Harlequin Page

Most of the harlequins in my army are included in the eldar codex. However, some of them are not included so their profiles are included below.


Squads

Mime Squad- Mimes are deadly harlequin troops that are dedicated to using stealth and speed to allow them to attack the enemy before the rest of the troupe catch up. They make great shock troops and are led by a mime squad leader.
 

M WS BS S T W I A Ld Basic Points Cost
Mime 7 5 5 3 3 1 8 1 10 30
Mime Squad Leader 7 6 6 4 4 2 9 2 10 54
Weapons- None

Armour- Holo suit

Each mime squad contains between 3 and 5 members. A mime squad may include a mime squad leader. The squad leader counts as a squad member and is not considered to be a character model.

The squad may select weapons from the assault weapons section of the army list. The squad leader may take a pack grenade launcher for 10 points and up to 1 wargear card.

Mimes can infiltrate as described in the rule book.

The usual fear, dispersed formation and flip rules apply.
 

Harlequin Squad Leader- A harlequin squad is lead into battle by a highly experienced and skilled harlequin squad leader.
 

M WS BS S T W I A Ld Basic Points Cost
Harlequin Squad Leader 6 6 6 4 4 2 9 2 10 46
Weapons- None

Armour- Holo suit

A harlequin squad may include a harlequin squad leader. The squad leader counts as a squad member and is not considered to be a character model.

The squad leader may take a pack grenade launcher for 10 points and up to 1 wargear card.

The usual fear, dispersed formation and flip rules apply.


Characters

Master Mime- The best and most fortunate of the mimes may become deadly master mimes, these are elite warriors even among the harlequins and they are often thought of as the eldar equivalent of the imperial assassin.
 

M WS BS S T W I A Ld Basic Points Cost
Master Mime 7 7 7 4 4 3 10 3 10 93
 
Weapons- None

Armour- Holo suit

In order to take a master mime your army must include at least one mime squad.

The squad leader may take a pack grenade launcher for 10 points and choose weapons from the armour, assault, special and grenade sections of the army list. He may take up 3 wargear cards.

The master mime may infiltrate as described in the rule book..

The usual fear, dispersed formation and flip rules apply.


Special Characters

Myekill, master mime special character.

Myekill's troupe is renowned for it's high proportion of mimes. Myekill is the most experienced and deadly of these and he has seen many battles. He teaches those under him the importance of swiftness and agility. These are skills that he excels in. He is well known for his capacity to attack the enemy where they least expect it, and he takes special pride in his ability to kill enemy commanders. He has the experience and skill to ignore lesser targets and to assassinate the most important targets.
 
 

M WS BS S T W I A Ld Basic Points Cost
Myekill 7 8 8 4 4 4 10 4 10 143
 

Weapons,

Power fist 10 points
power sword 6 points

Armour,

Ancient holo suit

Special Abilities,

Dodge- 4+ unmodifiable save, similar to that of the imperial assassin.

Single minded attack- May charge any target in range as long as he can get there without touching the base of any other enemy models.

Lightning speed (4" follow up move instead of normal 2")

Wargear,

Has 3 wargear cards which must always be,

Ancient holo suit, 10 points,

-As with a normal holo but with -2 to hit modifier and the -1 in close combat (for the enemy) is automatic.

Myekill's combat drugs, 10 points,

Weaker than normal combat drugs. Only work until the start of his next turn (taken at start of his turn). +2 move, +2 attacks, +1 Toughness, +1 Strength. Does not cause wounds to the user.

Special Bionic eye, 10 points,

As per normal bionic eye, plus it gives a shooting attack when entering hth combat with s4, -2 save.

Myekill may infiltrate as described in the rule book..

The usual fear, dispersed formation and flip rules apply.

TOTAL COST including weapons and wargear = 189 points


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© 1997 stuart.m@seos.co.uk