History and Society Way of War The Black Library Using the Army list The Great Harlequin The Solitaire The Highseer Mimes Shadowseer Troubadours Jongleurs The Mocking Bird Wave serpent Death Jesters Spirit Walker Wargear Ranged Weapons HQ Elites Troops Fast attack Heavy Support 3 3 4 5 7 8 9 10 11 12 13 13 14 15 16 17 19 20 21 24 25 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.
the sworn foes of the Harlequins. preserving it so as to prevent the Eldar from forgetting their past. adding them selves to his strength. Unlike the other Eldar. much of the Harlequin way of war revolves around mobility. They have a great plan. at an Exodite Maiden World. preferring to use swiftness and devastating attacks rather than massed armour and brute force. The Harlequins see themselves as the saviours of the Eldar. Exodites and Craftworld Eldar. sometimes called Masques. when they die their souls become part of the Laughing God. The Harlequins are held in a mixture of fear. both in peace and war. quick strikes. awe and respect by all other Eldar. this ritual is said to free them of the fear of the Chaos god Slaanesh. and how to defeat it. the Dark Eldar. and psychological attacks on the enemy. They are masters of the system of warp tunnels known as the Webway and roam at will from place to place. by a Great Harlequin (also sometimes called a "Harlequin Avatar"-. They roam the Webway.not to be confused with the Avatar of Khaine). and perform complex dances and plays to recreate these allegorical tales.History and Society
The Harlequins are a strange sub-sect of the Eldar race. Harlequins must pass a trial known only as "The Ritual" upon initiation into a Harlequin band. for the spectators there. Each troupe is led. Harlequins are a faction of the Eldar. This knowledge is kept in the Black Library. in the dark city of Comorragh or on a Craftworld. and destroy it wherever they can while protecting the craftworlds. and the destruction of the Eldar pantheon by Slaanesh. Their performances portray the history of their race. They perform dances. fighting Chaos and its influence. They are seen as the keepers of the ancient Eldar myths. who performs the role of the Laughing God during the Masque performances. covering such events as the War in Heaven. Like all Eldar they are elusive foes.
. Their main purpose is to seek out their most hated enemy. and occasionally appear at Eldar settlements: on a Craftworld or on an Exodite Maiden world. the eternal enemy of the Eldar race. they also compile all knowledge about Chaos. Chaos. Their knowledge of the Webway is unmatched. This is why they need not wear a soulstone when they travel in the Webway and do not have to endure the tiring souldraining that other Eldar (especially the Dark Eldar) endure when in the Webway for prolonged periods of time. such as anti-grav flip belts and many specialist hand-to-hand weapons. and they are aided by arcane items of technology.
Way of War
The Harlequins’ superb acrobatic skills make them highly accomplished close combat fighters. They wander the Webway as members of a group called a 'troupe'. 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. and the most enigmatic of that mysterious race. particularly if they are fighting against the hosts of Chaos. rather than falling prey to Slaanesh. The Harlequins have even been known to appear unexpectedly alongside the forces of other races. consisting of warriors drawn from the other kindreds. 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). and they can appear and disappear almost at will. The details of this trial are not known to outsiders. The Harlequins are highly accomplished warriors. the source of its power. the Fall and the Birth of the Great Enemy. the Fall itself. however. unknown to all but themselves and a privileged few. which is both far reaching and horrifying. As a corollary to this mission.
the Eldar have one last repository of their knowledge. lies the truth of the Fallen Eldar. and of those. creatures. and now have great knowledge of Chaos which they use to fight against it) have been allowed entry. thus allowing the sorcerer to at least partially discern the location of the Library. the Library is also guarded by a powerful. There are the names and deeds of the Traitor Legions.The Black Library
After the Fall of the Eldar. it is possible that the Library lies within the warp or somewhere in outer space. while it apparently can only be reached via the Webway.
