By request, I have put together another rumor/leak/rules compendium for the upcoming Harlequin Codex. As always these rules are pulled from all the usual sources across the Internet, so enjoy!

Harlequin Solitaire

WS9 BS9 T3 W3 A6
Wargear
Holosuit, Harlequin’s caress, Harlequin’s kiss, flip belt

Special Rules
deepstrike, eternal warrior, fear, fearless, fleet, furious charge, hit and run, precision strikes.

Blitz- once per game can blitz. Roll a d6 equal to the turn number, and that is the distance he moves and ignores all models and terrain. When blitzing his attacks are increased to 10.

3+ invul save
Cannot ever be joined by another character, and cannot take warlord traits
Can move 12? in the movement phase.

Can take haywire
may take one item from the “Enigmas of the Black Library” list

Harlequin caress S: user AP – ,melee, Caress of Death any 6 to hit causes an automatic wound regardless of of toughness at ap2, against vehicles a to hit of 6 auto glances

Harelquin kiss S: user AP- melee, kiss of death. One attack is a kiss of death, resolved at S6 ap2 and if a 6 is rolled its instant death

Flip belt- not slowed by difficult terrain and no penalty for charging through cover. also 2+ look out sir rolls.

Harlequin Troupe

Wargear
Holosuit, shuriken pistol, close combat weapon, plasma grenades, flip belt

Special Rules
Fear, fleet, furious charge, and hit and run

Can include up to 7 additional Players
any model can take a fusion pistol or neuro disruptor 12″ S1 AP2 fleshbane

Upgrades are a harlequin’s embrace-S: user AP- melee embrace of death gives d3 hammer of wrath attacks at S6, harlequins kiss, and harlequins caress. Any model can upgrade
The Troupe Master can take one item from the Enigmas of the Black Library and can select a Starweaver as a dedicated transport.

Harlequin Skyweaver

WS5 BS4 T4 W2 I6 Sv4+
100pts gets you 2 skyweavers and you may take up to 4 more.
any model can replace the star bolas-12?S6 AP2 blast 1/use only but in addition to bikes guns, with a zephyrglaive-S+1/User AP2/3 Melee. first numbers are for the round they charge

any jetbike can replace the shuriken cannon with a Haywire Cannon 24?S4 AP4 blast haywire

Wargear, each one comes with a Holo-suit, star bolas, mirage launchers-1/game 4++vs shooting, and a skyweaver jetbike

fear, furious charge, and hit and run are the special rules.

Harlequin Skyweaver

Starweaver

Harlequin Voidweaver

voidweaver

Harlequin Deathjester

WS5 BS5 S3 T3 W2 I7 A3 Ld10 Sv –

Holosuit, Shuriken Shrieker Cannon, Flipbelt

Fear

Fleet

Furious Charge

Hit & Run

Independent Character

Precision Shot

Can buy Haywire Grenades, Enigmas of the Black Library

Death is Not Enough: If an enemy unit suffers casualties from the Shrieker cannon, it must make a Ld. check at -2. If it fails, the Jeath Jester determines which direction the units falls back on it’s initial fallback move!

Harlequin Shadowseer

WS6 BS4 S3 T3 W2 I7 A3 Ld10 Sv –

Holosuit, Grenade Launcher, Shuriken Pistol, Mistave Flipbelt

Fear

Fleet

Furious Charge

Hit & Run

Independent Character

Psyker (lvl1, upgradable to Lvl2) (Phantasmancy, Daemonology, Telepathy)

Can buy Haywire Grenades, Neuro-disruptor, Enigmas of the Black Library

Formations

1) 3 Troups, 3 DJ, 3 SS, 1 Solitaire, 2 units of Skyweavers, 1 unit of Voidweavers
Restriction: none
Special rules:
– outstanding performace (you may reroll inv saves of 1 for all the models of the formation)
– emissary of Cegorach (if the troup master is your warlord, you can reroll his harlequin’s warlord trait)
– pressing Crescendo (from the beginning of turn 2, all units in this formation with the Fleet special rule can Run and Charge in the same turn) <– this is huge!

PS: Crescendo is a musical term so i’m leaving as it is

Edit: the other 5..

