You are on page 1of 29

Version 1.

1
CODEX: HARLEQUINS

History and Society - 3


Way of War - 3
The Black Library - 4
Using the Army list - 5
The Great Harlequin - 7
The Solitaire - 8
The Highseer - 9
Mimes - 10
Shadowseer - 11
Troubadours - 12
Jongleurs - 13
The Mocking Bird - 13
Wave serpent - 14
Death Jesters - 15
Spirit Walker - 16
Wargear - 17
Ranged Weapons - 19
HQ - 20
Elites - 21
Troops - 24
Fast attack - 25
Heavy Support - 28

Disclaimer
This fan made codex is completely unofficial and in no way endorsed by Games Workshop Limited.
40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel
Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of
Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon,
Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device,
Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork,
Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine
chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer,
Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters,
vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games
Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge
to their status intended. All Rights Reserved to their respective owners.

2
History and Society
The Harlequins are a strange sub-sect of the Eldar race, consisting of warriors drawn from the other
kindreds; the Dark Eldar, Exodites and Craftworld Eldar. They are masters of the system of warp tunnels
known as the Webway and roam at will from place to place. They are seen as the keepers of the ancient
Eldar myths, and perform complex dances and plays to recreate these allegorical tales, covering such events
as the War in Heaven, the Fall and the Birth of the Great Enemy. The Harlequins are held in a mixture of
fear, awe and respect by all other Eldar. Their knowledge of the Webway is unmatched, and they can
appear and disappear almost at will; at an Exodite Maiden World, in the dark city of Comorragh or on a
Craftworld. The Harlequins have even been known to appear unexpectedly alongside the forces of other
races, particularly if they are fighting against the hosts of Chaos, the sworn foes of the Harlequins. The
Harlequins see themselves as the saviours of the Eldar, a uniting force which will one day bring together
the fragmented race so that they can regain their position as the most powerful force in the galaxy. They
have a great plan, unknown to all but themselves and a privileged few, which is both far reaching and
horrifying.

Harlequins are a faction of the Eldar, and the most enigmatic of that mysterious race. They roam the
Webway, fighting Chaos and its influence. Their main purpose is to seek out their most hated enemy,
Chaos, and destroy it wherever they can while protecting the craftworlds. As a corollary to this mission,
they also compile all knowledge about Chaos, the source of its power, and how to defeat it. This knowledge
is kept in the Black Library.

Harlequins must pass a trial known only as "The Ritual" upon initiation into a Harlequin band. The details
of this trial are not known to outsiders, however, this ritual is said to free them of the fear of the Chaos god
Slaanesh, the eternal enemy of the Eldar race. Unlike the other Eldar, when they die their souls become part
of the Laughing God, adding them selves to his strength, rather than falling prey to Slaanesh. This is why
they need not wear a soulstone when they travel in the Webway and do not have to endure the tiring soul-
draining that other Eldar (especially the Dark Eldar) endure when in the Webway for prolonged periods of
time. They wander the Webway as members of a group called a 'troupe', and occasionally appear at Eldar
settlements: on a Craftworld or on an Exodite Maiden world. They perform dances, sometimes called
Masques, for the spectators there. Their performances portray the history of their race, preserving it so as to
prevent the Eldar from forgetting their past. Subjects of the dances tend to include the myths of the Eldar
before the Fall (including stories of their war with the Necrons and C’tan), the Fall itself, and the
destruction of the Eldar pantheon by Slaanesh.

Way of War
The Harlequins’ superb acrobatic skills make them highly accomplished close combat fighters, and they are
aided by arcane items of technology, such as anti-grav flip belts and many specialist hand-to-hand
weapons. Like all Eldar they are elusive foes, preferring to use swiftness and devastating attacks rather than
massed armour and brute force.

The Harlequins are highly accomplished warriors; much of the Harlequin way of war revolves around
mobility, quick strikes, and psychological attacks on the enemy. Each troupe is led, both in peace and war,
by a Great Harlequin (also sometimes called a "Harlequin Avatar"-- not to be confused with the Avatar of
Khaine), who performs the role of the Laughing God during the Masque performances.

3
The Black Library
After the Fall of the Eldar, much of the vast knowledge of that race was lost. However, the Eldar have one
last repository of their knowledge, especially the knowledge of Chaos-- knowledge which is useful to fight
against or to better serve the Dark gods. This repository, hidden somewhere deep within the Webway in a
place only the masters of the Harlequins know, is known as the Black Library. The exact location is not
known to non-Harlequins; while it apparently can only be reached via the Webway, it is possible that the
Library lies within the warp or somewhere in outer space.

