Harlequins

(v1.02.02)

Contents

Forces of the Harlequins

Masque Detachment

Datasheets

Troupe

Death Jester

Shadowseer

Solitare

Skyweaver

Starweaver

Voidweaver

Formations

Cegorach’s Revenge

The Serpent’s Brood

Cast of Players

Cegorach’s Jest

The Heroes’ Path

Faolchú’s Blade

Appendix

Warlord Traits

Weapons of the Masques

Ranged Weapons

Melee Weapons

Esoterica of War

Enigmas of the Black Library

Harlequin Vehicle Equipment

Armour

Phantasmancy Discipline

Tactical Objectives

Profiles

Units

Troops

Ranged Weapons

Melee Weapons

Guides

Melee Weapon Guide

Detachments

Forces of the Harlequins

The following section details background and rules information that describe the forces used by the Harlequins – their warriors, their vehicles and the characters that lead them to battle. This section will enable you to forge your collection of Harlequin miniatures into an army ready to fight battles in your games of Warhammer 40,000.

Choosing an Army

When choosing an army to play a game of Warhammer 40,000, there are two main ways of organising your collection. These are the Unbound method, which means taking whichever units you like, and the Battle-forged method, which is more rigid but has extra benefits. Both are described fully in Warhammer 40,000: The Rules.

If you are using the Unbound method, simply use the datasheets later in this section that correspond to the Harlequin models in your collection. If you are using the Battle-forged method, you will instead need to organise the Harlequin models in your collection into Detachments such as the Masque Detachment shown below. This is a fun process in its own right.

Note that you can also include any of the Formations presented in this section as part of a Battle-forged army.

Masque Detachment

Compulsory

• 3 Troops

• 2 Fast Attack

• 1 Heavy Support

Optional

• 7 Elites

Restrictions

All units in this Detachment must have the Harlequins Faction.

Command Benefits

Emissary of Cegorach: If you have selected a Troupe Master from this Detachment as your Warlord, you can re-roll the result when rolling on one of the Warlord Traits tables in Codex: Harlequins.

Rising Crescendo: From the start of the second turn, all units in this Detachment that have the Fleet special rule can Run and Charge in the same turn.

Datasheets

Troupe

Unit Type

Infantry. Troupe Master is Infantry (character)

Unit Composition

4 Players

1 Troupe Master

Wargear

• Holo-suit

• Shuriken Pistol

• Close Combat Weapon

• Plasma Grenades

• Flip Belt

Special Rules

• Fear

• Fleet

• Furious Charge

• Hit & Run

Options

• May include up to seven additional Players ...15 pts/model

• Any model may replace their Shuriken Pistol with one of the following:

- Neuro Disruptor ...10 pts/model

- Fusion Pistol ...15 pts/model

• Any model may replace their Close Combat Weapon with one of the following:

- Harlequin’s Embrace ...5 pts/model

- Harlequin’s Kiss ...5 pts/model

- Harlequin’s Caress ...8 pts/model

• The Troupe Master may replace his Close Combat Weapon with a Power Sword ...15 pts

• The Troupe Master may take Haywire Grenades ...5 pts

• The Troupe Master may take one item from the Enigmas of the Black Library list.

• The unit can select a Starweaver as a Dedicated Transport.

Death Jester

Unit Type

Infantry (Character)

Unit Composition

1 Death Jester

Wargear

• Holo-suit

• Shrieker cannon

• Flip belt

Special Rules

• Fear

• Fleet

• Furious Charge

• Hit & Run

• Independent Character

• Precision Shots

Death Is Not Enough: An enemy unit that suffers one or more casualties from a Death Jester’s Shrieker Cannon during the Shooting phase must take a Morale check at the end of that phase with a -2 modifier to its Leadership, just as if it had suffered 25% casualties. If this test is failed, the Death Jester’s controlling player chooses the direction that the enemy unit Falls Back this phase (if the unit continues to Fall Back in subsequent turns, it does so towards its own table edge as normal).

Options

• May take Haywire Grenades ...5 pts

• May take one item from the Enigmas of the Black Library list.

