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Codex: Eldar Harlequins Enigmatic and mysterious even to the Eldar; to all other races the Harlequins are entirely obscure and inscrutable. For the warrior dancers of the Harlequins, there is no distinction between art and war, between performance and combat. Followers of Cegorach, the Laughing God, lord of trickery, cunning, and misdirection; their superior physical skills gives them incredible speed and agility, making the Harlequins the deadliest fighters of their race. Every movement is imbued with supreme grace and power; and they perform their masques with puissant skill, flair, and passion. The Harlequins are not tied to any particular planet or craftworld, but wander as nomads from world to world, through the interspacial tunnels of the Webway. Members are chosen from among the most talented and skilled Eldar warriors; but skill alone is not sufficient to become a Harlequin. All recruits must undergo the Ritual, a difficult, and often deadly, test of physical and mental skill and endurance, in which the recruit's soul is severed from its craftworld or world spirit, and given into the protection of the Laughing God. Harlequin troupes occasionally grace other Eldar with impressive performances and acrobatic displays; and are even rumoured to visit Commorragh, the great twilight city of the Dark Eldar. In these pageants, the troupes play the roles of various figures from Eldar history and myth, performing stylized versions of Eldar mytho- historical story cycles. The greatest and most profound of these mythic cycles is the Great Dance of the Fall, also known as the Dance without End. In the Great Dance, the Harlequins enact the story of the downfall of the Eldar, and the birth of Slaanesh, the Bright God. The majority of the roles are played by the Chorus and Mimes, who make up the bulk of the troupe. The role of the Laughing God is always played by the Troupe Master himself, while the role of Fate is played by the Shadowseer, Death by the Death Jester, and so on. Only one Harlequin can play the role of She Who Thirsts -- the silent and reclusive Solitaire. Her role commands ultimate fear and respect, and makes her the most dangerous of all Harlequins, for the Solitare treads the Path of Damnation. Aside from the Dances, the Harlequin have another purpose, which they refer to as the Great Work. Little is known about this outside their ranks, but most believe that it involves re-uniting the estranged factions of the Eldar race -- Craftworld, Exodite, and Dark Eldar -- and regaining their lost strength, so that they may overthrow all enemies and rebuild their once-great empire. All that they are and all that they do is part of the Dance Without End. Troops Cost WS BS S T W I A LD Sv Great Harlequin 80 7 5 3 3(4) 3 7 4 10 4++(3+)

Codex - Eldar Harlequins

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Page 1: Codex - Eldar Harlequins

Codex: Eldar Harlequins

Enigmatic and mysterious even to the Eldar; to all other races the Harlequins are entirely obscure and inscrutable. For the warrior dancers of the Harlequins, there is no distinction between art and war, between performance and combat. Followers of Cegorach, the Laughing God, lord of trickery, cunning, and misdirection; their superior physical skills gives them incredible speed and agility, making the Harlequins the deadliest fighters of their race. Every movement is imbued with supreme grace and power; and they perform their masques with puissant skill, flair, and passion. The Harlequins are not tied to any particular planet or craftworld, but wander as nomads from world to world, through the interspacial tunnels of the Webway. Members are chosen from among the most talented and skilled Eldar warriors; but skill alone is not sufficient to become a Harlequin. All recruits must undergo the Ritual, a difficult, and often deadly, test of physical and mental skill and endurance, in which the recruit's soul is severed from its craftworld or world spirit, and given into the protection of the Laughing God.

Harlequin troupes occasionally grace other Eldar with impressive performances and acrobatic displays; and are even rumoured to visit Commorragh, the great twilight city of the Dark Eldar. In these pageants, the troupes play the roles of various figures from Eldar history and myth, performing stylized versions of Eldar mytho-historical story cycles. The greatest and most profound of these mythic cycles is the Great Dance of the Fall, also known as the Dance without End. In the Great Dance, the Harlequins enact the story of the downfall of the Eldar, and the birth of Slaanesh, the Bright God. The majority of the roles are played by the Chorus and Mimes, who make up the bulk of the troupe. The role of the Laughing God is always played by the Troupe Master himself, while the role of Fate is played by the Shadowseer, Death by the Death Jester, and so on. Only one Harlequin can play the role of She Who Thirsts -- the silent and reclusive Solitaire. Her role commands ultimate fear and respect, and makes her the most dangerous of all Harlequins, for the Solitare treads the Path of Damnation.

Aside from the Dances, the Harlequin have another purpose, which they refer to as the Great Work. Little is known about this outside their ranks, but most believe that it involves re-uniting the estranged factions of the Eldar race -- Craftworld, Exodite, and Dark Eldar -- and regaining their lost strength, so that they may overthrow all enemies and rebuild their once-great empire.