The Library is eternally guarded by the Guardian Scribes, who also take care to transcribe the books,
preventing their information from being lost; they also must ensure that the knowledge contained within the
Library does not fall into the wrong hands. It is rumored that the oldest and most powerful Solitaires
ultimately become the guardians of the Black Library, virtually invincible warriors with one of the most
important tasks in the universe. Many who have fallen to the lure of Chaos would sacrifice anything to get
just a glimpse of the tomes of the Library. During Abaddon the Despoiler’s 13th Black crusade, the sorcerer
Ahriman of the Thousand Sons managed to enter the Webway and attempted to seize the Library; he was
stopped by the Harlequins.

However, the Library is also guarded by a powerful, nearly sentient psychic shield. This shield is able to
defend itself, and can deny entry to anyone who it deems as "immature"-- someone who has not mastered
themselves sufficiently or otherwise lacks the discipline necessary to prevent corruption by Chaos. Very
few beings have been allowed entry into the Library, and of those, only a mere handful has come from
races other than Eldar. Notably, certain members of a secret group of humans known as the "Illuminati"
(humans who have been possessed by a warp entity, survived, and now have great knowledge of Chaos
which they use to fight against it) have been allowed entry. Also, the rare Inquisitor has been allowed entry,
notably Inquisitors Jaq draco and Czevak. It is believed by Imperial officials that Czevak was captured and
interrogated by Ahriman shortly prior to the 13th Black Crusades, thus allowing the sorcerer to at least
partially discern the location of the Library.

The forbidden lore of the Black Library describes the blandishments, influences, forms, creatures, perils,
promises and horrors of Chaos. There, the grim secrets of the Gods of Chaos lie. There are the names and
deeds of the Traitor Legions. There, hidden in the deepest shadows, lies the truth of the Fallen Eldar. There
rests the record of the dark soul of man and Eldar, the truth of the terror which the galaxy may yet become.
Should this knowledge fall into the wrong hands (such as Ahriman’s), that person could become incredibly
powerful, virtually a dark god in their own right.

4
THE HARLEQUIN ARMY LIST
The following pages contain an army list that will allow you to field a Harlequin Troupe and fight
battles with it in your games of Warhammer 40,000.

Before you choose an army, you will need to agree with your opponent upon a mission and the total
number of points each of you will spend. Then you can pick your army as described below.

Using a Force Organization Chart


The army lists are used in conjunction with the Force Organization Chart from a mission. Each chart is split
into five categories that correspond to the sections in the army list, and each category has one or more
boxes. Each box indicates that you may make one choice from that section of the army list, while a dark-
toned box indicates a compulsory selection.

Missions and Points


These army lists are designed primarily for use with the missions from the Warhammer 40,000 rulebook.
The lists may also be used with any other missions that use the Force Organization Charts,. The Mission
you decide to play will determine what (if any) restrictions apply to picking your army. See Standard
Missions sections of the Warhammer 40,000 rulebook for details of the restrictions that apply.

Using the Army List


Once you have picked the mission you will play and the size of the forces being used, you are ready to pick
your army. Look in the relevant section of the army list and decide what unit you want to have in your
army and what upgrades you want (if any). Any upgrades you take must be shown on the model.
Thereafter, subtract the points value of the unit from your total points and make another choice. Continue
doing so until you have spent all of your points. Then you are ready to do battle!

Army List Entries


Each entry in the army list represents a different unit that you can use in a battle. Each unit entry in the
army list is split into seven sections.
Unit Profile: Each unit entry includes the name of the unit, the profile of any models the unit can include,
and the points cost of the unit without any upgrades.
Unit Composition: Where applicable, this entry lists the number and type of models that make up the basic
unit.
Unit Type: This entry refers to the Warhammer 40,000 Unit Type rules chapter. For example, a unit might
be Infantry, Vehicle, or Jump Infantry, and be subject to a number of special rules.
Wargear: This entry details the equipment the models in the unit carry. The cost for all of these models
and their equipment is included in the points cost for the unit.
Special Rules: Any special rules that apply to the unit are listed here. Descriptions: can be found either in
the Wargear section or the Universal Special Rules section of the Warhammer 40,000 rulebook.
Options: This section lists all of the upgrades you may add to the unit if you wish to do so. If a model is
equipped with something listed in the Unit Upgrades section then you must pay the points for it.
Conversely, you may not take an upgrade unless a model in the unit actually has it.
Transport: This last entry refers to any transport vehicles the unit may take, these have their own entry in
the army list.

5
Special Rules
The Dance of Death:
The Harlequins attack with bewildering speed, The Dance of Death confers the Furious Assault and Hit and
Run Universal Special Rules as described in the Warhammer 40,000 Rulebook.

