Fanicodex Harlequins
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Fanicodex Harlequins
Elikkä olen jo jonkin aikaa haaveillut Harlekiini-armeijasta,
mutten ole ollut tyytyväinen yhteenkään codexiin, mitä netin syövereistä olen löytänyt. (nirso kun olen :P)
Päätinpä siis pykätä täysin oman, käyttäen kuitenkin jo tehtyjä codexeja apuna.
http://outsider.desudesu.org/40K%20Codi ... equins.pdf
http://www.rasmushome.com/wh/e/rev.pdf
Näitä kahta käytin vähän niinkuin koko codexin runkona
ja näistä otin hieman jotain jonnekin:
http://www.nso-mod.com/files/Codex-Harlequins.pdf
hmm.. toista en enää löytänyt, mutta enpä paljoa siitä materiaalia ottanutkaan.
Eli:
Codex Harlequins
Harlequin Special Rules
Dance of Death
Harlequin with the Dance of Death has the Furious Charge and Hit and Run universal special rules and a 4+ invulnerable save in a close combat.
Dispersed Formation
Harlequins fight almost as indivisuals, and rely less upon the coherency of their unit to defeat the enemy. A Harlequin model must stay within 4” of another model in the unit, rather 2” as is normally the case.
Weapons
Bright Lance
Rng: 48” S: 8 AP: 2 Heavy 1, Lance
Eldar Missile Launcher
Rng: 48” S: 8 AP: 3 Heavy 1
Rng: 48” S: 5 AP: 4 Heavy 1 Blast, Pinning
Executioner
Executioner is a two handed power weapon that resolves damage with an additional 2 strenght.
Fusion Pistol
Rng: 6” S: 8 AP: 1 Pistol, Melta
Fusion gun
Rng: 12” S: 8 AP: 1 Assault 1, Melta
Halrequin's Kiss
A model with a Kiss wounds on a roll of 2+ in close combat. And a roll of a 6 when rolling to wound inflicts instant death, regardless of the victims's Toughness. A model with pair of Kisses is allowed to reroll any failed hits in a close-combat.
Neuro-disruptor
The Neuro-disruptor has a Strenght of 8, but rather than using the targets' Toughness values, their Leadership is used.
Rng: Template S: 8 AP: 1 Pistol
Power Weapon
See the Warhammer 40,000 rulebook.
Riveblades or Storm Glove
Riveblades count as a power weapon, but you are allowed to reroll any failed to wound rolls and a roll of 6 to-wound with Riveblades inflicts instant death, regardless of the victim's Toughness.
Shrieker Cannon
Rng: 24” S: 5 AP: 4 Assault 1 Blast, Poisoned (2+), Pinning
Shuriken pistol
Rng: 12” S: 4 AP: 5 Pistol
Shuriken catapult
Rng: 12” S: 4 AP: 5 Assault 2
Shuriken cannon
Rng: 24” S: 6 AP: 5 Assault 3
Shadowstaff
A Shadowstaff is a close-combat weaponbut at the start of an assault phase you may roll a Psychic test. If successfull the Staff ignores all saves. (even invulnerable ones)
Star pistol
Rng: 12” S: 6 AP: 2 Pistol
Other equipment
Bio-explosive Ammunition
Shuriken weapons with Bio-explosive ammunition gains Poisoned (2+) and the Pinning attributes.
D-field
A model wearing a D-field gets a 3+ cover save and in addition any enemy attacking the model in close combat always needs a roll of 6 to hit, regardless of the models' weapon skills. If the enemy has a fixed to hit roll which isn't affected by WS (Kharn, for example) then roll a D6. On a roll 1-3 they are affected by the D-field, on a 4-6 they aren't.
Dread Mask
Any unit losing an assault against a Harlequin with a Dread mask must take their morale check on 3D6 instead of normal 2D6 and pick the two highest rolls.
Eldar Jetbike
An Eldar jetbike uses all the rules for jetbikes given in Warhammer 40,000 rulebook. Model with a Jetbike get's +1 Toughness, 3+ armour save and twin-linked shuriken catapults.