. However. the grim secrets of the Gods of Chaos lie. they also must ensure that the knowledge contained within the Library does not fall into the wrong hands. is known as the Black Library. virtually invincible warriors with one of the most important tasks in the universe. perils. influences. the rare Inquisitor has been allowed entry. the truth of the terror which the galaxy may yet become. Very few beings have been allowed entry into the Library. There. hidden in the deepest shadows. Also. preventing their information from being lost. notably Inquisitors Jaq draco and Czevak. 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. he was stopped by the Harlequins. This shield is able to defend itself. The Library is eternally guarded by the Guardian Scribes. This repository. Many who have fallen to the lure of Chaos would sacrifice anything to get just a glimpse of the tomes of the Library. The forbidden lore of the Black Library describes the blandishments. Should this knowledge fall into the wrong hands (such as Ahriman’s). The exact location is not known to non-Harlequins. nearly sentient psychic shield. certain members of a secret group of humans known as the "Illuminati" (humans who have been possessed by a warp entity. the sorcerer Ahriman of the Thousand Sons managed to enter the Webway and attempted to seize the Library. Notably. However. survived. virtually a dark god in their own right. It is believed by Imperial officials that Czevak was captured and interrogated by Ahriman shortly prior to the 13th Black Crusades. During Abaddon the Despoiler’s 13th Black crusade. There. It is rumored that the oldest and most powerful Solitaires ultimately become the guardians of the Black Library. There rests the record of the dark soul of man and Eldar. promises and horrors of Chaos. hidden somewhere deep within the Webway in a place only the masters of the Harlequins know. that person could become incredibly powerful. only a mere handful has come from races other than Eldar. much of the vast knowledge of that race was lost. especially the knowledge of Chaos-.knowledge which is useful to fight against or to better serve the Dark gods. forms. who also take care to transcribe the books.
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. Thereafter. For example. or Jump Infantry. subtract the points value of the unit from your total points and make another choice. and each category has one or more boxes. Each chart is split into five categories that correspond to the sections in the army list. Each box indicates that you may make one choice from that section of the army list.
Using the Army List
Once you have picked the mission you will play and the size of the forces being used. 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). Each unit entry in the army list is split into seven sections.000 rulebook for details of the restrictions that apply. Then you can pick your army as described below. Special Rules: Any special rules that apply to the unit are listed here. Vehicle. and the points cost of the unit without any upgrades. the profile of any models the unit can include. Transport: This last entry refers to any transport vehicles the unit may take. Unit Composition: Where applicable. The lists may also be used with any other missions that use the Force Organization Charts.
Missions and Points
These army lists are designed primarily for use with the missions from the Warhammer 40. Options: This section lists all of the upgrades you may add to the unit if you wish to do so. Before you choose an army.
. while a darktoned box indicates a compulsory selection. Any upgrades you take must be shown on the model. Unit Type: This entry refers to the Warhammer 40. this entry lists the number and type of models that make up the basic unit.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. The cost for all of these models and their equipment is included in the points cost for the unit. you are ready to pick your army.000. Continue doing so until you have spent all of your points. and be subject to a number of special rules. Wargear: This entry details the equipment the models in the unit carry. See Standard Missions sections of the Warhammer 40. If a model is equipped with something listed in the Unit Upgrades section then you must pay the points for it.. Unit Profile: Each unit entry includes the name of the unit.000 rulebook.000 Unit Type rules chapter. you will need to agree with your opponent upon a mission and the total number of points each of you will spend.
Using a Force Organization Chart
The army lists are used in conjunction with the Force Organization Chart from a mission. a unit might be Infantry. The Mission you decide to play will determine what (if any) restrictions apply to picking your army.000 rulebook. these have their own entry in the army list. Conversely. you may not take an upgrade unless a model in the unit actually has it. Descriptions: can be found either in the Wargear section or the Universal Special Rules section of the Warhammer 40.
as described in the Warhammer 40.000 Rulebook. Fleet of Foot: Fleet of Foot confers the Universal Special Rule of Fleet.Special Rules
The Dance of Death: The Harlequins attack with bewildering speed.000 Rulebook
. The Dance of Death confers the Furious Assault and Hit and Run Universal Special Rules as described in the Warhammer 40.
. The Dance of Death.
The Great Harlequin WS 7 BS 5 S 3 T 3 W 3 I 7 A 4 LD 10 Sv -
Fleet of Foot. you may add 1 to any reserve rolls (a roll of a 1 always counts as a failure). Thus the number of Harlequin Troupes travelling the Webway is slowly but surely increasing. if another Harlequin becomes sufficiently skilful. the Great Harlequin plays the part of the Laughing God. While the Great Harlequins is still alive and on the battlefield or in reserve.The Great Harlequin
The Great Harlequin is the overall leader of a Harlequin Troupe. able to command their Band of harlequins in perfect synchronicity. he or she will leave and found a new Harlequin Troupe. A Harlequin band only ever has one Great Harlequin. Independent Character
Great Harlequins are superb strategists. During a Masque.