Fleet of Foot:
Fleet of Foot confers the Universal Special Rule of Fleet, as described in the Warhammer 40,000 Rulebook

6
The Great Harlequin
The Great Harlequin is the overall leader of a Harlequin Troupe. A Harlequin band only
ever has one Great Harlequin; if another Harlequin becomes sufficiently skilful, he or she
will leave and found a new Harlequin Troupe. Thus the number of Harlequin Troupes
travelling the Webway is slowly but surely increasing. During a Masque, the Great
Harlequin plays the part of the Laughing God.

WS BS S T W I A LD Sv
The Great Harlequin 7 5 3 3 3 7 4 10 -

Special Rules:
Fleet of Foot, The Dance of Death, Independent Character

Master Strategist:
Great Harlequins are superb strategists, able to command their
Band of harlequins in perfect synchronicity. While the Great
Harlequins is still alive and on the battlefield or in reserve, you
may add 1 to any reserve rolls (a roll of a 1 always counts as a
failure).

7
Highseer
A Highseer does not have the prophetic powers associated with other Eldar psykers.
However, they still have highly effective empathic and telepathic abilities which they use
to confuse and disorient their foes – literally placing false images and contradictory
thoughts into their minds. The Highseer uses this ability during a performance to create
stunning visual effects and influence the emotions of the audience.

WS BS S T W I A LD Sv
Highseer 5 5 3 3 2 6 3 10 -

Special Rules:
Fleet of Foot, The Dance of Death, Independent Character

Psychic Powers:
Veil of Tears
The Last Laugh

lllllllllllllllllllllllllllllllll

Veil of Tears: The Highseer and Shadowseer use this power to confuse and terrify her foe. Any enemy
unit wishing to target the Shadowseer or the unit they are with must roll 2D6 x 2. This is their spotting
distance in inches. If the models are not within spotting range, they may not fire that turn.

The Last Laugh: The Highseer uses this power to project images of the Laughing God into nearby
friendly troops, bolstering them with courage. Any friendly unit within 6”, including any unit the
Shadowseer has joined does not have to take any morale tests of any kind.

Both the above psychic abilities are always active when used by Highseers and Shadowseers and thus
no psychic test is ever needed to use them.

8
The Solitaire
One of the most important and most feared positions within the troupe is that of the
Solitaire. The Solitaires act as a sort of scout for the troupe, seeking out potential
members from the populations of the various other Eldar factions. They are greatly feared
and yet pitied by the other Harlequins. A Solitaire lives apart from the rest of the troupe
at all times and this isolationist nature is also evident on the battlefield, as a Solitaire
always fights alone and never joins with a unit of other Harlequins. The reason for this is
that during the much rarer version of their already rare performances about the Fall, it is
only the Solitaire who is able to play the role of the Great Enemy of the Eldar, Slaanesh.
Some have been foolish to take on the role and been driven insane. This also means that
when the Solitaire dies, his soul is damned to eternal torment by the Great Enemy. The
Laughing God sometimes emerges from the Webway to trick Slaanesh, thereby saving
the soul of the departed Solitaire from eternal damnation; however, the Laughing God is
rarely able to successfully do so, and most Solitaires must endure eternal torment.
Sometimes, if a Solitaire is saved, his soul will be transferred into one of the rare and
dreaded Spirit Walkers. (See the heavy support section for more details on this walker.)

The role of Solitaire is thus difficult for an Eldar to bear. Only the strongest are able to
endure the position and the knowledge that they will surely be consumed by Slaanesh
upon death -- those who are not strong enough either die or are driven insane. Since his
soul is already claimed, the Solitaire has absolutely no fear, and he is one of the most
skilled warriors found on the battlefield of the 41st millennium. It is rumored that the
oldest and most powerful Solitaires ultimately become the guardians of the Black
Library, virtually invincible warriors with one of the most important tasks in the universe.

WS BS S T W I A LD Sv
Solitaire 9 4 3 3 3 7 4 - -

Special Rules:
Fleet of Foot, Dance of Death, Blitz attack, Individual, Spiritless, Eternal Warrior

Individual: A Solitaire is an independent character and follows all the special rules for independent
characters given in the Warhammer 40,000rulebook. In addition, a Solitaire can never join any other unit.

Spiritless: It is postulated by Imperial scholars that a Solitaire has no soul to speak of, and this may be true.
They show no evidence of emotions. Psychic powers which attack the mind have no effect on them
whatsoever. A Solitaire does not have to take any Leadership tests of any kind (morale checks, pinning,
etc.). In addition, any attacks that rely upon the Solitaire’s Leadership value (for example: the Farseer
psychic power Mind War) have no effect and will automatically fail.

