0% found this document useful (0 votes)
31 views

Kill-Team-Army-List-Harlequins-v7.1-2

The document outlines the rules and options for creating a Harlequin Kill Team, including model availability, special rules, and various unit types such as Troupe Master, Death Jester, and Shadowseer. It details the costs, wargear, and special abilities associated with each model, as well as the available paths that can enhance their capabilities. Additionally, it includes information on the Harlequin Armory, providing various items and upgrades for the team.

Uploaded by

hal dir
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
31 views

Kill-Team-Army-List-Harlequins-v7.1-2

The document outlines the rules and options for creating a Harlequin Kill Team, including model availability, special rules, and various unit types such as Troupe Master, Death Jester, and Shadowseer. It details the costs, wargear, and special abilities associated with each model, as well as the available paths that can enhance their capabilities. Additionally, it includes information on the Harlequin Armory, providing various items and upgrades for the team.

Uploaded by

hal dir
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

KILL TEAM

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.

SERPENT’S HEAD 60 points


Options:
WS BS S T W I A Ld Sv • May replace a Close combat weapon with one of the following:
5 5 3 4 3 7 4 10 4+ –– Zephyrglaive 10 pts
• May replace Shuriken pistol with one of the following:
–– Haywire Cannon 15 pts
Wargear: Special Rules:
• May take items from Harlequin Armory.
• Skyweaver Jetbike • Furious Charge
• Star bolas • Hit & Run Serpent’s Brood:
• Mirage Launchers • Fear If Serpent’s head is taken as a leader, skyweavers may be taken as
• Holo-suit • Inspiring Presence core.

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+)

Phase Field – 10 pts


A Phase Feld allows the wearer to shift between realspace and the
webway, ‘phasing’ in and out of reality. Instead of moving, a model Masks
with a Phase Field may teleport. The model may then move up to 15” Harelquin’s masks are incredibly complex blends of Eldar technology
in any direction, ignoring all terrain and models. If he does this he and art, often depicting one of the gods that died in the fall (though
cannot assault this turn. not always). These masks affect each Harlequin that wears one, lead-
ing them to take on aspects of what ever their specific mask depicts.
Each mask is unique and may only be purchased once per Kill Team
Mirage Field – 15 pts
and no model may purchase more than one mask. Each model with
(Troupe Master only)
access to the Armoury may take a mask at the costs listed below:
The Mirage Field is a grenade that interacts with the holo-fields of all
nearby harlequins, sending them into overdrive for a short amount of • Vaul - 5 pts
time. At any time during the opponent’s shooting phase, the Troupe This model gain +1S.
Master can, once per game, grant a 4+ cover save to himself and all • Kurnous - 5 pts
Harlequin models within 12” for the rest of the turn. Add 2” to all movement made by this model.
• Khaine - 5 pts
Domino Field – 15 pts This model gains the Rage special rule.
(Troupe Master and Shadowseer only)
The Domino-field creates an even more complex distortion pattern • Isha - 3 pts
than a normal holo-suit, shattering the wearer’s image into a cloud of This model gets +1 to Feel No Pain special rule (granting a 5+ if
blindingly bright shards of multi-coloured light. Once per round, mod- it doesn’t already have it).
els equiped with a Domino field may take an initiative test to increase • Moreg-Hai - 5 pts
their invulnerable save to 3++ for a single phase. Once per turn, force an opponent to re-roll one succesful save
from a wound caused by this model.
Tanglefoot Grenade – 5 pts • Lileath - 3 pts
When a Tanglefoot Grenade detonates it creates a This model gains the Counter-Attack special rule.
gravitic disruption field, causing its targets to stumble, fall over and
generally stagger around. Tanglefoot Grenades have the following • Sun King - 5 pts
(Troupe Master only)
profile: All models within range of Inspiring Presence may re-roll Rising
Range S AP Type Crescendo run distances
Tanglefoot Grenade 8” 2 - Assault 1, One Shot, • Moon Queen - 7 pts
Strikedown, Blast (Shadow Seer only)
All enemy models within 6” of this model take a -2 penalty to all
leadership checks.
Hallucinogen Grenade – 5 pts
When a Hallucinogen Grenade detonates, it envelopes the area in a • Master of Mimes - 5 pts
Enemy models may not fire overwatch against this model.
hallucinogenic spray of chemicals and gases causing the targets to
relive its worst fears and failures. Hallucinogen Grenades have the
following profile:
Range S AP Type
Hallucinogen 8” 1 - Assault 1, One Shot,
Grenade Hallucinogenic, Blast

4 v4.3

You might also like