All that they are and all that they do is part of the Dance Without End.

TroopsCost WS BS S T W I A LD Sv

Great Harlequin 80 7 5 3 3(4) 3 7 4 10 4++(3+)Shadowseer 48 5 4 3 3(4) 1 6 2 9 5++(3+)Laughing One 180 8 6 3 3(4) 3 7 5 - 3++Flame of Night 160 8 4 3 3 3 6 2+d6 - 4++Brathir 70 6 4 3 4 1 6 3 9 3+/5++Chorus 18 5 4 3 3 1 6 2 9 5++Troupe Master 38 5 4 3 3 1 6 3 10 5++Mime 21 5 4 3 3 1 6 2 9 5++Master Mime 41 5 4 3 3 1 6 3 10 5++Death Jester 28 5 4 3 3 1 6 2 9 5++Solitaire 120 9 4 3 3 2 6(10) 3 - 4++Harlequin Bikes 35 5 4 3 4 1 6 2 9 3+/5++Wraithlord 110 5 4 10 8 3 4 2(4) 10 3+/5++

VehiclesBS Front Side Rear

Venom 90 4 10 10 10

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Special RulesHarlequins are known for their superior agility and physical skill, even compared to other Eldar (their normal troops are considered Elites in other Eldar armies). All Harlequins, including the Wraithlord and Jetbikes, have the following special rules:

Fleet. Move Through Cover. Skilled Rider (Jetbikes and Venom).

Dance of Death: A Harlequin troupe coordinates it's attacks with blinding speed and bewildering agility, dancing through the enemy ranks leaving corpses and destruction in its wake. Their agility, combined with their flip belts, means they cannot be locked into combat; nor can they be overwhelmed by an assaulting force. They have the Counter-Attack and Hit and Run USRs.

Dispersed Formation. Harlequins fight almost as individuals, and aren't as bound by unit coherency as other troops. Models must stay within 4" of other members of their unit, instead of the standard 2".

Psyker. The Shadowseer is a Psyker. He does not dedicate his life to the Path of the Seer as does the Farseer, and thus his psychic powers are not as strong, nor as perilous. He possesses simpler, more limited abilities that do not draw the attention of the denizens of the Warp, and do not require a psychic test to use. Count as a Warlock.

Preferred Enemy: Chaos.

Wargear

Domino SuitAn ancient, more sophisticated version of the Harlequin's Holo-suit that incorporates forcefield technology similar to the Eldar Autarch's Force Shield and the Dire Avenger Exarch's Shimmershield. It grants the wearer a 4+ Invulnerable save (4++).

Dread MaskA unique version of the masks worn by all Harlequins. It displays a rapidly morphing vision of all the enemy's deepest fears and darkest, most hidden desires; while projecting an ironic laughter that seems to pierce the very soul. The imagery and sound are psychically amplified and intensified, and disturb even the most fearless and stalwart of enemies. All enemies attempting to assault the Laughing One and any unit he's attached to have their initiative reduced to 1, and all units in close combat receive a -1 modifier to all Leadership tests.

Flip BeltsAnti-gravity belts that enhance Harlequin acrobatics, allowing them to move over even the roughest ground with barely any contact. Ignore difficult terrain.

Hallucinogen GrenadesThe Shadowseer can launch hallucinogen grenades from his creidann grenade launcher backpack. In the Dance, they are used to enhace and amplify the sensations and emotions created by the Troupe; while in battle, they confuse and disorient the enemy. All Harlequins in the Shadowseer's unit count as assault grenades.

Harlequin JetbikeA Great Harlequin or Shadowseer can be mounted on a Harlequin Jetbike, with the same special abilities noted in the Harlequin Jetbike entry.

Harlequin's Kiss

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Known among the Harlequins as the brathu-angau, or kiss of doom, it appears to be nothing more than a long, thin sharpened tube attached to the forearm. But it's as deadly as it is misleading; punching through armour nearly as easily as a power weapon, and allowing a length of monomolecular filament to uncoil inside the target, shredding and liquifying everything within, reducing it to a gory soup almost instantly. Counts as a close combat weapon with the Rending USR.

Haywire GrenadesThese are specialized anti-vehicle grenades carried only by the most skilled Harlequins. They produce a focussed pulse of energy that interferes with both sensitive electronics, and operators' nerves; temporarily disrupting their fuctioning. These count as offensive grenades, and automatically hit any vehicle assaulted by the model carrying them. Roll a D6. On a roll of 1 the target suffers no effect; 2-5 results in a Glancing Hit, 6 is a Penetrating Hit.

Holo-SuitA sophisticated holosuit that breaks up their image into a cloud of whirling, scintillating fragments, much like the holo-field generator used on Eldar vehicles, foiling incoming enemy fire and blows, and giving its user a 5+ Invulnerable save (5++).

