The following rules are the basic rules for Harlequins in Space Hulk. Harlequins are Eldar specialist troops particularly well suited to combat the menace of the dreaded Genestealers. These rules are designed to be easy enough for all but the most novice gamers to grasp but should still provide a challenging game for the more experienced players. The four missions which follow the rules can be played using the models in the Harlequins boxed set or similar individual models. In all, thirteen models are needed and for ease of use should be at least similar to the descriptions given in the force lists. If you haven't got exact models you will have to make a note of which figure represents which character.
The major difference between Terminators and Harlequins is that the Harlequins are much better suited to attack the Genestealers in close combat and they move a lot faster. This leads to a completely different style of game, which I hope you will enjoy. You should find these new rules interesting and enjoy the new flavour they bring to the game. In future we intend to bring you other campaigns like this that use new races and new rules.
BACKGROUND
The very presence of Harlequins has been known to throw strong enemy armies into retreat and the
arrival of a Harlequin Masque in the middle of a battle has been known to turn the tide from bitter
defeat to outright victory. The Harlequins represent the cream of the Eldar fighting forces and owe no
allegiance to any Craftworld. A Harlequin force can appear anywhere at anytime, responding to their
own plans or whims.
The Harlequins have one great overriding passion, to make war on Chaos. When the first Space Hulk carrying Genestealers appeared in Eldar space it was seen as a challenge to the ideals of the Harlequins. Since then Harlequin Masques have always appeared to deal with Genestealer incursions. How they know when and where they will occur remains a mystery to the leaders of the Craftworlds but they are very grateful. The stories of these fights against such a deadly foe are full of heroism and valour and have only served to increase the awe surrounding the Harlequins.
A Harlequin force, or Masque, consists of a number of different troop types. For now we will deal with Troupers, Troupe Leaders, Great Harlequins and Death Jesters. Solitaires and Shadowseers may be covered in a later article.
The standard unit of Harlequin fighters is called the troupe. Troupers are the basic fighters of the Harlequins and a troupe consists of five Troupers commanded by a Troupe Leader. All six members of the troupe are armed with two weapons, either two hand weapons, two pistols or one of each. Given here are the rules for Shuriken pistols, but other weapons may be used by referring to weapons table in either Genestealer or Space Hulk Campaigns. A Troupe Leader may be armed with the dreaded Harlequin's Kiss, detailed later.
Any Masque will consist of a number of troupes commanded by a Great Harlequin. A Great Harlequin will be armed as the members of the Troupes but will be acknowledged as greatest fighter of the Masque.
MOVEMENT
Harlequins have 6 APs per turn.
AP Table: APs 1 square forwards 1 1 square backwards 1 1 square sideways 1 turn 90 degrees 0 turn 180 degrees 1 set overwatch 2 assume defensive stance 2 close assault 1 open/close door 1 leap 2 deathdance 3Harlequins have a highly developed sense of perspective and balance. This combined with their amazing dexterity allows them unrestricted sideways and backwards movement. In addition, the Death Jesters have Flip Belts to counter the weight of their weapons, giving them the same AP costs as other Harlequins.
Leap
The leap is a special move which allows a Harlequin to clear an obstacle as long as the next square is
empty. The Harlequin is placed in the empty square with the same facing as he started. A Harlequin
may not leap over enemy models. See Example 1.
CLOSE ASSAULT FACTORS
Harlequins basic factor D6-1 Great Harlequin +1 Shuriken Pistol +1 Power Glove or Power Axe +1 Power Sword or Chainsword +1 and parry Harlequin's Kiss +2 Deathdance +1 Defence Stance +1Deathdance
To enter the deathdance a Harlequin must pay 3AP's. For the duration of the dance the Harlequin receives +1 to Close Combat rolls. The Harlequin can now attack a Genestealer in an adjacent square in close combat for free. If the Harlequin wins the close combat then the Harlequin may follow up and move into the recently vacated square. The Harlequin may now attack another target in an adjacent square and follow up for free. This process continues until either a combat is drawn, the Harlequin is killed or there are no targets left to close assault. See Example 2.
Holo-Suit
The Harlequins use a visual disruption field known as a Holo-Suit which greatly distorts the outline of
the Harlequin. Add to this the spinning, leaping and twisting movement of the Harlequin and you get a
very difficult target to hit. For this reason Harlequins have a relatively high close assault factor.
Close Assault Defence
Harlequin agility allows a Harlequin that is attacked from the side or rear to turn to face its attacker
before the combat starts, at no penalty.
