Codex - Harlequins: /tg/'s 8th Edition

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This Codex was made to spice up the Harlequins by adding some units only seen in the lore. All the rules in this page are meant to be used alongside the normal Harlequins Codex. If a rule isn't explained, look it up on the Codex.

Army Rules[edit]

Universal[edit]

Flip-belt: An anti-gravity belt used by the Harlequins in thier dances of death. Triggered by mental command of its wearer, it allows him or her to pivot effortlessly at hip level, bounding across battlefields and performing killing blows that are too fast and complicated to be blocked by enemies in combat.

During the Movement phase, models in this unit can move across models as if they were not there, and when moving across terrain features, vertical distance is not counted against the total these models can move (i.e. moving vertically is free for these models in the Movement phase). During the Charge phase, models in this unit can move across models and Buildings as if they were not there.

Rising Crescendo: Just like in a play, the Harlequins leap from a place of the battlefield to the next, moving with such grace and precision it makes them almost unable to be touched.

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. Finally, enemy models must subtract 1 from their hit rolls if they target an Harlequins unit that has charged that turn.

Detachment Rules[edit]

Defenders of the Black Library: Though they fight with incredible fluidity and rarely seek territorial gain, the Harlequins guard well that which is sacred to them.

If your army is Battle-forged, all Troops units in HARLEQUINS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.

Masque Forms: Each masque has its own esoteric specialisms, its own method of performance that renders its saedath unique.

If your army is Battle-forged, all units in a HARLEQUINS Detachment gain a Masque Form, so long as every unit in that Detachment is from the same masque. The Masque Form gained depends upon the masque they are drawn from, as shown in the table on the right. For example, all units in a MIDNIGHT SORROW Detachment gain the Art of Death form.

Masque Forms[edit]

  • Dreaming Shadow- Sombre Sentinels: The Harlequins of the Dreaming Shadow are steeped in the grotesque and the ghastly; their only fear is that their eternal watch might falter or fail.
When a unit with this form fails a Morale test, only one model from this unit must flee. In addition, each time a model with this form is slain or flees, roll a D6 before removing that model: on a 4+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.
  • Frozen Stars- Hysterical Fury: The Masque of Frozen Stars fight with frenetic glee, slaying in a mirthful frenzy that is terrifying to behold.
If a unit with this form charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.
  • Midnight Sorrow- The Art of Death: The warrior acrobats of the Midnight Sorrow move with exceptional purpose and singular dedication upon the field of battle.
Units with this form can move an additional D6" when they Fall Back. In addition, units with this form can consolidate up to 6".
  • Silent Shroud- Dance of Nightmares Made Flesh: To fight the Silent Shroud is to do battle with your own worst fears, magnified into a silent storm that smothers sanity and suffocates rational thought until all that remains is animalistic terror.
Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of any units from your army with this form. In addition, whenever your opponent takes a Morale test for a unit that is within 6" of any units from your army with this form, they must roll two dice and discard the lowest result.
  • Soaring Spite- Serpent’s Brood: The Masque of the Soaring Spite wage war in an almost exclusively airborne fashion, striking from the skies without warning.
Models with this form that can FLY, or that are embarked upon a TRANSPORT that can FLY, treat all Pistol weapons they are equipped with as Assault 1 weapons during a turn in which they (or the transport they are embarked upon) Advanced. In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a turn in which they Advanced.
  • Veiled Path- Riddle-smiths: Harlequins of the Masque of the Veiled Path are tricksters without peer, and to meet them in battle is to encounter hallucination and misdirection from every quarter.
At the start of each Fight phase roll two dice and discard the highest result. Until the end of the phase, each time your opponent targets a unit with this form and makes a hit roll that, before modifiers, exactly matches your dice result, that hit roll fails.

Custom Masque Forms[edit]

If your chosen Masque does not have an associated Masque Form in Codex - Harlequins: /tg/'s 8th Edition, you can create its Masque Form by selecting two different rules from the following list:

  • Acrobats of Warfare: The Harlequins are expert of the art of acrobatics and with just one leap they are able to move enormous distances with grace.
When moving a unit with this form, measure any vertical distance it would travel; if this distance is at least 4” then add 4” to that unit's movement characteristic and it may re-roll hit rolls of 1 until the beginning of your next turn.
  • Actors in the Audience: One art of theatre is that of surprise. It's not unusual for actors to be placed among the crowds, waiting for their clue to act and cause havoc.
Roll a D6 every time a Stratagem is used on an enemy unit; on a 5+ your opponent must spend one additional CP to use that Stratagem, or else it has no effect (any command points spent so far are lost). In addition, you start the battle with 1 additional command point.
  • Behind the Stage Curtains: An actor must know when to enter into the play. Behind the curtains, he stays shielded from the audience's sight, waiting.
Units with this form benefit from cover as long as there are no enemy units within 12" of them.
  • Limelight Glory: In the stage of war, warriors pass their torch unto others to make them shine in their moment of glory.
At the end of the Movement phase, a unit with this form may choose to not perform any other actions. If so then select another unit which started the battle with the same number of models within 18”. That unit adds 1 to all its hit rolls and may re-roll failed charge rolls until the start of your next Movement phase.
  • Madness Between Dimensions: These laughing warriors prefer to stay hidden behind the curtain's veil before making a grand entrance on the battlefield.
If a unit with this form enters the battlefield after the first turn, add 1 to its hit rolls for the duration of that battle round.
  • Master Stagehands: The beauty of art lies in harmony and this leader knows it well, coordinating its players perfectly for the big show.
Units with this form within 6” of a Troupe Master with this form add 1” to their movement and advance distances.
  • Maypole Dancers: With their agile forms, these Aeldari move swiftly around their enemy, running on walls and jumping all around them, for such is the way of the Harlequins.
Enemy units contesting an objective with a unit with this form suffer -1 to their hit rolls. In addition, units with this form targeting such a unit add 1 to their hit rolls against that unit.
  • Scholars of the Black Library: Harlequins are the guardians of the Black Library and with the knowledge in their possession, these elusive shadows can turn the ties of a battle.
Roll a D6 every time a unit with this form is targeted by a Stratagem; on a 5+ you gain 1 command point. In addition, you start the battle with 1 additional command point.
  • Slight of Hand and Form: The ethereal forms of these laughing souldiers make them hard to target; a single misstep against such foes and the game is over.
Enemy units which charge a unit with this form must subtract 1” from their charge distances. If the resulting charge distance is a 1” the enemy unit suffers D3 mortal wounds and the charge automatically fails.
  • The Last Laught: In the dance of the Laughing God it's not important how one plays but how its act ends.
Roll a D6 each time a model with this form is slain; on a 5+ that model can make one shooting or melee attack before being removed from play.