Blitz attack: When a Solitaire moves at full speed they are a blur of light, faster than any other living
creature. A Solitaire can assault 12" instead of the normal 6". Rather than gaining +1 Attack for charging
into an assault, a Solitaire gains +1 Attack for each inch of unused charge distance up to a maximum of +6
Attacks. For example, if a Solitaire charges into an enemy 8" away then they gain +4 Attacks.

9
Mimes
Mimes, also known as distaur, are the members of the Harlequin troop who perform a
variety of demonic and mystical roles. As their name suggests, Mimes are incapable of
speech, a trait which forces them to make use of an intricate form of sign language
known as Lambruith in order to communicate. Mimes in general act as the troupes
advanced scouts, both in times of war and in peace. It is a long standing custom for
Mimes to go ahead of the troupe to announce its arrival through symbolic dance. The
majority of the time, Mimes simply appear in the midst of a heavily guarded craftworld,
without a single member of the craftworld's guard knowing how or where the scout
arrived from. And of course, the Mimes never tell. In combat, Mimes excel at advanced
infiltration and assassination, and are often the ones who get seconded some of the most
dangerous advanced missions. Mimes, as a rule, never remove their masks, constantly
keeping them on a shape shifting setting in order to conceal their identity to all but the
Solitaire who recruited them.

WS BS S T W I A LD Sv
Mime 5 4 3 3 1 6 1 9 -
Master Mime 5 4 3 3 1 6 2 9 -

Special Rules:
Fleet of Foot, The Dance of Death, Mimicry, Infiltrate, Stealth

Mimicry: Using advanced shape-shifting technology, Mimes can


disguise themselves and infiltrate behind enemy lines, in order to
perform acts of sabotage and assassination. If a Mime unit makes
use of its ability to outflank, roll a dice when it enters play to see
where it may be deployed. On a roll of 1the Mime unit enters play
from the short table edge to the owning players left; on a 2 they
enter play form the short table edge to the owning players right,
and on a 3-6 they enter play from any table edge the Harlequin
player wishes. This may even be his opponent’s table edge.

10
Shadowseer
Shadowseers are specialist Psykers whose abilities are centred around confusion and fear.
They add to their performances by releasing programmed hallucinations from their
creidann grenade launcher backpacks. During a Masque, the Shadowseers act as story
tellers, forming scintillating phantoms that dance and duel in the air. In battle they can
force visions of terror upon their foes and even remove the Harlequin’s presence from
their minds altogether.

WS BS S T W I A LD Sv
Shadowseer 5 4 3 3 1 6 2 9 -

Special Rules:
Fleet of Foot, The Dance of Death

Psychic Powers:
Veil of Tears (see page 8)

Creidann grenade launcher:


Shadowseers can fire hallucinogen grenades from their backpack.
The Shadowseer’s whole squad counts as being equipped with
plasma grenades.

11
Troubadours
Troubadours are the mainstay of a Harlequin troupe, they are the shock troops. Their
lightning speed and athletic grace, together with their skill to use the Harlequin's Kiss,
make them deadly opponents. Due to their extremely athletic nature and acrobatic
skill, Troubadours are fearsome warriors in an assault, aided by their highly
specialised weaponry.

WS BS S T W I A LD Sv
Troubadour 5 4 3 3 1 6 2 9 -
Shadowseer 5 4 3 3 1 6 2 9 -
Choreographer 5 4 3 3 1 6 3 9 -

Special Rules:
Fleet of Foot, The Dance of Death,

Shadowseer:
Veil of Tears: The Shadowseer has the Veil of Tears
psychic power. (See page 9)

“We have come to dance the dance of death” Elv’aan – Choreographer

12
Jongleurs
The most extravagant Harlequins ride to battle on highly decorated Jetbikes. Decked in
flowing pennants and ornamented with symbols of the Laughing God, they are the most
lavish and colourful unit in a Harlequin force.

WS BS S T W I A LD Sv
Jongleur 5 4 3 3(4) 1 6 2 9 3+
Choreographer 5 4 3 3(4) 1 6 3 9 3+

Special Rules:
The Dance of Death

lllllllllllllllllllllllllllllllll

The Mocking Bird


Before the Fall the Laughing God often had in his company a strange Mockingbird with a
multicoloured plume. Even though this creature was lost to him during the Fall, along
with all other such companions, the spirit of the Mockingbird, with its shrill cry that
disrupted and disoriented any foe the Laughing God encountered is still with the
Harlequins today in the form of a war machine mounted on the chassis of a vyper
carrying a sonic cannon that literally sings apart the enemy

BS Front armour Side armour Rear armour

Mocking Bird 4 10 10 10

Type: Tank, Fast, Skimmer

13
Venom
Much of the Webway cannot be traversed by large vehicles, and so the Harlequins make
wide use of The Mocking Bird. The Mocking Bird is a modified version of the Vyper war
machine used by the Craftworld Eldar, incorporating an open transport deck instead of a
gun cradle. Such is the skill of every Harlequin that the small numbers of warriors that
can be transported by this vehicle is still enough to overcome enemy units many times
their size.