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. However.Highseer
A Highseer does not have the prophetic powers associated with other Eldar psykers. If the models are not within spotting range. Any enemy
unit wishing to target the Shadowseer or the unit they are with must roll 2D6 x 2. The Highseer uses this ability during a performance to create stunning visual effects and influence the emotions of the audience. The Dance of Death. This is their spotting distance in inches.
The Last Laugh: The Highseer uses this power to project images of the Laughing God into nearby
Highseer WS 5 BS 5 S 3 T 3 W 2 I 6 A 3 LD 10 Sv -
Fleet of Foot. Any friendly unit within 6”. 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. they may not fire that turn.
. Independent Character
Veil of Tears The Last Laugh
lllllllllllllllllllllllllllllllll Veil of Tears: The Highseer and Shadowseer use this power to confuse and terrify her foe. bolstering them with courage. including any unit the Shadowseer has joined does not have to take any morale tests of any kind.
One of the most important and most feared positions within the troupe is that of the Solitaire. They show no evidence of emotions. Individual.
. Slaanesh. a Solitaire gains +1 Attack for each inch of unused charge distance up to a maximum of +6 Attacks. Dance of Death. Eternal Warrior Individual: A Solitaire is an independent character and follows all the special rules for independent characters given in the Warhammer 40.
Solitaire WS 9 BS 4 S 3 T 3 W 3 I 7 A 4 LD Sv -
Fleet of Foot. his soul will be transferred into one of the rare and dreaded Spirit Walkers. virtually invincible warriors with one of the most important tasks in the universe. A Solitaire can assault 12" instead of the normal 6".). it is only the Solitaire who is able to play the role of the Great Enemy of the Eldar. 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. as a Solitaire always fights alone and never joins with a unit of other Harlequins. pinning. a Solitaire can never join any other unit. Rather than gaining +1 Attack for charging into an assault. Blitz attack. For example. if a Solitaire is saved. This also means that when the Solitaire dies. thereby saving the soul of the departed Solitaire from eternal damnation. In addition. seeking out potential members from the populations of the various other Eldar factions. The reason for this is that during the much rarer version of their already rare performances about the Fall. and he is one of the most skilled warriors found on the battlefield of the 41st millennium. Psychic powers which attack the mind have no effect on them whatsoever.those who are not strong enough either die or are driven insane. however. The Laughing God sometimes emerges from the Webway to trick Slaanesh. In addition. (See the heavy support section for more details on this walker. Spiritless. the Laughing God is rarely able to successfully do so. Sometimes. They are greatly feared and yet pitied by the other Harlequins. Since his soul is already claimed. The Solitaires act as a sort of scout for the troupe. Spiritless: It is postulated by Imperial scholars that a Solitaire has no soul to speak of. Some have been foolish to take on the role and been driven insane. faster than any other living creature. A Solitaire lives apart from the rest of the troupe at all times and this isolationist nature is also evident on the battlefield. etc. It is rumored that the oldest and most powerful Solitaires ultimately become the guardians of the Black Library. A Solitaire does not have to take any Leadership tests of any kind (morale checks. his soul is damned to eternal torment by the Great Enemy. and most Solitaires must endure eternal torment. if a Solitaire charges into an enemy 8" away then they gain +4 Attacks.) The role of Solitaire is thus difficult for an Eldar to bear. and this may be true. the Solitaire has absolutely no fear. Blitz attack: When a Solitaire moves at full speed they are a blur of light. Only the strongest are able to endure the position and the knowledge that they will surely be consumed by Slaanesh upon death -.000rulebook.
without a single member of the craftworld's guard knowing how or where the scout arrived from. Mimes simply appear in the midst of a heavily guarded craftworld. If a Mime unit makes use of its ability to outflank. both in times of war and in peace. The Dance of Death. and on a 3-6 they enter play from any table edge the Harlequin player wishes. on a 2 they enter play form the short table edge to the owning players right. never remove their masks. This may even be his opponent’s table edge. also known as distaur. Mimes excel at advanced infiltration and assassination. roll a dice when it enters play to see where it may be deployed. As their name suggests. Stealth Mimicry: Using advanced shape-shifting technology. in order to perform acts of sabotage and assassination. the Mimes never tell.