Stratagems[edit]

Universal[edit]

  • Cegorach's Jest (1 CP): The Dance of Cegorach’s Jest sees enemy units harried mercilessly unto their absolute destruction.
Use this Stratagem when an enemy unit Falls Back from a HARLEQUINS unit from your army, after the enemy unit has finished moving. Provided no other enemy units are within 1" of your unit, it can shoot the enemy unit that Fell Back as if it were the Shooting phase.
  • Dramatic Entrance (1 CP): 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.
  • Enigmas of the Black Library (1 CP/3 CP): 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.
  • Eye of Damnation (1 CP). 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.
  • Fire and Fade (1 CP). Not for the Harlequins the attrition of a drawn-out firefight. They simply strike then vanish like ghosts.
Use this Stratagem after a HARLEQUINS unit from your army shoots in your Shooting phase. The unit can immediately move 7" as if it were the Movement phase (it cannot Advance as part of this move). However, it cannot charge in the same turn that it does so.
  • Great Harlequin (2 CP): One amongst the masque seems different this day, their presence magnified, their skill sublime. Who – or what – now lurks behind their mask?
Use this Stratagem before the battle. Select a Troupe Master from your army. That unit gains the Great HARLEQUIN keyword and the following ability: Will of the Laughing God: In the Fight phase, re-roll hit rolls of 1 for friendly <Masque> units that are within 6" of this model.’ You can only use this Stratagem once per battle.
  • Haywire Grenades (1 CP): Haywire grenades send out a powerful electromagnetic pulse that can cripple enemy vehicles.
Use this Stratagem before a HARLEQUINS model from your army throws a plasma grenade at a Vehicle unit. You only make a single hit roll for that grenade but, if it hits, the enemy unit suffers D3 mortal wounds instead of the normal damage.
  • Heroes' Path (2 CP): 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.
  • Isha's Weeping (1 CP): This dance sees the Harlequins respond to their losses with ever more exaggerated grief and wildness, their frantic movements rendering them hard to target.
Use this Stratagem at the end of any phase. Select a HARLEQUINS unit from your army that suffered casualties during the phase. Improve that unit’s invulnerable save by 1 (to a maximum of 3+) until the end of the turn.
  • Lightning-fast Reactions (2 CP): Harlequins weave and dodge with incredible speed, and can even catch bullets out of the air with mocking ease.
Use this Stratagem when a HARLEQUINS unit from your army is targeted by a ranged or melee weapon. Subtract 1 from all hit rolls made against that unit for the rest of the phase.
  • Mirthless Hatred (1 CP): The Chaos God Slaanesh is reviled by all Aeldari, who despise his followers with a ferocious loathing. The devotees of the Laughing God, however, harbour a particular hatred for She Who Thirsts.
Use this Stratagem when a HARLEQUINS unit from your army is chosen to fight. Re-roll failed hit rolls and failed wound rolls for attacks for this unit that target Slaanesh units until the end of the phase.
  • Murderous Entrance (2 CP): These Harlequins launch themselves into the bloody dance of war with furious vigour, their roles to seize the enemy’s attention through an explosive burst of violence.
Use this Stratagem in the Fight phase, the first time a HARLEQUINS unit from your army is selected to fight that phase. Until the end of the phase, if that unit made a charge move this turn, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
  • Mythic Role (1 CP): Shadowseers can see those moments when the warriors of the now most closely embody the mythic heroes of long ago. They do all they can to aid those who unknowingly don such mantles.
Use this Stratagem before the battle, if your army includes a SHADOWSEER. Select one AELDARI unit from your army. Each time that unit is chosen to shoot or fight, you can re-roll one hit roll or one wound roll for those attacks. You can only use this Stratagem once.
  • Pivotal Role (1 CP): 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, SOLITAIRE or Master Mime 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.
  • Polychromatic Storm (2 CP): In the breathless heartbeat before the battle begins, the Harlequin forces explode into a kaleidoscopic myriad that bewilders the foe as to their true location and numbers.
Use this Stratagem at the start of the first battle round, before the first turn begins. Select up to three HARLEQUINS units from your army that are on the battlefield. Remove them from the battlefield and set them up again. When setting them up, you can use any abilities or Stratagems that would allow them to be set up in a different location during deployment (e.g. Webway Assault). If both players have abilities that redeploy units, roll off: the winner chooses who redeploys their units first. You can only use this Stratagem once.
  • Prismatic Blur (1 CP): The Harlequins accelerate into a lightning-fast sprint, weaving and tumbling to magnify the effects of their domino fields.
Use this Stratagem after a HARLEQUINS unit from your army has Advanced. That unit has a 3+ invulnerable save until the start of your next turn.
  • Shrieking Doom (1 CP): 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.
  • The Curtain Falls (2 CP): One moment the Harlequins are a bewildering storm of blades and lashing fists and feet. The next they are gone, vanished behind a veil of illusory terrors.
Use this Stratagem in the Fight phase, when a HARLEQUINS unit from your army would consolidate. Until the end of the phase, instead of consolidating, that unit can Fall Back or move as if it were your Movement phase (but cannot Advance).
  • The Foes of the Mind (2 CP): 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.
  • The Hundred Swords of Vaul (1 CP): One amongst the hundred swords of Vaul was nothing but a fake. In this dance, so too is one band amongst the Harlequins’ ranks not what it seems.
Use this Stratagem at the start of the first battle round, before the first turn begins. Select one HARLEQUINS unit from your army. Remove this unit from the battlefield and redeploy it anywhere on the battlefield that is at least 12" from any enemy unit. If you select a Transport, all units embarked inside remain so when it is redeployed. If both armies have units that can redeploy, roll off. The winner chooses whether to place their units first or second. You can only use this Stratagem once per battle.
  • The Labyrinth Laughs (1 CP): Like some living thing, the webway itself spits forth fresh warriors to spite those who have done it harm.
Use this Stratagem when a Webway Gate from your army is destroyed but before you remove the model from the battlefield. Immediately set up one Aeldari unit from your army that has not yet been deployed from the webway, wholly within 3" of the Webway Gate and more than 1" away from any enemy models. After you have done so, remove the Webway Gate from the battlefield as normal. Units set up with this Stratagem can be set up during the first battle round even if you are using the Tactical Reserves matched play rule.
  • Torments of the Fiery Pit (1 CP): 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.
  • Twilight Encore (1 CP): 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 that enemy unit or the nearest enemy model.
  • Vessel of Fate (1 CP): Sensing that the moment long foreseen has arrived at last, the Shadowseer casts caution aside and hurls their all into a psychic bombardment against the foe.
Use this Stratagem in your Psychic phase. A Shadowseer from your army can attempt to cast one additional psychic power this phase.
  • Virtuosos of the Webway (1 CP): 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.
  • War Dancers (3 CP): The Harlequins’ steps and strikes flow together into a blur of light as they overwhelm their enemies.
Use this Stratagem at the end of the Fight phase. Select a HARLEQUINS unit from your army that has already fought this phase. That unit can immediately pile in and fight an additional time.
  • Warrior Acrobats (1 CP): 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.
  • Webway Ambush (1 CP): Webway Gates pose an ever-present threat to the Aeldari’s foes.
Use this Stratagem at the end of your Movement phase. Choose a Webway Gate from your army. Two units in a webway spar can emerge from that Webway Gate this turn.
  • Webway Assault (1 CP/3 CP): 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.

