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yvAxnAmmEr

I(II.I. TEAIVI
NAMES A]{D DEMEAI{IIURS
The names of the Uoid-dancer Troupes are more than simple designations. Each is resonant with
layers of complex meaning and symbolic significance, informing the character of the killteam.
his section is a tool to help you determine the
names of your Harlequins, the title of your kill
team and your kill team's quirks and background.
If you wish to generate any of these randomly, roll
the appropriate number of dice as indicated by the
table(s). Otherwise, choose whichever are your favourites,
or use multiple quirks, names or background ideas if you
feel they work for your kill team. Of course, you are free to
invent names, quirks, bases of operations and
backgrounds of your own. lf you do this, these tables can
be used to provide inspiration.

!(Itt TEAM NAMI


The names of Harlequin Void-dancer Troupes are often
KILL TEAM NAME TABLE 1

chosen by the cast itself and, as with everything that


Harlequins do, are deeply theatrical and allude to I the
Players of I Glittering Tide
mythological tales and characters. Whilst some Void- 2 Swords of thc 2 Jape l[ost Dark
dancer Troupes select names of significance to their Grand
Masque or preferred saedath, others are nothing more than
3 Ensemble of the 3 Crimson Sun

whatever they feel slips from the tongue most smoothly, 4 Spearsofthe 4 Swooping Falcon
and it is not uncommon for Void-dancer Troupe names to 5 Castofthe 5 Neverending Dream
change over time according to the whims of their members. 5 Band of thc 6 Shimmering Prism

To use the kill team name tables, first, roll once on either of
the two Ritual Gathering columns, and then roll once on KILL TEAM NAME TABLE 2
either of the two Legendary Portrayal columns.
I Companyofthe I Crystal Stage
0PtnATrvt NAIIIts
No Aeldari is born a Harlequin, and all manner of strange
2 Assembly of tte
2 Healer's Lamerfi

tales persist concerning how this metamorphosis occurs. 3 Coterie of the


3 Azure Moon
Every Aeldari culture has dozens of strange - often 4 Kiss of the4 Crone'sTalon
cautionary - tales regarding the Harlequins, and while 5 Symphonyofthe 5 End ofDays
some are doubtless embellished or wholly apocryphal,
many more contain an eerie core of truth. To become a
6 Hannoryofthe 5
Harlequin means erasing all that has come before, be it
friends, family, path or purpose. However it happens, once OPERATIVE NAMES TABLE 1
an Aeldari becomes a Harlequin every aspect of their old D6 Dramatic Mantle D6 Ritual Persona
identity is erased. They assume a new role, known by a
ritual character name. This informs every facet of the
I The Sun I King

Harlequin's personality from that moment on. No matter 2 ThcStar 2 Qucen


who they were in their former life, a Harlequin's character 3 The Shadow 3 Prince
becomes their moral compass and their adopted 'true' 4 TltoVoid 4 Knavo
self. This process is known as the theuldh.
5 The Redtide 5 Judge

To generate a name for each of your Harlequin operatives,


6 fte Skv 6 Witch
roll twice (once on the Dramatic Mantle column and once
on the Ritual Persona column) using any of the operative
names tables presented here. If you so wish, you can
invert the options. For example, should you roll 'the Sun
King', you can change this to 'the King of the Sun', if you I TheMoon I Executioner
prefer it. In this manner'The Sky ludge' can become 'the 2 The Highborn 2 Seer
Judge of the Sky' and 'the Shadow Crone' can become 'the 3 The Leering 3 Ghoul
Crone of the Shadow'. You will find that some names
4 The Bladed 4 Crone
sound like they fit particularly well with the Light, Dark or
Twilight (such as the Sun, the Shadow and the Dawn). lt is 5 The Gleeful 5 Herald
especially thematic if you decide one of your Players is of 6 Ttc fhsborn 6 Assassin

42
I
UIIIII.DAI{GER TROUPE l(ltt TEAMS
the Light and pick a suitable name. However, if you do
not, that is not a problem, for Aeldari myth is complex and OPERATIVE NAMES TABLE 3
subtle enough that on occasion a warrior of the Dark, for D6 DramaticMantle D6
example, may well utilise The Sun as a part of their name. I The Hidden I Princess
Some Harlequins particularly enioy the irony in that.
2 nrc Bllck 2 lord
Note that not all Harlequins are known in this kind of 3 TheGolden 3 tady
fashion, and you can choose/invent other styles of name 1 The CornGt 4 Xnight
as you so wish. For example, a particularly important yet 5 The Shimmering 5 Hunter
mysterious Shadowseer is Sylandri Veilwalker. This name 6 The Dawn 6 trlaidan
still has all manner of mythological connotations, it iust
takes a different form, and Veilwalker herself might
additionally have a dramatic mantle and ritual persona.