Mime Master Mime WS 5 5 BS 4 4 S 3 3 T 3 3 W 1 1 I 6 6 A 1 2 LD 9 9 Sv -
Fleet of Foot. are the members of the Harlequin troop who perform a variety of demonic and mystical roles. The majority of the time. It is a long standing custom for Mimes to go ahead of the troupe to announce its arrival through symbolic dance. and are often the ones who get seconded some of the most dangerous advanced missions. And of course. Mimes are incapable of speech. Mimes.
. a trait which forces them to make use of an intricate form of sign language known as Lambruith in order to communicate. constantly keeping them on a shape shifting setting in order to conceal their identity to all but the Solitaire who recruited them. In combat.Mimes
Mimes. as a rule. Mimicry. Mimes can disguise themselves and infiltrate behind enemy lines. Infiltrate. On a roll of 1the Mime unit enters play from the short table edge to the owning players left. Mimes in general act as the troupes advanced scouts.
They add to their performances by releasing programmed hallucinations from their creidann grenade launcher backpacks.
Shadowseer WS 5 BS 4 S 3 T 3 W 1 I 6 A 2 LD 9 Sv -
Fleet of Foot. the Shadowseers act as story tellers.Shadowseer
Shadowseers are specialist Psykers whose abilities are centred around confusion and fear.
. forming scintillating phantoms that dance and duel in the air. The Shadowseer’s whole squad counts as being equipped with plasma grenades. During a Masque. In battle they can force visions of terror upon their foes and even remove the Harlequin’s presence from their minds altogether. The Dance of Death
Veil of Tears (see page 8) Creidann grenade launcher: Shadowseers can fire hallucinogen grenades from their backpack.
make them deadly opponents. Their lightning speed and athletic grace. (See page 9)
“We have come to dance the dance of death” Elv’aan – Choreographer
. together with their skill to use the Harlequin's Kiss. they are the shock troops. Due to their extremely athletic nature and acrobatic skill.Troubadours
Troubadours are the mainstay of a Harlequin troupe.
Veil of Tears: The Shadowseer has the Veil of Tears psychic power. The Dance of Death.
Troubadour Shadowseer Choreographer WS 5 5 5 BS 4 4 4 S 3 3 3 T 3 3 3 W 1 1 1 I 6 6 6 A 2 2 3 LD 9 9 9 Sv -
Fleet of Foot. Troubadours are fearsome warriors in an assault. aided by their highly specialised weaponry.
The most extravagant Harlequins ride to battle on highly decorated Jetbikes. Even though this creature was lost to him during the Fall. 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 Mocking Bird 4 Front armour 10 Side armour 10 Rear armour 10
Jongleur Choreographer WS 5 5 BS 4 4 S 3 3 T 3(4) 3(4) W 1 1 I 6 6 A 2 3 LD 9 9 Sv 3+ 3+
The Dance of Death
The Mocking Bird
Before the Fall the Laughing God often had in his company a strange Mockingbird with a multicoloured plume. along with all other such companions. Fast. Decked in flowing pennants and ornamented with symbols of the Laughing God. they are the most lavish and colourful unit in a Harlequin force. the spirit of the Mockingbird.
and so the Harlequins make wide use of The Mocking Bird. Open-topped. incorporating an open transport deck instead of a gun cradle.
. Skimmer. Fast. The Mocking Bird is a modified version of the Vyper war machine used by the Craftworld Eldar.Venom
Much of the Webway cannot be traversed by large vehicles.
BS Venom 4 Front armour 10 Side armour 10 Rear armour 10
Type: Tank. 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.
000 rulebook. 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. Lone Gunmen: Death Jesters work alone on the battlefield. The Death Jester often wields the frightful Shrieker Cannon. Death Jesters take the part of Death. When the Harlequins stage a performance. However. preferring to fight the enemy at range. able to carry a variety of exotic and deadly armaments. Death Jesters are just as skilled in close combat as any Harlequin. striking down foes or tanks from afar. They fight individually on the battlefield. it is the Death Jester who wields the long ranged weaponry of the troupe. some would say downright morbid. During battles. operating almost similar to a lone sniper.
Death Jester WS 5 BS 5 S 3 T 3 W 1 I 6 A 2 LD 9 Sv -
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. sense of humour. as well as the anti-tank weapon known as a Brightlance.Death Jesters
Death Jesters are the heavy specialists of the Harlequin army. and many a foe has charged into combat with a Death Jester and been cut down for their ignorance. and are noted by other Eldar for their ironic.