Shadowseer

Unit Type

Infantry (Character)

Unit Composition

1 Shadowseer

Wargear

• Holo-suit

• Hallucinogen Grenade Launcher

• Shuriken Pistol

• Miststave

• Flip Belt

Special Rules

• Fear

• Fleet

• Furious Charge

• Hit & Run

• Independent Character

• Psyker (Mastery Level 1): Shadowseers generate their powers from the Phantasmancy, Daemonology (Sanctic) and Telepathy disciplines.

Options

• May be upgraded to Psyker (Mastery Level 2) ...25 pts

• May replace Shuriken Pistol with a Neuro Disruptor ...10 pts

• May take Haywire Grenades ...5 pts

• May take one item from the Enigmas of the Black Library list.

Solitare

Unit Type

Infantry (Character)

Unit Composition

1 (Unique)

Wargear

• Holo-suit

• Harlequin’s Caress

• Harlequin’s Kiss

• Flip Belt

Special Rules

• Deep Strike

• Eternal Warrior

• Fear

• Fearless

• Fleet

• Furious Charge

• Hit & Run

• Precision Strikes

Blitz: Once per game, at the start of any of the controlling player’s Movement phases, the Solitaire can move in the following manner instead of moving normally. Roll a number of D6 equal to the current turn number; the result is the number in inches that the Solitaire can move. When moving in this manner, the Solitaire can move over all other models and terrain as if they were open ground, but it cannot end its move on top of other models or impassable terrain. In the Assault phase of the turn in which the Solitaire moves in this manner, its Attacks characteristic is increased to 10.

Impossible Form: A Solitaire has a 3+ Invulnerable Save.

The Path of Damnation: A Solitaire can never be joined by another character. If a Solitaire is your army’s Warlord, he never has a Warlord Trait.

Prismatic Blur: A Solitaire may move up to 12" in the Movement phase.

Options

• May take Haywire Grenades ...5 pts

• May take one item from the Enigmas of the Black Library list.

Skyweaver

Unit Type

Eldar Jetbike

Unit Composition

2 Skyweavers

Wargear

• Holo-suit

• Star Bolas

• Mirage Launchers

• Skyweaver Jetbike

Special Rules:

• Fear

• Furious Charge

• Hit & Run

Options:

• May include up to four additional Skyweavers ...50 pts/model

• Any model may replace their Star Bolas with a Zephyrglaive ...10 pts/model

• Any model may replace their Skyweaver Jetbike’s Shuriken Cannon with a Haywire Cannon ...5 pts/model

Starweaver

Unit Type

Vehicle (Skimmer, Fast, Open-topped, Transport)

Unit Composition

1 Starweaver

Wargear

• Two Shuriken Cannons

• Holo-fields

• Mirage Launchers

Transport:

• Transport Capacity: 6 models.

Special Rules:

• Fear

Voidweaver

Unit Type

Vehicle (Skimmer, Fast, Open-topped)

Unit Composition

1 Voidweaver

Wargear

• Haywire Cannon

• Two Shuriken Cannons

• Holo-fields

• Mirage Launchers

Special Rules:

• Fear

Aft Weapon: Whenever a Voidweaver shoots, the Shuriken Cannon mounted on its aft can shoot at a different target to the Voidweaver’s other weapons. The Shuriken Cannon mounted on the Voidweaver’s aft can only target units that are in the Voidweaver’s Rear Armour facing.

Options:

• May include up to two additional Voidweavers ...75 pts/model

• Any model may replace its Haywire Cannon with a Prismatic Cannon ...5 pts/model

Formations

The rules for Formations can be found in Warhammer 40,000: The Rules. A Formation datasheet will list the Army List Entries which make up the Formation, any restrictions upon what it may include, and any special rules the Formation’s units gain.

Cegorach’s Revenge

Formation:

3 Troupes

3 Death Jesters

3 Shadowseers

1 Solitaire

2 units of Skyweavers

1 unit of Voidweavers

Restrictions:

None.

Special Rules:

Consummate Performance: You can re-roll invulnerable saves of a 1 for all models in this Formation.