Masque Specific[edit]

  • Dreaming Shadow- An Example Made (1 CP): 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).
  • Frozen Stars- Malicious Frenzy (2 CP): Laughing like lunatics, the Players of the Frozen Stars channel their hatred and hysteria into a burst of martial destruction.
Use this Stratagem before a Frozen Stars unit from your army fights in the Fight phase. Until the end of the phase add 1 to wound rolls for attacks by this unit that target enemy Infantry, Beasts or Biker units.
  • Midnight Sorrow- No Price Too Steep (2 CP): 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.
  • Silent Shroud- The Silken Knife (2 CP): As the Harlequins launch their attack, a pall of terrible silence and suffocating fear falls across the enemy, leaving them numbed and near catatonic.
Use this Stratagem at the start of the Charge phase. Select a Silent Shroud unit from your army. Enemy units cannot fire Overwatch against that unit in this phase.
  • Soaring Spite- Skystride (1 CP): 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).
  • Veiled Path- Capricious Reflections (1 CP): That which is, is not. That which is not, might perhaps be. That which might be is upon you with blade already in hand.
Use this Stratagem at the end of your opponent’s Charge phase. Select a Veiled Path unit from your army. That unit can immediately perform a Heroic Intervention as if it were a Character.

Pivotal Roles[edit]

Death Jester[edit]

If your army is Battle-forged and contains a Death Jester, you can replace that model’s Death Is Not Enough special rule with one of the following Death Jester Pivotal Role special rules:

  • Harvester of Torment: Each time this model shoots, if the target unit contains 6 or more models, each successful hit roll scores 3 hits instead of 1. This is not cumulative with any other rules that cause additional hits.
  • Humbling Cruelty: Each time an attack made by this model against an enemy unit scores a hit, that unit is pinned until the start of your next turn. While a unit is pinned, subtract 2" from the Move characteristic of models in its unit and it cannot fire Overwatch.
  • The Jest Inescapable: Add 12" to the Range characteristic of ranged weapons this model is equipped with. Each time this model shoots, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage and the target does not receive the benefit of cover to its saving throw.

Master Mime[edit]

If your army is Battle-forged and contains a Master Mime, you can replace that model’s Mask of Devil special rule with one of the following Master Mime Pivotal Role special rules:

  • Mask of Angel: Roll a die each time a <MASQUE> Harlequins model within 6" suffers a wound or a mortal wound; on a 5+ that wound is ignored.
  • Mask of Pain: Add 1 to this model's Strenght and Damage characteristic. In addition, at the end of the Fight phase, roll a D6 for each enemy model within 2" of this model; on a 4+, that unit suffers 1 mortal wound.
  • Mask of Sorrow: Each time a friendly <MASQUE> Harlequins model is slain while within 6" of this model, add 1 to this model's Attacks characteristic (up to a maximum of +5).

Shadowseer[edit]

If your army is Battle-forged and contains a Shadowseer, you can replace that model’s Shield from Harm special rule with one of the following Shadowseer Pivotal Role special rules:

  • Agent of Bedlam: While an enemy unit is within 6" of this model, subtract 1 from the Attacks characteristic of models in that unit (to a minimum of 1).
  • Gloomwake: While a <MASQUE> unit is within 6" of this model, each time a ranged attack is made against that unit, models in its unit gain the benefit of cover to their saving throw.
  • Veil of Illusion: While a friendly <MASQUE> unit is within 6" of this model, when determining if that unit is within range of attacks made by enemy models with ranged weapons, add 6" to the distance measured. For example, if this unit is 22" away from an enemy model, for the purposes of shooting, it is treated as being 28" away. Note that for the purposes of determining if a model is at half range, it is the distance after applying the effects of this ability.

Solitaire[edit]

If your army is Battle-forged and contains a Solitaire, you can replace that model’s Blitz special rule with one of the following Solitaire Pivotal Role special rules:

  • Chromatic Rush: When this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6” to the Move characteristic of this model. Each time this model piles in or consolidates, it can move an additional 3”.
  • Shocking Emergence: During deployment, you can set up this model shimmering instead of placing it on the battlefield. If you do, then at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9” from any enemy models. Each time a charge roll is made for this model, if it was set up on the battlefield as reinforcements this turn, roll one additional D6 and discard one of the dice.
  • Unnatural Acrobatics: Each time an attack is made against this model, subtract 1 from that attack’s hit roll.

Troupe Master[edit]

If your army is Battle-forged and contains a Troupe Master, you can replace that model’s Choreographer of War special rule with one of the following Troupe Master Pivotal Role special rules:

  • Darkness' Bite: Each time this model fights, after it has fought, you can select one enemy unit this model made an attack against. That unit suffers 2 mortal wounds.
  • Prince of Light: While a friendly <MASQUE> unit is within 6" of this model, you can re-roll charge rolls made for that unit. If you could already re-roll charge rolls made for that unit, add 1 to the charge roll instead.
  • Twilight's Grasp: Each time a melee attack is made by this model against a unit that is not a MONSTER or VEHICLE, an unmodified wound roll of 2+ is always successful.

Warlord Traits[edit]

Universal[edit]

  • 1: Luck of The Laughing God: To be possessed of supernatural fortune is a sure sign of Cegorach’s favour.
Re-roll hit rolls, wound rolls and damage rolls of 1 for your Warlord.
  • 2: Fractal Storm: In the cut and thrust of battle, this Warlord performs rapid movements that maximise the effect of their holo-suit to better evade their enemy’s blows.
Your Warlord has a 3+ invulnerable save against melee weapons. In addition, enemy units must subtract 1 from their hit roll for attacks that target your Warlord.
  • 3: A Foot in the Future: The Warlord flows like starlight across the field of battle, time itself seeming to part before their otherworldly grace.
Add 2" to your Warlord’s Move characteristic. In addition, add 1" to the distance your Warlord can move each time it Advances, Falls Back, charges, performs a Heroic Intervention, piles in or consolidates.
  • 4: Player of the Light: Players of the Light hurl themselves into battle like the headstrong heroes of myth.
Add 2 to the results of charge rolls made by your Warlord or any friendly <MASQUE> units within 6" of it.
  • 5: Player of the Dark: Players of the Dark are sinister and vindictive, always seeking a flamboyant end for their foes.
Each wound roll of 6+ made for your Warlord’s attacks in the Fight phase inflict one mortal wound in addition to their normal damage.
  • 6: Player of the Twilight: Players of the Twilight see cycles of transition in everything, including the ebb and flow of battle. They often seem needlessly obsessive in their attention to nuance – until their genius is suddenly revealed.
Once per battle round you can re-roll a hit roll, wound roll or save roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you or your opponent uses a Stratagem. If the result exactly matches the number of Command Points spent to use that Stratagem, then you gain that many Command Points.

