Harlequins v0.3
Harlequins v0.3
Harlequins v0.3
INDEX: XENOS 1 same turn. In addition, they can Fall Back and still
This Team List uses the special rules and wargear lists shoot and/or charge in the same turn.
found in Index: Xenos 1. If a rule differs from the
Index, it will be clearly stated.
FLIP BELT
The points are intended for the model WITHOUT the Models with this rule can move across models and
equipment listed, you need to add the costs of the terrain as if they were not there.
wargear you can find in the section of the Index.
MODEL AVAILABILITY
FACTION KEYWORDS You must adhere to the following model requirements
All models in this list have the Aeldari, Harlequins when building your Kill Team:
keywords and <Masque> keyword. ● 1 Team Leader model
● 1-20 Core models
RISING CRESCENDO ● 0-3 Special models
Models with this rule can Advance and charge in the
PHILOSOPHIES
Harlequin Kill Teams have access to exclusive Philosophies, listed below, in addition to the ones found in
the Kill Team rulebook. You can pick one of these Philosophies for your Kill Team instead of the ones
presented in the main rules (but you are still limited to only one).
PHILOSOPHIES
Before the beginning of the battle pick any keyword except a faction keyword or the
Twist Of Fate INFANTRY keyword. The first time you slay a model with that keyword in the Fight phase,
gain 2 TP.
Grand Entrance +2 TP, if, before the beginning of the battle, you declare that you will hold your Solitaire
Newborn in reserve for three turns before deploying it on the board.
The Supporting +1 TP if, before the beginning of the battle, you declare that you will only target TROUPE
Cast models with tactical actions.
Put on a Show +1 TP, if, before the beginning of the battle, you declare that none of your models will
hide.
TACTICAL ACTIONS
Harlequin’s kill teams have access to exclusive Tactical Actions, as described below, in addition to the
ones found in the Kill Team rulebook.
TACTICAL ACTIONS
Walking the Webway 1 TP Use this action when you can set up a HARLEQUIN INFANTRY unit during
deployment. You can set up the unit in the webway instead of placing it
on the battlefield. At the beginning of the first battle round but before
the first turn begins, the unit emerges from the webway – set
them up anywhere on the battlefield that is more than 9"
away from any enemy models.
The Show Must Go On 1 TP Use this action when you roll at the end of Battle Round 5 or 6 to
determine if the game ends. You may reroll the result of this die.
Final Encore 2 TP` Use this action when a MASQUE CHARACTER is slain. Before removing it
from the battlefield, that model can immediately either shoot as if it
were her shooting phase or fight as if it were her fight phase.
The Great Fool Laughs 2 TP When an INFANTRY model is slain by the Shrieker mode of the Shrieker
Cannon, you may use this action to roll D6 mortal wounds instead.
Veil of Tears 3 TP Use this action at the beginning of your turn. Until the beginning of your
next movement phase, any enemy model wishing to target a MASQUE
unit must first roll 2d6x2. If the targeted model is not within this
distance in inches, the enemy model must choose a different target.
MASQUE TRAITS
All models in your team must be from a single Masque. They may gain one of the Masque bonuses
below, or one from Codex: Harlequins.
MASQUE OF THE MIDNIGHT SORROW MASQUE OF THE SHATTERED MIRAGE
Once all players have finished deployment, you When a <SHATTERED MIRAGE> model is slain it can
may redeploy D3 enemy models. immediately either make a single attack as if it were his
fight phase or fire a single shot as if it were his shooting
phase.
ESDAINN (Shade Seer) 65
NAME M WS BS S T W A Ld Sv
Esdainn 8” 3+ 3+ 3 3 3 3 9 7+
EQUIPMENT - Hallucinogen Grenade Launcher
- Shuriken pistol
- Miststave
RULES - Rising Crescendo
- Flip Belt
- Holo-suit
- Shield from Harm: Your opponent must subtract 1 from the wound rolls for any attacks
made against this model, and for attacks against any friendly INFANTRY units that are
within 3" of one or more models with this ability
OPTIONS - This model may replace its shuriken pistol with a neuro disruptor.
- May take items from the Harlequins armory.
- Join the Main Cast: The Esdainn can increase its powers known and cast one additional
power per turn (to 2) for 20 points.
PSYKER This model can attempt to manifest one psychic power in each friendly Psychic phase, and
attempt to deny one psychic power in each enemy Psychic phase. It knows the S mite
power and one psychic power from the Phantasmancy discipline.
KEYWORDS CHARACTER, INFANTRY, PSYKER, SHADOWSEER
ATHAIR (Troupe Master’s Understudy) 34
NAME M WS BS S T W A Ld Sv
Athair 8” 3+ 3+ 3 3 3 3 9 6+
EQUIPMENT - Shuriken Pistol
- Harlequin’s Blade
- Prismatic Grenades
RULES - Rising Crescendo
- Holo-suit
- Choreographer of War: All friendly units that are within 3" of this model in the Fight
phase can re-roll failed wound rolls.
OPTIONS - This model may replace its shuriken pistol with a neuro disruptor or fusion pistol.
