Harlequins 8th Edition

Harlequins 8th edition was released on 5-18-10

Unit points throughout Time

Harlequins

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019Chapter Approved 2019
Death JesterElite75-4560----45
ShadowseerHQ134-125-----110
SkyweaversFast Attack35-30-----25
SolitaireElite94-84------
StarweaverDedicated Transport79-79-----60
TroupeTroops15-13-----11
Troupe MasterHQ59-70-----60
VoidweaversHeavy Support68-68-----55
Webway GateFortification--120-----90
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019Chapter Approved 2019

 

Harlequins Special Rules

Most Harlequins belong to a masque and have the <MASQUE> keyword. When you include such a unit in your army, you must nominate which masque that unit is from. You then simply replace the <MASQUE> keyword in every instance on that unit’s datasheet with the name of your chosen masque. For example, if you were to include a Troupe Master in your army, and you decided they were from the Midnight Sorrow masque, their <MASQUE> Faction keyword is changed to MIDNIGHT SORROW and their Choreographer of War ability would then say ‘In the Fight phase, re-roll failed wound rolls for friendly MIDNIGHT SORROW units that are within 6″ of this model.’

In the rules described in this section we often refer to ‘HARLEQUINS units’ and ‘HARLEQUINS Warlords’. This is shorthand for a unit or Warlord that has the HARLEQUINS keyword. Note that other Aeldari, such as the Craftworlds and Drukhari, deviate significantly in terms of organisation and fighting styles. These Aeldari cannot make use of any of the rules or abilities listed in this section, and instead have their own rules. YNNARI is a keyword that some units in this book can gain when taken as part of a Reborn army, as detailed in other publications. If a Detachment includes any YNNARI units, it is no longer a HARLEQUINS Detachment and will not gain either of the abilities listed below.

Defenders of the Black Library: 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 Form: 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. If you have chosen a masque that does not have an associated Masque Form, you can choose the form that best suits the fighting style and battlefield strategies of the warriors that hail from it.

Masque Forms

Midnight Sorrow: The Art of Death

Units with this form can move an additional D6″ when they Fall Back. In addition, units with this form can consolidate up to 6″.

Veiled Path: Riddle-Smiths

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.

Frozen Stars: Hysterical Fury

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.

Soaring Spite: Serpent’s Blood

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.

Dreaming Shadow: Sombrae Sentinels

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.

Silent Shroud: Dance of Nightmares Made Flesh

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.

Pivotal Roles

Each Pivotal Role ability models in your army have must be different.

Troupe Master

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

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.

Darknesst’ 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.

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.

Shadowseer

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

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.

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.

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).

Death Jester

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

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.

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.

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.

Solitaire

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

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.

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”.

Unnatural Acrobatics: Each time an attack is made against this model, subtract 1 from that attack’s hit roll.

Harlequins Stratagems

As of 06-30-2020 Harlequins Stratagems groups are…

  • Universal Stratagems
  • Harlequins Stratagems
  • White Dwarf Stratagems

(See tabs for details)  

 As of 08-03-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

Prepared Positions: 2 CP

At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. 

If your army is Battle-forged and includes any HARLEQUINS Detachments, excluding Auxiliary Support Detachments, you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies and fluid tactics used by the Harlequins on the battlefield.

Great Harlequin: 2 CP

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.

Enigmas of the Black Library: 1/3 CP

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.

Webway Assault: 1/3 CP

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.

Prismatic Blue: 1 CP

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.

Heroes’ Path: 2 CP

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.

Cegorach’s Jest: 1 CP

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.

The Hundred Swords of Vaul: 1 CP

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 within your deployment zone. 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.

Torments of the Fiery Pit: 1 CP

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

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

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.

Fire and Fade: 1 CP

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.

Dramatic Entrance: 1 CP

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.

Warrior Acrobats: 1 CP

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.

Shrieking Doom: 1 CP

Use this Stratagem before a DEATH JESTER from your army shoots a shrieker cannon or Curtainfall (pg 77) 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.