Masque Specific[edit]

  • Dreaming Shadow- Warden of the Dead: This Warlord is a gatekeeper for unquiet spirits.
Add 1 to any Sombre Sentinels rolls made for Dreaming Shadow units from your army within 6" of your Warlord (add 2 instead whilst there are any Necrons units on the battlefield).
  • Frozen Stars- Our Kin Shall Rise Again: This Warlord’s sheer determination keeps them in the fight.
Roll a D6 each time a model from a Frozen Stars unit from your army within 6" of your Warlord loses its final wound; on a 5+ that wound is not lost, and the model not slain. This Warlord Trait has no effect if the unit is under the effects of the Webway Dance psychic power.
  • Midnight Sorrow- Nemesis of the Damned: This Warlord has honed their martial skills in countless battles against the followers of the Dark Gods.
Each hit roll of 5+ for your Warlord in the Fight phase scores 2 hits instead of 1. In addition, add 1 to hit rolls made by your Warlord against Chaos units.
  • Silent Shroud- The Final Joke: Even in death, this Warlord reaches out to slay their hated foes.
If your Warlord is slain in the Fight phase, roll a D6. On a 2+, the unit that killed your Warlord suffers D3+1 mortal wounds after it has finished making all its attacks. On a 6, the enemy unit suffers D6+1 mortal wounds instead.
  • Soaring Spite- Skystrider: This Warlord is one with the way of the Weaver Serpents.
Your Warlord can disembark from a Transport even after it has moved.
  • Veiled Path- Webway Walker: This Warlord steps into reality like a lie becoming truth.
During deployment, you can set your Warlord up in the webway instead of placing them on the battlefield. Your Warlord can emerge at the end of any of your Movement phases – set them up anywhere on the battlefield more than D3+3" from any enemy units. Furthermore, you can use the Webway Assault Stratagem twice.

Specialist Detachments[edit]

Travelling Circus (2 CP)[edit]

All units with the Fly keyword in this Specialist Detachment gain the Travelling Circus keyword.

  • Warlord Trait: Messanger of the Fall: Add 4" to friendly Travelling Circus units' Movement characteristic within 6" of this model.
  • Stratagems:
    • Unison Charge (2 CP): Use this Stratagem at the end of your Assault phase. Select a Travelling Circus unit that has made a successful charge move, every Travelling Circus unit within 12" may declare a charge against the same enemy unit. Those units can re-roll their charge distances and add 2" to their movement distance. Finally, during the following Assault phase, all units affected by this Stratagem can re-roll their hit rolls.
  • Relic: Neuro Destructure: The Neuro Destructure replaces the model's Neuro Disruptor.
Weapon Range Type S AP D Abilities
Neuro Destructure 18" Pistol 2 6 -4 D3 Invulnerable saves may not be taken against wounds inflicted by this weapon. If the target is a Vehicle, this weapon has a Damage of 1.

Specialist Formations[edit]

Cegorach's Wave (3 CP)[edit]

Cegorach's Wave:

  • Composition:
- 1 Master Mime
- 3 Shadowseers
- 3 Troupe Masters
- 3-6 units of Troupes
- 3 Death Jesters
- 1-3 units of Mimes
- 1 Solitair
- 3 units of Propsters
- 1-3 units of Starweavers
- 1-3 unit of Voidweavers
  • Restrictions:
-None
  • Effects:
-Units in this formation can re-roll 1s when making a save roll.
-All Shadowseer, Troupe Masters and Master Mime can pick a Warlord Trait. Only one of these models is considered your Warlord.
  • Special Stratagems:
-The Last Act (3 CP): The Rhana Dandra, the last battle. In this final act, Cegorach's forces all move as one to save their dying race from She Who Thirsts.
Use this Stratagem at the beginning of your turn. All units in this formation can re-roll every dice roll (advance, charge, to-hit, to-wound, save, etc) until the beginning of your next turn. Once your next turn starts, roll a die for each model from this formation; on a 4+ that model is removed from play. If the game finishes before this can be done, roll a die for each unit instead; on a 4+ you lose one Victory Point.

Phantasmancy Discipline[edit]

  • 1: Twilight Pathways
Warp Charge: 6
Eerie half-lit tunnels blink into existence, opening new paths of manoeuvre and attack.
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.
  • 2: Fog of Dreams
Warp Charge: 6
The Shadowseer sends forth her consciousness like a creeping mist, baffling the senses of the enemy.
Select an enemy unit within 18" of the psyker and visible to it. Until the start of your next Psychic phase, your opponent must subtract 1 from hit rolls for that unit that target Harlequins Infantry units.
  • 3: Mirror of Minds
Warp Charge: 7
A maddening clash of wills consumes the victim’s mind as reality falls away.
Select an enemy unit within 24" of the psyker. Then, both players roll a D6 with the Harlequin player adding 1 to the result. If the Harlequin player’s roll is equal to or higher than their opponent’s, then the target unit suffers 1 mortal wound. Repeat this process until the target is destroyed, or the enemy player rolls a result that is higher than the Harlequin player’s roll.
  • 4: Veil of Tears
Warp Charge: 7
Sketching a gesture in the air, the Shadowseer snatches the image of the Harlequins from the minds of their foes, hiding them from sight.
Select a friendly Harlequins Infantry unit within 18" of the psyker. Until the start of your next Psychic phase, subtract 1 from hit rolls for attacks made against that unit.
  • 5: Shards of Light
Warp Charge: 6
Blades of polychrome energy dazzle the foe, inflicting horrific and disorientating psychosomatic wounds.
Select an enemy unit within 18" of the psyker and visible to it. That unit suffers D3 mortal wounds and must subtract 2 from its Leadership characteristic until the start of your next Psychic phase.
  • 6: Webway Dance
Warp Charge: 7
The veils between realspace and the webway grow thin, allowing the Harlequins to jink away from danger with quicksilver speed, only to reappear unharmed moments later.
Until the start of your next Psychic phase, roll a D6 whenever a friendly Harlequins unit within 6" of the psyker loses a wound; on a 5+ that wound is not lost.

Harlequin Wargear[edit]

Melee Weapons[edit]

  • Harlequin's Blade:
Weapon Range Type S AP D Abilities
Harlequin's Blade Melee Melee User 0 1 -
  • Harlequin's Caress:
Weapon Range Type S AP D Abilities
Harlequin's Caress Melee Melee +2 -2 1 -
  • Harlequin's Embrace:
Weapon Range Type S AP D Abilities
Harlequin's Embrace Melee Melee +1 -3 1 -
  • Harlequin's Kiss:
Weapon Range Type S AP D Abilities
Harlequin's Kiss Melee Melee +1 -1 D3 -
  • Miststave:
Weapon Range Type S AP D Abilities
Miststave Melee Melee +2 -1 D3 -
  • Power Sword:
Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -
  • Zephyrglaive:
Weapon Range Type S AP D Abilities
Zephyrglaive Melee Melee +1 -2 2 -

Ranged Weapons[edit]

