HARLEQUINS

THE HARLEQUINS
The Harlequins are a strange sub-sect of the Eldar race, consisting of warriors drawn from the other kindreds; the Dark Eldar, Exodites and Craftworld Eldar. They are masters of the system of warp- tunnels known as the Webway and roam at will from place to place. They are seen as the keepers of the ancient Eldar myths, and perform complex dances and plays to recreate these allegorical tales, covering such events as the War in Heaven, the Fall and the Birth of the Great Enemy.
The Harlequins are held in a mixture of fear, awe and respect by all other Eldar. Their knowledge of the Webway is unmatched, and they can appear and disappear almost at will; at an Exodites Maiden World, in the dark city of Comorragh or on a Craftworld. The Harlequins have even been known to appear unexpectedly alongside the forces of other races, particularly if they are fighting against the hosts of Chaos, the sworn foes of the Harlequins. The Harlequins see themselves as the saviors of the Eldar, a uniting force that will one day bring together the fragmented race so that they can regain their position as the most powerful force in the galaxy. They have a great plan, unknown to all but themselves and a privileged few, which is both far-reaching and horrifying.
The Harlequins’ superb acrobatic skills make them highly accomplished close combat fighters, and they are aided by arcane items of technology, such as anti-grav flip belts and many specialist hand-to-hand weapons. Like all Eldar they are elusive foes, preferring to use swiftness and devastating attacks rather than massed armor and brute force.
WHY COLLECT A HARLEQUIN ARMY
Like other Eldar armies, the Harlequins are for the connoisseur gamer. They have many special rules to remember; complex war-gear, abilities and psychic powers that must be used to best advantage for victory. They require subtle tactics on the battlefield – gamers who prefer a straight stand-up-and-fight army would do better with Space Marines or Imperial Guard! Painting a Harlequins army also requires a reasonable degree of skill. However, Harlequin armies are relatively small in terms of the number of models needed, so painting an army is not so much of an endeavor as it would first appear.
All of these things mean that the Harlequins are quite unlike any other army in the Warhammer 40,000 game and as such make an interesting choice for those of you looking for a new gaming challenge to overcome. Most tempting of all is the fact that there is probably no sight more spectacular than a well-painted Harlequin army dashing across the battlefield, tearing apart its enemies with ruthless efficiency!
(Intro taken from CJ journal)
Armory
WEAPONS
Fusion Pistol: 18 pts
Harlequin’s Kiss: 10 pts
Neuro-disruptor: 20 pts
Plasma Pistol: 15 pts
Power Weapon: 10 pts
Rivablades: 15 pts
WARGEAR
Bio-explosive ammunition: 5 pts
D-field: 25 pts
Dread Mask: 30 pts
Familiar(Shadowseer only): 15pts
Jetbike (great harlequin and shadowseer only): 25 pts
Hallucinogen grenades: 4 pts
Haywire Grenades: 4 pts
Phase Field (independent characters only): 15 pts
Powerblades: 15 pts
Rictus Mask: 25 pts
Tanglefoot grenades: 4 pts
Webway portal: 50 pts
Harlequin Special Rules:
(All models that are noted as Harlequin possess these following rules)
Holo suit: Harlequins receive a 4+ cover save. In hand-to-hand combat the opponent halves their weapon skill rounding up when attacking the harlequins.
Flip Belts: These belts are anti-gravity devices that combined with the Harlequins acrobatic skills allows them to perform feats of agility that surpasses any other combatant. Harlequins are never impeded by difficult terrain and are not injured by dangerous terrain.
Mask of Fear: Any model in hand to hand combat with a model wearing a mask of fear will have its leadership reduced by one.
Dodge: In close combat Harlequins receive a 4+ invulnerable save
Dispersed Formation: Harlequins fight more as individuals than as units. Harlequins have their unit coherency distance increased from 2 inches to 4.
Grenades: All Harlequins are armed with both assault and defensive grenades.
Hit and Run: Universal Rule
Fleet: Universal Rule
Additional Army Rules:
Harlequin’s Dance: By combining their 'holofield' technology with their unsurpassed agility, stealth-craft, and the chaotic disruptions the harlequins bring to the battlefield; the harlequins are notoriously difficult to target by ballistics. Opponents of the harlequins find that their senses betray them as the battlefield is lit with brightly hued shapes dance merrily past their perceptions. Only at relatively short range can the harlequins be distinguished as somewhat clear targets.