BS Front armour Side armour Rear armour

Venom 4 10 10 10

Type: Tank, Fast, Skimmer, Open-topped.

lllllllllllllllllllllllllllllllll

14
Death Jesters
Death Jesters are the heavy specialists of the Harlequin army, able to carry a variety of
exotic and deadly armaments. During battles, it is the Death Jester who wields the long
ranged weaponry of the troupe. The Death Jester often wields the frightful Shrieker
Cannon, as well as the anti-tank weapon known as a Brightlance. They fight individually
on the battlefield, operating almost similar to a lone sniper, striking down foes or tanks
from afar. However, Death Jesters are just as skilled in close combat as any Harlequin,
and many a foe has charged into combat with a Death Jester and been cut down for their
ignorance. When the Harlequins stage a performance, Death Jesters take the part of
Death, and are noted by other Eldar for their ironic, some would say downright morbid,
sense of humour.

WS BS S T W I A LD Sv
Death Jester 5 5 3 3 1 6 2 9 -

Squad: 1 to 3 Death Jesters

Unit type: Infantry

Special Rules:
Fleet of Foot
The Dance of Death

Independent Character: Each Death Jester is an independent


character and follows all the special rules for independent characters
given in the Warhammer 40,000 rulebook.
Lone Gunmen: Death Jesters work alone on the battlefield,
preferring to fight the enemy at range. All Death Jesters from the
same choice on the Force Organisation chart must be deployed at
the same time. However they are deployed separately on the
battlefield.

15
Marionette
When a Solitaire dies, his soul is damned to eternal torment by the Great Enemy. The
Laughing God sometimes emerges from the Webway to trick Slaanesh, thereby saving
the soul of the departed Solitaire from eternal damnation; however, the Laughing God is
rarely able to successfully do so, and most Solitaires must endure eternal torment. If a
Solitaire is saved, his soul will be transferred to one of the rare Marionettes, an agile
walker that is able to carry a heavy weapon into battle, while still being agile enough to
make use of the Solitaire’s exceptional close combat prowess.

WS BS S T W I A LD Sv
Marionette 5 4 10 8 3 5 3 10 3+

Squad: 1 Marionette

Unit type: Monstrous Creature

Special Rules: Fearless, Monstrous creature, Fleet

16
Wargear
Domino Shield:
A domino field, or D-Shield as it is commonly known, creates an even more complex distortion pattern
than a normal Harlequin holo-suit, shattering the wearer’s image into a cloud of blindingly bright shards of
multi-coloured light. A model wearing a D-Shield gets a 4+ invulnerable save. In addition, any enemy
attacking the model in close combat always needs a roll of a six to hit, regardless of the models’
comparative weapon skills. If the enemy has a fixed to hit roll which is not affected by Weapon Skill
(Khârn the Betrayer, for example) then roll a D6. On a roll of 1-3 they are affected by the d-field and need
sixes, on a 4-6 they are unaffected and use their normal to hit roll.

Dread mask:
The Dread mask contains a psychic pickup which detects the worst fears of the wearer’s opponent and
amplifies them ten-fold, sending them running in terror. Any unit losing an assault against a Harlequin with
a Dread mask must take their morale check on 1D6 more than usual (normally 3D6 instead of 2D6).
Obviously the Dread mask has no effect against units which do not have to take morale checks.

Flip belt:
Flip belts are compact anti-grav devices which generate a short range negative-gravity field which, when
combined with the Harlequins already prodigious acrobatic abilities, allows the Harlequins to make all
manner of gravity-defying leaps and bounds. Harlequins wearing flip belts can ignore difficult terrain.

Harlequin’s kiss:
This vicious weapon is unique to the Harlequins. It takes the form of a sharpened tube attached to the
forearm, inside which, are lengths of monofilament wire. The Harlequin's Kiss is punched into the enemy
and the wires are then quickly uncoiled, turning the victim’s inside to soup in an instant. The Harlequins'
Kiss counts as a close combat weapon and has the rending special rule.

Haywire grenades:
Harlequins use Haywire grenades for disabling enemy vehicles. They send out a short range electro-
magnetic pulse that shorts out electrical wiring and disrupts the energy systems on its target. A model
attacking with these grenades may only make a single attack. If it hits roll a D6 to determine the effect:
1 = no effect, 2-5 = glancing hit, 6 = penetrating hit

Holo-suit:
Rather than physical armour designed to absorb shots and blows, Harlequins rely on a sophisticated holo-
suit to misdirect the enemy, in close combat the enemy become confused and disorientated by the ever
shifting colours and patterns of a Holo-suit. Harlequins wearing a holo-suit benefit from a 5+ invulnerable
save.