  • Fusion Pistol:
Weapon Range Type S AP D Abilities
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.
  • Hallucinogen Grenade Launcher:
Weapon Range Type S AP D Abilities
Hallucinogen Grenade Launcher 18" Assault 1 * * * If a unit is hit by this weapon, roll 2D6 – if the roll is equal to or greater than the target unit’s Leadership, it suffers D3 mortal wounds.
  • Haywire Cannon:
Weapon Range Type S AP D Abilities
Haywire Cannon 24" Assault D6 4 -1 1 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.
  • Neuro Disruptor:
Weapon Range Type S AP D Abilities
Neuro Disruptor 12" Pistol 1 4 -3 D3 If the target is a Vehicle, this weapon has a Damage of 1.
  • Phantom Tarots:
Weapon Range Type S AP D Abilities
Phantom Tarots 12" Pistol 2 4 -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 and a Damage of 2.
  • Plasma Grenade:
Weapon Range Type S AP D Abilities
Plasma Grenade 6" Grenade D6 4 -1 1 -
  • Prismatic Cannon:
Weapon Range Type S AP D Abilities
Prismatic Cannon (Dispersed) 24" Assault D6 4 -2 1 -
Prismatic Cannon (Focused) 24" Assault D3 6 -3 D3 -
Prismatic Cannon (Lance) 24" Assault 1 8 -4 D6 -
  • Shrieker Cannon:
Weapon Range Type S AP D Abilities
Shrieker Cannon (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.
Shrieker Cannon (Shuriken) 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.
  • Shuriken Weapons:
Weapon Range Type S AP D Abilities
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.
Shuriken Catapult 12" Assault 2 4 0 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
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.
  • Star Bolas:
Weapon Range Type S AP D Abilities
Plasma Grenade 12" Grenade D3 6 -3 2 -

Enigmas of the Black Library[edit]

Universal[edit]

  • Cegorach's Lament: The mythic cycles of the Aeldari tell that the Laughing God has ceased his mirth only once, giving voice to a mournful howl upon the moment that She Who Thirsts was birthed into the galaxy. So soul-rending was his cry that all mortal beings who heard it wept themselves to death. Said to contain an endless echo of that terrible cry, this baleful weapon howls like the damned as it fires; those struck by it find their lifeblood weeping from their eyes at a rapidly increasing rate until at last they are exsanguinated amidst jetting torrents of bloody tears.
Death Jester only. Cegorach's Lament replaces the bearer’s Shrieker Cannon and has the following profile:
Weapon Range Type S AP D Abilities
Cegorach's Lament (Wail) 36" Assault 1 6 -3 3 Each time a model is slain by an attack made with this profile, its unit suffers D3 mortal wounds and until the end of the turn, subtract 2 from the Leadership characteristic of the models in its unit.
Cegorach's Lament (Shuriken) 36" Assault 3 6 -2 2 -
  • Cegorach's Rose: Representing the barbed gift given in jest by the Laughing God to the crone Morai-Heg, Cegorach’s Rose contains thorned monofilaments of shadowsilk. Existing in the penumbra between realspace and the labyrinth dimension, these shadowsilk strands bypass even the thickest armour as though it did not exist. Once within the body of the victim, the rose’s threads uncoil, a blossom of molecule-thin blades unfurling at the end of each. The foe is slain instantly as a thicket of bloody, bladed roses blossoms within their chest.
Model with Harlequin’s Kiss only. Cegorach’s Rose replaces the bearer’s Harlequin’s Kiss and has the following profile:
Weapon Range Type S AP D Abilities
Cegorach's Rose Melee Melee +1 -1 D3 Re-roll failed wound rolls for this weapon. When attacking Infantry, this weapon has a Damage of 3.
  • Crescendo: This masterwork shuriken pistol was first bestowed upon a Troupe Master of the Veiled Path. Supposedly, it was given as a gift by a wanderer of the webway, who members of that masque claim was none other than the Laughing God. While many doubt the word of the Veiled Path in this, there can be no denying that Crescendo is a beautifully crafted and uniquely potent firearm. When the pistol’s trigger is pulled, micro-distortion engines engage within its housing. The effect is to step Crescendo’s wielder slightly ahead of time, allowing an impossible volley of firepower to be unleashed.
Model with Shuriken Pistol only. Crescendo replaces the bearer’s Shuriken Pistol and has the following profile:
Weapon Range Type S AP D Abilities
Crescendo 12" Pistol D6 4 0 2 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
  • Destiny's Jest: This mask was said to have been fashioned by Vaul himself at Cegorach’s request. Once donned it becomes one with its wearer, claiming them as completely as the battlegear of the most path-lost Exarch ever could. Destiny’s Jest shifts from one battle to the next, the mask seemingly sensing the smallest nuances of fate or fortune that will sharpen it’s wearer’s performance to perfection.
During deployment, select one of the following effects to apply until the end of the battle. Alternatively, you can roll two D6 (re-rolling duplicate results) to randomly determine two of the following effects to apply until the end of the battle:
  • +1 to the bearer’s Attacks characteristic
  • +1 to the bearer’s Strength characteristic
  • +1 to the bearer’s Toughness characteristic
  • +1 to the bearer’s Wounds characteristic
  • +3" to the bearer’s Move characteristic
  • Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1 (e.g. AP -1 becomes AP -2)
  • Domino Shroud: Far more potent than the domino fields that normally cloak the Harlequins, this ancient shroud-field generator can fashion entire energetic simulacra of its wearer and impose them upon the sensoria of the foe so completely that – until they step once more from behind the veil of illusion – it is as though the wearer has vanished entirely from existence, replaced by their phantom doppelganger.
Once per battle, at the end of any phase, if the bearer was not set up on the battlefield as reinforcements this turn, they can use the Spectral Apparition. If they do, place a marker within 12" of the bearer, then remove them from the battlefield and set them up again within 1" of the centre of the marker and more than 1" from any enemy models. The bearer is not eligible to charge in a turn in which it was set up in this manner, although the bearer can use this Relic in a turn in which it charged.
  • The Laughing God's Eye: A pendant of rune-carved wraithbone, this potent artefact is said to draw the watchful eye of Cegorach himself. Psychic powers flicker and die in the pendant’s presence, for the Laughing God will not suffer his children to be beset by the tendril of the warp. This aura of abnegation extends not only to the pendant’s wearer, but billows like a concealing cloak to shield nearby allies. So does Cegorach watch over his followers, guarding them against the predations of She Who Thirsts.
Friendly Harlequins units automatically pass Morale tests whilst they are within 6" of the wearer. In addition, roll a D6 each time a friendly HARLEQUINS unit suffers a mortal wound in the Psychic phase whilst they are within 6" of the wearer – on a 6, that mortal wound is ignored.
  • The Mask of Secrets: Many believe the Mask of Secrets to be no more than a dark fable, yet it is very real, kept within a shadowed vault deep within the Black Library. All who look upon this mask see distorted reflections of their own faults and failings, the slightest doubt or regret twisted into a horrific swarm of phantasms that scream and wail as they claw at the psyche of the victim. Those who wear the Mask of Secrets fear nothing while the mask remains upon their face, yet it is said that, in the long run, they must pay a terrible price for this temporary boon.
The bearer increases their Leadership characteristic by 1. In addition, all enemy units reduce their Leadership characteristic by 1 whilst they are within 6" of the bearer.
  • The Shadowstone: Resembling a soulstone, this opalescent gem shifts endlessly between the shades of dawn, dusk and darkest night. Gazing into its depths, a Shadowseer bears witness to the innermost thoughts, secrets and desperately denied nightmares of all those close by. Armed with such insights, the Shadowseer’s reach becomes great indeed.
Shadowseer model only. Add 3" to the range of the bearer’s aura special rules. Add 3" to the range of psychic powers manifested by the bearer.
  • The Starmist Raiment: At first glance, there is little to distinguish the Starmist Raiment from a typical holo-suit, save that it is woven through with gossamer-thin strands of what looks like liquid silver. Yet when the wearer moves, they are engulfed in a shimmering cloud of refracted starlight that blinds and confuses the foe. This effect is magnified when the wearer moves quickly, the blurred glow swelling to become a blazing corona almost impossible to see through. So does the wearer mimic Aelos, the heavenly star flung by Cegorach himself, that smote Vaul’s treacherous assistant Ghaevyll and blinded him for his deceits.
The wearer has a 3+ invulnerable save against ranged weapons. In addition, enemy units cannot fire Overwatch at the wearer during a turn in which the wearer Advanced.
  • The Storied Sword: An exquisite and perfectly weighted weapon, the Storied Sword has a starmetal blade and a tooled wraithbone grip. Inscribed upon the sword in minute script is the entire tale of the Fall of the Aeldari, as narrated by the Shadowseers. As the wielder of this weapon fights, they find their mind filling with images of that terrible time, impossible psychic snapshots of the greatest tragedy ever to befall their race. Driven into a killing fury by the horrors they have seen, the wielder fights all the harder, determined to prevent any such terrible events from transpiring ever again.
Model with Power Sword only. The Storied Sword replaces the bearer’s power sword and has the following profile:
Weapon Range Type S AP D Abilities
The Storied Sword Melee Melee +1 -3 D3 Re-roll failed hit rolls for this weapon.
  • The Suit of Hidden Knives: This remarkable holo-suit contains a sub-weave of psychocrystalline blades that flicker in and out like razor-sharp fans as they fight. For most beings, wearing such a thing would be a death sentence. For the perfectly poised Harlequins, it is a thrilling challenge and a potent weapon, allowing them to slice and stab their enemies with every weave, dodge and pirouette they perform.
Roll a D6 each time a hit roll of 1 is made for an enemy model targeting the wearer in the Fight phase. On a 2+, that model’s unit suffers a mortal wound after the unit has resolved all of its attacks.
  • The Veil of Tears: This Harlequin wears a delicate mantle woven from hyper conductive filigree and threaded with minute but exceptionally powerful sinkstones. These onyx-coloured gems can each absorb a colossal charge of energy, be it ballistic, kinetic, plasmic, psychoactive or whatever else. At the moment of absorption, the veil gleams like silvery tears as the force of the enemy’s attack is dispersed and absorbed, before it falls dormant again until it can be drained of power.
Once per turn, the first time a saving throw is failed for the bearer, the saving throw is treated as being successful.
  • The Twilight Fang: During the Tale of the Serpent’s Gift, Cegorach is said to have tricked the Cosmic Serpent into gifting him one of its fangs in the mistaken belief that it would receive the Light of the Brightest Star in return. So it did, yet as that star set so the light faded and the Cosmic Serpent realised that it had been fooled. Its wrath grew more terrible as the star’s light slipped away; so it is with this blade, said to be fashioned from the very fang that the Laughing God stole. As the hour grows ever later and the battle’s crescendo draws nigh, so the blade flashes ever faster through the air, chased by shuddering, shadowy after-images that solidify suddenly into their own stabbing fangs.
Troupe Master model only. The Twilight Fang replaces a Harlequin’s blade or power sword and has the following profile:
Weapon Range Type S AP D Abilities
The Twilight Fang Melee Melee +2 -3 2 Each time the bearer fights, it makes a number of additional attacks with this weapon equal to the current battle round number.