Any unit from the harlequin codex that possesses 'holofieds' (either personal or vehicle mounted) uses the night-fighting rules when targeted by enemy shooting. No addition benefits are bestowed upon the harlequins when the mission being fought uses night-fighting, this rule does not apply to allies of the harlequins that happen to possess 'holofields' of their own.
Allies Note: Eldar armies may use Harlequin Troupes as an elite selection. Other non-chaotic armies engaging a chaos opponent may also use Harlequin Troupes as an elite selection.
Army List:
HQ:
Grand Harlequin 0-1:

The Great Harlequin is the overall leader of the harlequin army. A harlequin band only ever has one Great Harlequin; if another harlequin becomes sufficiently skillful, he or she will leave and found a new harlequin band. Thus the number of harlequin bands traveling the Webway is slowly but surely increasing. During a Masque, the Great Harlequin plays the part of the Laughing God.
| WS | BS | S | T | W | I | A | LD | SV | Price
| Great Harlequin | 7 | 5 | 3 | 3 | 3 | 8 | 4 | 10 | - | 60
|
Harlequin, independent character
Equipment: shuriken pistol, close combat.
Grand Harlequin can purchase equipment from the armory
Shadowseers 0-1:

A Shadowseer does not have the prophetic powers associated with other Eldar psykers. However, they still have highly effective empathic and telepathic abilities that they use to confuse and disorient their foes – literally placing false images and contradictory thoughts into their minds. The Shadowseer uses this ability during a performance to create stunning visual effects and influence the emotions of the audience.
| WS | BS | S | T | W | I | A | LD | SV | Price
| Shadowseer | 6 | 5 | 3 | 3 | 2 | 7 | 3 | 10 | - | 70
|
Harlequin, psyker, independent, Dance of phantoms, Misdirection
Between 1 and 3 Shadowseers can be counted as a single HQ choice.
Equipment: shuriken pistol, close combat.
shadowseer can purchase equipment from the armory
Dance of Phantoms: The Shadow Seer conjures up illusions of the harlequins to confuse the aim of the opponent. Enemies of the harlequins empty their weapons upon glittering, laughing figures only to find that their targets possess no more substance than the wind.
The Shadow Seer and the squad he as joined have their holo suit cover saves changed to 2+, this effect will last until the start of the harlequins next turn.
Misdirection: The shadowseer reaches into the minds of the enemy, baffling them with psychic messages. This psychic power is used at the start of the enemy’s assault phase and lasts unit the start of the next harlequins’ turn.
Any enemy unit wishing the charge the shadowseer or unit they are with must first pass a leadership test on a 3D6. If the test is failed the enemy unit may do nothing in that assault phase.
Familiar: A small daemonic creature is bestowed upon the shadowseer to signify the Laughing God’s favor. The creature will take no part in the actual conflict and cannot be targeted for attack. The familiar allows the shadowseer to cast one more psychic power a turn.
The familiar will act to preserve the shadow seer’s wellbeing. When the shadowseer suffers a wound it is advocated to the familiar instead of the pysker. The creature switches places with the harlequin and blinks out of existence as the enemy blow passes through its ethereal form. The familiar will also protect the shadow seer against a wound that is taken from a peril of the warp test, as the familiar will divert the daemon’s attack and follow the enraged daemon back into the warp to mock and torment it for being decieved. The familiar will only save against one attack that wounds the shadow seer and then it will remove itself from the game and no longer allow the psyker to use an extra power.
TROOPS:
Harlequin Troupe:

All harlequins must undertake a mysterious trial, known only as the Ritual. The Ritual is said to free them from the Great Enemy, which is why harlequins have no fear of her, and need not wear a waystone. This is also why the harlequins can roam the Webway at will without enduring the soul-draining which afflicts the other Eldar who spend too long exposed to the warp. Due to their extremely athletic nature and acrobatic skill, harlequins are fearsome warriors in an assault, aided by their highly specialized weaponry.
| WS | BS | S | T | W | I | A | LD | SV | Price
| Harlequins | 5 | 4 | 3 | 3 | 1 | 6 | 2 | 9 | - | 20
|
Troupe Leader | 5 | 4 | 3 | 3 | 1 | 6 | 3 | 10 | - | 32
|
Harlequin
Squad: The troupe consists from five to ten harlequins
Weapons: Shuriken pistol and close combat weapon
Options: One harlequin may be upgraded to a troupe leader for 12 points. The troupe leader receives plus one to his Attack and Leadership characteristics and may take addition items from the harlequin armory, but may not take grenades from the armory.
