perceptions of those they hit. 2

Shadowseer

Shadowseers can blind foes and drive them mad with their psychic powers. As they obscure their allies with illusions, they fire hallucinogenic grenades that cause disorientation or death. In close combat, Shadowseers’ miststaves scramble the perceptions of those they hit. 2

APL
3
MOVE
7"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Hallucinogen grenade
Hallucinogen grenade
4
3+
1/1
Range 6", Blast 2", Lethal 5+, Seek, Silent, StunRange 6", Blast 2", Lethal 5+, Seek, Silent, Stun
Neuro disruptor
Neuro disruptor
4
3+
4/5
Range 8", Piercing 1, StunRange 8", Piercing 1, Stun
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Miststave
Miststave
4
3+
4/4
ShockShock

FOG OF DREAMS1AP

PSYCHIC. Select one ready enemy operative visible to this operative and roll one D6. Until the end of the turning point, that enemy operative cannot be activated or perform actions until it’s the last enemy operative to be activated, or until your opponent has activated a number of enemy operatives after this action equal to the result of the D6 (whichever comes first).

This operative cannot perform this action while within control range of an enemy operative.

MIRROR OF MINDS1AP

PSYCHIC. Select one enemy operative that’s a valid target for and within 8" of this operative. Both players roll five D6. Pair your dice with your opponent’s dice based on matching results. For each matching pair, inflict D3 damage on that enemy operative (to a maximum of 8). For example, if you rolled 6, 5, 5, 2, 1 and your opponent rolled 6, 5, 4, 3, 1, you would inflict 3D3 damage on that enemy operative.

This operative cannot perform this action while within control range of an enemy operative.
VOID-DANCER TROUPE, AELDARI, HARLEQUIN, PSYKER, SHADOWSEER
⌀25mm
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Balanced
You can re-roll one of your attack dice.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Brutal
Your opponent can only block with critical successes.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Engage: The operative can perform actions as normal and can counteract.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Saedath

Void-dancer Troupes put on a performance as they attack from the Webway. A single player begins in the pivotal role, then the rest of the troupe progressively join in.

As a STRATEGIC GAMBIT in the first turning point, you must select an ALLEGORY (Epic or Melodrama below) for your kill team for the battle, and one friendly VOID-DANCER TROUPE operative to have the PIVOTAL ROLE for the battle. Whenever a friendly operative has the PIVOTAL ROLE, it has the ACCOLADE rule of your ALLEGORY for the battle.

As a STRATEGIC GAMBIT in each subsequent turning point, you can select one friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.

Once per turning point, when a friendly operative that has the PIVOTAL ROLE completes the performance of your ALLEGORY, you can select one friendly VOID-DANCER TROUPE operative to gain the ACCOLADE rule of your ALLEGORY for the battle.

Epic
Performance: The operative incapacitates an enemy operative while fighting.

Accolade: Whenever this operative is fighting, its melee weapons have the Balanced weapon rule.

Melodrama
Performance: The operative incapacitates an enemy operative while shooting.

Accolade: The operative’s ranged weapons have the Balanced weapon rule.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Allegory
Epic
Performance: The operative incapacitates an enemy operative while fighting.

Accolade: Whenever this operative is fighting, its melee weapons have the Balanced weapon rule.

Melodrama
Performance: The operative incapacitates an enemy operative while shooting.

Accolade: The operative’s ranged weapons have the Balanced weapon rule.

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

• Player
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
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.

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