Phase GeneratorAlso known as a Portal Generator, it is a device of ancient and arcane technology, which allows the user to form unstable temporary passages between the material world, and the interspacial tunnels of the Webway. Similar to the Webway Portal of the Dark Eldar, but much smaller and more sophisticated. It's said that using the Phase Generator is highly perilous; and only those with intimate knowledge of the Webway can navigate the almost instantanous transit through the Warp to the material world without risk of being lost forever. Grants the Webway Travel ability. During the the user's movement or assault phase, she may choose not to move or assault, but instead to use the Webway Travel ability -- she is removed from the battlefield, and may return at the start of her next turn using the Deep Strike USR. Due to the user's superior knowlege of the Webway and the Warp, the user is not subject to Deep Strike Mishaps, and only minimal scatter. Roll 2d6 as normal for scatter, taking only the lower value. In a mishap situation, the model ends its turn in the nearest safe location, 1" away from the hazard, and farthest from enemy troops. All other normal Deep Strike restrictions apply. Unit always has the ability, even in missions that do not normally allow Deep Strike or Reserves.

Rictus MaskUnique to the Solitaire, the Rictus Mask appears as an empty, limitless void. Any being looking into the mask sees sees their own face emerge from the void, twisted and warped into an ironic caricature, screaming as if in unbearable pain. The screams are psychically amplified and pierce deep into the most primitive recesses of the target's mind, briefly disorienting and confusing the target. When assaulting, gives Initiative 10, and negates any bonuses conferred by cover or grenades.

RivebladesRiveblades are long, claw-like powerblades attached to the forearm or gauntlets, typically worn in pairs, that release short bursts of energy when they penetrate. Counts as a power weapon; and in addition, any roll to wound of 6 causes Instant Death regardless of the target's number of wounds.

Tanglefoot GrenadesThe Tanglefoot is not a normal grenade; but is a simple, flat disk of wraithbone containing a miniature gravitic generator, based on the same technology that levitates Eldar vehicles, and similar to the ones that power the Harlequins' own flip belts . Being so small, the grav field they generate is weak, but enough to disrupt the footing of ground troops and vehicles, and interfere with the grav fields of skimmer vehicles. Counts as defensive grenades.

Vehicle Wargear

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Holo-fieldsLike the Harlequins themselves, their vehicles are surrounded by a shimmering holo-field that distorts the image and prevents the enemy from targetting vulnerable locations. Whenever your opponent rolls on the damage table, he must roll two dice and take the lowest result.

Spirit RunesSimilar to the Spirit Stones of the Craftworld Eldar, Spirit Runes channel psychic energy. Unlike Spirit Stones, runes do not contain Eldar essence, but instead act as a sort of psychic shield and buffer for the crew, strengthening their minds and enhancing their focus. All Crew Stunned results are treated as Crew Shaken, and Crew Shaken results are treated as No Effect.

Star EnginesVehicle has a large, secondary set of engines that provide additional thrust, enabling it to achieve blinding speed. It may move an additional 12" instead of shooting. Unlike normal troops, the superior agility of Harlequins allows them to embark or disembark normally.

Vectored EnginesModifed engines whose thrust can be directed at almost any angle, allowing the crew to avoid disaster when damaged. If the vehicle would crash due to being immobilized, it makes a forced landing and counts as not having moved.

Ranged Weapons

Blast Pistol R:6" S:8 AP:2 Pistol, Lance Bright Lance R:36" S:8 AP:2 Heavy 1, Lance Dark Lance R:36" S:8 AP:2 Heavy 1, Lance Disintigrator R:36" S:5 AP:2 Heavy 3Flamer R:template S:4 AP:5 Assault 1Fusion Pistol R:6" S:8 AP:1 Pistol, Melta Fusion Gun R:12" S:8 AP:1 Assault 1, Melta Haywire Blaster* R:24" S:4 AP:4 Assault 1, Special*Heat Lance R:18" S:6 AP:1 Assault 1, Lance, Melta Missile Launcher (krak) R:48" S:8 AP:3 Heavy 1 Missile Launcher (plasma) R:48 S:4 AP:4 Heavy 1, Blast, PinningNeural Disruptor** R:template S:8** AP:1 Pistol Plasma Pistol R:12" S:6 AP:2 PistolScatterlaser R:36" S:6 AP:6 Heavy 4 Shuriken Pistol R:12" S:4 AP:5 PistolShrieker Cannon R:24" S:6 AP:5 Assault 3, PinningSplinter Pistol*** R:12" S:X AP:5 Pistol, Poisoned (4+)***Splinter Cannon*** R:36" S:X AP:5 Assault 4, Heavy 6, Poisoned (4+)***Starcannon R:36" S:6 AP:2 Heavy 2

*The Haywire Blaster creates a powerful burst of electromagnetic energy, similar to Haywire Grenades. If a vehicle is hit, resolve hit as normal, then roll an additional D6. On a 1, nothing happens. On a 2-5, the vehicle takes a Glancing Hit. On a 6, the vehicle takes a Penetrating Hit.