Defence Stance & Overwatch
Harlequins have the option of setting overwatch the same as Space Marines or they may assume a
defensive stance. A Harlequin with a hand weapon faced by the prospect of close assault may choose to
prepare to face it. A Defence Stance marker is placed next to the figure as the Harlequin becomes
poised to explode into violent action. During the Genestealer turn the Harlequin receives a +1 bonus in
all close assault battles.
NEW WEAPONS
Harlequin's Kiss
This terrifying weapon is the Harlequins' trademark. It consists of a slim tube, generally strapped to the
back of the forearm, which fires a long stream of monofilament wire. In close assault the Harlequin
thrusts the kiss at any opening in the opponent's armour. The long tube penetrates deep into the target's
body where the monofilament wire streams out of the kiss, where it twists and coils killing the target
from the inside. Then the wire retracts and the victim simply collapses, dead! Because it is such a deadly
weapon the Harlequin's Kiss gives a close assault bonus of +2.
However, the Harlequin's Kiss is a weapon with a drawback, sometimes the wire gets caught inside the
victim's body and can leave the Harlequin wide open. After killing an opponent the Harlequin player
rolls a D6. On a score of a 1 the Kiss gets caught inside the victim and the Harlequin must spend lAP to
free it. If it happens during the opponent's turn place a `jammed' marker next to the Harlequin, the Kiss
can not be freed until the Harlequin player s next turn and the Harlequin will lose Defensive Stance. The
Harlequin's Kiss is not a fast weapon and therefore is not of great use in a Deathdance where speed of
the blows counts.
This double-edged weapon, a danger for opponent and wielder alike, typifies the Harlequin ideal.
Shuriken Pistol
A Harlequin armed with a Shuriken Pistol (or any other pistol) has a +1 bonus in close assault. This
bonus counts per pistol, therefore a Harlequin armed with two pistols receives a +2 bonus.
Chainsword
The Chainsword is type of sword, similar to the power sword used by Terminator Captains and some
Sergeants. Both swords give the user the chance to parry by making the opponent re-roll one die used
in the attack. Because a Harlequin will always be facing the opponent the Harlequin will always be able
to parry an attack. Both sides roll dice as normal for the attack, but then the Harlequin player can ask
the Genestealer player to re-roll one of the three dice. This roll then counts even if it is higher than the
first roll. A Harlequin armed with a Chainsword gains a +1 bonus in close assault.
Power Axe
The power axe is a large bladed weapon with a powered edge. It is used in close combat with similar
effect to a power sword, although its heavier bulk prevents the user from parrying, it can be used to
break through doors and bulkheads. The Harlequin armed with a power axe gains a +1 bonus in close
assault. The power axe can also be employed using heavy chops to literally break the door down. This
costs 1 AP for a door, and 2 AP for a Bulkhead. No roll is needed, the target is destroyed automatically.
RANGED COMBAT
Two Weapons
A Harlequin armed with two Shuriken pistols fires both for 1AP, but they must be fired at the same
target. This rule applies for a Harlequin on overwatch.
Shuriken Pistol
The Shuriken pistol is another favoured weapon of the Harlequins. The Shuriken pistol works by using a gravitic
reaction to propel circular discs with mono-molecular cutting edges. These discs slice through armour or bone and every
burst of fire, catapults a hail of the discs at the enemy. The Shuriken Pistol costs the same number of AP's to fire as a
storm bolter, and may also be used while performing a move and fire action. It kills Genestealers on a 6, cannot destroy doors, has a 12 square range,
may be used on overwatch, and gains the following sustained fire modifiers:
First shot 0 Second shot +1 Third and subsequent shot +2As stated above the pistol also gives a +1 modifier in close assault.
Shuriken Cannon
The heavy version of the Shuriken weapon is the favoured armament of the Death Jester. Laying down
a devastating hail of discs, the Death Jester gracefully twists and turns leaving destruction and death in
his wake. On the battlefield Death Jesters have earned a fearsome reputation. Death Jesters provide vital
long range support during an assault on a Space Hulk, covering the Harlequins advance
and checking flank attacks by the Genestealers. The great agility of the Death
Jester combined with the use of Flip-Belts enables them to make every move look effortless.
The Shuriken cannon rolls two dice, killing Genestealers on a 5+, has an unlimited range and an unlimited supply of ammunition and the following sustained fire modifier:
First shot 0 Second shot +1 Third and subsequent shot +2When handled by a Death Jester it costs only 1 AP to fire and may be used to move and fire and be used in overwatch.