. Monstrous creature.
Marionette WS 5 BS 4 S 10 T 8 W 3 I 5 A 3 LD 10 Sv 3+
Squad: 1 Marionette Unit type: Monstrous Creature Special Rules: Fearless. The Laughing God sometimes emerges from the Webway to trick Slaanesh. If a Solitaire is saved. the Laughing God is rarely able to successfully do so. Fleet
. and most Solitaires must endure eternal torment. however. while still being agile enough to make use of the Solitaire’s exceptional close combat prowess. his soul is damned to eternal torment by the Great Enemy. thereby saving the soul of the departed Solitaire from eternal damnation. an agile walker that is able to carry a heavy weapon into battle.Marionette
When a Solitaire dies. his soul will be transferred to one of the rare Marionettes.
for example) then roll a D6. a phase field allows the wearer to shift between real space and the Webway. 6 = penetrating hit Holo-suit: Rather than physical armour designed to absorb shots and blows. Obviously the Dread mask has no effect against units which do not have to take morale checks. 2-5 = glancing hit. The phase field is used instead of moving normally and follows all the rules for jump packs. Flip belt: Flip belts are compact anti-grav devices which generate a short range negative-gravity field which. Phase Field: Using the Eldar’s most advanced warp technology. If the enemy has a fixed to hit roll which is not affected by Weapon Skill (Khârn the Betrayer. on a 4-6 they are unaffected and use their normal to hit roll. regardless of the models’ comparative weapon skills.Wargear
Domino Shield: A domino field. 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). when combined with the Harlequins already prodigious acrobatic abilities. Harlequins wearing flip belts can ignore difficult terrain.
.000 rulebook for rules on using Plasma grenades. In addition. On a roll of 1-3 they are affected by the d-field and need sixes. ‘phasing’ in and out of reality. inside which. Plasma grenades: See page 39 of the Warhammer 40. or D-Shield as it is commonly known. Harlequins wearing a holo-suit benefit from a 5+ invulnerable save. turning the victim’s inside to soup in an instant.
Haywire grenades: Harlequins use Haywire grenades for disabling enemy vehicles. This means the wearer can make short teleportations across the battlefield. Harlequins rely on a sophisticated holosuit to misdirect the enemy. 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. Harlequin’s kiss: This vicious weapon is unique to the Harlequins. A model using a phase field may not run on the same turn it is used. They send out a short range electromagnetic pulse that shorts out electrical wiring and disrupts the energy systems on its target. in close combat the enemy become confused and disorientated by the ever shifting colours and patterns of a Holo-suit. A model attacking with these grenades may only make a single attack. Dread mask: The Dread mask contains a psychic pickup which detects the worst fears of the wearer’s opponent and amplifies them ten-fold. The Harlequins' Kiss counts as a close combat weapon and has the rending special rule. but may shoot and assault as normal. allows the Harlequins to make all manner of gravity-defying leaps and bounds. It takes the form of a sharpened tube attached to the forearm. are lengths of monofilament wire. If it hits roll a D6 to determine the effect: 1 = no effect. sending them running in terror. creates an even more complex distortion pattern than a normal Harlequin holo-suit. The Harlequin's Kiss is punched into the enemy and the wires are then quickly uncoiled. any enemy attacking the model in close combat always needs a roll of a six to hit.
If the test is failed the unit becomes pinned. Solitaire’s Kiss: The Solitaire’s Kiss takes the form of a paired Harlequin’s kiss. Once activated the Portal remains in play for the whole game and the model who deployed it is free to move away. these reserve units must enter the table via the Webway Portal. Webway Portals cannot be moved and do not block line of sight. giving the enemy no time to react. that unit automatically enter play the turn after the Portal has been deployed. Against vehicles the Solitaire hits normally. filling those nearby with an almost uncontrollable urge for morbid self preservation ("We’re all doomed!"). Regardless of the mission being played.