**The Neural Disruptor is an unusual weapon. It uses a psychically-enhanced electromagnetic pulse that fatally disrupts neural activity. Hits from a Neural Disruptor are resolved against a target's Leadership, rather than it's Toughness. A Neural Disruptor cannot affect vehicles.

***Poisoned weapons are a speciality of the dark kindred. They do not have a strength value, but always wound on a fixed number (noted in brackets). These weapons cannot damage enemy vehicles, and always

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count as defensive weapons when mounted on vehicles. Note: this rule does not apply to close combat attacks.

HQ

Great HarlequinThe Great Harlequins are the leaders of the Great Masque. Rarely, if ever, seen performing with a troupe, they occasionally lead Harlequin battle-forces, acting as overseers and tactitians. Just as the Troupe Master leads the troupe in the Great Dance, so the Great Harlequin leads many troupes in the Great Work. He posesses a close psychic link with Cegorath, the patron god of the Harlequins; becoming so imbued with the god's spirit and essence that he can be considered an avatar of the Laughing God. It is said that some who believe they have spoken with the Great Harlequin, have in fact spoken with Cegorath himself.

Unit Type: Infantry, or Jetbike if mounted on a Harlequin Jetbike.

Special Rules: Independent Character. As an avatar of the Laughing God, the Great Harlequin is Fearless. Individual: An army can only contain one Great Harlequin.

Wargear: shuriken pistol, Riveblades, Domino Suit, flip belt. Options: Can upgrade the shuriken pistol to a splinter pistol for +2, a fusion pistol or blast pistol for +10, plasma pistol for +8, or neural disruptor for +15. Can take haywire grenades for +10, hallucinogen or tanglefoot grenades for +4. Can be mounted on a Harlequin Jetbike for +35 or Shriekerbike for +45, in which case he gains the following stats: T4 and a 3+ armour save. If attached to a Mime unit, gains the Infiltrate ability.

ShadowseerShadowseers are specialist psykers whose abilities are centered around confusion and fear. They add to the potency of their performance by the use of programmed hallucinations released by their creidann grenade launcher backpacks. During the dance, the Shadowseers act as storytellers, forming images that dance and duel in the air. In battle, they can force unholy images of terror into the minds of their foes; or remove the Harlequin's presence from their minds entirely. Since Shadowseers are not on the Path of the Seer, their powers are more limited, and do not draw the attention of denizens of the Warp. They count as Warlocks, and their powers follow the same rules as Warlock powers.

Squad: Up to 3 Shadowseers can be taken as a single HQ choice.

Unit Type: Infantry, or Jetbike if mounted on a Harlequin Jetbike.

Special Rules: Independent Character. Psyker.

Spiritseer. Counts as a Spiritseer for the purposes of Wraithsight -- any Wraithlord or Wraithguard, within 6" of the Shadowseer does not need to test for Wraithsight. Due to the special psychic attunement of the Harlequins, a Harlequin Wraithlord only needs to be within 12" of a Shadowseer to receive the Spiritseer benefit.

Wargear: Shuriken Pistol and close combat weapon. Hallucinogen grenades.

Options: Can upgrade the close combat weapon to a Harlequin's Kiss or power weapon at +4. If joining a Jetbike unit, is mounted on a Jetbike at +35, and gains T4 and a 3+ armour save. If joining a Mime unit, gains the Infiltrate special ability and can upgrade the shuriken pistol to a plasma pistol for +8. If joining a Chorus unit, can upgrade the shuriken pistol for a splinter pistol for +2, a fusion pistol or blast pistol at +10. Can gain the Misdirection ability for +12

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Veil of Tears: The Shadowseer is a psyker, and always has the Veil of Tears psychic power. The Shadowseer uses her power to confuse and terrify her foe. Any enemy unit wishing to target the Shadowseer or the unit she's with must roll 2d6x2; this is their spotting distance in inches. If the unit is not within that range, they may not fire that turn. If the Night Fight rule is already being used; then the spotting distance is only 2d6. The Shadowseer and her unit can always be ignored for the purposes of determining target priority or cover.

Misdirection: The Shadowseer enters the enemy's mind, planting confusing thoughts and images. Any unit attempting to assault the Shadowseer or any unit he's with must make a Ld test vs. the Shadowseer. The assaulting unit rolls a d6, while the Shadowseer rolls 2d6, both adding their Ld value. If the result is tied or the Shadowseer has a higher value, the assaulting unit is distracted and cannot assault that turn.