Up two models in the squad may exchange their close combat weapon for a harlequin’s kiss at 5 points per model, or a power weapon for 6 points per model. Up to two models may exchange their shuriken pistol for either a plasma pistol at 5 points or a fusion pistol for 8 points. If the unit has ten harlequins then increase the number of harlequin that can exchange their weaponry to 4 on both accounts.
The entire unit can be armed with hallucinogen grenades for 10 points, tangle foot grenades for 15 points, or haywire grenades for 10 points.
Allies:
The Harlequins have always been few in number and quite often they turn to other eldar to bolster their ranks. The harlequins carry authority among all eldar and they are able to find assistance from craftworlds, exodite worlds, and even the shadowy realms of the dark eldar. For every unit of Harlequin Troupes the army uses it may take a troop selection from either the craftworld or dark eldar codices. The army may not mix between craftworld of dark eldar units; one codex must be drawn upon exclusively. The unit will count as troops in the harlequin army and may draw upon the upgrades available to them from their parent codex.
If two units of troops from codex craftworld eldar are used in the harlequin army one additional unit from the following list may be purchased form the codex; it may take any upgrades permitted by its parent codex and occupies the same slot force organization chart in the harlequin army:
Swooping hawks, warp spiders, vyper squadron, support weapon battery, dark reapers, wrathlord, war walker squadron, falcon, fire prism.
If two units of troops from codex dark eldar are used in the harlequin army one additional unit from the following list may be purchased form the codex; it may take any upgrades permitted by its parent codex and occupies the same slot force organization chart in the harlequin army:
Reaver jetbike squad, hellions, dark eldar scourges, ravager.
Mime Troupe 0-1:
Mines have a specialized role with the Masque. As scouts and infiltrators they race ahead of a harlequin force setting ambushes and harrying the enemy. They are also spies and information gathers, using their formidable skills in disguise and mimicry to infiltrate into enemy garrisons and command bunkers to steal valuable information and often a few prized items.
| WS | BS | S | T | W | I | A | LD | SV | Price
| Mimes | 5 | 4 | 3 | 3 | 1 | 6 | 2 | 9 | - | 25
|
Troupe Leader | 5 | 4 | 3 | 3 | 1 | 6 | 3 | 10 | - | 37
|
Harlequin, infiltration, scouts, master thieves
Squad: The troupe consists from five to ten harlequins
Weapons: Shuriken pistol and close combat weapon
Master Thieves: A common initiation among the mimes is to remove a prized object from key personal. The adroit ability to mirthfully liberate objects from the hands of esteemed members of other races is one trait the mimes are notorious for. It is not uncommon for a lord commissar to have his cap plucked from his head by an unseen hand, or a chaos sorcerer to find that someone has daemon-napped his familiar.
A harlequin army that possesses Mimes may reverse one upgrade taken by a character from the opposing army. This can be from either an independent character or a squad leader. The character notices his wargear is missing and must make due with a hasty substitute for the battle. Example: an aspiring champion who upgraded his boltpistol to a plasma pistol is targeted by the mimes who reverse his upgrade back to a boltpistol. This ability only affects tangible objects; the Mimes cannot steal psychic powers or abilities. Only hand portable objects can by stolen, the mimes can't ride off on a character's bike for example, and items that cost more then 40 points can not be taken by the mimes.
Options: One harlequin may be upgraded to a troupe leader for 12 points. The troupe leader receives plus one to his Attack and Leadership characteristics and may take addition items from the harlequin armory, but may not take grenades from the armory..
Up two models in the squad may exchange their close combat weapon for a harlequin’s kiss at 5 points per model, or a power weapon for 6 points per model. Up to two models may exchange their shuriken pistol for either a plasma pistol at 5 points or a fusion pistol for 8 points. If the unit has ten harlequins then increase the number of harlequin that can exchange their weaponry to 4 on both accounts. One model may be equipped with a neuro-disruptor for 10 points.
