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HARLEQUIN SUMMARY
Unit NameWSBSSTWIALdSv
High Avatar6644373105+
High Warlock6644373105+
Warlock5544262105+
Solitaire6644373104+
Master Mime5544262105+
Mime443315195+
Avatar5544262105+
Harlequin443315195+
Death Jester5544252104+
Wraithlord44107353103+

HARLEQUIN WEAPONS SUMMARY
WeaponRangeStr.APType
Shuriken Pistol12"45Pistol
Shuriken Catapult12"45Assault 2
Shuriken Cannon24"65Heavy 3
Shuriken Cannon (Shrieker Ammo)24"65Heavy 1*
Scatter Laser36"66Heavy D6*
M. Launcher (Krak)48"83Heavy 1*
M. Launcher (Plasma)48"44Heavy 1 Blast *
Bright Lance36"82Assault 1*
Starcannon36"62Heavy 3
Neuro-DisrupterTemplate--Assault 1*
* These weapons have additional rules.



FORCELIST

HIGH AVATAR
Unit NamePoints/ModelWSBSSTWIALdSv
High Avatar60pts6644373105+
Weapons:
Shuriken Pistol, Power Weapon, Plasma Grenades, Flip-belt, Holo-suit.
Options:
  • +10pts, Executioner instead of the Power Weapon.
  • +15pts, Harlequin's Kiss.
  • +5pts, Melta Bombs.
    Special:
    May be accompanied by a Harlequin Troupe. Chosen from the troops section.

  • HIGH WARLOCK
    Unit NamePoints/ModelWSBSSTWIALdSv
    High Warlock60pts6644373105+
    Weapons:
    Shuriken Pistol, Power Weapon, Plasma Grenades, Flip-belt, Holo-suit.
    Options:
  • +15pts, Witch Blade instead of the Power Weapon
  • +5pts, Powerblades.
  • +15pts, Harlequins Kiss.
  • +5pts, Melta Bombs.
    Special:
    May be accompanied by a Warlock Troupe. (See entry below.)
    High Warlock Psychic Powers:
    The High Warlock must choose between 1 and 4 psychic powers for the points cost listed in the Harlequin Armoury.

  • WARLOCK TROUPE
    Unit NamePoints/ModelWSBSSTWIALdSv
    Warlock18pts443315195+
    Squad:
    Each High Warlock allows you to field upto 6 Warlocks.
    Weapons:
    Shuriken Pistol, Close Combat Weapon, Plasma Grenades, Flip-belt, Holo-suit.
    Options:
  • +7pts/Model, Power Weapon.
  • +2pts/Model, Krak Grenades.
    Character:
    Warlocks are characters, but may not leave their unit(s). They must either remain in a unit with the High Warlock, or they may be assigned to join a Harlequin Troupe as indicated in the appropriate entries in the Force List. You may not have more than Warlock in a unit other than the High Warlocks bodyguard.
    Warlock Psychic Powers:
    Each Warlock may be given a single Warlock Power at the points cost listed in the Harlequin Armoury.

  • 0-1 SOLITAIRE
    Unit NamePoints/ModelWSBSSTWIALdSv
    Solitaire60pts6644373104+
    Weapons:
    Shuriken Pistol, Power Weapon, Plasma Grenades, Flip-belt, Holo-suit.
    Options:
  • +10pts, Harlequins Kiss.
  • +10pts, Executioner instead of Power Weapon.
  • +15pts, Neuro-Disruptor instead of Shuriken Pistol.
  • +5pts, Melta Bombs.
    Special:
    Solo (May not join/lead units)
    Fearless (Passes any Morale test)
    Extremely Agile (May Dodge any hit on a D6 roll of 4+)
    Formiddable (Opponents in base to base contact during HtH lose 1 attack)