Phase Field:
Using the Eldar’s most advanced warp technology, a phase field allows the wearer to shift between real
space and the Webway, ‘phasing’ in and out of reality. This means the wearer can make short teleportations
across the battlefield. The phase field is used instead of moving normally and follows all the rules for jump
packs. A model using a phase field may not run on the same turn it is used, but may shoot and assault as
normal.

Plasma grenades:
See page 39 of the Warhammer 40,000 rulebook for rules on using Plasma grenades.

17
Power Rapier:
A power weapon shaped as a slender bladed sword that is used with blurring speed.

Rictus Mask:
The Rictus mask projects an aura of death; filling those nearby with an almost uncontrollable urge for
morbid self preservation ("We’re all doomed!"). Any enemy unit with a model within 6" and line of sight
of the model with the Rictus mask must take a Leadership test at the start of their turn. If the test is failed
the unit becomes pinned. If the unit is fighting in close combat then the more immediate threat of being
diced overcomes their horror and so units that are in an assault are not affected by a Rictus mask. Models
that are immune to morale checks are unaffected by a Rictus Mask.

Riveblades:
Riveblades are fitted to the forearm, enabling the wearer to use both hands freely. A well trained warrior
can use sweeping strikes with the riveblades in addition to their other weapons. A model equipped with
riveblades gets +1 Attack. This can be in addition to +1 Attack for being armed with two other close
combat weapons for a total of +2 Attacks. A model with riveblades ignores armour saves.

Solitaire’s Kiss:
The Solitaire’s Kiss takes the form of a paired Harlequin’s kiss, with one sharpened tube attached to each
forearm. They are used with blurring speed, giving the enemy no time to react. The Solitaire’s Kiss is a
power weapon that never requires more than +2 to hit in close combat. Against vehicles the Solitaire hits
normally.

Webway Portal:
This is a mobile form of the portal used by the Eldar to link together places via the Webway. It may be
activated by an unengaged model carrying it in the shooting phase, instead of shooting or running that turn.
Place a blast marker in base contact with the model when it activates the Portal. From then on any
Harlequin unit held in reserve may enter play from the Portal template instead of entering via the table
edge. The Webway Portal is indestructible and there is no risk of scattering or being killed using it. Once
activated the Portal remains in play for the whole game and the model who deployed it is free to move
away. If a unit becomes available to enter play, but no Portal has been deployed, that unit automatically
enter play the turn after the Portal has been deployed. Webway Portals cannot be moved and do not block
line of sight. Any model carrying a Webway Portal automatically begins on the table following the usual
deployment rules. If the model carrying the Portal is destroyed, the Portal is placed on the spot where the
model died.

Webway Strike:
You may hold in reserve any units in a Harlequin Troupe. These units must be noted down. Regardless of
the mission being played, these reserve units must enter the table via the Webway Portal. If at any time
these units fall back, they must do so towards the nearest Portal. If a model from a unit that is falling back
passes through the Portal the entire unit is removed from play as if they had left the table.

18
Ranged weaponry
Fusion Weapons:
These weapons have an elegance that belies their potency and come in the form of pistols, assault weapons
and heavy weapons.

Shrieker Cannon:
The Shrieker Cannon is similar in design to the Shuriken Cannon used by the Craftworld Eldar. However,
rather than firing a hail of razor-sharp discs, a Shrieker fires ammunition impregnated with virulent toxins
which overload the victim's nervous system.

Neuro-disruptor:
A Neuro-disruptor uses intricate psycho-crystalline circuitry to emit a wave of particles that disrupt the
brain’s neural pathways, turning the target into a drooling imbecile or killing them outright. The Neuro-
disruptor uses the flame template and is fired like any other flame weapon. However, do not roll to wound
as normal. The Neuro-disruptor has a strength of 8, but rather than using the targets’ Toughness values,
their Leadership is used. Other than this, the To Wound chart is used as normal. For example, a Leadership
9 model is wounded on a 5+. A roll of a 1 always fails to inflict a wound. If a Neuro-disruptor template
touches a vehicle, the vehicle takes a glancing hit as the crew’s brains are partially protected by the
vehicle’s armour.

Sonic Cannon:
The Harlequins use this weapon to create sound waves that rip apart the enemy with a cacophony of
maddening sound.