Emissary of Cegorach: If you have selected a Troupe Master from this Formation as your Warlord, you can re-roll the result when rolling on one of the Warlord Traits tables in Codex: Harlequins.

Rising Crescendo: From the start of the second turn, all units in this Formation that have the Fleet special rule can Run and Charge in the same turn.

The Serpent’s Brood

Formation:

3 Troupes

2 units of Skyweavers

3 Starweavers

1 unit of Voidweavers

Restrictions:

All of this Formation’s Troupes must each take one of the Formation’s Starweavers as a Dedicated Transport.

Special Rules:

Emissary of Cegorach: If you have selected a Troupe Master from this Formation as your Warlord, you can re-roll the result when rolling on one of the Warlord Traits tables in Codex: Harlequins.

The Skystride: A Troupe from this Formation can use its Hit & Run special rule to embark upon an unoccupied Starweaver from this Formation. As long as the distance rolled for the Hit & Run move, in inches, is sufficient to allow all models in the unit, including any characters that have joined it, to move to within 2" of an unoccupied Starweaver from this Formation, then the unit can immediately embark. Furthermore, if all models in the unit can Consolidate to within 2" of an unoccupied Starweaver from this Formation, then the unit can immediately embark.

Cast of Players

Formation:

1 Troupe

1 Death Jester

1 Shadowseer

Restrictions:

All models in this Formation must be deployed as a single unit. The Formation’s Shadowseer and Death Jester cannot leave the Formation’s Troupe.

Special Rules:

• Crusader

Heralds of the Laughing God: Any models with the Eldar or Dark Eldar Faction (friend or foe) within 6" of one or more models from this Formation have the Crusader special rule.

Cegorach’s Jest

Formation:

1 Troupe

1 unit of Skyweavers

1 unit of Voidweavers

Restrictions:

None

Special Rules:

Rising Crescendo: From the start of the second turn, all units in this Formation that have the Fleet special rule can Run and Charge in the same turn.

The Heroes’ Path

Formation:

1 Death Jester

1 Shadowseer

1 Solitaire

Restrictions:

None

Special Rules:

• Infiltrate

• Shrouded

• Stealth

A Solitary Path: Models in this Formation cannot join other units, nor can they be joined by other characters.

Faolchú’s Blade

Formation:

2 units of Skyweavers

1 unit of Voidweavers

Restrictions:

None

Special Rules:

The Wings of Faolchú: If you decide to Jink with a unit in this Formation, you can re-roll failed cover saves for that unit.

Appendix

This section of the book details many of the rules for using an army of Harlequins in your games of Warhammer 40,000, including their unique Warlord Traits, wargear and Tactical Objectives. The profiles section at the end provides a list of unit and weapons profiles for reference during your games.

Harlequins Special Rules

Special rules that are unique to particular units or Formations are presented on their datasheets. Other, more common, rules are simply listed by name – these are described in full in the Special Rules section of Warhammer 40,000: The Rules.

Levels of Alliance

Models with the Harlequins Faction have the following levels of alliance with other units from different Factions in the same army:

Battle Brothers: Dark Eldar, Eldar.

Allies of Convenience: Armies of the Imperium, Tau Empire.

Desperate Allies: Orks.

Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Necrons, Tyranids.

Warlord Traits

If your Warlord is a Death Jester or Shadowseer, you can either roll a D6 on one of the Warlord Traits tables in Warhammer 40,000: The Rules, or roll a D3 on either the Light, Twilight or Dark Warlord Traits tables that follow.

If your Warlord is a Troupe Master, you can either roll on a D6 on one of the Warlord Traits tables in Warhammer 40,000: The Rules, or roll a D6 on either the Light, Twilight or Dark Warlord Traits tables that follow.

Weapons of the Masques

This section of Codex: Harlequins lists the weapons and equipment used by the warriors and vehicles of the Harlequins, along with the rules for using them in your games of Warhammer 40,000.