Troops

ChorusThe primary performers and combat troops of the Harlequins. They play the parts of great heroes and figures of legend, performing stylized versions of the Eldar mythic cycles and histories. They wear multi-coloured costumes, and employ shimmering holo-suits called dathedi. Their incredible agility and blinding speed on the battlefield make them among the most feared and respected of Eldar fighters.

Squad: 5-10

Unit Type: Infantry

Wargear: shuriken pistol, close-combat weapon, holo-suit, flip belt. Any model can upgrade its close-combat weapon to a Harlequin's Kiss for +4 per model. Up to two models can upgrade to splinter pistols for +2, or fusion pistols or blast pistols for +10 per model. Can take a Venom as a dedicated transport at normal cost (Shrieker Cannon only).

Character: One model can be upgraded to Troupe Master for +20, replacing his close combat weapon for a power weapon or Harlequin's Kiss for free. A Shadowseer may joint the unit as a Character.

MimesLike the Chorus, they are participants in the Great Dance, typically playing the parts of daemons, spirits, and other mystical creatures. They do not speak and are always masked, never revealing their individual voices or faces. Unlike other Harlequins, they do not dress in bright and shifting colours, but only patterns of black and white. They perform not only within the Dance itself, but also outside it, mingling amongst the audience. They preceed the Troupe's performance, ranging ahead to silently announce the coming of the Troupe, and prepare for their arrival. During the performance, some walk almost unseen and unheard among the spectators, setting the mood and building anticipation with small shadow-plays. They are masters of the shadows, blending in where few could pass unnoticed, enabling them to inflitrate on the battlefield.

Squad: 5-10

Unit Type: Infantry

Special Rules: Infiltrate, Stealth.

Wargear: Shuriken pistol, close-combat weapon, holo-suit, flip belt. Any model can upgrade it's close-combat weapon to a Harlequin's Kiss for +4 per model. Up to two models can upgrade to plasma pistols for +8 per model. Can take tanglefoot grenades for +4 per model.

Character: One model can be upgraded to Master Mime for +20, giving his squad the Scouts special rule. A Shadowseer may join the unit as a character.

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Elites

Death JesterThe Death Jesters are heavy weapon specialists, sinister warriors who stand apart from their fellow Harlequins, and even from each other. In the Dance, they play the role of Death. Their costumes always feature skulls, bones, and death's head masks; and are often decorated with the bones of their predecessors. Death Jesters have a morbid sense of humour, and their mocking laugh often heralds a messy and painful death. Their primary weapon is the shrieker cannon, a shuriken cannon which fires ammunition impregnated with virulent genetic toxins, causing its victims to rupture and explode in spectacular fashion. However, they often carry a variety of other heavy weapons, for more specialized roles such as anti-armour or defense against great hordes of enemies. Their powerful flip belts allow them to carry weapons that would normally be mounted on a vehicle or grav platform.

Squad: 1-3

Unit Type: Infantry

Wargear: Holo-suit, flip belt, shrieker cannon.

Options: Can exchange the shrieker cannon for a fusion gun, haywire blaster, heat lance, splinter cannon, or dual flamers for no extra cost; a missile launcher for +15; disintegrator cannon or starcannon for +20; bright lance or dark lance for +30, or scatter laser for +10. Normal move and fire rules apply for heavy weapons. Can take Tanglefoot grenades for +4. Can take a Venom dedicated transport.

SolitaireQuiet and reclusive, the Solitaire is a mysterious, enigmatic figure even by Harlequin standards; and are among the most skilled of dancers and fighters. The only ones in the Great Dance who play the role of Slaanesh, the Great Enemy, they are both greatly respected and greatly feared by other Eldar. They stand apart even from the ffffHarlequin troupes they belong to. They roam the Webway alone, seeking those who they believe can survive the Ritual, and become Harlequins; conducting them to a place of trial. The oldest and most powerful of the Solitare are the guardians of the Black Library, the most extensive and perilous collection of arcane literature in the galaxy, hidden deep within the Webay; and are the only ones aside from the Great Harlequin who can navigate the intricate paths to it's location. Indeed, there are few others who know the Webway as well as the Solitare.

The path they tread is the most dangerous of all, the Path of Damnation. At their death, The Laughing God must fight for their souls, using all his strength and trickery to wrest it from She Who Thirsts; but he doesn't often succeed. Many believe that the Solitares' souls are already being fought over by the two gods, from the moment that a Harlequin chooses the Path of Damnation, and therefore the Solitare herself is effectively soulless. It is true that attacks and effects which target the mind and spirit appear to have no effect on her. It is said by some, even among the Eldar, that to speak to a Solitare is to invite bad fortune; and to hear one speak is an omen of doom.