Weapon Range Strength AP Type


Fusion Pistol: 6” 8 1 Pistol, Melta
Fusion Gun: 12” 8 1 Assault 1, Melta
Fusion Cannon: 24” 8 1 Heavy 1, Melta
Scatter Laser: 36” 6 6 Heavy 4
Shrieker Cannon: 24” 6 5 Assault 3, Pinning
Shuriken pistol: 12” 4 5 Pistol
Shuriken catapult: 12” 4 5 Assault 2
Shuriken cannon: 24” 6 5 Assault 3
Sonic Cannon 36” 6 3 Heavy 4
Missile Launcher (Krak): 48” 8 3 Heavy 1
Missile Launcher (Plasma): 48” 4 4 Heavy 1, Blast, Pinning
Neuro-disruptor: Template 8 1 Assault 1
Starcannon: 36” 6 2 Heavy 2
Brightlance: 36” 8 2 Heavy 1, Lance

19
HQ
The Great Harlequin . . . . . . . . . . . . . . . . . . . . . . . . . 75 points page 7

WS BS S T W I A LD Sv
The Great Harlequin 7 5 3 3 3 7 4 10 -

Composition:
1 (unique)

Unit type:
Infantry

Wargear:
 Flip-belt
 Holo-suit
 Shuriken Pistol
 Close combat weapon
 Plasma grenades

Special rules:
 Fleet of Foot
 The Dance of Death
 Independent Character

Options:
Replace Shuriken pistol and/or close combat weapon with:
- Harlequin’s Kiss 5 points
- Fusion pistol 10 points
- Neuro-disruptor 15 points
- Power rapier 10 points

Replace Holo-suit with:


- Domino shield 40 points

May take any of the following:


- Riveblades 10 points
- Rictus mask 15 points
- Harlequin Jetbike 30 points
- Webway portal 45 points

lllllllllllllllllllllllllllllllll

20
ELITES
Highseer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 points page 8

WS BS S T W I A LD Sv
Highseer 5 5 3 3 2 6 3 10 -

Composition:
1 (unique)

Unit type:
Infantry

Wargear:
 Flip-belt
 Holo-suit
 Shuriken Pistol
 Close combat weapon
 Plasma grenades

Special rules:
 Fleet of Foot
 The Dance of Death
 Independent Character

Options:
Replace Shuriken pistol and/or close combat weapon with:
- Harlequin’s Kiss 5 points
- Fusion pistol 10 points
- Neuro-disruptor 15 points
- Power rapier 10 points

Replace Holo-suit with:


- Domino shield 40 points

May choose any of the following:


- Riveblades 10 points
- Harlequin Jetbike 30 points
- Webway portal 45 points

May choose one of the following:


- Dread mask 10 points
- Rictus mask 15 points

21
The Solitaire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 points page 9

WS BS S T W I A LD Sv
The Solitaire 7 5 3 3 3 7 4 - -

Composition:
1 (unique)

Unit type:
Infantry

Wargear:
 Flip-belt
 Holo-suit
 Shuriken Pistol
 Solitaire’s Kiss
 Plasma grenades

Special rules:
 Fleet of Foot
 The Dance of Death
 Blitz attack
 Individual
 Spiritless
 Eternal Warrior

Options:
Replace Shuriken pistol with:
- Fusion pistol 10 points
- Neuro-disruptor 15 points

Replace Holo-suit with:


- Domino shield 40 points

May choose the following:


- Dread mask 15 points
- Phase field 30 points

22
Mimes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 points page 10

WS BS S T W I A LD Sv
Mime 5 4 3 3 3 6 2 8 -
Master Mime 5 4 3 3 3 6 3 9 -

Composition:
 5 Mimes

Unit type:
 Infantry

Wargear:
 Flip-belt
 Holo-suit
 Shuriken Pistol
 Close combat weapon
 Plasma grenades

Special rules:
 Fleet of Foot
 The Dance of Death
 Mimicry
 Stealth
 Infiltrate

Options:
Up to two Mimes may replace their Shuriken pistol with:
- Fusion pistol 5 points
- Fusion gun 10 points
- Neuro-disruptor 10 points

Any Mime may replace their close combat weapon with:


- Harlequin’s kiss 5 points

One Mime may be upgraded to a Master Mime for 10 points

The Master Mime may replace their close combat weapon with:
- Harlequin’s Kiss 10 points
- Power Rapier 10 points

The Master Mime may replace their Shuriken Pistol with:


- Fusion pistol 10 points
- Neuro-disruptor 10 points

lllllllllllllllllllllllllllllllll

23
TROOPS
Troubadours . . . . . . . . . . . . . . . . . . . . . . . . . 16 points per model page 12

WS BS S T W I A LD Sv
Troubadour 5 4 3 3 1 6 2 8 -
Shadowseer 5 4 3 3 1 6 2 9 -
Choreographer 5 4 3 3 1 6 3 9 -