BASE OF OPERATIONS SAUAD AUIRK


D6 Location D5 The Affectation
Webway Spur: This kill team has chosen a secluded part Bringers of Terror: These Harlequins delight in utilising
of the webway, far from prying eyes and dangers, in which their skills, wargear and characters' personas to utterly
to make their base. terrifu their enemies.
Tte Black Library These Harlequins call the fabled Black Likc Shadows in the Derlc This kill team are elusive
Library itself home, and bring back relics, artefacts and lore experts in maximising the benefits ofcover and darkness -
they discover on their missions to this trove of knowledge. almost impossible to pin down by the foe.
Fated Craftworld: The missions these Harlequins Come Hither, Behold Thy Destroyers: Proud
undertake are inextricably linked to one of the Asuryani performers all, wearing sinister smiles and with arms
craftworlds, where they reside once each quest is completed. unfolded wide, the Harlequins of this kill team invite their
4 Dark Gorner of Commorragh: This kill team has foes to look upon them in awe before they attack.

secured for itself a part of the Dark City of the Drukhari. ln Swift as the Wind: Even by the standards of their kind, the
Commorragh they rest, rearm and prepare as the screams Players of this killteam are remarkably agile and athletic.
of tortured slaves echo through the air. Cruelly Mocking: As part of the roles they play, these
5 Corsair Vessel: Aeldari Corsairs ply the stars the length Harlequins bait their enemies mercilessly, pouring scorn on
and breadth of the galaxy. The Harlequins of this kill team their endeavours.
have sought passage aboard one of their voidships, the Starliglrt Strido: These waniors are always on the
captain providing them with board. move. With feet that walu through the air with incredible
6 Starweavers: This kill team possess a number of Starweaver swiftness, their every motion is a brilliantly choreographed
transports with which to traverse the worlds they operate on, combination of martial prowess and elegant dance.

BACKGROUND 'Sltrthe not wherc gour enerng *peck your blade to fall,
D6 The Cast not even where hgic ilictntes. Strlhe lnsteail where your
blow wlll have the greatest meanlng. bave gour lesson
The Swords of Khaine: These waniors honour Khaine
wrltlarge ln blood upon the field of battle;
by hurling themselves into close-quarters battle with
wrathful arrogance.
- Extract from the Teachings of Cegorach

KI
Webway Wandercrs: The members of this kill team are
nomadic warriors who wander the webway according to

ry$ 'ii?p
the whims of Cegorach, and slay those who threaten his
labyrinth realm.
fhe Solitary: Sundered from their masque by death or a : {\
lonely nanative, these Harlequins dance the steps oftheir
saedath alone.
+rq I
Fab's Messengers: These Harlequins have come
together to deliver a particular message or lesson, or to
protect the bearer of such a missive.
Sinister Killers: The Players of this kill team
bear the
F_: .l
most honific weapons available to them and aim to spread
tenor and panic with their every deed.
Guardians of tfte BIack Library This kill team consists
of Harlequins sworn to protect the Black Library and
eliminate threats to that shadowy repository of lore.
LG \
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l{EW RUTE$

filGlltilPl: lllflllfllll0ll / ffC0t / Sttlt ffi[ lll$IR[Y

Below you will find a list of the operatives that make up a V0IO-DANCER TR0UPEC kill team, including, where relevant,
any wargear those operatives must be equipped with.

il
ffi
-' I IEAD PLAYER operative equipped with one option from each of
the following:
Fusion pistol (max one per kill team), neuro disruptor (max one
per kill team) or shuriken pistol
Blade, caress, embrace, kiss or power weapon

' 7 VOlD-DANCER IB0UPEC operatives selected from the following list:


DEATH JESTER
PTAYER equipped with one option from each of the following:
Fusion pistol (max one per kill team), neuro disruptor (max one
per kill team) or shuriken pistol
Blade, caress, embrace or kiss
SHADOWSEER equipped with a miststave and one of the
following options:
Neuro disruptor (max one per kill team) or shuriken pistol

Other than PTAYER operatives, your kill team can only include each
operative above once.

lfiFill-S
lf your faction is VOID-DANGER TROUPE , you can use the Void-dancer Troupe Tac Ops listed below, as specified in the
mission sequence.