Like the Great Harlequin, they utilize a Domino Field which gives them a 4+ Invulnerable save. They also posses an ancient and arcane piece of equipment known as a Phase Generator, a device which allows them to access to the Webway from anywhere, and at any time.

Unit Type: Infantry

Special Rules: Unique, only a single Solitaire can be taken as part of a Harlequin force. Soulless, any attacks or effects which rely on the Solitaire's Leadership value have no effect, and automatically fail; and they always pass any morale checks they are required to make. Has the Fearless and Eternal Warrior USRs. A true master of hand-to-hand combat, has the Furious Charge and Tank Hunters USRs. Webway Travel.

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Wargear: Domino Suit, Rictus Mask, Flip Belt, Shuriken pistol, close combat weapon, Phase Generator.

Options: Can upgrade the close combat weapon to a power weapon or Harlequin's Kiss for +4. Can upgrade the shuriken pistol to a splinter pistol for +2, a fusion pistol or blast pistol for +10, a plasma pistol for +8, or a neural disruptor for +15. Can take haywire grenades for +10.

Fast Attack

Harlequin Jetbikes In battle, many Harlequins ride fast, highly maneuverable jetbikes similar to their Eldar and Dark Eldar brethren; executing complex high-speed aerobatics with the same grace and agility as their dances. They're able to skillfully maneuver through difficult terrain and readily withdraw from a fight. They can even perform highly complex maneuvers at great speeds, enabling them to assault enemy troops even after using Turbo Boost. Their bikes benefit from smaller versions of the vehicle holo-fields, and gain a 5+ Invulnerable save in addition to their 3+ armour save.

Squad: 3-6

Unit Type: Jetbikes

Special Rules: Skilled Rider, Hit and Run, Furious Charge, Holo-field.

Wargear: Twin-linked shuriken catapults and a close-combat weapon.

Options: Every third bike can upgrade it's twin-linked shuriken catapults for a single shrieker cannon or haywire blaster for +10 points. All members can exchange their close combat weapon for a power weapon or Harlequin's Kiss at +4 each.

Character: A bike squad can be accompanied by a single Shadowseer, or by a Great Harlequin. See the unit and wargear entries for abilities and costs.

Heavy

WraithlordThose Eldar that had the strongest afinity for the Great Dance in life and carried within them the spirit of the Laughing God, possessed an exemplary fighting skill, and held the utmost sensitivity to and animosity for Chaos, may choose to join the Harlequins after resurrection as a Wraithlord. As part of the Dance, their unique sight and telepathic ability serves to strengthen the other players in their dances; forming a platform or centerpoint for the troupe. They themselves occasionally perform the roles of powerful enemies or natural forces (such as Warp Storms, Ork Waaghs, or more recently, Tyrannid broods). Such beings are very rare, and few troupes can count a Wraithlord among their members. They possess larger and more powerful versions of the Harlequins' holo-suits and flip belts, allowing them to ignore terrain and move more quickly; but their enourmous size does not permit them to engage in the wild acrobatics other Harlequins use. Like all Wraithlords, they are subject to Wraithsight. The spirits within them do not see the world as mortals do, viewing only a shifting pattern of spirits, making them slower to react to changes on the battlefield. Wraithlords which are not within 6" of a friendly psyker, or 12" of a Shadowseer, must roll a D6 on the start of their turn. On a roll of 1, they are immobilized until the end of their turn. They cannot move, shoot, or fight; and are automatically hit in close combat. The Wraithlord's Wraithblade has a sentience unto itself, and guides the wielder's blows. It allows the Wraithlord to re-roll failed to-hit rolls in close combat.

Unit type: Monstrous Creature

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Wargear: Flip Belt. Holo-suit. The Wraithlord is armed with one shuriken catapult and one flamer, two shuriken catapults, or two flamers; as well as the Wraithblade.

Options: Can choose a second weapon from the following: missile launcher at +25, starcannon at +30, bright lance or dark lance at +40, scatter laser or disintegrator cannon at +20, shrieker cannon, splinter cannon, or haywire blaster at +10. Alternately, can upgrade to a second Wraithblade instead of a ranged weapon for +10 and gain +2 additional attacks in close combat.

Special Rules: Fleet, Fearless, Monstrous Creature, Relentless, Wraithsight. Unique, only a single Wraithlord can be taken as part of a Harlequin force.