Composition:
 5 -10 Troubadours

Unit type:
 Infantry

Wargear:
 Flip-belt
 Holo-suit
 Shuriken Pistol
 Harlequin’s Kiss

Special rules:
 Fleet of Foot
 The Dance of Death

Dedicated Transport:
 May take a dedicated transport at points cost indicated

Options:
Up to two Troubadours may replace their Shuriken pistol with:
- Fusion pistol 5 points
- Fusion gun 10 points
- Neuro-disruptor 10 points

One Troubadour may be upgraded to a Shadowseer for 20 points

One Troubadour may be upgraded to a Choreographer for 10 points

The Choreographer may replace their close combat weapon with:


- Power Rapier 10 points

The Choreographer may replace their Shuriken Pistol with:


- Fusion pistol 10 points
- Neuro-disruptor 10 points

lllllllllllllllllllllllllllllllll

24
FAST ATTACK
Jongleurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 points per model page 13

WS BS S T W I A LD Sv
Jongleur 5 4 3 3(4) 1 6 2 9 3+
Choreographer 5 4 3 3(4) 1 6 3 9 3+

Squad:
 3 to 10 Jongleurs

Unit type:
 Jetbikes

Wargear:
 Shuriken Pistol
 Plasma grenades
 Close combat weapon

Special rules:
 The Dance of Death

Options:
Up to two Jongleurs may replace their Shuriken pistol with:
- Fusion pistol 5 points
- Fusion gun 10 points
- Neuro-disruptor 10 points

Any Jongleur may replace their close combat weapon with:


- Harlequin’s kiss 10 points

One Jongleur may be upgraded to a Choreographer for 10 points

The Choreographer may replace their close combat weapon with:


- Power Rapier 10 points
- Harlequin’s kiss. 10 points

Every Third Jetbike may replace its Shuriken catapult with:


- Shuriken Cannon 10 points

25
The Mocking Bird . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 points page 13

BS Front armour Side armour Rear armour

The Mocking Bird 4 10 10 10

Type:
 Tank, Fast, Skimmer, Open-topped

Crew:
 Harlequins.

Weapons:
 Sonic Cannon

Options:
May take any of the following:
- Holo-field 20 points
- Vectored engines 15 points
- Star engines 10 points
- Spirit stones 10 points

lllllllllllllllllllllllllllllllll

26
DEDEDICATED TRANSPORT
Venom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 points page 14

BS Front armour Side armour Rear armour

Venom 4 10 10 10

Type:
 Tank, Fast, Skimmer

Crew:
 Harlequins.

Transport:
 A single unit of infantry of up to 10 models

Weapons:
 Twin-linked Shuriken catapults

Options:
Replace its Twin-linked Shuriken catapults with:
- Shuriken cannon 10 points

One turret weapon from the following list:


- Shuriken cannon 10 points
- Fusion cannon 15 points
- Scatter laser 20 points
- Star cannon 25 points
- Bright lance 30 points

May take any of the following:


Holo-field 20 points
Vectored engines 15 points
Star engines 10 points
Spirit stones 10 points

lllllllllllllllllllllllllllllllll

27
HEAVY SUPPORT
Death Jester . . . . . . . . . . . . . . . . . . . . . . . . . 45 points per model page 15

WS BS S T W I A LD Sv
Death Jester 5 5 3 3 1 6 2 9 -

Squad:
 1 to 3 Death Jesters

Unit type:
 Infantry
Wargear:
 Flip belt
 Holo-suit
 Shrieker cannon
 Shuriken Pistol
 Plasma grenades
 Close combat weapon

Special rules:
 The Dance of Death
 Fleet of foot
 Independent character
 Lone gunmen

Options:
Replace Shrieker cannon with:
- Shuriken cannon 10 points
- Fusion Cannon 15 points
- Bright lance 20 points

28
Marionette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 points page 16

WS BS S T W I A LD Sv
Marionette 5 5 10 8 3 5 2 10 3+

Squad:
 1 Marionette (unique)

Unit type:
 Monstrous Creature

Wargear:
 Close combat weapon
 1 Shuriken Catapult and 1 Flamer or 2 Shuriken Catapults (counts as twin-linked) or 2 flamers
(counts as twin-linked)

Special rules:
 Fearless
 Fleet
 Monstrous Creature

Options:
The Marionette must take one of the following weapons:
- Shuriken cannon 10 points
- Fusion cannon 15 points
- Scatter laser 15 points
- Missile launcher 20 points
- Star cannon 25 points
- Bright lance 30 points
May take a second close combat weapon, adding an extra close combat attack:
- Close combat weapon 10 points

lllllllllllllllllllllllllllllllll

29

You might also like