Masque-Specific[edit]

  • DREAMING SHADOW - Curtainfall: This dread weapon possesses a twisted animus so pronounced that it is kept within a thrice-sealed vault deep within the Black Library. Though the composition of the cannon’s gene-toxins remains a shrouded secret, their effects are well known: victims collapse in upon themselves as though a vacuum had opened within them, their screams reaching fever pitch in the instant before they detonate in a cloud of hyper-condensed bone shrapnel.
DREAMING SHADOW Death Jester only. Curtainfall replaces the bearer’s Shrieker Cannon and has the following profile:
Weapon Range Type S AP D Abilities
Curtainfall (Shrieker) 30" Assault 1 7 -3 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Each time an Infantry model is slain by an attack made with this profile, 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; this modifier is not cumulative with that caused by a Shrieker Cannon.
Curtainfall (Shuriken) 30" Assault 3 7 -2 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
  • FROZEN STARS - The Ghoulmask: The Tale of the Six Spirits describes how Cegorach drove away the malign ghosts of the warp by twisting his features into that which each feared most – banishing those whose own weapon was fear. The hideous Ghoulmask embodies that victory, its surface is woven with psychocircuitry that rapidly assesses the empiric composition of hostile psychic manifestations and banishes them.
FROZEN STARS model only. The wearer of the Ghoulmask can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER (if the bearer is already a PSYKER, it may attempt to deny one more psychic power than normal). In addition, add 1 to Deny the Witch tests made for the bearer.
  • MIDNIGHT SORROW - Midnight's Chime: This silvered metal rod is so slender as to be little more than a sliver. Yet when it is struck just so, Midnight’s Chime resonates with the cacophony of battle. With every heartbeat the dissonant chorus rises, coming in waves that roll across the battlefield like the tolling of an enormous bell. Inspired, the Harlequins of the Midnight Sorrow surge forth with fresh purpose to seize victory upon the stroke of midnight.
MIDNIGHT SORROW model only. Once per battle, at the beginning of the Fight phase, the bearer can activate Midnight’s Chime. Until the end of the phase, all MIDNIGHT SORROW units increase their Attacks characteristic by 1 whilst they are within 6" of the bearer.
  • SILENT SHROUD - The Scintillant Veil: This flip belt crawls with eldritch runes that swim into view on its surface as though emerging from a veil of mist, before vanishing again. An eerie keening emanates from it, a sound that seems to hover just beyond the range of conscious hearing, and all those exposed to it see a shimmering fog fall across their vision, thick with half-perceived flickers of things lost, things feared, and things that will swiftly drive them mad.
SILENT SHROUD Troupe Master or Shadowseer Master Mime only. Increase the range of all the wearer’s aura abilities by 3".
  • SOARING SPITE - Faolchun's Talon: Embossed with scenes from the legend of noble Faolchú, this gauntlet allows its wearer to interface with Harlequin grav-craft and enhance their performance. Engines thrum with fresh power and controls respond with breathtaking elegance at the talon’s touch.
SOARING SPITE model only. While the wearer is embarked on a SOARING SPITE Transport, that vehicle may move an additional 6" in the Movement phase. In addition, if a SOARING SPITE Transport is destroyed while the wearer is embarked upon it, you do not need to roll any dice to see if any disembarking models are slain or if the transport explodes – no disembarking models are slain and the transport does not explode.
  • VEILED PATH - The Mirrorstave: This strange stave glints with images of its wielder’s enemies, reflecting their finest moments of martial achievement back at them in warped and distorted mockery. So does it bind their strength and skill and turn it against them, allowing its bearer to grace them with a truly ironic demise.
VEILED PATH Shadowseer only. The Mirrorstave replaces the bearer’s Miststave and has the following profile:
Weapon Range Type S AP D Abilities
The Mirrorstave 12" Assault 6 * -1 1 The wound roll required for this profile is equal to the target unit’s unmodified Ballistic Skill. For example, if the weapon targets a unit with a Ballistic Skill of 3+, the weapon will wound on rolls of 3+. If the unit contains models with different Ballistic Skill/Weapon Skill characteristics, use the best characteristic in the unit. If the target’s Ballistic Skill/Weapon Skill characteristic is ‘-’, then the wound roll required is 6+.
The Mirrorstave Melee Melee * -1 D3 The wound roll required for this weapon in the Fight phase is equal to the target unit’s unmodified Weapon Skill. For example, if the weapon targets a unit with a Weapon Skill of 3+, the weapon will wound on rolls of 3+. If the unit contains models with different Ballistic Skill/Weapon Skill characteristics, use the best characteristic in the unit. If the target’s Ballistic Skill/Weapon Skill characteristic is ‘-’, then the wound roll required is 6+.

