Professional Documents
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Void-Dancer Troupe
Void-Dancer Troupe
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.
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
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.
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.
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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
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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.
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l{EW RUTE$
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.
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-' 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
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.
ulilEotlJtff 45
WARIIAMMEl(
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I(ILI. TEAI|/I
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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,
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 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 .- ).
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l{EW RUTES
Conceal ordel regardless of any other rules (e.9. Vantage Point). Charge action).
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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.
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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+
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
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{i Shrieker cannon 5 3+ 415 Fusillade, Heavy, Humbling Cruelty* Rending
X Shrieker blade 4 3+ 314 Reap 2
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. 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.
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
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.
rI results of 2).
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).
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.
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.
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.
54
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Each time you would select a Spec 0p for your kill team to be assigned
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to, if your faction is V0ID-DANCER TB0UPE!, you can select one from rL
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the list below instead of selecting one from another source.
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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.
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