Harlequin Dreadnought
Harlequin's Dance Version
Troop Type M WS BS S I A LD Special
Harlequin Dreadnought 8 6 6 5 6 4 10 Causes Terror
POINTS COST: 180 points

CREW: Special.

RAM VALUE: Strength 6, -3 Save, D6 Damage.

ARMOUR: Dathedi (Holo-field). All shots targetting the Dreadnought are at -1 to hit.

WEAPONS: Two arms fitted with power fists, each with either a built in
Shuriken catapult (with targeter) or flamer, with 90 degree arc of fire to the front.
One arm may be replaced with one of the following weapons fitted with a targetter:
Shuriken Cannon (+20 pts), Heavy Plasma Gun (+30 pts), Lascannon (+30 pts), Scatter Laser (+30 pts),
Distortion Cannon (+25pts), Missile Launcher
with Frag & Krak missiles (+30 pts), Scatter Laser (+30 pts)
Alternatively, a weapon may be fitted in a shoulder mount with a 90 degree arc of fire to the front,
at a cost of +15 points.

PSYCHIC SCREAM: The Harlequin Dreadnought exudes a constant psychic scream, which manifests violently in the minds of those that stray to close. The Dreadnought causes TERROR.

DAMAGE TABLES:
D6LOCATIONARMOURFRONTSIDE/REAR
1-2Legs1818
3Left Arm1818
4Right Arm1818
5-6Head2218

D6HEAD DAMAGE TABLE
1The dreadnought's psychic scream is damaged, it no longer causes terror. The dreadnought's controls are damaged making it difficult to control. The dreadnought may on move or attack if you first roll 4+ on a D6.
2The spirit stone controlling the dreadnought is badly damaged. All of the dreadnoughts characteristics are halfed for the rest of the battle (Round down).
3The combined holo-field projector/cooling pipes for the dreadnought's engines are destroyed, the engine starts to overheat and the Holo-field stops working. Roll a D6 at the start of each players turn ; the dreadnought explodes on a roll of 1 or 2, Any models within 3" suffer D6 strength 10 hits with a -3 saving throw modifier.
4-5The spirit stone controlling the dreadnought is destroyed. The dreadnought staggers D3" in a random direction, colliding with anything moved into, and and then collapses to the ground. The sudden release of psychic energy will inflict D3 wounds (no save allowed) on any Eldar psyker with D6" of the dreadnought as it collapses.
6The dreadnoughts ammunition explodes. The dreadnought is destroyed and any models within 3" suffer D6 strength 10 hits with a -3 saving throw modifier.

D6ARM DAMAGE TABLE
1An arm is hit and partially paralysed. Any ranged weapons incroporated into the arm may still be used, but the arm cannot be used to fight in hand-to-hand combat. Reduce the dreadnought's attacks characteristic by 1 point.
2Any weapons mounted on the arm are jammed or partially damaged and can only be used if you first roll 4+ on a D6.
3-5An arm is torn from the dreadnoughts body. Any weapons mounted on the arm are destroyed, and the dreadnought's attacks characteristic is reduced by 1 point.
6An arm is destroyed and any weapons mounted on it explode! The explosion flashes back to the dreadnoughts hull, bypassing all armour, and causing a secondary explosion. Roll on the head damaged table.

D6LEG DAMAGE TABLE
1The inch thick armour plates on the leg hold, but the force of the hit slows it down.
The dreadnought may not move in it's next turn.
2The dreadnought is knocked sprawling. It staggers D3" in a random direction, colliding with anything moved into.
3-4The leg is seriously damaged. The dreadnought may now only limp D3" per turn.
5-6The leg is blown off and the dreadnought crashes to the ground.
It may not move or attack for the rest of the game, and is effectively destroyed.

Eldar Harlequins, with Harlequin Dread standing behind them.
Harlequin Dreadnought
Citadel Journal:19 Version (By Carl Phillips)
Troop Type M WS BS S I A LD Special
Harlequin Dreadnought 8 6 6 5 6 4 10 Causes Terror
POINTS COST: 160 points (At least I assume that it costs the same a a normal Eldar Dreadnought.)

CREW: Special.

RAM VALUE: Strength 6, -3 Save, D6 Damage.

WEAPONS: Two arms fitted with power fists.
One arm may be replaced with one of the following weapons fitted with a targetter:
  • Distortion Cannon
  • 25 pts
  • Lascannon
  • 30 pts
  • Missile Launcher with frag and krak missiles
  • 30 pts
  • Scatter Laser
  • 30 pts
  • Psycannon
  • 35 pts
    Alternatively, instead of replacing the the arm, the weapon may be fitted to a shoulder mount
    with a 90 degree arc of fire to the front, at a cost of +15 points.

    PSYCHIC SCREAM: The Harlequin Dreadnought exudes a constant psychic scream, which manifests violently in the minds of those that stray to close. The Dreadnought causes terror. For an additional +25 points the Harlequin Dreadnought may become a level 1 Psyker, randomly selecting its power from the
    Harlequin Psychic Power Deck. It may only use basic force cards. It may not be used to nullify enemy powers, or make use of special event cards (Ultimate force etc.)

    PSYCANNON: The Harlequin Psycannon is a unquie eldar weapon that bears little resemblance to it's Imperial counterpart. It channels the energies of the warp into a destructive beam.
    It's range and power is determined by the last Warp Flux roll.
    Warp Flux RollRangeShortLongTo HitShortLongStrDamSave Mod.Arm. PeneSpecial
    0-40-88-16--141-1D6+4-
    5-80-1212-24--5D3-2D6+D3+51" Blast
    9-120-1616-36+1-6D4-3D6+D4+61.5" Blast
    13+0-1616-48+1+18D6-52D6+82" Blast

    DAMAGE TABLES: The Harlequin Dreadnought uses the same damage tables as the
    standard Eldar Dreadnought with the following additional rules when determining Head damage.
    D6HEAD DAMAGE TABLE
    1+ The Dreadnought's psychic scream is lost, it no longer causes terror
    2+ If the Dreadnought is fitted with a psycannon, the warp flux roll should
    be halfed (round-up) before determining the cannon's effects
    3-6No additional effects



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