Kill-Team-Army-List-Harlequins-v7.1-2
Kill-Team-Army-List-Harlequins-v7.1-2
HARLEQUINS
HARLEQUIN TROUPE PATH OF THE HARLEQUIN
This team list uses the special rules and wargear found in Codex: A Harlequin team may select a path at the cost of 3 points per model.
Harlequins. If a rule differs from the Codex, it will be clearly stated. All models must choose the same path if one is chosen, and all models
gain:
• Path of Light: May Re-Roll invulnerable saves from wounds
RISING CRESCENDO caused by models within 15”.
Starting from turn 2, models in this army with the fleet special rule • Path of Twilight: Gain Outflank, Acute Senses and may add or
may move d6” in the shooting phase instead of firing a weapon or subract 1 to reserve rolls from this Kill Team.
running. If they move in this way, they may declare a charge in the • Path of Darkness: This model gains Stealth and Shrouded against
assault phase. This movement does not count as running, and there- all models outside 15”. Any models with the Eldar Jetbike unit
fore does not benefit from a re-roll from the fleet special rule. Charge type only gain Stealth instead of Stealth and Shrouded
distance may be re-rolled as normal.
FLIP BELTS
MODEL AVAILABILITY In addition to it’s normal rules, a Flip Belt allows it’s wearer to re-roll
You must adhere to the following model requirements when building all Initiative Tests when climbing or jumping.
your Kill Team:
• 1 Team Leader model
• 1–20 Core models
• 0-5 Special Models
TEAM LEADERS
TROUPE MASTER 35 points
Options:
WS BS S T W I A Ld Sv • May replace a Close combat weapon with one of the following:
6 5 3 3 2 7 3 10 - –– Harlequin’s Kiss 5 pts
–– Harlequin’s Embrace 5 pts
–– Harlequin’s Caress 8 pts
Wargear: Special Rules:
–– Power weapon 15 pts
• Close Combat Weapon • Fleet
• May replace Shuriken pistol with one of the following:
• Shuriken Pistol • Furious Charge
–– Fusion pistol 15 pts
• Flip Belt • Hit & Run
–– Neuro disruptor 10 pts
• Holo-suit • Fear
• May take the following:
• Plasma Grenades • Inspiring Presence
–– Haywire grenade 2 pts
• May take items from Harlequin Armory.
1 v4.3
CORE
PLAYER 15 points
Options:
WS BS S T W I A Ld Sv • May replace a Close combat weapon with one of the following:
5 4 3 3 1 6 2 9 - –– Harlequin’s Kiss 5 pts
–– Harlequin’s Embrace 5 pts
–– Harlequin’s Caress 8 pts
Wargear: Special Rules:
• May replace Shuriken pistol with one of the following:
• Close Combat Weapon • Fleet
–– Fusion pistol 15 pts
• Shuriken Pistol • Furious Charge
–– Neuro disruptor 10 pts
• Flip Belt • Hit & Run
• May take items from Harlequin Armory.
• Holo-suit • Fear
• Plasma Grenades
SPECIAL
DEATH JESTER 60 points
Options:
WS BS S T W I A Ld Sv • May take the following:
5 5 3 3 2 7 3 10 - –– Haywire grenade 2 pts
• May take items from Harlequin Armory.
Wargear: Special Rules: Death Is Not Enough:
• Shrieker Cannon • Fleet Rule Amendment: When an enemy suffers a casualty for a Death
• Flip Belt • Furious Charge Jester’s Shrieker Cannon during the Shooting phase, all enemies
• Holo-suit • Hit & Run within 6” must make a Morale check at the end of that phase with a
• Plasma Grenades • Fear -2 modifier to it’s Leadership, just as if it had suffered 25% casualties.
• Brutal Trickshot If this test is failed, the Death Jester’s controlling player chooses the
• Death Is Not Enough direction that the enemy unit Falls Back this phase (If the unit contin-
ues to Fall Back in subsequent turns, it does so towards its own table
edge as normal).
Brutal Trickshot:
All to-hit rolls of 6 when shooting gain the ignores cover special rule .
SHADOWSEER 60 points
WS BS S T W I A Ld Sv Psyker:
Before the battle, the Shadowseer may choose a single power
6 4 3 3 2 7 3 10 - from the Phantasmancy, Telepathy, or the Daemonology(Sanctic)
disciplines.
Wargear: Special Rules:
• Mistave • Fleet
• Shuriken Pistol • Furious Charge
Hallucinogenic:
• Flip Belt Rule Amendment: At the end of the Shooting phase, a model that has
• Hit & Run
• Holo-suit suffered one or more hits from a weapon with this special rule in that
• Fear
• Hallucinogen Grenade phase must make a Pinning test. If the test is failed, then in addition
• Psyker (Mastery Level 1)
Launcher to being Pinned one model within 3” suffers a single Wound with no
armour or cover saves allowed. This Wound is Randomly Allocated.
Options:
• May take the following:
–– Haywire grenade 2 pts
• May replace Shuriken pistol with one of the following:
–– Neuro disruptor 10 pts
• May take items from Harlequin Armory.
2 v4.3
SKYWEAVER 50 points
Options:
WS BS S T W I A Ld Sv • May replace a Star bolas with:
5 4 3 4 2 6 3 9 4+ –– Zephyrglaive 10 pts
• May replace Shuriken pistol with one of the following:
–– Haywire Canon 5 pts
Wargear: Unit Type: Eldar Jetbike
• Mirage Launchers
• Skyweaver Jetbike Special Rules:
• Holo-suit • Furious Charge
• Star Bolas • Hit & Run
• Fear
3 v4.3
ARMOURY
Laughing God’s Echo – 10 pts Bio-explosive Ammunition – 10 pts
All friendly units within 6” of this model have the Adamantium Will These specially modified shuriken contain potent venom
Special Rule. which overloads the target’s circulatory system, causing
blood vessels to violently erupt. Bio-explosive
Psychic Carnival– 10 pts ammunition gives any Shuriken Pistol an additional firing
(Shadowseer only) mode.
The Psychic Carnival allows the Shadowseer to have a constant psychic Range S AP Type
white noise that only they can overcome. This counts as a Psychic
Bio-explosive 12” 1 5 Bio-explosive, Pinning,
Hood. Shuriken Poisoned(2+)
4 v4.3