. If a unit becomes available to enter play.Power Rapier: A power weapon shaped as a slender bladed sword that is used with blurring speed. If at any time these units fall back. Any model carrying a Webway Portal automatically begins on the table following the usual deployment rules. but no Portal has been deployed. Place a blast marker in base contact with the model when it activates the Portal. Models that are immune to morale checks are unaffected by a Rictus Mask. A well trained warrior can use sweeping strikes with the riveblades in addition to their other weapons. These units must be noted down. The Solitaire’s Kiss is a power weapon that never requires more than +2 to hit in close combat. Webway Strike: You may hold in reserve any units in a Harlequin Troupe. Rictus Mask: The Rictus mask projects an aura of death. enabling the wearer to use both hands freely. instead of shooting or running that turn. From then on any Harlequin unit held in reserve may enter play from the Portal template instead of entering via the table edge. A model with riveblades ignores armour saves. They are used with blurring speed. If the model carrying the Portal is destroyed. Riveblades: Riveblades are fitted to the forearm. 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. A model equipped with riveblades gets +1 Attack. 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. 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. This can be in addition to +1 Attack for being armed with two other close combat weapons for a total of +2 Attacks. with one sharpened tube attached to each forearm. The Webway Portal is indestructible and there is no risk of scattering or being killed using it. the Portal is placed on the spot where the model died. It may be activated by an unengaged model carrying it in the shooting phase. Webway Portal: This is a mobile form of the portal used by the Eldar to link together places via the Webway.
Pinning Pistol Assault 2 Assault 3 Heavy 4 Heavy 1 Heavy 1. rather than firing a hail of razor-sharp discs. Melta Heavy 4 Assault 3. a Shrieker fires ammunition impregnated with virulent toxins which overload the victim's nervous system. the To Wound chart is used as normal. However.Ranged weaponry
Fusion Weapons: These weapons have an elegance that belies their potency and come in the form of pistols. Melta Heavy 1. assault weapons and heavy weapons. Melta Assault 1. their Leadership is used. Neuro-disruptor: A Neuro-disruptor uses intricate psycho-crystalline circuitry to emit a wave of particles that disrupt the brain’s neural pathways. Other than this. Blast. the vehicle takes a glancing hit as the crew’s brains are partially protected by the vehicle’s armour. However. Pinning Assault 1 Heavy 2 Heavy 1. The Neuro-disruptor has a strength of 8. For example. do not roll to wound as normal. a Leadership 9 model is wounded on a 5+. A roll of a 1 always fails to inflict a wound. turning the target into a drooling imbecile or killing them outright. Sonic Cannon: The Harlequins use this weapon to create sound waves that rip apart the enemy with a cacophony of maddening sound. Shrieker Cannon: The Shrieker Cannon is similar in design to the Shuriken Cannon used by the Craftworld Eldar.
Fusion Pistol: Fusion Gun: Fusion Cannon: Scatter Laser: Shrieker Cannon: Shuriken pistol: Shuriken catapult: Shuriken cannon: Sonic Cannon Missile Launcher (Krak): Missile Launcher (Plasma): Neuro-disruptor: Starcannon: Brightlance:
6” 12” 24” 36” 24” 12” 12” 24” 36” 48” 48” Template 36” 36”
8 8 8 6 6 4 4 6 6 8 4 8 6 8
1 1 1 6 5 5 5 5 3 3 4 1 2 2
Pistol. The Neurodisruptor uses the flame template and is fired like any other flame weapon. but rather than using the targets’ Toughness values. Lance
. If a Neuro-disruptor template touches a vehicle.
. .Fusion pistol 10 points .Harlequin’s Kiss 5 points .Neuro-disruptor 15 points . .Rictus mask . . . . . . . . .Power rapier 10 points Replace Holo-suit with: . . .Harlequin Jetbike . . .Webway portal
10 points 15 points 30 points 45 points
. . . . . . . .Riveblades .HQ
The Great Harlequin . . .Domino shield May take any of the following: .
The Great Harlequin Composition: WS 7 BS 5 S 3
T 3 W 3 I 7 A 4
LD 10 Sv -
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: .
.Dread mask . . . . . . . .Harlequin Jetbike Webway portal May choose one of the following: .Riveblades . . . . . . . . . .
Highseer Composition: WS 5 BS 5 S 3
T 3 W 2 I 6 A 3
LD 10 Sv -
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: . . . . . . .Neuro-disruptor 15 points . . . . .Fusion pistol 10 points . . .ELITES
Highseer .Domino shield May choose any of the following: .Harlequin’s Kiss 5 points .Rictus mask
10 points 30 points 45 points
10 points 15 points
. .Power rapier 10 points Replace Holo-suit with: . . . . .