Isha’s Weeping: 1 CP

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.

Mirthless Hatred: 1 CP

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.

The Labyrinth Laughts: 1 CP

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.

Lightning-Fast Reactions: 2 CP

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.

Haywire Grenade: 1 CP

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.

No Price Too Steep: 2 CP

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.

Capricious Reflections: 1 CP

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.

Malicious Frenzy: 2 CP

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.

An Example Made 1 CP

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).

Skystride: 1 CP

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).

The Silken Knife: 2 CP

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.

Webway Ambush: 1 CP

Use this Stratagem at the end of your Movement phase. Choose a WEBWAY GATE from your army. Either two units in a webway spar can emerge from that Webway Gate this turn, or one unit can emerge from that Webway Gate this turn and can be set up wholly within 3″ of it and more than 1″ away from any enemy models.

If your army is Battle-forged and includes any HARLEQUINS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them.

Pivotal Role: 1 CP

Use this Stratagem before the battle. Select one TROUPE MASTER, SHADOWSEER, DEATH JESTER or SOLITAIRE 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

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.

Murderous Entrance: 2 CP

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.

The Curtain Falls: 2 CP

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).

Twilit Encore: 1 CP

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.

The Foes of the Mind: 2 CP

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.

Mythic Role: 1 CP

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.

Eye of Damnation: 1 CP

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.

Virtuosos of the Webway: 1 CP

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.

Harlequins Unique Items

As of 06-30-2020 Harlequins Unique Item groups are…

  • Enigmas of The Black Library
  • White Dwarf Enigmas of The Black Library

(See tabs for details)

If your army is led by a HARLEQUINS Warlord, then before the battle you may give one of the following items to a HARLEQUINS CHARACTER. Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced.

The Mask of Secrets

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 Storied Sword

Model with power sword only. The Storied Sword replaces the bearer’s power sword and has the following profile: The Storied Sword Melee S+1 AP-3 D3 Abilities: Re-roll failed hit rolls for this weapon.

The Suit of Hidden Knives

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.

Crescendo

Model with shuriken pistol only. Crescendo replaces the bearer’s shuriken pistol and has the following profile: Crescendo 12″ Pistol D6 S4 AP0 D2 Abilities: Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.

The Starmist Raiment

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 Laughing God’s Eye

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.

Cegorach’s Rose

Model with Harlequin’s kiss only. Cegorach’s Rose replaces the bearer’s Harlequin’s kiss and has the following profile: Cegorach’s Rose Melee S+1AP-1 D3 Abilities: Re-roll failed wound rolls for this weapon. When attacking Infantry, this weapon has a Damage of 3.

Midnight’s Chime

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.

The Mirrorstave

VEILED PATH Shadowseer only. The Mirrorstave replaces the bearer’s miststave and has the following profile: The Mirrorstave (shooting) 12″ Assault 6 S* AP-1 D1 The Mirrorstave (melee) Melee S* AP-1 D3 Abilities: The wound roll required for this weapon in the Shooting phase 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+. The wound roll required for this weapon in the Fight phase is equal to the target unit’s unmodified Weapon Skill. 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 Ghoulmask

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.

Curtainfall

DREAMING SHADOW Death Jester only. Curtainfall replaces the bearer’s shrieker cannon and has the following profile: Curtainfall (shrieker) 30″ Assault 1 S7 AP-3 D1 Curtainfall (shuriken) 30″ Assault 3 S7 Ap-2 D1 Abilities: When attacking with this weapon, choose one of the profiles above. 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 weapon’s shrieker 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.

Faolchu’s Talon

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.

The Scintillatant Viel

SILENT SHROUD Troupe Master or Shadowseer only. Increase the range of all the wearer’s aura abilities by 3″.

If your army is led by a HARLEQUINS Warlord, then before the battle you may give one of the following items to a HARLEQUINS CHARACTER instead of giving them an item from the Enigmas of the Black Library presented in Codex: Harlequins. Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced.