TTIIIIG Pl[T t-ilTMlT[m


loid-ilancer lrouE - tactiun lrc 0p I lloiil-ilancer lrourc - lastinn Iac 0R 3
lf you are using the Saedath ability (pq 46), reveal this Tac Op You can reveal this Tac Op in the Target Reveal step of any
in the Target Reveal step of the first Turning Point. Turning Point. When this Tac 0p is revealed, starl a 6rand
Act tally, adding one to the tally the flrst time each different
' lf your Performance tally is four or more, you score 1VP. Performance (pS 46) is completed by any friendly
. lf your Performance tally is six or more, you score IVP operative. Note that it does not have to
be the active Allegory's Performance.

IITlfIIIITIX lf your Crand Act tally is five, you score I VP


lloiil-ilanmr lrou[e - Iantion Ias 0R 2 lf you achieve the frrst condition before the fourth Turning
You can reveal this Tac Op when a friendly v0lD-UANCEB Point, you score IVP
tR0UPEe operative incapacitates an enemy operative. At the
end of the battle:

lf that friendly operative has incapacitated more enemy


operatives than each other friendly V0lD-DANCER
iROUPEA operative has during the baltle, you score IVP
lf that friendly operative is wholly within your opponent's
drop zone, you score 1VP

ulilEotlJtff 45
WARIIAMMEl(
. !o ooo

I(ILI. TEAI|/I

[81ilil
mtfilt
The saedath ore the Harlequins' battle plans. Each is an The frrst time a friendly pivotal role operative completes
eloborate scheme designed around, ond named for, stories the Performance of an active AIlegory during the battle
from the Aeldari's expansive mythology. Battle rtself then (this rs cumulative with the above)
becomes a performance of a symbolic and spiritually
significant tole in which every Harlequin involved ploys a Note that this means, for the purposes of your kill team's
specific and pivotal role. Performance tally during the battle, each friendly operatrve can
only complete one Performance, and only one prvotal role can
When selecting your kill team for the battle, select an Allegory complete a Performance (even if you change the active Allegory
to be active for rt during the battle (reveal rt to your opponent or pivotal role during the baltle For example, as a result of the
when you reveal your kill team) Then, at the start of the first IEAO PTAYER operative's Performance Lead abrltty).
Strategy phase, select one friendly V0lD'DANCER TB0UPtt
operative to have the pivotal role for the battle. While a friendly When you add the fourth mark to your Performance tally:
operative has the pivotal role, rt has the Accolade abrlity of the
active Allegory. All friendly V0lD-0ANCtR TB0UPEt operatives have the
Accolade abrlity of the active Allegory until the end of
Keep a Performance tally for your kill team for the battle. Add the battle.
I to the tally as follows: You garn lCommand Point.
ln the Generate Command Points step of each Turning
' The frrst time each friendly VOlD-DANCIR TR0UPt? Point, you generate one additronal Command Point.
operative completes the Performance of an active Allegory
during the battle,

Allegory Perfornance Accolade

This operative can perform the Fall Back action for


The operative performs a Fall Back action.
one less action point (to a minimum of 1AP).

The operative incapacitates an enemy Each time this operative fights in combat, in the
operative in combat by inflicting damage Resolve Successful Hits step of that combat, if you did
with two or less attack dice in the Resolve not retain any critical hits, you can strike or parry with
Successful Hits step. one normal hit as if it were a critical hit.

The operative incapacitates an enemy


Each time this operative makes a shooting attack, in
operative in a shooting attack by inflicting
the Roll Attack Dice step of that shooting attack, you
damage wrth two or more attack dice in the
can re+oll one of your attack dice.
Resolve Successful Hits step.

The operative performs a Chargc action and This operative can move up to a distance equal to ib
ends the move within O of your opponent's Movement characteristic plus ffor Charge actions,
drop zone. instead of plus .- ).

Each time a shooting attack is made against this


operative, in the Roll Defence Dice step of that
The operative loses wounds from a shooting
shooting attack, before rolling your defence dice, if
attack made by an enemy operative.
it is not in Cover, you can retain one as a successful
normal save without rolling it.