Ranged Weapons

Fusion Pistol

Hallucinogen Grenade Launcher

Hallucinogenic: At the end of the Shooting phase, a unit that has suffered one or more hits from a weapon with this special rule in that phase must make a Pinning test. If the test is failed, then in addition to being Pinned the unit suffers a single Wound with no armour or cover saves allowed. This Wound is Randomly Allocated.

Haywire Cannon

Neuro Disruptor

Prismatic Cannon

Star Bolas

A Skyweaver can fire its Star Bolas in addition to its Jetbike’s weapon.

Shuriken Weapons

Bio-explosive: If a non-vehicle model is slain as a result of an attack with this special rule, centre the small blast marker over that model before removing the model as a casualty. Units suffer a number of Strength 5 AP4 hits equal to the number of models from that unit that are under the marker. These hits have the Ignores Cover special rule.

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Melee Weapons

Profiles for the following weapons are listed on the profiles page in the Appendix. Their full rules can be found in Warhammer 40,000: The Rules:

Close Combat Weapon

Power Sword

Harlequin’s Caress

Caress of Death: Each To Hit roll of a 6 made by a weapon with this special rule causes a single automatic Wound, regardless of the target’s Toughness, and is resolved at AP2. Against vehicles, each To Hit roll of a 6 causes a single automatic glancing hit.

Harlequin’s Embrace

Embrace of Death: A model equipped with a Harlequin’s Embrace has the Hammer of Wrath special rule, but makes D3 Hammer of Wrath Attacks that hit automatically and are resolved at Strength 6.

Harlequin’s Kiss

Kiss of Death: When a model equipped with a Harlequin’s Kiss makes its close combat attacks, one of its Attacks will be a Kiss of Death Attack (roll this Attack separately). A Kiss of Death Attack is always resolved at Strength 6 AP2. If a 6 is rolled To Wound with a Kiss of Death Attack, that attack has the Instant Death special rule.

Miststave

Zephyrglaive

* Zephyrglaives have two profiles for both Strength and AP. The first is used only on a turn in which a model charges, the second is used at all other times.

Esoterica of War

Profiles for the following grenades are listed on the Profiles page in the Appendix. Their full rules can be found in Warhammer 40,000: The Rules:

Plasma Grenades

Haywire Grenades

Flip Belt

A model with a Flip Belt is not slowed by Difficult Terrain and does not suffer the penalty to its Initiative for charging through Difficult Terrain. In addition, a character with a flip belt always passes Look Out, Sir rolls on a 2+.

Skyweaver Jetbike

A model riding a Skyweaver Jetbike has a 4+ Armour Save and a Shuriken Cannon. Their unit type also changes to Eldar Jetbike.

Mirage Launchers

Once per game, instead of using its Jink special rule, a unit entirely composed of models with mirage launchers can trigger them when they are selected as the target of a shooting attack. If the unit triggers its mirage launchers, all models in the unit gain a 4+ invulnerable save against shooting attacks until the start of their next Movement phase.

Enigmas of the Black Library

This list details the points values of Enigmas of the Black Library, which may be taken by Harlequin characters. Many of the Army List Entries on the datasheets that follow include an option (in bold text) to select an item from this list. Only one of each Enigma of the Black Library may be chosen per army.

A model may take one of the following:

Crescendo ...5 pts (Troupe Masters and Shadowseers only. Replaces one of the model’s ranged weapons.)

Bladestorm: When a weapon with this special rule rolls a 6 To Wound, the target is wounded automatically and the Wound is resolved at AP2.

Quickfire: A model firing this weapon can fire a number of times equal to its Attacks characteristic. All of these shots must be made at the same target unit.

Cegorach’s Rose ...15 pts (Troupe Masters and Solitaires only. Replaces one of the Troupe Master’s Melee Weapons. Replaces the Solitaire’s Harlequin’s Kiss.)

Kiss of Death: When a model equipped with Cegorach’s Rose makes its close combat attacks, one of its Attacks will be a Kiss of Death Attack (roll this Attack separately). A Kiss of Death Attack is always resolved at Strength 6 AP2. If a 6 is rolled To Wound with a Kiss of Death Attack, that attack has the Instant Death special rule.