Units[edit]

HQs[edit]

Master Mime[edit]

This unit contains 1 Master Mime (Power Rating 5).

Name M WS BS S T W A Ld Sv
Master Mime 8" 2+ 2+ 3 3 4 5 9 7+

Wargear:

  • Harlequin's Embrace
  • Phantom Tarots

Special Rules:

  • Chameleon-suit: This model has a 4+ invulnerable save. In addition, your opponent must subtract 2 from their hit rolls for attacks that target this model. Finally, during deployment, you can set up this model offstage instead of placing it on the battlefield. At the end of any of your Movement phases, this model can enter the stage - set it up anywhere on the battlefield that is more than D3+3" away from enemy models.
  • Flip Belt
  • Hidden Weapons: Enemy units may not intercept wounds caused by this model.
  • Mask of the Devil: Enemy units must subtract 2 from their Leadership characteristic if they are within 6" of a model with this special rule.
  • Rising Crescendo

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • HQ, Character, Infantry, Master Mime


Shadowseer[edit]

This unit contains 1 Shadowseer (Power Rating 6).

Name M WS BS S T W A Ld Sv
Shadowseer 8" 2+ 2+ 3 3 5 3 9 7+

Wargear:

  • Hallucinogen Grenade Launcher
  • Miststave
  • Shuriken Pistol

Special Rules:

  • Flip Belt
  • Holo-suit
  • Rising Crescendo
  • Shield from Harm

Psyker:

  • A Shadowseer can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Phantasmancy discipline.

Options:

  • This model may replace its Shuriken Pistol with a Neuro Disruptor - 5 pts.

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • HQ, Character, Infantry, Shadowseer, Psyker


Troupe Master[edit]

This unit contains 1 Troupe Master (Power Rating 3).

Name M WS BS S T W A Ld Sv
Troupe Master 8" 2+ 2+ 3 3 5 5 9 6+
Troupe Master on Jetbike 16" 2+ 2+ 3 4 6 5 9 4+

Wargear (Troupe Master):

  • Harlequin's Blade
  • Plasma Grenades
  • Shuriken Pistol

Wargear (Troupe Master on Jetbike):

  • Harlequin's Blade
  • Plasma Grenades
  • Shuriken Pistol
  • Twin Shuriken Catapult

Special Rules (Troupe Master):

  • Choreographer of War
  • Flip Belt
  • Holo-suit
  • Rising Crescendo

Special Rules (Troupe Master on Jetbike):

  • Blur of Colour
  • Choreographer of War
  • Holo-suit
  • Mirage Launchers
  • Rising Crescendo

Options:

  • This model may replace its Harlequin's Blade with one of the followings:
-Harlequin's Caress - 7 pts.
-Harlequin's Embrace - 6 pts.
-Harlequin's Kiss - 7 pts.
Power Sword - 4 pts.
  • This model may replace its Shuriken Pistol with one of the followings:
-Fusion Pistol - 7 pts.
-Neuro Disruptor - 5 pts.
  • This model may ride a Jetbike - 20 pts./1 PL
  • If this model is on a Jetbike it may replace its twin Shuriken Catapult with a Shuriken Cannon - 10 pts.

Keywords (Troupe Master):

  • Faction:<Masque>, Harlequins, Aeldari
  • HQ, Character, Infantry, Troupe Master

Keywords (Troupe Master on Jetbike):

  • Faction:<Masque>, Harlequins, Aeldari
  • HQ, Character, Biker, Troupe Master, Troupe Master on Jetbike, Fly

Troops[edit]

Troupe[edit]

This unit contains 5 Players (Power Rating 3). It can include up to 5 additional Players (Power Rating +3), up to 10 additional Players (Power Rating +6) or up to 15 additional Players (Power Rating +9)

Name M WS BS S T W A Ld Sv
Player 8" 3+ 3+ 3 3 1 4 8 6+

Wargear:

  • Harlequin's Blade
  • Plasma Grenades
  • Shuriken Pistol

Special Rules:

  • Flip Belt
  • Holo-suit
  • Rising Crescendo

Options:

  • Any model may replace its Harlequin's Blade with one of the followings:
-Harlequin's Caress - 7 pts.
-Harlequin's Embrace - 6 pts.
-Harlequin's Kiss - 7 pts.
Power Sword - 4 pts.
  • Any model may replace its Shuriken Pistol with one of the followings:
-Fusion Pistol - 7 pts.
-Neuro Disruptor - 5 pts.

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • Troop, Infantry, Troupe


Elites[edit]

Death Jester[edit]

This unit contains 1 Death Jester (Power Rating 2).

Name M WS BS S T W A Ld Sv
Death Jester 8" 2+ 2+ 3 3 5 4 9 6+

Wargear:

  • Shrieker Cannon

Special Rules:

  • Deadly Hunter
  • Death Is Not Enough
  • Flip Belt
  • Holo-suit
  • Rising Crescendo

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • Elites, Character, Infantry, Death Jester


Mimes[edit]

This unit contains 5 Mimes (Power Rating 6). It can include up to 5 additional Mimes (Power Rating +6)

Name M WS BS S T W A Ld Sv
Mime 8" 3+ 3+ 3 3 1 4 8 7+

Wargear:

  • Harlequin's Embrace
  • Phantom Tarots

Special Rules:

  • Chameleon-suit: This unit has a 4+ invulnerable save. In addition, your opponent must subtract 2 from their hit rolls for attacks that target this unit. Finally, during deployment, you can set up this unit offstage instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can enter the stage - set it up anywhere on the battlefield that is more than D3+3" away from enemy models.
  • Flip Belt
  • Hidden Weapons: Enemy units may not intercept wounds caused by this unit.
  • Rising Crescendo

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • Elites, Infantry, Mimes


Solitaire[edit]

This unit contains 1 Solitaire (Power Rating 5). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Solitaire 12" 2+ 2+ 3 3 5 8 9 6+

Wargear:

  • Harlequin's Caress
  • Harlequin's Kiss

Special Rules:

  • Blitz
  • Flip Belt
  • Impossible Form
  • Rising Crescendo
  • The Path of Damnation

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • Elites, Character, Infantry, Solitaire


Fast Attack[edit]

Propsters[edit]

This unit contains 3 Propsters (Power Rating 3). It can include up to 3 additional Propsters (Power Rating +3), up to 6 additional Propsters (Power Rating +6), up to 9 additional Propsters (Power Rating +9), or up to 12 additional Propsters (Power Rating +12).