The entire unit can be armed with hallucinogen grenades for 10 points, tangle foot grenades for 15 points, haywire grenades for 10 points.
Modeling Note: As there is not much distinguishment between Mimes and Harlequins in terms of equipment it may be difficult to tell these units apart. One way to provide the Mimes with their own unique feel is to convert them with the items that they have stolen from other races, purity badges, inquisitorial seals, or bonding knives for example. It is well within their nature to adorn themselves with their pilfered items to mock their opponents.
ELITES:
Solitaire 0-1

Little is known about the Solitaires, even amongst the Eldar. They have passed the sacred Ritual which all Harlequins must undertake, yet they live apart from other Harlequins. The Solitaires roam the Webway seeking out Eldar they believe can survive the Ritual, and take them to the Harlequin bands. It is said that the oldest and most powerful Solitaires become the dreaded guardians of the Black Library. On the extremely rare occasions when a Solitaire performs, he or she takes the part of Slaanesh and the Harlequin band will perform the legendary tale of the Birth of the Great Enemy – the most dangerous of all Harlequin masques. It is claimed that others have tried to take on the role of the Great Enemy and died or been driven insane!
| WS | BS | S | T | W | I | A | LD | SV | Price
| Solitaire | 8 | 5 | 3 | 3 | 3 | 8 | 4 | - | - | 90
|
Harlequin, independent character, individual, spiritless, blitz attack
Equipment: shuriken pistol, close combat.
solitaire can purchase equipment from the armory
Individual: A solitaire is an independent character and follows all the special rules for independent characters. In addition, a Solitaire can never join any other unit.
Spiritless: It is postulated by imperial scholars that a solitaire has no soul, to speak of, and this may be true. They show no evidence of emotions and psychic powers which attack the mind have no effect on the solitaire whatsoever. A solitaire does not have to take any leadership tests of any kind and is always assumed to pass. Any attack that affects the leadership characteristic will automatically fail when directed at the solitaire.
Blitz Attack: When a Solitaire moves at full speed they are a blur of light, faster than any other living creature. A Solitaire can assault 12" instead of the normal 6". Rather than gaining +1 Attack for charging into an assault, a Solitaire gains +1 Attack for each inch of unused charge distance up to a maximum of +6 Attacks. For example, if a Solitaire charges into an enemy 8" away then they gain +4 Attacks.
Death Jesters:

Death Jesters are the heavy specialists of the Harlequin army, able to carry a variety of exotic and deadly armaments. However, Death Jesters are just as skilled in combat as any Harlequin, and many a foe has charged into combat with a Death Jester and been cut down for their ignorance. When the Harlequins stage a performance, Death Jesters take the part of Death, and are noted by other Eldar for their ironic, some would say downright morbid, sense of humor.
| WS | BS | S | T | W | I | A | LD | SV | Price
| Death Jester | 6 | 4 | 3 | 3 | 1 | 4 | 2 | 9 | - | 50
|
Harlequin, independent character, relentless
Between 1 and 3 death jesters can be counted as a single elite choice.
Weapons: Shrieker cannon, shuriken pistol, and power blades.
Options: A death jester may exchange their shrieker cannon for an eldar missile launcher for 15 points or a bright lance for 10 points.
Equipment: Death jesters may purchase addition wargear, but not weapons, from the harlequin armory.
HEAVY:
Marionette:

Despite resembling the wraithlords of the craftworld eldar, harlequin marionettes are something of a mystery. As harlequins do not utilize spirit stones like their craftworld brethren, whether or not the wraithbone construct is piloted by an eldar soul is a subject to debate. It would be possible for the Harlequin to recruit an eldar consciousness salvaged from a recovered spirit stone or perhaps something else is manipulating the wraith construct.
| WS | BS | S | T | W | I | A | LD | SV | Price
| Marionette | 5 | 4 | 7 | 7 | 3 | 4 | 3 | 10 | 3+ | 120
|
Monstrous creature, fearless, holo field, mask of fear, Daemon
Daemon: The Marionette counts as a daemon.