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46 rUMilmr .Y
I\ 7-
l{EW RUTES

$IRIIIGIE Pl[T$ IIGIIGII PIOY$


lf your faction is V0ID-DANCER TROUPEO, you can use the lf your faction is VOlD-DANCER TR0UPEC, you can use the
following Strategic Ploys durlng a game. following Tactical Ploys during a game.

TbIEEN COLOURS 1CP ROUS ENTRANCE 1CP


Until the end of the Turning Point, friendly V0lD-DANCER Use this Tactical Ploy in the Resolve Successful Hits step of a
TROUPEA operatives can perform Shoot actions during combat, after a friendly V0lD-DANCER TB0UPEa operative
Normal Move actions (any remaining increments of movement that performed a Charge action during this activation strikes
can be used after performing the Shoot action). You cannot with a critical hit. You can immediately select one of your
select a shrieker cannon (pS 49) for those shooting attacks. remaining attack dice and strike with it.

DOMINO FIELD 1CP CURTAIN FALLS 1CP


Until the end of the Turning Point or until it makes a shooting Use this Tactical Ploy in the Resolve Successful Hits step of a
attack, each friendly V0lD-DANCER TROUPEC operative has combat, after an active friendly V0lD-DANCEB
a domino freld. For the purposes of determining Line of Sight, TROUPEA operative strikes. lmmediately end that combat and
while a friendly operative with a domino field is within A of a that friendly operative can perform a Fall Back action for
terrain feature and more than O from the active operative, the IAP even if it has performed an action during that activation
active operative always treats that friendly operative as having a that prevents it from performing a Fall Back action (e.9. a

Conceal ordel regardless of any other rules (e.9. Vantage Point). Charge action).

RISIUIATIC BLUR 1CP DERISION 1CP


Until the end of the Turning Point, each time a friendly V0lD- Use this Tactical Ploy after rolling your attack dice for a
DANCER TB0UPEA operative performs an action in which shooting attack made by a friendly V0lD-DANCEB TR0UPEC
it moves, it is a prismatic blur until the end of theTurning operative in an activation in which it performed a Fa!! Back
Point. Each time a shooting attack is made against a friendly action. You can re+oll any or all of your attack dice for that
operative that is a prismatic blur, in the Roll Defence Dice step shooting attack.
of that shooting attack, you can reroll one of your defence dice.

CIOUS ROLE 1CP


EGORACH'S JEST 1CP Use this Tactical Ploy when a friendly V0lD-DANCER
Until the end of the Turning Point, each time a friendly VOlD- TR0UPEA operative is activated. Until the end of its activation,
DANCER TROUPEe operative fights in combat, once in the that operative can perform Dash and Charge actions while
Resolve Successful Hits step of that combat, when your opponent within Engagement Range of enemy operatives.
strikes with a hit, you can roll one D6. lf the result is equal to or
less than the Weapon Skill characteristic of the enemy operative's
selected melee weapon, treat that strike as a parry instead (the
Brutal special rule has no effect for that parry).

,/ (.
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/ )

a
w'ARiiAi.iiiEi-

KII.I- TEAIV!

P$TEHIG POTfiI$
Each time a friendly SHADOWSEER
operative performs the Manifest Psychic Power action (pg rm ff IRIIil$
50), select one psychic power from the list below to be resolved. Select one ready enemy operative Visible to this operative
You can only select each psychic power a maximum of once per and roll one D6. Until the end of the Turning point, that
Turning Point. enemy operative is treated as having a Group Activation
characteristic of l, and cannot be activated or perform actions
until it is the last enemy operative to be activated, or a
fttt 0t ilm$ number of enemy operatives have been activated equal to the
Select one friendly operative Visible result of the D6 (whichever comes first).
to this operative. Until the end ofthe Turning Point:

. For the purposes of determining Line of Sight, while that lilrmm 0t iillt0$
operative is more than O from the active operative, it is Select one enemy operative within this operative's Line
in Cover. of Sight. Both players roll six D6. Pair your dice with your
. Enemy operatives cannot end a Charge action within opponent's dice based on matching results. For each
Engagement Range of that operative unless they began matching pair, that enemy operative suffers I mortal wound
that action within Iof it, or they would also end that For example, tf you roll 6, 5, 5, 4, 2,1 and your opponent
action within Engagement Range of another friendly rolls 6, 5, 4, 4,3,7, that enemy operative would suffer 4
operative from your kill team. mortal wounds.