2) 3 Troupes, 2 units of Skyweavers, 3 Starweavers, 1 unit of Voidweavers

Restrictions:
– each Troupe must take one of the formation Starweavers as a Dedicated Transport

Special rules:
– emissary of Cegorach (if the troup master is your warlord, you can reroll his harlequin’s warlord trait)

– the aerial walk (one Troup from this formation can use his Hit&Run to embark in a free Starweaver from this formation. If the Hit&Run rolled distance is enough to move all models within 2″ of the Starweaver the Troupe can embark immediately. If a consolidation movement is enough to move all models within 2″ of a free Starweaver from this formation the Troupe can embark immediately) !!!

3) “company of actors”
1 Troupe, 1 DJ, 1 SS

Restrictions:
– all models from this formation must deployed as a single unit. DJ & SS can’t leave the unit

Special rules:
– crusader
– heralds of the Laughing’s God (any models with the Eldar or Dark Eldar faction (friend or foe) within 6″ from one or more models of this formation gain the crusader special rule)

4) “Cegorach’s jest”
1 Troupe, 1 unit of Skyweavers, 1 unit of Voidweavers

Restrictions:none

Special rules:
– pressing Crescendo (from the beginning of turn 2, all units in this formation with the Fleet special rule can Run and Charge in the same turn)

5) “way of heroes”
1 DS, 1 SS, 1 Solitaire

Restrictions:none

Special rules:
– Infiltrate
– shrouded
– stealth
– a lonesome path (models from this formation cannot join other units and no one can join them)

6) “Faolchu’s Blade”
2 units of Skyweavers, 1 unit of Voidweavers

Restrictions:none

Special rules:
– the Wings of Faolchù (you may reroll failed cover saves while jinking with units of this formation)

Let me known if you need any clarification on the leaked DJ & SS pages

Edit2 : I’m reading on another forum (GW Tilea) that “pressing Crescendo” if the special rule for the Harlquins’ detachment. The other rule is “emissary of Cegorach”

Warlord Traits

– DJ and SS can roll a D6 on the BRB tables or a D3 (that’s not a typo) on the Harlequins ones
– The Troupe master can roll a D6 on every tables (BRB & codex)

“Light” table

1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1
2) 4+ inv for the the warlord
3) the warlord and his unit can add 1″ every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc)
4) you can add 4 to any roll to steal the initiative
5) before deployment, choose up to D3 units from your primary detachment. every unit gain one of: deep strike, infiltrate, scout (choose as you like)
6) immediately after deployment and after scout moves, you can remove from the table your warlord and/or up to other D3 friendly units with the Harlequins faction within 12″ of the warlord. Any units removed this way may immediately deployed using normal deploiment rules or put in Reserve

“twilight” table

1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1
2) 4+ inv for the the warlord
3) the warlord and his unit can add 1″ every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc)
4) if the mission use variable lenght, you can add or substract 2 to the roll to determine if the game ends
5) any to-wound roll of 6 made by the warlord in close combat (or any to-wound roll of 5+ while making a Kiss of Death attack) gain the Instant Death special rule
6) once per game your warlord and his unit can make a “mirror leap” instead of moving: they can move 24″, moving over other models and terrains like in open terrain but cannon end over other models or in impassable terrains. They cannot charge in the same turn

“darkness” table

1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1
2) 4+ inv for the the warlord
3) the warlord and his unit can add 1″ every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc)

4) enemy units in base contact with the warlord or his unit must roll an additional D6 while taking Fear or Morale tests

5) at the end of the game, before declaring the winner, you can move one time only your warlord and his unit like in the movement phase, than they can run or shoot like in the shooting phase, and, next, if you so desire, can charge and fight a single turn of combact like in the assault phase (the adversary can overwath and fight normally). If your warlord is locked in combat at the end of the game, he and his unit can only choose to fight an additional turn of combat. If the warlord unit is embarked, it can disembark but the transport cannot move or shoot. After the warlord and his unit have done this extra action the game end (finally I may say…)

6) if your warlord is removed from play while in a challenge, the players roll out immediately: if you win the roll out or if it is a tie the adversary of your warlord is removed as well

Harlequin Psychic Powers

Phantasmancyrules

Harlequin Relics

Harlequin RelicsHarlequin Wargear

Harlequin wargearHarlequin Detachment

Harlequin Detachm

 

Warning

Rumor Has It is rated: mongering for spreading pseudo truthieness through leaks and rumors about Warhammer 40k