The Shadowstone

SHADOWSEER model only. Add 3″ to the range of the bearer’s aura abilities. Add 3″ to the range of psychic powers manifested by the bearer.

Cegorach’s Lament

DEATH JESTER model only. Cegorach’s Lament replaces a shrieker cannon and has the following profile: Cegorach’s Lament (wail) 36″ Assault 1 S6 AP-3 D3 Cegorach’s Lament (shuriken) 36″ Assault 3 S6 AP-3 1 Abilities: Before selecting targets, select one of the profiles above to make attacks with. Each time a model is slain by an attack made with the wail profile of this weapon, 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.

The Twilight Fang

TROUPE MASTER model only. The Twilight Fang replaces a Harlequin’s blade or power sword and has the following profile: The Twilight Fang Melee S+2 AP-3 D2 Abilities: Each time the bearer fights, it makes a number of additional attacks with this weapon equal to the current battle round number.

The Veil of Tears

Once per turn, the first time a saving throw is failed for the bearer, the saving throw is treated as being successful.

Domino Shroud

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 center 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.

Destiny’s Jest

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. +1 to the bearer’s Attacks characteristic 2. +1 to the bearer’s Strength characteristic 3. +1 to the bearer’s Toughness characteristic 4. +1 to the bearer’s Wounds characteristic 5. +3″ to the bearer’s Move characteristic 6. Improve the Armour Penetration characteristic of the bearer’s melee weapons by 1 (e.g. AP -1 becomes AP -2)

Harlequins Psychic Powers

As of 06-30-2020 Harlequins Psychic Powers are…

  • Phantasmancy Discipline

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Phantasmancy discipline using the table below. You can select the psychic powers you wish the psyker to have.

Twilight Pathways: WC 6

If manifested, 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.

Fog of Dreams: WC 6

If manifested, 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.

Mirror of Minds: WC 7

If manifested, select an enemy unit within 24″ of the psyker. Then, both players roll a D6. 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.

Veil of Tears: WC 7

If manifested, 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.

Shards of Light: WC 7

If manifested, select an enemy unit within 18″ of the psyker and visible to it. That unit suffers D3 mortal wounds and must subtract 1 from its Leadership characteristic until the start of your next Psychic phase.

Webway Dance: WC 7

If manifested, then 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 6 that wound is not lost.

Harlequins Warlord Traits

 

As of 06-30-2020 Harlequins Warlord Trait groups are…

  • Universal Warlord Traits
  • Harlequins Warlord Traits
  • Masque Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is a HARLEQUINS CHARACTER, you can either pick their Warlord Trait from the Harlequins Warlord Traits below.

Luck of the Laughing God:

Re-roll hit rolls, wound rolls and damage rolls of 1 for your Warlord.

Fractal Storm:

Your Warlord has a 3+ invulnerable save against melee weapons.

A Foot in the Future: 

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.

Player of the Light:

Re-roll failed charge rolls made for your Warlord and any friendly <MASQUE> units whilst they are within 6″ of your Warlord.

Player of the Dark:

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.

Player of the Twilight: 

Once per battle 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.

If you wish, you can pick a Masque Warlord Trait from the list below instead of using the Harlequins Warlord Traits table to the left, but only if your Warlord is from the relevant masque.

Mnight Sorrow Nemesis of the Damned:

Each hit roll of 6+ 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.

Veiled Path Webway Walker:

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 9″ from any enemy units. Furthermore, you can use the Webway Assault Stratagem twice.

Frozen Stars Our Kin Shall Rise Again: 

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 6 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.

Dreaming Shadow Warden of the Dead:

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).

Soaring Spite Skystrider:

Your Warlord can disembark from a TRANSPORT even after it has moved.

Silent Shroud The Final Joke: 

If your Warlord is slain in the Fight phase, roll a D6. On a 2+, the unit that killed your Warlord suffers D3 mortal wounds after it has finished making all its attacks. On a 6, the enemy unit suffers D6 mortal wounds instead.