Harlequins – Troupe
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5

Troupe

NoNAME MWSBSSTWALdSvBase
14
Player (base: 25mm)
5‑12
14
Player
8"3+3+331486+25mm
This unit contains 5 Players. It can include up to 7 additional Players (Power Rating +1 per model). Each model is armed with a shuriken pistol, Harlequin’s blade and plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Fusion pistol
+5
Fusion pistol
6"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
+5
Neuro disruptor
+5
Neuro disruptor
12"
Pistol 1
4
-3
D3
If the target is a VEHICLE, this weapon has a Damage of 1.
If the target is a VEHICLE, this weapon has a Damage of 1.
Shuriken pistol
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
Harlequin’s blade
Harlequin’s blade
Melee
Melee
User
0
1
-
+6
Harlequin’s caress
+6
Harlequin’s caress
Melee
Melee
+2
-2
1
-
+5
Harlequin’s embrace
+5
Harlequin’s embrace
Melee
Melee
+1
-3
1
-
+6
Harlequin’s kiss
+6
Harlequin’s kiss
Melee
Melee
+1
-1
D3
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its shuriken pistol with a neuro disruptor or fusion pistol.
 • Any model may replace its Harlequin’s blade with a Harlequin’s embrace, Harlequin’s kiss or Harlequin’s caress.
ABILITIES
ABILITIES
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).
Holo-suit: Models in this unit have a 4+ invulnerable save.
Rising Crescendo: Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn.
FACTION KEYWORDS: AELDARI, HARLEQUINS, <MASQUE>
KEYWORDS: INFANTRY, TROUPE

Datasheet-related Stratagems

1CP

TWILIT ENCORE

Harlequins Stratagem

The foe may not comprehend their role in the saedath – and may even try to blunder away in confusion and fear – but the steps must be observed to the bloody end.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit within 1" of a HARLEQUINS TROUPE unit from your army Falls Back. After that enemy unit has moved, that HARLEQUINS TROUPE unit can consolidate up to 6"; each model in that HARLEQUINS TROUPE unit must end that move closer to the closest model from the unit that Fell Back, or, if another enemy unit is now closer, the closest enemy model.
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

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.
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

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 Troops Battlefield Role. Full list of Harlequins units sharing same Battlefield Role follows:

Troops

Fusion pistol used in the following datasheets:

Troops
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Neuro disruptor used in the following datasheets:

Troops

Shuriken pistol used in the following datasheets:

Troops
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.

Harlequin’s blade used in the following datasheets:

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 caress used in the following datasheets:

Elites
Troops

Harlequin’s embrace used in the following datasheets:

Troops

Harlequin’s kiss used in the following datasheets:

Elites
Troops

Plasma grenade used in the following datasheets:

Troops
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
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.
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.
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.
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.

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 INFANTRY keyword is used in the following Harlequins datasheets:

Troops

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

Troops

The BIKER keyword is used in the following Harlequins datasheets:

Fast Attack

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

Troops

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
© Vyacheslav Maltsev 2013-2021