Harlequins – Voidweaver
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5

Voidweaver

NoNAME  M WS BS S T W A Ld Sv Base
90
Voidweaver (base: 65mm)
1
90
Voidweaver
16" 3+ 3+ 5 5 6 3 8 4+ 65mm
A Voidweaver is a single model equipped with two shuriken cannons and a haywire cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Haywire cannon
Haywire cannon
24"
Assault D6
4
-1
1
Blast. If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead.
Blast. If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead.
Prismatic cannon
When attacking with this weapon, choose one of the profiles below.
Prismatic cannon
When attacking with this weapon, choose one of the profiles below.
 - Dispersed
 - Dispersed
24"
Assault D6
4
-2
1
Blast
Blast
 - Focused
 - Focused
24"
Assault D3
6
-3
D3
Blast
Blast
 - Lance
 - Lance
24"
Assault 1
8
-4
D6
-
Shuriken cannon
Shuriken cannon
24"
Assault 3
6
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its haywire cannon with a prismatic cannon.
ABILITIES
ABILITIES
Blur of Colour: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Holo-fields: This model has a 4+ invulnerable save.
Mirage Launchers: Your opponent must subtract 1 from any hit rolls made against this model in the Shooting phase.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
FACTION KEYWORDS: AELDARI, HARLEQUINS, <MASQUE>
KEYWORDS: VEHICLE, FLY, VOIDWEAVER

Datasheet-related Stratagems

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.

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

Heavy Support

Haywire cannon used in the following datasheets:

Fast Attack
Heavy Support
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.
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.

Shuriken cannon used in the following datasheets:

Fast Attack
Dedicated Transport
Heavy Support
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.
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.
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 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 VEHICLE keyword is used in the following Harlequins datasheets:

Dedicated Transport
Heavy Support
Fortifications

The FLY keyword is used in the following Harlequins datasheets:

Dedicated Transport
Fast Attack
Heavy Support

The SHADOWSEER keyword is used in the following Harlequins datasheets:

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

Troops
Dedicated Transport
Fast Attack
Heavy Support

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

Troops
Army List
Datasheets collated
Troops
Dedicated Transport
Fast Attack
Heavy Support
Fortifications
© Vyacheslav Maltsev 2013-2021