I
T
rA

48
l{EW RUTES

1HII PlIYIR
Choreogroplhers of conflict, Lead Players are experienced
Horlequins clad in extravagant garb. They direct their 3.) 3
comrqdes' reqctions to the fates of battle ond ensure
their warriors' performances in the theatre of wor is os
perfect as it can be. ,3 6+ I
Iaur l m/il$ [ ;,jiilm$ !
(ii Fusion pistol 4 2+ 513 Rng I, Rez MW3
(i Neuro disruptor 4 2+ 4lS Rng l, API Stun
{i Shuriken pistol 4 2+ 314 Rng I Rending
X Blade 5 2+ 415 Balanced
X Caress 5 2+ 415 Rending
X Embrace 5 2+ 415 Brutal
X Kiss 5 2+ 311
X Power weapon 5 2+ 416 Lethal 5+

mruilt$ I llilt0llt tHt0il$ I


Holo-suit: This operative has a 4+ invulnerable save.

Perlormance Lead: 0nce per battle, in the Strategy phase, when


it is your turn to use a Strategic Ploy or pass, you can use this
ability instead. lf you do so, select a different Allegory to be active
for your kill team (pg 46). You can also select a different operative
for the pivotal role. The new pivotal role would therefore have
the Accolade ability of the new active Allegory instead. Your
Performance tally remains unchanged (therefore if the tally was
four or more, all friendly V0lD-DANCEB TR0UPE! operatives have
the Accolade ability of the new active Allegory instead).

VOID DANCEB TBOUPFT, AELDARI, HARLEOUINS, <MASOUE>, LEADER, FLY, LEAD PLAYER

[IilIlLTFiTfil
.The anivol of a Death Jester in o killzone is onnounced
by a hissing storm ofshrieker cannon fire. Enemy infantry 30
are torn apart in sprays of blood and scalded flesh as the
weapon's gene-toxins cause them to combust horrifimlly
from within. Adding insult to inju4tr the Death Jester
ensures every demise is os cruelly ironic as possible. 3 I
ilamr t [$/H$ I
{i Shrieker cannon 5 3+ 415 Fusillade, Heavy, Humbling Cruelty* Rending
X Shrieker blade 4 3+ 314 Reap 2

muilt$ tlilt0llt tGItoil$ I


Holo-suit: This operative has a 4+ invulnerable save. Shrieking Harvest (2AP): Perform a free Shoot action with this
*Humbling Gruelty: Each time a friendly operative makes a operative using the shrieker cannon it is equipped with. The
| shrieker cannon has the Torrent C special rule instead of the
I shooting attack with this weapon, in the Resolve Successful Hits
Fusillade special rule for that shooting attack.
I step of thatshooting attack, ifthetargetloses anywounds,the
I target is inlured until the end of the Turning Point.

I
] VOID-DANCER TROUPEO, AEIDARI, HARTEOUINS, <MASOUE>, FtY, DEATH JESTER

49
YYAKNAfvllYlEK

KII.I. TEAI\/I

Ellllil
Harlequin Players perform with breathtaking skill,
whether their stage is a wroithbone-andglass
omphitheotre bathed in crystalline light or the firelit
hell of the bottlefield. They tumble, sprint ond leap,
with every trigger squeeze ond blode slash bringing
orchestrated death to the enemy.

rE/mr il r
iii Fusion pistol 4 3+ 5/3
() Neuro disruptor 4 3+ 4lS
{i Shuriken pistol 4 3+ 314
X Blade 5 3+ 415
X Caress 5 3+ 415
X Embrace 5 3+ 415
X Kiss 5 3+ 317

Holo-suit This operative has a 4+ invulnerable save.

, AELDARI, HARLEOUINS, <MASOUE>, ILY, PLAYER

Shadowseers can blind enenry operativa and drive them


mad with their psychic powers. As they obscure their allies
with illusions, they fire hallucinogenic grenades at the
,it 30 3

foe thot couse disorientotion or death. ln close combat,


Shadowseers crush bones with strikes fron their miststoves,
which olso scramble the perceptions of those they hit. 3 6+ I
lru tffiml $!
{i Neuro disruptor 4 3+ 415 Bng tl, API Stun
+ Shuriken pistol 4 3+ 314 Rng tl Rending
X Miststave 4 3+ 415 Stun

Holo-suit This operative has a 4+ invulnerable save. Manilest Psychic Power (lAPl: Psychic action. Resolve a V0lD-
DANCEB TR0UPEC psychic power, as specified on paqe 48. This
operative can perform this action twice during its activation,
but cannot perform it while within Engagement Range of an
enemy operative.