  • 0-1 MIME TROUPE
    Unit NamePoints/ModelWSBSSTWIALdSv
    Mime18pts443315195+
    Master Mime+30pts5544262105+
    Squad:
    The unit consists of between 5 and 10 Harlequin Mimes.
    Weapons:
    Shuriken Pistol, Close Assault Weapon, Plasma Grenades, Flip-belt, Holo-suit.
    Options:
  • +7pts/Model, Power Weapon. (May be bought only for the whole unit)
  • +2pts/Model, Haywire Grenaddes. (May be bought only for the whole unit)
  • +15pts/Master Mime Only, Harlequins Kiss
    Character:
    One Mime may be upgraded to Master Mine at a additional cost of 30pts.
    Special:
    Hidden Deployment (See Dark Eldar Mandrake Rules.)

  • HARLEQUIN TROUPE
    Unit NamePoints/ModelWSBSSTWIALdSv
    Harlequin18pts443315195+
    Avatar+30pts5544262105+
    Squad:
    The unit consists of between 5 and 20 Harlequins.
    Weapons:
    Shuriken Pistol, Close Assault Weapon, Plasma Grenades, Flip-belt, Holo-suit.
    Options:
  • +2pts/Model, Krak Grenades. (May be bought only for the whole unit)
  • +7pts/Model, Power Weapon. (May be bought only for the whole unit)
  • +15pts/Avatar Only, Harlequins Kiss.
  • +5pts/Avatar Only, Melta Bombs.
    Character:
    One Harlequin may be upgraded to an Avatar at a additional cost of 30pts.
    The unit may be joined by a Warlock from the High Warlocks Bodyguard Troupe. See the entry in the HQ section of the Force List.
    Wave Serpent:
    A Harlequin troupe numbering 10 or less may be mounted in a Wave Serpent.

  • Transport: WAVE SERPENT
    Unit NamePoints/ModelFront Arm.Side Arm.Rear Arm.BS
    Wave Serpent1101212104
    Type:
    Skimmer, Tank, Fast.
    Weapons:
    Twin-linked Shuriken Catapults, Twin-linked Shuriken Cannon.
    Options:
  • +20pts, Upgrade Shuriken Catapults to a Shuriken Cannon
    Transport:
    The Wave Serpent can be assigned to carry one squad.
  • Energy Field: The prow is protected by an energy field to ward off enemy shots. Any ranged attack against the Wave Serpent from the front or side arc with a strength greater than 8 counts as strength 8. In addition, any attacks against a Wave Serpent never roll more than +1D6 for their armour penetration.
    Attacks in close assault or from the rear arc, are unaffected by these penalties.

    HARLEQUIN JETBIKE TROUPE
    Unit NamePoints/ModelWSBSSTWIALdSv
    H. Jetbike45pts4433(4)15193+/5+
    Squad:
    The unit consists of between 3 and 10 Harlequin Jetbikes.
    Type:
    Jetbike.
    Jetbike Armament:
    Twin-linked Shuriken Catapults.
    Rider Weapons:
    Shuriken Pistol, Close Assault Weapon, Plasma Grenades, Flip-belt, Holo-suit.
    Options:
  • +10pts/Model, Power Weapon.
  • Upto 1/3 Jetbikes, +20pts, Upgrade twin-linked Shuriken Catapults to a Single Shuriken Cannon.

  • VYPER SQUADRON
    Unit NamePoints/ModelFront Arm.Side Arm.Rear Arm.BS
    Vyper601010104
    Type:
    Fast, Skimmer, Open-topped. Each Vyper FA pick may have between 1 and 3 Vypers. Each Vyper FA pick may opperate individually, form a squardon during battle, or have all its members assigned to jetbike troupes.
    Weapons:
    Twin-linked Shuriken Catapults, and a Shuriken Cannon.
    Options:
  • + 5pts, Scatter Laser instead of the Shuriken Cannon.
  • +10pts, Eldar Missile Launcher instead of the Shuriken Cannon.
  • +15pts, Lascannon instead of the Shuriken Cannon.
  • +15pts, Plasma Cannon instead of the Shuriken Cannon.
  • +20pts, Upgrade the Twin-linked Shuriken Catapults to a Single Shuriken Cannon.
  • +25pts, Upgrade gunner to Death Jester. (Increase Vyper BS to 5)
    NOTE:
    May only be taken if you have already taken a Harlequin Jetbike Troupe.
    One Vyper only per 5 Harlequin Jetbikes.

