Harlequins – Death Jester
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3

Death Jester

NoNAME MWSBSSTWALdSvBase
50
Death Jester (base: 25mm)
1
50
Death Jester
8"2+2+335496+25mm
A Death Jester is a single model armed with a shrieker cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Shrieker cannon
When attacking with this weapon, choose one of the profiles below. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
Shrieker cannon
When attacking with this weapon, choose one of the profiles below. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
 - Shrieker
 - Shrieker
24"
Assault 1
6
-1
1
Each time an INFANTRY model is slain by an attack made with this weapon, its unit suffers D3 mortal wounds. If any models in a unit are slain by this weapon, subtract 2 from that unit's Leadership characteristic until the end of the turn.
Each time an INFANTRY model is slain by an attack made with this weapon, its unit suffers D3 mortal wounds. If any models in a unit are slain by this weapon, subtract 2 from that unit's Leadership characteristic until the end of the turn.
 - Shuriken
 - Shuriken
24"
Assault 3
6
0
1
-
ABILITIES
ABILITIES
Rising Crescendo: This model can Advance and charge in the same turn. In addition, it can Fall Back and still shoot and/or charge in the same turn.
Deadly Hunter: Each time you select a target for a ranged attack made by this model, you can ignore the Look Out, Sir rule.
Holo-suit: This model has a 4+ invulnerable save.
Flip Belt: Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).
Death Is Not Enough: If any models flee from a unit in the same turn that it has been attacked by this model, then you can choose the first model that flees instead of your opponent choosing.
FACTION KEYWORDS: AELDARI, HARLEQUINS, <MASQUE>
KEYWORDS: CHARACTER, INFANTRY, DEATH JESTER

Datasheet-related Stratagems

1CP

PIVOTAL ROLE

Harlequins Stratagem

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

Use this Stratagem before the battle. Select one TROUPE MASTER, SHADOWSEER, DEATH JESTER or SOLITAIRE model from your army. That model gains one of their respective Pivotal Role abilities. This does not replace an existing ability. Each model from your army can have no more than one Pivotal Role ability, and each Pivotal Role ability models in your army have must be different.
1CP

VIRTUOSOS OF THE WEBWAY

Harlequins Stratagem

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

Use this Stratagem at the end of your Movement phase. Select one HARLEQUINS INFANTRY unit from your army not within 1" of any enemy models. Remove that unit from the battlefield. At the end of your next Movement phase, set up that unit anywhere on the battlefield that is more than 9" from any enemy models.
1CP/3CP

ENIGMAS OF THE BLACK LIBRARY

Harlequins Stratagem

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

Use this Stratagem before the battle. Your army can have one extra Enigma of the Black Library for 1 CP, or two extra Enigmas of the Black Library for 3 CPs. All of the Enigmas of the Black Library that you include must be different and be given to different HARLEQUINS CHARACTERS. You can only use this Stratagem once per battle.
1CP/3CP

WEBWAY ASSAULT

Harlequins Stratagem

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

Use this Stratagem during deployment. If you spend 1 CP, set up one HARLEQUINS INFANTRY or BIKER unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, set up two such units in the webway instead. Any number of units in the webway can emerge at the end of any of your Movement phases – set each unit up anywhere on the battlefield that is more than 9" from any enemy models. You can only use this Stratagem once per battle.
2CP

HEROES’ PATH

Harlequins Stratagem

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

Use this Stratagem at the start of a Movement phase in which a DEATH JESTER, a SOLITAIRE and a SHADOWSEER from your army are within 6" of each other. Remove all three models from the battlefield. At the end of that Movement phase, you can set up each model anywhere on the battlefield that is more than 9" from any enemy units.
1CP

TORMENTS OF THE FIERY PIT

Harlequins Stratagem

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

Use this Stratagem in the Fight phase, before attacking with a HARLEQUINS CHARACTER from your army that has lost any wounds this battle round. Until the end of the phase, increase the Strength characteristic and Attacks characteristic of that model by 2.
1CP

DRAMATIC ENTRANCE

Harlequins Stratagem

None can match the breathtaking athleticism of the Harlequins.

Use this Stratagem at the end of your opponent’s Charge phase. A HARLEQUINS CHARACTER from your army that is within 6" of an enemy unit can perform a Heroic Intervention, and move up to 6" when it does so.
1CP

WARRIOR ACROBATS

Harlequins Stratagem

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

Use this Stratagem in the Movement phase when a HARLEQUINS INFANTRY unit from your army Advances. Add 6" to the unit’s Move characteristic for that Movement phase instead of rolling a dice.
1CP

SHRIEKING DOOM

Harlequins Stratagem

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

Use this Stratagem before a DEATH JESTER from your army shoots a shrieker cannon or Curtainfall using the weapon’s shrieker profile. Increase the weapon’s Strength characteristic by 1 and its Damage characteristic to D3 until the end of the phase.
2CP

NO PRICE TOO STEEP

Midnight Sorrow Stratagem

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

Use this Stratagem when a MIDNIGHT SORROW CHARACTER from your army is slain. Before removing the model as a casualty, it can fight as if it were the Fight phase. If that character was a SOLITAIRE, or it was slain by a CHAOS unit, add 1 to its Strength and Attacks characteristics when resolving that fight.
1CP

AN EXAMPLE MADE

Dreaming Shadow Stratagem

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

Use this Stratagem in your Shooting phase. Select a DREAMING SHADOW CHARACTER from your army. Until the end of the phase, each successful hit roll made by this model causes 2 hits (hit rolls of 6+ made by this model cause 3 hits on the target instead).
1CP

SKYSTRIDE

Soaring Spite Stratagem

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

Use this Stratagem just before a SOARING SPITE INFANTRY unit consolidates. Instead of moving towards the nearest enemy model, the unit consolidates up to 6" towards the nearest SOARING SPITE TRANSPORT from your army. If all models in the unit end this move within 3" of the transport, the unit may immediately embark upon it (if it has sufficient capacity remaining) as if it were the Movement phase (and can do so even if they disembarked from the transport during the same turn).

This datasheet has Elites Battlefield Role. Full list of Harlequins units sharing same Battlefield Role follows:

Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

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

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

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

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The AELDARI keyword is used in the following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support
Fortifications

The HARLEQUINS keyword is used in the following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support

The <MASQUE> keyword is used in the following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support

The CHARACTER keyword is used in the following Harlequins datasheets:

The INFANTRY keyword is used in the following Harlequins datasheets:

Troops

The TROUPE MASTER keyword is used in the following Harlequins datasheets:

The SHADOWSEER keyword is used in the following Harlequins datasheets:

The DEATH JESTER keyword is used in the following Harlequins datasheets:

The SOLITAIRE keyword is used in the following Harlequins datasheets:

Elites

The HARLEQUINS and INFANTRY keywords are used in the following Harlequins datasheets:

Troops

The HARLEQUINS and CHARACTER keywords are used in the following Harlequins datasheets:

The BIKER keyword is used in the following Harlequins datasheets:

Fast Attack
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.

The MIDNIGHT SORROW and CHARACTER keywords are used in the following Harlequins datasheets:

The DREAMING SHADOW and CHARACTER keywords are used in the following Harlequins datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The SOARING SPITE and INFANTRY keywords are used in the following Harlequins datasheets:

Troops
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

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

The SOARING SPITE and TRANSPORT keywords are used in the following Harlequins datasheets:

Dedicated Transport
Army List
Datasheets collated
Troops
Dedicated Transport
Fast Attack
Heavy Support
Fortifications
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