Options: The typical marionette has two arms ending with power field enhanced gauntlets. Each fist also incorporates a flamer or a shuriken catapult. The marionette can equip itself with up to two shoulder-mounted weapons. The marionette may purchase a brightlance for 40 points, scatter laser at 20 points, a shrieker cannon for 15 points, an eldar missile launcher for 25 points, or a distortion cannon for 50 points, if duplicate weapons are chosen then they count as a single twin linked weapon.
Harlequin Kiss: The Marionette may replace one of its hand-mounted weapons with a specialized harlequin kiss for 5 points. The Marionette’s attacks will now wound on a 2+ and will inflict insta-kills on a wound roll of a 6.
Grand Chariot:

Grand Chariot is a universal title that applies to the multiple of variants of battle tanks the Harlequins employ. The vehicle plays the primary role of armored transport, but is often customized to the desire of the Grand Harlequin.
| Front | Side | Rear | BS | Price
| Grand Chariot | 11 | 11 | 10 | 4 | 100
|
Fast, skimmer, tank, open topped, holo fields
Transport: 12
Extra Platform: The grand chariot possesses a raised surface as addition troop storage. Two separate units may board and dismount this vehicle. The platform has a capacity of 6 that allows the vehicle to contain one unit up to 12 models and another up to 6 to board and dismount the vehicle.
Shrieker Cannons: The Grand Platform can have up to two shrieker cannons mounted on to its body and one mounted onto its extra platform. The guns are fired by the crew and a member of the boarded party must be assigned to the gun in order to fire it. These guns are treated as being fired from the crew and by not the vehicle itself. Cost per gun 15 points.
The grand platform can upgrade its extra platform to the Sisters of Fate, a multiple shadow weaver barrage. The weapon fires as a trio of shadow weavers but counts as a single weapon both in terms of receiving damage and firing. If this upgrade is taken the addition platform is removed and the tank losses it’s increased troop capacity.
FAST:
Venom:

Much of the webway cannot be traversed by large vehicles, and so the harlequins make wide use of the Venom. The Venom is a modified version of the vyper war machine used by the craftworld eldar, incorporating an open transport deck instead of a gun cradle. Such is the skill of every harlequin that the small numbers of warriors that can be transported by this vehicle is still enough to overcome enemy units many times their size. The vehicle itself possesses a seemly conservative amount of weaponry, but this misleading as the arsenal utilized by this small craft is what gives the vehicle its appropriate title.
| Front | Side | Rear | BS | Price
| Venom | 10 | 10 | 10 | 4 | 60
|
Fast, skimmer, open topped, holo fields,
Between 1 and 3 Venoms can be counted as a single fast choice.
Transport: 6
Weapons: The Venom is armed with twin-linked shuriken catapults utilizing bio-explosive ammunition.
Options: The Venom may upgrade its shuriken catapults to a shrieker cannon for 5 points, a fusion gun for free, a neuro-disruptor for 10 points, or a wraith cannon for 10 points.
Harlequin Jetbike Squad:

The most extravagant Harlequins ride to battle on highly decorated Jetbikes. Decked in flowing pennants and ornamented with symbols of the Laughing God, they are the most lavish and colorful unit in a Harlequin force.
| WS | BS | S | T | W | I | A | LD | SV | Price
| Harlequin Jetbiker | 5 | 4 | 3 | 3(4) | 1 | 6 | 2 | 9 | 3+ | 40
|
Troupe Leader | 5 | 4 | 3 | 3(4) | 1 | 6 | 3 | 10 | 3+ | 55
|
Harlequin, eldar jetbike
Squad: The troupe consists from three to ten harlequins
Weapons: Shuriken pistol and close combat weapon
Options: One harlequin may be upgraded to a troupe leader for 15 points. The troupe leader receives plus one to his Attack and Leadership characteristics and may take addition items from the harlequin armory, but may not take grenades from the armory.
Up to two models in the squad may exchange their close combat weapon for a harlequin’s kiss at 10 points per model, or a power weapon for 12 points per model. Up to two models may exchange their shuriken pistol for either a plasma pistol at 5 points or a fusion pistol for 8 points. If the unit has ten harlequins then increase the number of harlequins that can exchange their weaponry to 4.
One out of three of the harlequin jetbikers may upgrade their shuriken catapults to a shrieker cannon or a fusion gun for 10 points.