VenomHarlequins have no great craftworlds like the Eldar, no home planets like the Exodites, nor any great Webway cities like the Dark Eldar. They roam the Webway as nomads, their only fixed location being the secretive Black Library. Like their Dark Eldar cousins, they are unable to use large transports, due to the size of the Webway passages they traverse. They even eschew vehicles as large as the Raiders of the dark kindred; preferring to keep their transports small and fast. Their largest transport and combat vehicle is the Venom. Based in the Dark Eldar's Venom transport, it posesses uniquely Harlequin touches. The swiftness and remarkable maneuverability of the Venom serves to bring the Harlequins quickly into the thick of battle; and Venom flyers are known as the most skilled of all Eldar pilots. As well as a transport, the Venom also serves as a mobile heavy weapon platform, striking at the enemy from a distance before delivering its load of close-combat destruction. The Venom benefits from the Harlequin's holo-field giving it a 5+ invulnerable save; as well as the Dark Eldar's retrofire jets, giving it the Deep Strike USR.

Unit Type: Vehicle. It can carry up to 5 models as a Heavy choice, up to 7 as a dedicated transport.

Wargear: Holo-field, shrieker cannon. Can upgrade shrieker cannon to one of the following: haywire blaster at no cost, dual splinter cannon at +4, missile launcher +20, starcannon at +30, bright lance or dark lance at +40, scatter laser or disintegrator cannon at +20. If taken as a dedicated transport, it cannot take a weapon upgrade.

Options: Can choose vectored engines at +20, star engines at +15, spirit runes at +15.

Special Rules: Fast, Skimmer, Open-Topped, Skilled Rider, Deep Strike.

Special Characters

The Laughing OneThe Laughing One seems at first to be another Great Harlequin, though more skilled, enigmatic, and influential than any other. Wherever he goes, Eldar of all types rally to him; and he seems to infuse all around him with strength and a kind of wild joy. His presence on the battlefield has been known to rally beaten and broken Eldar troops, while stirring the minds of enemies into a maestrom of disjointed and confusing imagery and emotion; turning an almost certain defeat into victory. Although participating in many skirmishes, he has never fallen, or even become seriously wounded in battle. He has been the target of countless powerful attacks; yet even in the face of the most lethal he does not fall, but simply disappears. There are many who believe that the Laughing One is, in fact, an incarnation of Cegorach himself. Where and how he will appear is known by none, not even other Harlequins, though all admit that it seems to happen according to some inscrutable plan.

Unit Type: Special Character.

Wargear: The Laughing One comes standard with Riveblades, plasma pistol, Domino Field, and flip belt. In addition, he also possesses the Dread Mask, and a Phase Generator.

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Special Rules: All rules for the Laughing One are the same as for the Great Harlequin, with the additions below.

The Laughing One possesses both the Misdirection and Veil of Tears abilities.

Inspiring: All Harlequins in the Troupe take leadership tests with their base leadership stat, which cannot be modified by any outside effects or circumstances. Any models within 12" of the Laughing One may re-roll failed leadership tests once. The Laughing One himself never takes any leadership tests, and can be assumed to pass any challenge.

The Flame of NightOne of the oldest and strongest of the Solitaires; and is believed to be one of the Guardians of the Black Library. Her true name is lost in time, and almost nothing is known about her; although she is rumoured to have been recruited from among the Wych Cults of Dark Commoragh. A rumour supported by her unusual appearance, which has earned her the sobriequet "The Flame of Night"; and preference for the poisoned weapons of the dark kindred. What is known, is that she posesses an almost transcendent animosity for Chaos, and is known to appear suddenly in battles where Chaos forces are strongest and most numerous. She has a particular hatred for Chaos Daemons, and will rarely pass up a chance to send them screaming back to the Warp with an almost unmatched fierceness. Like other Solitaire, she is Soulless; but to a degree rarely demonstrated in others. Her psychic aura is a black void that seems to absorb all energy and thought, leaving only an unfathomable emptiness. Her mere presence disrupts psychic patterning and daemonic incorporation; and seems to imbue all those around her with a distressing uncanniness. She is viewed with ambivalence even by other Harlequins. Although exulting in her slaughter of their most hated enemy, they are still disturbed by the shadows that she casts on their minds, and her apparently unstable nature. Even her appearance is odd by Harlequin standards. Instead of the normal multi-coloured diamond-pattern suits and scintillating holo-fields; her clothing consists of a dark suit of shifting hue, randomly patterened with animated flames. Her holo-suit, instead of the scintillating patterns of light and colour, projects images of fiery blasts and beings of flame, interspersed with coruscating shards of black void.

Unit Type: Special Character.

Wargear: Domino Suit, flip belt, Venom Gauntlets, Phase Generator.

Special Rules: All Rules for The Dark Flame are the same as for other Solitaire, with the additions below. (Note: The uniqueness rule for Solitaires apply to The Flame of Night as well, and she cannot join an army that already contains a Solitaire.)