Hallucinogen Grenade (lAPI Select one point on the killzone


ryithini of this operative. Roll one D6 for each operative within
C of that point, subtracting I from the result ifthat operative is not
Visible to this operative. 0n a 4+, subtract I from that operative's
APL; in addition, on a 6, that operative suffers 1 mortalwound.
This operative can only perform this action once per battle, and
cannot perform this action while within Engagement Range of an
enemy operative.

, AETDARI, HARTEOUINS, <MASOUE>, TtY, SHADOWSEER

50
]IEW RULES

I[UlPtttlll
V0lD-DANCER TROUPEO operatives in your kill team can WRAITHBONE TALISMAN I3EP]
be equipped with equipment from this list, as specified in The operative gains the following ability for the battle:
the mission sequence. Any equipment marked with a + can Wraithbone lalisman: Once per battle, when this operative
be selected a maximum of once, and each operative can be rs fighting in combat, making a shooting attack or a shooting

equipped with no more than one of each item. attack is being made against it, you can use the Command
Re-roll Tactical Ploy (see the Kill Team Core Book) without
spending any Command Points.
SHRIEKER TOXIN ROUNDS L3/4EP7
Select one shuriken pistol or shrieker cannon the operative PRISMATIC GRENADE ESEP]
is equipped with. That weapon gains the MWI critical hit The operative is equipped with the following ranged weapon
rule for the battle. lfyou selected a shrieker cannon, this for the battle:
equipment costs 4EP; otherwise, it costs 3EP
Xrnu t lt ll
Prismatic grenade 3+ 314
DEATH MASK t3EP]
luler I
This operative gains the following ability for the battle:
Death Mask lf this operative is incapacitated, at the end of Rng O, Blast O, lndirect, Limited Stun
that activation, you gain I CP

PURE PSYCHOCRYSTALS- I3EP]


ACCELERATED MONOFILAMENT WIRE Select one neuro disruptor the operative is equipped with.
[3EP] That weapon gains the Lethal 5+ special rule for the battle.
Select one embrace the operative is equipped with. That
weapon gains the Reap I critical hit rule and Lethal 5+
special rule for the battle. SUPPORT GRIP- TlEP]
DEATH JESTER operative only. Remove the Heavy special
rule from the shrieker cannon that operative is equipped with
SUPERTENSILE MONOFILAMENT WIRE for the battle. That weapon gains the following special rule for
T3EP] the battle instead:
Select one kiss the operative is equipped with. Add I to that
weapon's Normal Damage characteristic for the battle. Cumbersome: An operative cannot move more than 3O in
the same activation in which it performs a Shoot action with
this ranged weapon.

ttltffi[u,lRI 51
YYAKIlAlvllvlEX

KII.I. TEAIVI

UOII.IIAIIETR IROUPT
$PIE OP$ RUII$
Overthe following pages you will find a selection of rules for Spec Ops campaigns in which you have selected V0lD-
DANCEB TB0UPEt as your Faction keyword.

BAII1I HOIIIUR$
Each time a VOlD-DANCEB TROUPEC operative gains a Battle
Honour, instead of determining one from its specialism, you
can determine one from the Void-dancer Troupe Specialist table
below. You can either roll one D6 to randomly determine the
Battle Honour (re-rolling if it isn't suitable), or you can select
an appropriate one. As with any Battle Honour, an operative
cannot have the same one more than once (if a duplicate result
is rolled, roll again until a different result is rolled).

VOID-DANCER TROUPE
SPECIALIST
'.t L Whimsica!: Each time this operative is activated, you
can use the Capricious Role Tactical Ploy (pg 47) for
this operative without spending any Command Points.

Well Versed: Once per battle, you can use a


Tactical Ploy (pg 47)without
spending any Command Points if this operative is the
operative specified by that
Tactical Ploy.

Martial Artistry: Each time this operative frghts


in combat, at the end of the Roll Attack Dice step of
that combat, if you have retained more normal hits
than your opponent has, you can change one ofyour
retained successful normal hits to a critical hit instead.

Dazzling Spectacle Each time this operative


) performs a Fight action in an activation in which it
L has already performed a Shoot action, or performs a
Shoot action in an activation in which it has already
performed a Fight action, in the Roll Attack Dice
step ofthat combat or shooting attack, you can reroll
any or all of your attack dice results of one result (e.9.

rI results of 2).