Jetbike: Jetbikes prohibit the following abilities: Fleet, Dodge, Flip-belt
Harlequin Wargear:
Note 1: The Harlequins can carry several different types of grenades that are used when they charge into an assault (Hallucinogen, tanglefoot and plasma). A unit may only use one grenade type at a time, and you must declare which you are using before moving the charging unit. Note, that if two or more Harlequin units charge the same enemy, they may use different grenade types (a rather devastating tactic if you can manage it!).
Note 2: Some Harlequin characters may be armed with two special close combat weapons, for example a Harlequins’ Kiss and a power weapon. You may only use the special rules for one close combat weapon (in this example either wound on a 2+ or ignore amour saves) though you still gain +1 attack for a second close combat weapon.
Note 3: It is possible for a Harlequin to combine the effects of several different masks (the Mask of Fear, Dread Mask and Rictus Mask). Having more than one mask type means that the character’s mask is programmed to cycle through a wider range of images and psychic manipulations, each of which is designed to illicit a different type of horror from the enemy!
Bio-explosive ammunition: These are specially modified shurikens that contain a potent mix of venoms which enzymes that converts the targets own anatomy into an explosive weapon. A weapon with Bio-explosive ammunition will wound on a 2+ rather than using the weapons strength characteristic. A model that has its last wound removed by a bio-explosive hit will explode. Place a 3-inch blast over the model and inflict a strength hit equal to the targets toughness with and AP equal to the target’s armor save. Wounds caused by bio-explosive ammunition require a pinning test.
Brightlance: See Craftworld Eldar codex.
Distortion Cannon: See Craftworld Eldar codex.
D-Field: A domino field or D-field as it is commonly known, creates an even more complex distortion pattern than a normal harlequin holo suit. The suit is a holo suit in all extent and purposes; with the exception that an opponent is required to roll a 6 to hit the model in hand-to-hand combat. The suit will not benefit a model riding a jetbike. This is a rare item and only one may be taken per army.
Dread Mask: The dread mask contains a psychic pickup that detects the worst fears of the wear’s opponent and amplifies them ten-fold, sending them running in terror. Any unit losing an assault against a harlequin with a dread mask must taken their morale check on 1D6 more than usual (normally 3D6). The dread mask has no effect on fearless models or vehicles.
Eldar Jetbike: See Craftworld Eldar codex. A harlequin riding a jetbike loses the benefits of fleet, dodge, and flip belt.
Eldar Missile Launcher: See Craftworld Eldar codex.
Fusion Pistol: The fusion pistol in the pinnacle of eldar melta technology, being compact yet powerful enough to destroy a battle tank. A fusion pistol has the following profile:
Range: 6 Strength: 8 AP: 1 Pistol, Melta
Fusion gun: See Craftworld Eldar codex.
Hallucinogen Grenades: In battle, the harlequins use hallucinogen grenades to disorientate their enemies just before they attack. The grenades induce hallucination, paranoia, and delirium in their victims, causing them to cower in fear, stare into open space, or rant and attack creatures only they can see. Hallucinogen grenades subtract one attack to each model that has been charged by the harlequins that turn to a minimum of 1. An addition effect is that a unit armed with hallucinogen grenades counts as inflicting D3 more wounds in a combat than it actually did as their opponents are plagued with visions of their comrades being tore apart by distorted monsters.
Harlequin’s kiss: This vicious weapon is unique to the harlequins. It takes the form of a sharpened tube attached to the forearm, inside which is lengths of monofilament wire. The weapon is punched into the enemy and the wires are then quickly uncoiled, slicing the foe apart from the inside. A model armed with a harlequin’s kiss wounds on a roll of 2+ in close combat. Against models with multiple wounds, a to wound roll of 6 will inflict an insta-kill regardless of toughness. The kiss has no effect against vehicles and counts as a close combat weapon.
Haywire Grenades: See Craftworld Eldar codex.
Holo fields (vehicles): See Craftworld Eldar codex.
Neuro-disruptor: A neuro-disruptor uses intricate psycho-crystalline circuitry to emit a wave of particles that disrupt the brain’s neural pathways, turning the target into a drooling imbecile or killing them outright. The neuro-disruptor inflicts a strength 8 hit using the targets leadership characteristic instead of its toughness. Against vehicles roll a D3 on the vehicle damage table as the crew is struck by the weapon.