Shuriken Cannons in Overwatch
Shuriken cannons in overwatch roll two dice per shot, and kills the Genestealer if either dice scores a 5+.
The Shuriken cannon jams if a double is rolled.
SOLO ACTIONS
Harlequins do not have command points like Space Marines. In battle Harlequins fight in a very open,
flowing style, more a linked series of individual actions than a cohesive attack. In
the confined corridors of Space Hulks and building complexes this becomes even more extreme. This is
reflected in the game by the Harlequin player allowing one model per turn to perform a solo, giving the
Harlequin an additional 3APs. At the start of each turn the Harlequin player place a Solo marker next to
the model who is to use the extra points that turn.
The chosen model now gets 9APs in which it must attack. At least lAP must be used to attack the
enemy player by engaging an enemy in close assault, you cannot simply move the model nine squares
or stand and fire nine times. The Harlequin may not end a Solo on overwatch or assume defensive
stance.
A Harlequin may not perform a Solo in two consecutive turns but must be given to a different
Harlequin each turn. To aid memory it is best to leave the command marker next to the
Harlequin until the beginning of the next turn. Obviously the player doesn't have to use all three of the
points and may opt to use none at all. However spare points may not be reserved for
use in the Genestealer players turn or a later Harlequin turn.
Any points not used are lost.
TURN TIME
The Harlequin player is still under pressure to make his moves, so he has to use the timer in a similar
fashion to Space Marines. The time allocation for a Harlequin force is as follows.
Minimum Time 2 minutes per Troupe Leader +30 secs per Great Harlequin +30 secs
THE MISSION NOTES
The missions are designed using only Space Hulk board sections, counters and blips found in the basic
boxed set. Genestealers should be handled as per the basic game.
In the force lists many of the troupers are listed with two Shuriken pistols. This is for basic gamers. If
you have the later weapon tables (printed in Genestealer and Space Hulk Campaigns) feel free to use
those rules to change one of the pistols to a laspistol or plasma pistol if you have the relevant model.
If your model has a weapon other than those mentioned in the rules simply treat it as a Shuriken pistol.
In all missions the Harlequins move first.
If you want to try out the Harlequin rules I suggest you play Mission 4. If you want to play the missions as a linked campaign then only play Mission 4 if Mission 3 was a Harlequin win and play it with the survivors of the three previous missions instead of the listed forces.
THE MISSIONS
Any unidentified ship, battle-scarred and marked with the crude runes of the dark gods crash-landing
on an Eldar Maiden World would always be a matter for concern. But
Craftsmaster Tilhavier was more than concerned, icy fear clutched at his heart. Four Troupes of the
Midnight Dancers had arrived unexpectedly only day before. Now the reason for appearing was
apparent, some threat from Chaos, perhaps even tainted Genestealers had drawn the Harlequins here.
He watched the last member of the Troupe disappear into the dark maw of the rent in the side of ship and knew that they faced their greatest enemy. As the first sound of combat rang from the hulk he waved the local forces to tighten the cordon around the hulk while Tempest, Tsunami, and Blizzard Troupes made their preparations.
OBJECTIVES
The Harlequins must penetrate the ship, clear the control room of Genestealers and then use the
controls to lock the cargo bay doors. The control room is the marked room at the far side of the board.
FORCES
Harlequins
The Harlequin player has the following forces:
1 Troupe Leader with Shuriken pistol and harlequin's kiss.
3 Troupers armed with two Shuriken pistols.
2 Troupers armed with power/chain sword and Shuriken pistol.
1 Death Jester armed with a Shuriken cannon.
Genestealers
The Genestealer player starts with 5 blips and receives 1 blip as reinforcements per turn.
These are taken from the basic Blip set as given in Space Hulk.
DEPLOYMENT
Harlequins
The Harlequins start on the marked room section.
Genestealers
The Genestealer starting force is placed as one blip per marked room.
The reinforcements can enter at either of the marked entry points.
SPECIAL RULES
The Harlequins must clear the control room of Genestealers
and spend lAP at the far wall locking the cargo doors.
ENDING THE MISSION
If the Harlequin player locks the cargo doors in 10 turns or less
the Harlequins win. If the doors are locked but it takes more
than 10 turns the mission is a draw. If the Harlequins are all
killed without the doors being locked the mission is lost.
OBJECTIVES
The Harlequins must reach the bridge and use the computer to determine how many Genestealers
are aboard and where they are concentrated. The bridge is the marked room section at the far
side of the map. The computer is in the top left corner of the room.