Virtuoso: 0nce per battle, this operative can perform


two Shoot actions with a shuriken pistol or two
/ Fight actions during its activation.

I
ho+minent Once per battle, if an operative with

r
this Battle Honour is the first friendly operative to be
activated during the Turning Point, you can use this
4 Battle Honour. lfyou do so, until the end oftheTurning
Point, weapons that operative is equipped with gain
/ the Lethal 5+ special rule. Note thatyou can only use
this Battle Honour once per battle (even if more than
one friendly operative has this Battle Honour).
l{EW RUTES

RIRI IIUIPilIIII
Each time you would determine an item of rare equipment to add to your stash, if your faction is V0lD DANCER T80UPEt, you can
determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly
determine the rare equipment (re-rolling if it isn't suitable), or you can select an appropriate one. fu with any item of rare equipment,
your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. HIDDEN GUISE TlEP] 4. FALCON'S FEATHER I3EP]


The operative gains the following ability for the battle: The operative gains the following ability for the battle:

Hidden Guiser Once per battle, at the start of the Strategy Falcon's Feather: At the starl of each Firefrght phase after
phase, you can select this operative to have the pivotal role the first, if this operative is not within Line of Sight of every
instead (pg 46). enemy operative, it can perform a free Dash action.

2. CRYSTAL SHARD T3EP] 5. MOCKING PANOPLY T2EP]


The operative gains the following ability for the battle: The operative gains the following ability for the battle:

Gystal Shard: Once per battle, when a shooting attack is Mocking Panoply: Each time this operative moves, you can
made against this operative, at the start of the Roll Defence roll one D6 for each enemy operative it moved within of
Dice step ofthat shooting attack, you can use this ability. lf during that move. 0n a 5+, that enemy operative suffers D3
you do so, until the end of the Turning Point, this operative mortal wounds.
has a 3+ invulnerable save.

6. RAIMENT OF MIRRORS I2EP]


3. SHIMMERCLONE T3EP] The operative gains the following ability for the battle:
The operative gains the following ability for the battle:
Raiment of Mirrors: Each time this operative flghts in
Shimmerclone: Once per battle, in the Resolve Successful combat, or a shooting attack is made against it by an enemy
Hits step of a combat or shooting attack, when damage would operative within Iof it, in the Roll Attack Dice step of that
be inflicted on this operative from an attack dice, you can use combat or shooting attack, your opponent's attack dice results
this ability. lf you do so, ignore the damage inflicted from that of 'l-3are failed hits.
attack dice.

53
$IRIIIGIG A$$II$
Each time you would add a strategic asset to your base of
operations, if your faction is V0lD-DANCER TROUPEC, you $lliltlt 0l iltllffi0ll
can select one from the list below instead of selecting one Fate is of great consequence to the Harlequins, their every
from another source. As with any strategic asset, you can oction intended to alter the future as they see fit. Within o
never have more than one of each. meditation shrine, they can ponder the poths ahead of them,
selecting the best courses of oction and mentally rehearsing
their every step.
ITIBITIY PORIII
The Troupe hqve the meons to access the webway wherever ln the Select Drop Zone step, after rolling off to determine
they ore, making smoll cuts in reality thot exist for mere who decides Attacker and Defender, you can reroll your dice.
seconds thot they can slip in and out of at will.

ln the Set Up Operatives step, you can set up one friendly IMH[OllI
V0lD-DANCER TR0UPEB operative in the webway instead. The Troupe have access to vost resources of Aeldari lore from
ln the Firefight phase of the first Turning Point, that operative which to pluck the choicat soedath for the battles to come.
is considered to within the killzone for activation purposes
be They will always choose the perfect story to tell.
and must be activated as normal. When it is, set it up as
specifled by the Set Up Operatives step (usually with an order At the start of each battle, add I to your Performance tally
of your choice wholly within your drop zone, unless the mission (see pg 46).
specifres otherwise), then continue its activation as normal.

nt0ul$lil01r$
ln a Spec Ops campaign, if your faction is V0ID-DANCER TR0UPEi, you can use the following Requisitions in addition to those
presented in other sources.

