Harlequins – Solitaire
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5

Solitaire

NoNAME  M WS BS S T W A Ld Sv
102
Solitaire
1
102
Solitaire
12" 2+ 2+ 3 3 5 8 9 6+
A Solitaire is a single model armed with a Harlequin’s caress and Harlequin’s kiss. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Harlequin’s caress
Harlequin’s caress
Melee
Melee
+2
-2
1
-
Harlequin’s kiss
Harlequin’s kiss
Melee
Melee
+1
-1
D3
-
ABILITIES
ABILITIES
The Path of Damnation: The Solitaire can never have a Warlord Trait.
Blitz: Once per battle, when you make a Normal Move with the Solitaire, you can make a Blitz move with it. If you do so, add 2D6" to its Move characteristic until the end of this turn. In addition, its Attacks characteristic is increased to 10 until the end of this turn. This ability may not be used if the model has been selected as the target of the Twilight Pathways psychic power in your previous Psychic phase. A model cannot Advance and use this ability in the same turn.
Rising Crescendo: The Solitaire can Advance and charge in the same turn. In addition, it can Fall Back and still shoot and/or charge in the same turn.
Impossible Form: The Solitaire has a 3+ 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).
FACTION KEYWORDS: AELDARI, HARLEQUINS, <MASQUE>
KEYWORDS: CHARACTER, INFANTRY, SOLITAIRE

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.
2CP

THE FOES OF THE MIND

Harlequins Stratagem

Stretching out with their otherworldly powers, the Shadowseer plucks images of terror from each enemy’s mind and sets the phantasms whirling in a twisted puppet show to distract and dismay.

Use this Stratagem at the start of the Shooting or Fight phase. Select one SHADOWSEER from your army. Until the end of the phase, that model’s Shield from Harm ability affects friendly <MASQUE> units, not just friendly <MASQUE> INFANTRY units.
1CP

EYE OF DAMNATION

Harlequins Stratagem

Those hapless fools who strike down a Solitaire only doom themselves, for to catch the eye of one so damned is to be tainted by that same dark fate.

Use this Stratagem when a SOLITAIRE unit from your army is destroyed as a result of an attack made with a melee weapon by an enemy model. That model’s unit suffers D3 mortal wounds. This Stratagem cannot be used in conjunction with the No Price Too Steep Stratagem.
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.
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:

Harlequin’s caress used in following datasheets:

Elites
Troops
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Harlequin’s kiss used in following datasheets:

Elites
Troops
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
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.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

TWILIGHT PATHWAYS

Eerie half-lit tunnels blink into existence, opening new paths of manoeuvre and attack.

Twilight Pathways has a warp charge value of 6. If manifested, select a friendly HARLEQUINS unit within 3" of the psyker and visible to it. That unit can immediately move as if it were its Movement phase. You cannot use Twilight Pathways on a unit more than once in each Psychic phase.

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.
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.

The AELDARI keyword is used in following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support
Fortifications

The HARLEQUINS keyword is used in following Harlequins datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support

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

Troops
Dedicated Transport
Fast Attack
Heavy Support

The CHARACTER keyword is used in following Harlequins datasheets:

The INFANTRY keyword is used in following Harlequins datasheets:

Troops

The TROUPE MASTER keyword is used in following Harlequins datasheets:

The SHADOWSEER keyword is used in following Harlequins datasheets:

The DEATH JESTER keyword is used in following Harlequins datasheets:

The SOLITAIRE keyword is used in following Harlequins datasheets:

Elites

The SHADOWSEER keyword is used in following Harlequins datasheets:

The <MASQUE> and INFANTRY keywords are used in following Harlequins datasheets:

Troops

The SOLITAIRE keyword is used in following Harlequins datasheets:

Elites
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.

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

The SOLITAIRE keyword is used in following Harlequins datasheets:

Elites
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.

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

Troops

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

The BIKER keyword is used in following Harlequins datasheets:

Fast Attack

The DEATH JESTER keyword is used in following Harlequins datasheets:

The SOLITAIRE keyword is used in following Harlequins datasheets:

Elites

The SHADOWSEER keyword is used in following Harlequins datasheets:

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 SOLITAIRE keyword is used in following Harlequins datasheets:

Elites

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

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