. .Fusion pistol . . . . . . .The Solitaire . . .
The Solitaire Composition: WS 7 BS 5 S 3
T 3 W 3 I 7 A 4
LD Sv -
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: . . . . . .Domino shield May choose the following: .Neuro-disruptor Replace Holo-suit with: . . . .Dread mask . . . . . . . . . . . . .Phase field
10 points 15 points
15 points 30 points
. . . . . . . .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: .Fusion pistol 5 points . . . .Fusion gun 10 points . . .Neuro-disruptor 10 points
. . . . . . . . . .Harlequin’s Kiss 10 points . . . . .Fusion pistol 10 points . . .Neuro-disruptor 10 points Any Mime may replace their close combat weapon with: . . .Power Rapier 10 points The Master Mime may replace their Shuriken Pistol with: . . . .Mimes .
Mime Master Mime Composition: WS 5 5 BS 4 4 S 3 3
T 3 3 W 3 3 I 6 6 A 2 3
LD 8 9 Sv -
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: . . . .
Troubadours . . . . . .Fusion pistol 10 points . .Fusion pistol 5 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: .Fusion gun 10 points . . . . . .
Troubadour Shadowseer Choreographer Composition: WS 5 5 5
16 points per model
BS 4 4 4 S 3 3 3 T 3 3 3 W 1 1 1 I 6 6 6 A 2 2 3
LD 8 9 9 Sv -
5 -10 Troubadours
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: . .Neuro-disruptor 10 points
. . . . . . .Power Rapier 10 points The Choreographer may replace their Shuriken Pistol 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 . . .Fusion pistol 5 points .FAST ATTACK
Jongleurs . . . . . . .
WS 5 5
30 points per model
Jongleur Choreographer Squad: 3 to 10 Jongleurs Unit type: Jetbikes Wargear: Shuriken Pistol Plasma grenades Close combat weapon Special rules: The Dance of Death
BS 4 4
S 3 3
T 3(4) 3(4)
W 1 1
I 6 6
A 2 3
LD 9 9
Sv 3+ 3+
Options: Up to two Jongleurs may replace their Shuriken pistol with: .Shuriken Cannon 10 points
. . . . . . . . . . .Harlequin’s kiss. . . . . . 10 points Every Third Jetbike may replace its Shuriken catapult with: . .Neuro-disruptor 10 points Any Jongleur may replace their close combat weapon with: . .Fusion gun 10 points .
20 points 15 points 10 points 10 points
. . . . . . Weapons: Sonic Cannon Options: May take any of the following: . . Open-topped
Crew: Harlequins. Skimmer. .
BS The Mocking Bird Type: 4 Front armour 10
Rear armour 10
Side armour 10
Tank. . . . . . . .Vectored engines . . . . . . . Fast. .The Mocking Bird . .Holo-field . . . . .Star engines .
. . . . .Star cannon . .Shuriken cannon 10 points One turret weapon from the following list: .Shuriken cannon . . . . .Bright lance May take any of the following: Holo-field Vectored engines Star engines Spirit stones
10 points 15 points 20 points 25 points 30 points
20 points 15 points 10 points 10 points
. . . .
BS Venom 4
Side armour 10
Rear armour 10
Front armour 10
Tank. . . . . . . . . . . .Fusion cannon . Transport: A single unit of infantry of up to 10 models Weapons: Twin-linked Shuriken catapults Options: Replace its Twin-linked Shuriken catapults with: . Fast. .DEDEDICATED TRANSPORT
Venom . . . Skimmer
Crew: Harlequins. . . .Scatter laser . . .
Death Jester WS 5
45 points per model
S 3 T 3 W 1 I 6 A 2 LD 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: . . . . . . . .HEAVY SUPPORT
Death Jester . . . . . . .Fusion Cannon . . . . . . .Bright lance
10 points 15 points 20 points
.Shuriken cannon . . . . .
. . . 110 points
Marionette WS 5 BS 5 S 10 T 8 W 3 I 5 A 2 LD 10
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: . . . . .Bright lance 30 points May take a second close combat weapon. . . .Scatter laser 15 points .Star cannon 25 points . . . .Missile launcher 20 points . .Close combat weapon 10 points
. . . . . . adding an extra close combat attack: .Shuriken cannon 10 points . . . . . .Fusion cannon 15 points . . . . . . .Marionette . . .