GRAND ROLE 1RP THE ROLE OF THE FALLEN 1RP


A Harlequin performing a centrol role is a spectacle both Death and suffering is an integral part of Aeldari history and
glorious and frightening to behold, their movements lithe, myth. Those Harlequins who act as victims of the Fall, or who
lightning fost ond deadly. play the roles of the slain in their race's allegorical tales, are
revered for their brovery as much as feared by their fellows.
Purchase this Requisition before a game, when your kill team
is assigned to a Spec 0p. Select one friendly V0lD-DANCEB Purchase this Requisition if your kill team is cunently conducting
TR0UPEt operative from your dataslate to take on a grand role. a Spec 0p, after a game in which a friendly VOlD-DANCEB
Until that Spec 0p ends: TR0UPEC operative was incapacitated but passed its Casualty
test. Until that Spec 0p ends:
. You cannot purchase this Requisition again.
. You must select the grand role operative for the pivotal role . You cannot purchase this Requisitton again.
(ps 46). . ln the Update Dataslates step of each subsequent game,
. When all friendly V0lD-DANCER TB0UPE; operatives if this operative was incapacitated, it earns I XP (this is not
gain the Accolade ability of the active Allegory (i.e. if you limited by a passed Casualty test or the Cerebral Affliction
have a Performance tally of four or more, pg 46), you can Battle Scar in the Kill Team Core Book).
select one additional Accolade ability for the grand role
operative to gain until the end of the battle. EMISSARIES OF THE
LAUGHING GOD 1RP
When not ot war, Harlequins visit their kin across the
entire Aeldari diaspora. Not only do they conduct grand,
mesmerising performonces and retell ancient tales, but they
also serue as diplomats ond mediators, brokering support,
forming allionca and goining safe harbour.

Purchase this Requisition in the Update Dataslates step of a


game. You can re+oll any or all Recovery tests made for V0lD-
DANCER TROUPEA operatives on your dataslate that were
Rested for that game.

54
ffi
Each time you would select a Spec 0p for your kill team to be assigned
'-a
I
t,

'g
-r{
ij,

7l
to, if your faction is V0ID-DANCER TB0UPE!, you can select one from rL
,* !
the list below instead of selecting one from another source.
\ I

t_
E. $ /

[ilrE[ [101tG Iilt lll[tm$ 0t ]fft


To the ignorant and unentightened, the HarIequins are seemingLy agents of
capricious bedtam and carnage. Th'is couId not be farther from the truth.
Indeed, each Hartequin is pl.aying a roLe in seeing ancient prophecy fuLfiLted.
Each of their deeds is choreographed and rehearsed to an unimaginabte degree.

OPERATION 1: INTRICATE STEPS COIIII'IENDATIOt.I:


A series of critical moments must be realised for the You gain three Requisition points.
prophecy to reqch its moment of complete fulfilment. After the battle, all friendly operatives pass Casualty
and Recovery tests.
Determine three Tac Ops as if you were selecting them
forabattle,butdosoWitha24cardTacopdeck(each
Tac 0p from every archetype, excluding faction Tac Ops). When your kill team is assigned to this Spec Op, select
Complete five games in which you scored victory points any one Spec 0p from the Kill Team Core Book. For the
from any or all of those Tac Ops. purposes of a mission's Spec Ops bonus, this Spec Op is
considered to be that Spec Op.
OPERATIOI{ 2: PROPHECY FULFILLED
The finol threod of fate has been traversed, ond o monent
ordained in myth lies before the kill tean.

Determine one Tac 0p from the remaining l8 cards in the


Tac 0p deck built for Operation 1 (note that three were
selected for Operation I and three were discarded). To do
so, draw two cards from the deck and select one of them.
Complete a game in which you scored victory points from
that Tac 0p.

Iilt E[[ltlt$I 0]iltt$


Some saedath are so compIex that no singte battIe can see them drawn to
concLusion. These ep'ic taIes span across muttipIe wars and confIict zones,
each ctash one piece of an eIaborate puzzLe the Hartequins seek to comptete.

0PERATION 1: l,lANY ACTS, EACH BUT A COI4I'IENDATION:


SINGLE STEP You gain one Requisition point.
noment
Every bottle fought is on oct finished - a pivotal ,, You can distribute up to 5XP across the operatives on
of
in a story of not only spiritual significance, but your dataslate.
monumental importance to the goals of the Harlequins in You can add one item of rare equipment to your stash,
the 4l st Millennium. or you can increase your asset capacity by one.

Complete at least six games, select every Allegory to be SPEC OPS BONUS:
active at least once (pS 46) and complete a Performance None.
for every Allegory while it is active.

mf]r

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