- This model may replace its Harlequin’s blade with a power sword, Harlequin’s embrace,
Harlequin’s kiss or Harlequin’s caress.
- May take items from the Harlequins armory.
KEYWORDS CHARACTER, INFANTRY, TROUPE MASTER
SERPENT’S HEAD 45
NAME M WS BS S T W A Ld Sv
Serpent’s Head 16” 3+ 3+ 3 4 3 3 9 6+
EQUIPMENT - Star Bolas
- Shuriken Cannon
SOLITAIRE NEWBORN 50
Maximum of one of this model in your Kill Team.
NAME M WS BS S T W A Ld Sv
Solitaire N. 12” 2+ 2+ 3 3 3 4 9 6+
EQUIPMENT - Harlequin’s Kiss
- Harlequin’s Caress
RULES - Rising Crescendo
- Blitz: Once per battle, instead of making a normal move with the Solitaire, you can make
a Blitz move with it. If you do so, add 2D6" to the model’s Move characteristic for this turn.
In addition, the model’s Attacks characteristic is increased to 6 for the rest of the turn. This
ability may not be used if the model has been selected as the target of the Twilight
Pathways psychic power in the previous Psychic phase.
- Impossible Form
- Flip belt
OPTIONS - May take items from the Harlequins armory.
KEYWORDS CHARACTER, INFANTRY, SOLITAIRE
SKYWEAVER 25
Maximum of two of this model in your Kill Team.
NAME M WS BS S T W A Ld Sv
Skyweaver 16” 3+ 3+ 3 4 3 2 8 4+
EQUIPMENT - Shuriken Cannon
- Star Bolas
RULES - Rising Crescendo
- Blur of Colour
- Holo-suit
- Mirage Launchers
OPTIONS - Any model may replace its star bolas with a zephyrglaive.
- Any model may replace its shuriken cannon with a haywire cannon.
KEYWORDS BIKER, FLY, SKYWEAVERS
ITEM DESCRIPTION
Symbol of the Masque - 5 Pts A model with a Symbol of the Masque gains a +1 to leadership.
Solitaire Newborn Only If the Solitaire Newborn slays an enemy model in close
combat and has attacks remaining, it may immediately pile in and fight again, using
any remaining attacks. It may do this up to two times in the same Combat phase, but
Star Performer (20 Pts) may not move more than 6” from the original target.
Because of the Newborn’s overly aggressive fighting style and bravado, it suffers a -1
to all saves.
Infantry Only If a model equipped with the Starmist Raiment Advances and does not
Starmist Raiment (10 Pts) shoot or charge, it gets a +1 to all saves until the beginning of its next Movement
phase.
Athair Only Playing the role of the laughing god himself, this exceptional member
Avatar (15 Pts)
increases his Choreographer of War aura to 6” and gains +1 attack.
Esdainn Only A model with the Mask of Secrets gains a +1 to Leadership. All enemy
Mask of Secrets (20 pts) models within 6” of a model equipped with the Mask of Secrets suffer a -2 to
Leadership.
Infantry Leaders and Specials Only Treat Cegorach’s Rose as a Harlequin’s Kiss with
Cegorach’s Rose (20 Pts) the following additional rule: Once per fight phase, a model equipped with Cegorach’s
Rose can reroll one miss. Cegorach’s Rose replaces one melee weapon.
MELEE WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Harlequin’s Blade Melee Melee User 0 1 -
Harlequin’s Caress Melee Melee 5 -2 1 -
Harlequin’s -
Melee Melee 4 -3 1
Embrace
Harlequin’s Kiss Melee Melee 4 -1 D3 -
Miststave Melee Melee +2 -1 D3 -
Power Sword Melee Melee User -3 1 -
Zephyrglaive Melee Melee +1 -2 2 -
RANGED WEAPONS
WEAPON RANGE TYPE S AP D ABILITIES
Fusion Pistol 6” Pistol 1 8 -4 D6 -
If a model is hit by this weapon, the target model must make
Hallucinogen
18” Assault 1 * * * a leadership test. If the model fails, it takes D3 mortal
Grenade Launcher
wounds.
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
Haywire Cannon 24” Heavy D3 4 -1 1
to any other damage. If the wound roll is 6+, the target
suffers D3 mortal wounds instead.
This weapon has a Damage value of 1 against VEHICLE
Neuro Disruptor 12” Pistol 1 3 -3 D3
targets.
Prismatic Grenade 6” Grenade D6 4 -1 1 -
When attacking with this weapon, choose one of the profiles below. Each time you make a wound roll
Shrieker Cannon
of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
When an INFANTRY model is slain by an attack made by this
-Shrieker 24” Assault 1 6 0 1 weapon, distribute D3 mortal wounds among models within
2”.
-Shuriken 24” Assault 3 6 0 1 -
Each time you make a wound roll of 6+ for this weapon, that
Shuriken Cannon 24” Assault 3 6 0 1
hit is resolved with an AP of -3 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that
Shuriken Pistol 12” Pistol 1 4 0 1
hit is resolved with an AP of -3 instead of 0.
Star Bolas 12” Grenade D3 6 -3 1 -