Range: Template Strength: (8) AP: 1 Assault 1
Plasma Pistol: Eldar technology is far more efficient and reliable than the crude mechanics of the imperium. An eldar plasma pistol does not have the get’s hot rule.
Range 12 Strength: 7 AP2 pistol
Phase Field: Using the most advance warp technology, a phase field allows the wearer to shift between realspace and the webway, phasing in and out of reality. This means the wearer can make short teleportations across the battlefield. The phase field is used instead of moving normally. Nominate a direction for the model to move in. Then model moves 3D6 inches in that direction, ignoring any intervening terrain or models. A model using phase field may not use fleet, but may shoot and assault.
Powerblades: Powerblades are fitted to the forearm, enabling the wearer to use both hands freely. A well-trained warrior can use sweeping strikes with the powerblades in addition to their other weapons. A model equipped with powerblades gets +1 attack; This can be in addition to the +1 attack for being armed with two other close combat weapons for a total of +2 attacks. A model with powerblades counts as if it is armed with a power weapon.
Rictus Mask: The rictus mask projects an aura of death, filling those nearby with an almost uncontrollable urge for morbid self-preservation (“We’re all doomed!”) Any enemy unit with a model within 6” of a model with the rictus mask must take a leadership test at the start of their turn. If the test is failed the unit may do nothing that turn. If the unit is fighting is fighting in hand to hand than they will require 6s to hit their opponents.
Riveblades: Fitted to the back of the hand or worn as a glove, a riveblade is covered in a shimmering energy field that can punch through the thickest armor. In the hands of a harlequin a set of riveblades can be used to headed or disembowel the target with a single sweep. Riveblades a power weapons will cause an insta-kill hit against the target on a wound roll of a 6.
Scatter laser: See Craftworld Eldar codex.
Shadow Weaver: See Craftworld Eldar codex.
Shrieker Cannon: The shrieker cannon is a modified shuriken cannon that has a separate firing mode. It can either be fired as shuriken cannon or fire a single shot with Bio-explosive ammunition.
Shuriken Catapult: Craftworld Eldar codex.
Shuriken Pistol: Craftworld Eldar codex.
Tanglefoot Grenade: Any modeling receiving a charge from a unit armed with tangle foot grenades has its initiative reduced to 1. Harlequins with tanglefoot grenades will auto succeed their hit and run test.
Wraith Cannon: Craftworld Eldar codex.
Webway device: This is a mobile form of the portal used by the harlequin to link together via the webway. It may be activated by the model carrying it in the shooting phase instead of moving or shooting that turn. Place a spare 5-inch blast marker in base contact with the model; this marker will remain in play for the duration of the game. Harlequin units coming from reserve may consider the edges of the marker as a continuation of their table edge when entering the game.
In games that do not use the reserve rule harlequin units can still be kept in reserve and enter the game through the webway. Treat these units as destroyed if the character carry the portal is killed before deploy the webway.
Dance without End (fluff piece)
The message flashed around the craftworld at the speed of thought. All normal functions were suspended, and every Eldar on Saim-Hann came to the talaclu hall. Even the Ancestors in the Infinity Matrix watched through the craftworld’s internal sensors. At least once in their lives. every Eldar should witness The Dance – the greatest of the Harlequins’ works, retelling the story of the fall of the Old Race – and keep the lessons of the Fall alive in the spirits of the survivors. But The Dance is rarely performed, since the key part cannot be danced by any member of a masque. Only the mystic Solitaires – those touched by the Laughing god himself, who pass unrecognised as whim or design moves them – only these may dance the part of Slaanesh.
The nine troupers bounded into the centre of the stage. their dathedi suits projecting a weaving pattem of colors as they danced the part of the Old Race. The Shadowseers took up positions around the outside: emotions were monitored, amplified and returned by their equipment as the Eldar lived the fall of their ancestors: felt their joys. their prides, their petty rivalries and their driving passions. Three Great Harlequins danced the parts of the Fallen gods, leaping. cartwheeling and somersaulting around and among the dancers of the Old Race.