  • DEATH JESTER
    Unit NamePoints/ModelWSBSSTWIALdSv
    Death Jester60pts5544252104+
    Death Jesters:
    Each Death Jester Heavy Support pick may have between 1 and 3 Death Jesters. You may not take more Death Jesters than you have basic Troupes. Each Death Jester HS choice may opperate individually, form a troupe during battle, or have all its members assigned to other troupes.
    Weapons:
    Shuriken Cannon & Shrieker Ammo, Shuriken Pistol, Flip-belt, Holo-suit, Death Armour.
    Options:
  • +5pts, Power Blades.
    Exchange Shuriken Cannon (& Shrieker Ammo) for:
  • +10pts, Eldar Missile Launcher.
  • +10pts, Bright Lance.

  • WRAITHLORD
    Unit NamePoints/ModelWSBSSTWIALdSv
    Wraithlord75pts44107354103+
    Weapons:
    Two Dreadnought close combat weapons. Each fist also incorporates a flamer or a shuriken catapult. Note that the Wraithlord's profile already includes the extra attack for having two close combat weapons.
    Equipment:
    Holo-field.
    (The Wraithlord may choose which of it's two saves to use when hit.)
    Options:
    The Wraithlord may be armed with one of the following heavy weapons: Shuriken Cannon +25pts, Scatter Laser +30pts, Eldar Missile Launcher +35pts, Bright Lance +45pts, Star Cannon +45pts, D-Cannon +45pts.
    Special:
    Fearless (Passes any Morale test)
    Implacable Advance (The Wraithlord may shoot upto two weapons if it moves, and all of it's weapons if it stays stationary. It can even fire heavy weapons if it moves.)
    Uprated Engines (If the Wraithlord doesn't carry a heavy weapon, its engines are uprated which allows it to use the Eldar 'Fleet of Foot' rule.)



    HARLEQUIN ARMOURY

    HARLEQUIN WARGEAR
    Holo-Suits
    The holo-suit, Dathedi (Eldar: "Between Colours"), Visual Disrupter Fields, Jigsaw Shield, or Domino Shield, is a form of programmable hologram field, used extensively by Harlequins for both Infantry and vehicles. Every Harlequin is equiped with a holo-suit, which projects costume effects during performance, and has a number of uses during battle. When the wearer is in motion the field breaks up the outline of the figure. To the observer, the Harlequin seems to explode into a cloud of tiny multicoloured fragments every time he moves, and when he remains stationary a Cameleoline emulation program projects Camoflague colours. The total effect is of a blurring cloud of colour, fading to nothing when it stops.
    Thus the Holo-suit provides a 5+ cover save.
    If the wearer is in cover then the Holo-suit acts to improve the cover save confered, and modifies the given cover save by +2.
    [Credit: Eric and Tracye Ingalls]