Name M WS BS S T W A Ld Sv
Propsters 16" 3+ 3+ 3 4 2 4 8 4+

Wargear:

  • Harlequin's Blade
  • Plasma Grenades
  • Shuriken Pistol
  • Twin Shuriken Catapult

Special Rules:

  • Blur of Colours
  • Holo-suit
  • Mirage Launchers
  • Rising Crescendo

Options:

  • Any model may replace its Harlequin's Blade with one of the followings:
-Harlequin's Caress - 7 pts.
-Harlequin's Embrace - 6 pts.
-Harlequin's Kiss - 7 pts.
Power Sword - 4 pts.
  • Any model may replace its Shuriken Pistol with one of the followings:
-Fusion Pistol - 7 pts.
-Neuro Disruptor - 5 pts.
  • Any model may replace its twin Shuriken Catapult with a Shuriken Cannon - 10 pts.

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • Fast Attack, Biker, Propsters, Fly


Skyweavers[edit]

This unit contains 2 Skyweavers (Power Rating 4). It can include up to 2 additional Skyweavers (Power Rating +4), up to 4 additional Skyweavers (Power Rating +8), up to 6 additional Skyweavers (Power Rating +12) or up to 8 additional Skyweavers (Power Rating +16).

Name M WS BS S T W A Ld Sv
Skyweaver 16" 3+ 3+ 3 4 5 3 8 4+

Wargear:

  • Shuriken Cannon
  • Star Bolas

Special Rules:

  • Blur of Colours
  • Holo-suit
  • Mirage Launchers
  • Rising Crescendo

Options:

  • Any model may replace its Shuriken Cannon with a Haywire Cannon - 15 pts.
  • Any model may replace its Star Bolas with a Zephyrglaive - 6 pts.

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • Fast Attack, Biker, Skyweavers, Fly

Heavy Support[edit]

Voidweaver[edit]

This unit contains 1 Voidweaver (Power Rating 5). It can include 1 additional Voidweaver (Power Rating +5), 2 additional Voidweavers (Power Rating +10), 3 additional Voidweavers (Power Rating +15) 4 additional Voidweavers (Power Rating +20)

Name M WS BS S T W A Ld Sv
Voidweaver 16" 3+ 3+ 5 5 6 3 8 4+

Wargear:

  • Haywire Cannon
  • Two Shuriken Cannons

Special Rules:

  • Blur of Colours
  • 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.
  • Holo-suit
  • Mirage Launchers
  • Rising Crescendo

Options:

  • Any model may replace its Haywire Cannon for a Prismatic Cannon - 15 pts.

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • Heavy Support, Vehicle, Voidweaver, Fly


Dedicated Transports[edit]

Starweaver[edit]

This unit contains 1 Starweaver (Power Rating 5). It can include 1 additional Starweaver (Power Rating +5), 2 additional Starweavers (Power Rating +10), 3 additional Starweavers (Power Rating +15) 4 additional Starweavers (Power Rating +20).

Name M WS BS S T W A Ld Sv
Starweaver 16" 3+ 3+ 5 5 6 3 8 4+

Wargear:

  • Two Shuriken Cannons

Special Rules:

  • Blur of Colours
  • 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.
  • Holo-suit
  • Mirage Launchers
  • Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot (except with Pistols) if this model is within 1" of an enemy unit. Note that, due to their Rising Crescendo special rule, the passengers can shoot if this model Falls Back. Friendly aura abilities have effect even if the model is embarked on this model; measure the range of the ability from any point on this model.
  • Rising Crescendo

Transport Capacity: A Starweaver can transport up to 6 <Masque> Infantry models.

Keywords:

  • Faction:<Masque>, Harlequins, Aeldari
  • Dedicated Transport, Transport, Vehicle, Starweaver, Fly


Fortifications[edit]

Webway Gate[edit]

This unit contains 1 Webway Gate (Power Rating 5).

Name M WS BS S T W A Ld Sv
Webway Gate - - - - 8 14 - - 3+

Special Rules:

  • Eldritch Aura
  • Immobile
  • Shimmering Arrival
  • Webway Gate
  • Webway Strike: After you set up this model, any Aeldari units you have not yet set up during deployment, other than fortifications, can be set up on a webway spar rather than being set up on the battlefield. One unit on a webway spar can emerge from each friendly Webway Gate at the end of each of your movement phases - Set them up wholly within 3" of the Webway Gate; if the unit is placed within 1" of an enemy unit, it counts as having made a charge move and can attack and fire as normal (if the weapon used are able to shoot while in combat). If all friendly Webway Gate have been destroyed, any units that have not yet arrived from a webway spar are considered to be slain.

Keywords:

  • Faction:Aeldari
  • Fortification, Webway Gate, Building, Vehicle

Point Costs[edit]

Units[edit]

HQs[edit]

Unit Models per unit Points per model (weapons not included)
Master Mime 1 90
Shadowseer 1 110
Troupe Master 1 60

Troops[edit]

Unit Models per unit Points per model (weapons not included)
Troupe 5-20 11

Elites[edit]

Unit Models per unit Points per model (weapons not included)
Death Jester 1 45
Mimes 5-10 18
Solitaire 1 84

Fast Attacks[edit]

Unit Models per unit Points per model (weapons not included)
Propsters 3-15 18
Skyweavers 2-10 25

Heavy Supports[edit]

Unit Models per unit Points per model (weapons not included)
Voidweaver 1-5 55

Dedicated Transports[edit]

Unit Models per unit Points per model (weapons included)
Starweaver 1-5 60

Fortifications[edit]

Unit Models per unit Points per model (weapons included)
Webway Gate 1 90

Weapons[edit]

Melee Weapons[edit]

Weapon Points per weapon
Harlequin's Blade 0
Harlequin's Caress 7
Harlequin's Embrace 6
Harlequin's Kiss 7
Miststave 0

Ranged Weapons[edit]

Weapon Points per weapon
Hallucinogen Grenade Launcher 0
Haywire Cannon 15
Phantom Tarots 0
Plasma Grenades 0
Shrieker Cannon 0
Shuriken Cannon 10
Shuriken Pistol 0
Star Bolas 0
Twin Shuriken Catapult 2