FORCES
Harlequins
The Harlequin player has the following forces:
1 Troupe Leader armed with two Shuriken pistols.
3 Troupers armed with power/chain sword and Shuriken pistol.
1 Trouper armed power axe and Shuriken pistol.
1 Trouper armed two Shuriken pistols.
1 Death Jester armed with a Shuriken cannon.
Genestealers
The Genestealer player with 6 blips and receives one blip as reinforcements per turn.
These are taken from the basic blip set as given in Space Hulk.
DEPLOYMENT
Harlequins
The harlequins start on the marked sections.
Genestealers
The Genestealers starting force is placed as two blips marked room.
The reinforcements can enter at either of the marked entry points.
SPECIAL RULES
The double doors to the bridge are locked and must be destroyed to gain access to the bridge.
The Genestealers in this room may not leave.
The Harlequins must clear the bridge of Genestealers and spend 4APs at the computer
searching for the information.
ENDING THE MISSION
If the Harlequin player finds the information in 12 turns or less then the Harlequins win.
If it takes more than 12 turns then the mission is a draw. If the Harlequins are all killed without finding
the information then the mission is lost.
OBJECTIVES
The Harlequins must clear all Genestealers in their path and then throw
a primed vortex grenade into the cargo hold (behind the door on the top crossroads).
FORCES
Harlequins
The Harlequin player has the following force:
Tsunami
1 Great Harlequin armed with Shuriken pistol, power sword and vortex grenade.
1 Troupe Leader armed with Shuriken pistol and harlequin's kiss.
2 Troupers armed with two Shuriken pistols.
1 Trouper armed with power/chain sword and Shuriken pistol.
1 Trouper armed with power axe and Shuriken pistol.
1 Death Jester armed with a Shuriken cannon.
Blizzard
1 Troupe Leader armed with two Shuriken pistols and vortex grenade.
2 Troupers armed with power sword and Shuriken pistol.
2 Troupers armed with two Shuriken pistols.
1 Trouper armed with power axe and Shuriken pistol.
Genestealers
The Genestealer player starts with 10 Blips and receives 2 Blips as reinforcements per turn for eight
turns. These are taken from the basic Blip set as given in Space Hulk.
DEPLOYMENT
Harlequins
The two troupes start on the marked corridor sections, one on each.
Genestealers
The Genestealer starting force is placed as 2 Blips per room and the
reinforcements enter as one Blip per entry point.
SPECIAL RULES
The door to the cargo bay is locked and so must be destroyed to throw in the vortex grenade.
The Great Harlequin and Troupe Leader of Blizzard Troupe have one vortex grenade each.
They must position themselves on the square where the door had been and spend 2APs to prime
and throw the grenade into the bay.
ENDING THE MISSION
If the Harlequin player kills all the Genestealers and gets at least one vortex grenade into the cargo bay,
the Harlequins win the mission. If they get at least one vortex grenade into the bay but do not kill all the
Genestealers the mission is a draw. If no vortex grenades get into the bay the Harlequins lose the whole
campaign.
The Masque of the Midnight Dancers will never live down the shame of their defeat.
OBJECTIVES
The Harlequins are simply out to destroy the remaining Genestealers.
FORCES
Harlequins
The Harlequin player has the following forces:
Tsunami/Blizzard - Force 1
1 Great Harlequin armed with Shuriken pistol and power sword.
1 Troupe Leader armed with Shuriken pistol and harlequin's kiss.
1 Trouper armed with two Shuriken pistols.
1 Trouper armed with power sword and Shuriken pistol.
Tempest - Force 2
1 Troupe Leader armed with two Shuriken pistols.
1 Trouper armed with power axe and Shuriken pistol.
1 Trouper armed with two Shuriken pistols.
Maelstrom - Force 3
1 Trouper armed with two Shuriken pistols.
1 Trouper armed with Chainsword and Shuriken pistol.
1 Death Jester armed with a Shuriken cannon.
Genestealers
The Genestealer player starts with 15 Blips from the basic blip set
as given in Space Hulk. There are no reinforcements.
DEPLOYMENT
Harlequins
Each force starts on a separate entry area.
Genestealers
The Genestealer Blips are placed on the board anywhere except the on the marked entry areas.
SPECIAL RULES
No special rules apply.
ENDING THE MISSION
The mission ends when only one side is left standing.
If it is the Harlequins then the fame of the Masque of the Midnight Dancers
will be enhanced with stories of how they dealt death to the Genestealer foe
and are the saviours of Reama-Hann. However, if it is the Genestealers, Aspect Warriors and Guardians
will mop up the last of them but the Masque's reputation will be tarnished.