    Anti-cover weapons (i.e. Flamer) will negate the Holo-suit save.
    Harlequins' Kiss
    The Harlequins' Kiss, Brathu-angau (Eldar: "Kiss of Doom"), or Harlequins' Sting, is the Harlequins' trademark.
    If a model with more than 1 wound is wounded by the user, it must immediately pass a leadership test on 2D6 or DIE!.
    Witch Blades
    Witch Blades, Elehar Iarstill (Eldar: "Mind Sword"), are potent force weapons. They can take many forms, be it a sword, axe, or spear.
    Witch Blades wound on a 2+ in combat, but armour saves are taken normally.
    Executioner
    Executioner, Borifmarg (Eldar: "Giving Death"), the executioner is a long bladed power weapon capable of slicing an opponent in half with a single blow. It must be wielded in both hands by its user.
    A two-handed power weapon which adds +2 to the users strength
    and ignores armour saves.
    Power Blades
    Powerblades, Quisach Creiarstill (Eldar: "Wrist Blade"), are fitted to the forearm, enabling the wear to use both hands freely.
    A model using Powerblades gets +1 Attack, and ignores armour saves.
    Flip-belts
    The Flip-belt, Geirgilath (Eldar: "Belt of Speed"), Suspensor Belts, or Inertia Pivots, is a device which allows the wearer to pivot effortlesly about hip level, and permit undeminished se of their spectacular acrobatic abilities even when encumbered with battle gear. All Harlequins use Flip-belts as they allow unprecedented freedom of movement, while carrying heavy equipment.
    Flip-belts allow Harlequins to reroll their 'Fleet of Foot' dice roll. (The second roll is binding). Flip-belts also allow Death Jester's to 'Move and Fire' with Heavy Weapons.
    Neuro-Disruptor
    Neuro-Disrupters, Eaelehorn (Eldar: "No thought"), are only used by Solitaires. The actual weapon is made of a crystalline subtance, and seems to have no moving parts. The weapon seems to be energy based as heavy armour lessens the weapons effect.
    When fired place the Flamer type template, any hit models must roll under or equal to their Initiative on a D6 or DIE!
    Armour saves may be taken normally.
    Shuriken Shrieker Ammunition
    Shuriken Shrieker Ammunition, Marsgrech (Eldar: "Screaming Death"), Bio-shuriken, or Gut Blower, is a special ammunition for the Shuriken Cannon. It has earned a terrible reputation among many races for it's spectacular and deadly effects.
    A Shuriken Cannon firing a Shrieker round only fires once.
    Roll to-hit, wound & save as normal.
    If the shot causes a casuality then the target should make an Immediate test against pinning at -2 Leadership.

    (See Rulebook page 58, "Incoming" - Barrage Pinning.
    For rules on pinning.)

    HIGH WARLOCK POWERS WARLOCK POWERS
    Banishment15ptsMadness25pts
    Fortune30ptsLaughter25pts
    Turmoil20ptsTrickery25pts
    Executioner35ptsDeathdance25pts

    HARLEQUIN PSYCHIC POWERS
    HIGH WARLOCK POWERS
    Banishment:
    The High Warlock reaches out in an attempt to server a daemons connection to the warp. Choose a Daemon within 18". Both players roll a D6 and add the models Leadership to his score. If the High Warlock scores higer than the target, then the difference in scores is the amount of wounds the target takes.
    Fortune:
    The High Warlock scries the possible futures to forsee where the enemy will attack next. One Harlequin unit with a model within 6" may reroll failed armour or covers saves untill the start of the next Harlequin turn.
    Turmoil:
    The High Warlock reaches into Warp and pulls something of its essence through into real space. Reality ripples all around the High Warlock, pushing his enemies away from him. Models in Base-to-base contact with the High Warlock are flung D6" in a random direction. Each effected model takes a hit with strength equal to the distance they where flung.
    Executioner:
    The High Warlock summons an avatar of the Laughing God which attacks one enemy within 18". Immediately fight a combat between the High Warlock and his chosen target. (Wounds against the Executioner do not wound the High Warlock)
    WARLOCK POWERS
    Madness:
    The Warlock helps work his comrades up in to a state of combat frenzy. The Warlock and his troupe have +1 STR in Close Combat.
    Laughter:
    Laughter, yet another face of the Great Harlequin. The Warlock and his troupe automatically pass Morale and Pinning tests.
    Trickery:
    The Warlock enhances the effectiveness of his troupes Holo-fields, making the basic Holo-field save 4+, instead of 5+.
    Deathdance:
    The Warlock and his troupe enter the Deathdance, The troupes members have +1 Attack in Close Combat.