The Mask of Secrets ...15 pts (Shadowseers only.)

A model with the Mask of Secrets has the Fearless special rule. In addition, enemy models within 12" of the bearer suffer -2 to their Leadership.

The Laughing God’s Eye ...20 pts

All friendly units within 12" of a model with the Laughing God’s Eye have the Adamantium Will special rule.

The Starmist Raiment ...25 pts

If a model with the Starmist Raiment Runs in its Shooting phase, it has a 3+ invulnerable save until the start of its next Shooting phase.

The Storied Sword ...25 pts (Troupe Masters only. Replaces one of the model’s Melee weapons.)

Harlequin Vehicle Equipment

Holo-fields

A vehicle with Holo-fields has a 5+ Invulnerable Save unless it is Immobilised.

Armour

Holo-suit

A Holo-suit grants the wearer a 5+ Invulnerable Save.

Phantasmancy Discipline

Shadowseers are the masters of illusion and misdirection. Such is their power and intellect, they can reach into the minds of mortals and twist their perceptions at a whim. This may involve shrouding the presence of the Harlequins from the victims’ mind, or trapping the foe in purgatorial thought-mazes of their own worst fears. Whatever the precise nature of the manipulation, it will invariably be subtle, sinister, and dangerously cruel.

Primaris Power. Veil of Tears ...Warp Charge 1

Veil of Tears is a blessing that targets the Shadowseer and his unit. Whilst the power is in effect, an enemy unit wishing to target the Shadowseer or his unit must roll 2D6x2. If the Shadowseer or his unit are not within this distance in inches, the enemy unit may not fire this turn.

1. Dance of Shadows ...Warp Charge 1

Dance of Shadows is a blessing that targets a single friendly unit within 18". Whilst the power is in effect, all models in the target unit have the Stealth and Shrouded special rules.

2. Peal of Discord ...Warp Charge 1

Peal of Discord is a nova power with the following profile:

3. Shards Of Light ...Warp Charge 1

Shards of Light is a witchfire power with the following profile:

4. Fog of Dreams ...Warp Charge 2

Fog of Dreams is a malediction with a range of 24". Whilst the power is in effect, the target unit can only fire Snap Shots and, when rolling To Hit in close combat, will only hit on To Hit rolls of a 6.

5. Laugh of Sorrows ...Warp Charge 2

Laugh of Sorrows is a witchfire power with a range of 24". The target must take two separate Leadership tests; the target unit will suffer one Wound for each point the first Leadership test was failed by, and one Wound for each point the second Leadership test was passed by. Armour and Cover Saves cannot be taken against Wounds caused by Laugh of Sorrows.

6. Mirror of Minds ...Warp Charge 2

Mirror of Minds is a focussed witchfire power with a range of 24". The target model and the Shadowseer both roll a D6 and add their respective Leadership values to the result. If the scores are drawn, or if the Shadowseer’s score is higher, the target suffers a single Wound with no Armour or Cover Saves allowed. Repeat this process until either the target model is slain or the target model rolls a higher score than the Shadowseer.

Tactical Objectives

Codex: Harlequins describes six Tactical Objectives to use in your games that are exclusive to Harlequins players and reflect the enigmatic nature of the Laughing God’s warriors in battle.

If your Warlord has the Harlequins Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Harlequins player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the Harlequins player instead generates the corresponding Harlequins Tactical Objective, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

11 The Dance of Death

Type: Harlequins

Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your turn.

12 Strike and Evade

Type: Harlequins

Score 1 Victory Point at the end of your turn if at least one friendly unit successfully left a close combat it was locked in due to its Hit & Run special rule during your turn. If 3 or more friendly units did this, score D3 Victory Points instead.

13 Trickery and Deception

Type: Harlequins

When this objective is generated, both players each secretly nominate an Objective Marker. Score 1 Victory Point at the end of your turn if you control either of these Objective Markers. If, at the end of your turn, you control both of them, or if you control one that was nominated by both players, score D3 Victory Points instead.

14 The Joy of Lament

Type: Harlequins

Score 1 Victory Point at the end of your turn if at least one enemy unit failed a Morale, Pinning or Fear test during your turn.