Rage. At the start of her turn, roll a D6. On a roll of 1, she is subject to Rage. Unlike others, her rage is enhanced by and focussed on the presence of Chaos. She will always seek out her enemies in order of preference: Daemons, Possessed, Chaos troops, other enemy troops.

Disruptive. Any enemy psyker within 12" must take all Perils of the Warp checks with +1d6. All daemon-summoning rolls are made at -1. Any daemons assaulting or assaulted by Flame of Night must make an immediate Daemonic Instability check.

Unreliable. Flame of Night never starts during normal placement; but comes in as a Reserve, even in missions that do not normally allow Reserves. Due to her Phase Generator, she can enter the game using the Deep Strike rule as other Solitaires.

Brathir SaighneánBrathir of Saim-Hann was one of the Craftworld's most skilled and accomplished Jetbike pilots. Having joined the Shining Spears early in life, he very soon developed a reputation as a fearsome warrior; but was considered reckless even by the standards of the Wild Riders. After many battles, he grew as skilled as any Exarch, and was well on his way to becoming one before being recruited by the Harlequins. He passed the challenge of the Ritual with unexpected resiliance and flair; exceeding all expectations for bravery and artistry. He soon surpassed even the best Harlequin pilots. Eschewing the ranged weapons of common Harlequin

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Jetbikes, he retained the weaponless Shining Spear version he learned on, modifying and refining it. In place of his former Laser Lance, he experimented with a series of pistols and close combat weapons obtained from other Troupes, before settling on his signature wargear. Seperated from his home clan, instead of attaching himself closely to his Harlequin brethren, he became increasingly solitary and restless; and soon began exploring the intricate paths of the Webways alone, often at breakneck speed. During a mission to retrieve the bodies and equipment temporarily abandoned by a routed strike force, he discovered a Phase Generator on the corpse of a fallen Solitaire. Rather than return it, he hid it, and taught himself to use it; frequently veering within a hair's-breadth of death before finally mastering the arcane technology. Incorporating it into his jetbike, he taught himself a new skill, that of the Lightning Strike -- flashing through Webway Portals at top speed, slashing viciously at his foes, and disappearing again before they could react. Demonstrating his skill in a noteworthy battle, Brathir was given the name "Saighneán", "The Flash of Lightning"; and eventually learned how to open a Webway portal large enough to accomodate a small Jetbike unit. He taught his new technique to a select few other Harlequin pilots, who became his close comrades, and equipped themselves similarly. A replacement clan for that which he left behind.

Unit Type: Special Character, Jetbike. Can only join a Jetbike unit. (If he does so, he cannot use any of his special rules, but retains his +1 attack from Modified Jetbike.)

Wargear: Modified Jetbike, Blast Pistol, Power Sword. Phase Generator.

Special Rules: The same as for Harlequin Jetbikes, with several additions.

Retinue. If no other Special Characters are taken, and he does not join a Jetbike unit, Brathir can take a retinue of two riders chosen from among those he's trained, for +80. The retinue has ordinary Harlequin Jetbike stats; but will be similarly equipped with Modified Jetbikes, Blast Pistols, and Power Swords, and have +1 attack. Note: only Brathir's Jetbike carries a Phase Generator. If Brathir leaves play, the retinue will be unable to use the Lightning Strike rule, and must immediately make a Morale check.

Modified Jetbike: The bikes used by Brathir and his clan are capable of a 36" Turbo Boost similar to Dark Eldar Reavers; rather than the 24" of his Craftworld Kin. They are also modified to be controlled with the rider's legs and body if necessary. If Brathir and his unit make a normal move, they can use both weapons in close combat, gaining +1 attack.

Powerblades. Like Reavers, Brathir and his retinue's Jebikes are equipped with Bladevanes. Unlike Reavers, theirs are modified power weapons. When using Turbo Boost, draw an imaginary line between the start and end points. Each member of the unit inflicts D3 S4 armour-ignoring hits on one unengaged non-vehicle unit, or 1 S4 AP6 hit on an unengaged vehicle.

Lightning Strike. Due to their skill, and/or recklessness, Brathir and his retinue can appear suddenly out of nowhere, launching themselves through a portal from the Webway, and disappear just as fast. Can be kept in Reserve at the beginning of the game, and use the Deep Strike USR. After appearing, they can make a normal movement and shoot, foregoing their assault phase; make a normal movement in lieu of shooting, and assault the nearest unit; or perform a Powerblade attack, instead of shooting or assaulting. After attacking, he can choose to leave again using the portal. Since Brathir was self-taught rather than properly trained in the use of the Phase Generator, or taught the intricacies of the Webway, his unit is subject to normal Deep Strike Scatter and Mishaps.