The dancers of the Old Race became wilder, their passions stronger and their joys more extreme, more menacing. They came together like a whirlpool, and broke upon something unseen – hurled back as the Solitaire leaped into view, somersaulting from his unseen entrance to the centre of the dancers.
An involuntary shock ran through the audience at the sight of the allegorical figure of the Chaos god Slaanesh His suit projected a constantly-writhing mass of figure, in attitudes of decadent pleasure.
From behind Slaanesh. seven figures appeared one by one to mingle with the Old Race. First came the foul Mime, passing their sensual and disturbing movements to the other dancers as the Daemons they represented had spread the corruption of Slaanesh. One by one the dancers of the Old Race began to project the pattern of writhing figures on their suits. Next came three dark figures: the Death Jesters suits displayed skeletons as they leaped and slew, dragging the inert forms of the Fallen gods to the feet of Slaanesh. As the last fell. a psychic scream from the Shadowseers echoed through the minds of the audience. It shifted and writhed like the patterns on the cancers’ suits, gradually coalescing into a chilling gibbering laugh of madness. corruption and depravity.
But in the laugh there was another voice. A clearer laugh, an ironic laugh. A laugh which laughs because it chooses not to weep. Then. at one side of the stage, the Great Harlequin entered. His suit projected the ever-shifting multicoloured lozenges of the Laughing god as he strolled casually onstage, still laughing at the cosmic folly of the Fallen. He looked at the triumphant form of Slaanesh atop the mound of writhing dancers, and he laughed. He looked at the Mime-Daemons and the Death Jesters as they bore down upon him. And he laughed.
For a moment. he could not be seen among the press of Slaanesh’s minions. but with a cry he flew above their heads tumbling in flight to land facing them. As they turned he leaped again: two figures dropped as he touched them. and five more clawed the empty air as he somersaulted across the stage
His laugh now was one of glee as he leaped and tumbled. evading the hunters and turning now and then to strike back. He picked up the body of a Death Jester and hurled it at the figure of Slaanesh, who reeled slightly at the impact. With a wild cry the Great Harlequin leaped forward, pulled a single dancer from the feet of Slaanesh, and withdrew. At his touch. the writhing figures on the dancer s suit dissolved into the lozenge pattern. and the dancer also began to laugh as he danced the dance of the Harlequin. The two of them put the remaining Daemons to flight. and as last fell. Slaanesh joined the battle.
The confrontation between Slaanesh and the Great Harlequin seemed to go on for ever. Other dancers melted from the stage as the two figures leaped, cartwheeled and somersaulted around each other. Slowly. in the background, the Mime-Daemons and the Harlequin troupers took up the dance resecting the movements of the two principals in perfect unison.
The Dance ended abruptly. with the struggle unresolved. It was indeed the Dance Without End. The hall was quiet. The dancers left the stage The audience sat stunned.
(Taken from WD 105)
Authors Note:
I used the CJ codex as the basis for my rules, some of the pictures used in this article were acquired from GWS sources and internet searches. I did take certain liberties such as the addition of the grand chariot and providing harlequins a dodge save in hand-to-hand combat. Since the CJ codex was produced in third edition I had to rewrite the effects of a lot of equipment, must notably the array of grenades used by the harlequins. I also included other changes that I felt suited the harlequins, added to their dynamic and allowed for competitiveness.
The harlequin army plays unlike any other. They possess viscous weaponry and abilities, but are extraordinary fragile themselves; An army composed of toughness 3 armorless trooper for 20 points does not forgive mistakes.
I will update this article, as I intend to play test these rules. Constructive criticism is always welcomed.
Update 1: I added the Harlequin’s Dance to the army. It's my opinion that giving nightfigting rules to the army is a fluffy way to combat the harlequin’s high cost and fragility verse their high vulnerability when facing a ballistic army that could gun down the entire harlequin army during a single shooting phase. Due to the harlequins unique method of warfare, it is easy to image that it is difficult to snipe them from extended distances. This provides much needed help to the harlequins against their most difficult opponents, gunline armies. I also changed around the Marionette's stats for two reasons; one to move the wraith construct away from being a harlequin wraithlord and more a unit in its own right, and the other to balance the unit, now that it uses the nightfighting rules it needed to be tone down to keep it from being over powering.
My Harlequin Army