15 Take the Stage

Type: Harlequins

Score 1 Victory Point at the end of your turn if you control the Objective Marker whose number corresponds to the current turn number. For example, if this Tactical Objective is Active in turn 3, you score 1 Victory Point if you control Objective Marker 3. This Tactical Objective cannot be achieved during the seventh or subsequent turns.

16 Principle Performance

Type: Harlequins

Score 1 Victory Point at the end of the game if your Warlord is alive. Score D3 Victory Points at the end of the game instead if your Warlord is still alive and your opponent’s Warlord has been destroyed (score D3+3 Victory Points instead if the enemy’s Warlord was destroyed by your Warlord in a challenge).

Profiles

Units

Troops

Elites

Fast Attack

Vehicles

Unit Types

Character = (ch), Eldar Jetbike = Ejb, Fast = F, Infantry = In, Open-topped = O, Skimmer = S, Transport = T

Ranged Weapons

Melee Weapons

Guides

Melee Weapon Guide

Harlequin’s Caress (Short) 8 pts/model

Caress of Death: Each To Hit roll of a 6 made by a weapon with this special rule causes a single automatic Wound, regardless of the target’s Toughness, and is resolved at AP2. Against vehicles, each To Hit roll of a 6 causes a single automatic glancing hit.

Harlequin’s Kiss 5 pts/model

Kiss of Death: When a model equipped with a Harlequin’s Kiss makes its close combat attacks, one of its Attacks will be a Kiss of Death Attack (roll this Attack separately). A Kiss of Death Attack is always resolved at Strength 6 AP2. If a 6 is rolled To Wound with a Kiss of Death Attack, that attack has the Instant Death special rule.

Harlequin’s Embrace (Long) 5 pts/model

Embrace of Death: A model equipped with a Harlequin’s Embrace has the Hammer of Wrath special rule, but makes D3 Hammer of Wrath Attacks that hit automatically and are resolved at Strength 6.

Detachments

Full Army

Masque Detachment

3 Troops

2 Fast Attack

1 Heavy Support

7 Elites (optional)

Run and Charge

Cegorach’s Revenge

3 Troupes

3 Death Jesters

3 Shadowseers

1 Solitaire

2 units of Skyweavers

1 unit of Voidweavers

re-roll 1s on invulnerable saves, Run and Charge

à la carte

Cast of Players

1 Troupe

1 Death Jester

1 Shadowseer

SS and DJ cannot leave the Formation’s Troupe.

Crusader

The Heroes’ Path

1 Death Jester

1 Shadowseer

1 Solitaire

Infiltrate, Shrouded, Stealth, all solo

No Elites

Cegorach’s Jest

1 Troupe

1 unit of Skyweavers

1 unit of Voidweavers

Run and Charge

Faolchú’s Blade

2 units of Skyweavers

1 unit of Voidweavers

reroll Jink

The Serpent’s Brood

3 Troupes

2 units of Skyweavers

3 Starweavers

1 unit of Voidweavers

can use Hit & Run to embark

Table of Contents

Forces of the Harlequins. 3

Masque Detachment 3

Datasheets. 4

Troupe. 4

Death Jester 7

Shadowseer 9

Solitare. 11

Skyweaver 13

Starweaver 15

Voidweaver 16

Formations. 17

Cegorach’s Revenge. 18

The Serpent’s Brood. 19

Cast of Players. 20

Cegorach’s Jest 21

The Heroes’ Path. 22

Faolchú’s Blade. 23

Appendix. 23

Warlord Traits. 24

Weapons of the Masques. 28

Ranged Weapons. 28

Melee Weapons. 32

Esoterica of War 34

Enigmas of the Black Library. 35

Harlequin Vehicle Equipment 36

Armour 36

Phantasmancy Discipline. 37

Tactical Objectives. 38

Profiles. 40

Units. 40

Troops. 40

Ranged Weapons. 43

Melee Weapons. 45

Guides. 45

Melee Weapon Guide. 45

Detachments. 47

Enigmas of the Black Library

Starweaver