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.

Expansions[edit]

Here you can find extra rules for additional powerful Masques, alongside sceneries for campaigns and special missions. WIP

Army Rules[edit]

Universal[edit]

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:

WIP

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.
  • 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.
  • 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 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.
  • 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.
  • 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.

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.

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 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 -

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+

Wargear:

  • Harlequin's Blade
  • Plasma Grenades
  • Shuriken Pistol

Special Rules:

  • Choreographer of War
  • Flip Belt
  • Holo-suit
  • 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.

Keywords:

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


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]

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