Flight Belt
Harlequins with a Flight belts moves as a Jump Infantry and in addition they negate failed Dangerous terrain tests on a roll of 4+.
Flip Belt
Harlequins with Flip belts can ignore difficult terrain- treat difficult terrain as open ground for the purposes of movement.
Hallucinogen Grenades
When a harlequin unit uses Hallucinogen grenades when charging the enemy player have to roll a Toughness test using the majority toughness value of the models locked in that close combat. If the test is failed and the harlequins win the close combat it's counted as they had inflicted wounds doubly as did.
Haywire Grenades
Haywire grenades may only be used against vehicles. Roll the hit as normal and if it hits, roll a D6 to determine the effect of the grenade:
1 = no effect
2-5 = glancing hit
6= penetric hit
Ghosthelm
If a model with a Ghousthelm is befalled by the ”Perils of the Warp” the hit is negated on a roll of 3+.
Holo Suit
Harlequins with Holo suits always have the cover save of 4+ against shooting. They don't get additional benefit if they really are in cover and weapons which normally ignore cover will ignore their special save.
Any models fighting a Harlequin in a close combat halves their Weapon Skill (rounding up).
Holofield
Exactly same as a Holo suit above but in addition Jetbikes Turbo-buusting get a 2+ cover save.
Mask of Fear
Any enemy unit fighting in an assault against
a Harlequin with a Mask of Fear reduces their Leadership by 1.
Phase Field
A Harlequin with a Phase field moves a a Jump Infantry and in addition may make an extra move of 2D6” in the assault phase even if there+s no enemies nearby. Model using a Phas field loses his/her Fleet special rule for that turn.
Plasma Grenades
See the Warhammer 40,000 rulebook.
Powerblades
A model with Powerblades gets +1 attack.
Rictus Mask
Any enemy unit with a model within 6” and line of sight of the model with the Rictus mask at the start of their turn or if any enemy unit wishes to assault a model with a rictus mask must take a morale test. If the test is failed the unit may do nothing that turn. Units that are in an assault aren't affected by a rictus mask.
Tanglefoot Grenades
Tanglefoot grenades count as Defensive grenades and if a Harlequin uses them when charging the charged enemy unit may counteract only D6” and if the Harlequin loses the combat the enemy can't use the Sweeping Advance rule.
Kommenttia saa ja pitää antaa.
Edit. olen pahoillani mm. epäselvästä ulkonäöstä, mutta ei voi mitään. :/
mutten ole ollut tyytyväinen yhteenkään codexiin, mitä netin syövereistä olen löytänyt. (nirso kun olen :P)
Päätinpä siis pykätä täysin oman, käyttäen kuitenkin jo tehtyjä codexeja apuna.
http://outsider.desudesu.org/40K%20Codi ... equins.pdf
http://www.rasmushome.com/wh/e/rev.pdf
Näitä kahta käytin vähän niinkuin koko codexin runkona
ja näistä otin hieman jotain jonnekin:
http://www.nso-mod.com/files/Codex-Harlequins.pdf
hmm.. toista en enää löytänyt, mutta enpä paljoa siitä materiaalia ottanutkaan.
Eli:
Codex Harlequins
Harlequin Special Rules
Dance of Death
Harlequin with the Dance of Death has the Furious Charge and Hit and Run universal special rules and a 4+ invulnerable save in a close combat.
Dispersed Formation
Harlequins fight almost as indivisuals, and rely less upon the coherency of their unit to defeat the enemy. A Harlequin model must stay within 4” of another model in the unit, rather 2” as is normally the case.
Weapons
Bright Lance
Rng: 48” S: 8 AP: 2 Heavy 1, Lance
Eldar Missile Launcher
Rng: 48” S: 8 AP: 3 Heavy 1
Rng: 48” S: 5 AP: 4 Heavy 1 Blast, Pinning
Executioner
Executioner is a two handed power weapon that resolves damage with an additional 2 strenght.
Fusion Pistol
Rng: 6” S: 8 AP: 1 Pistol, Melta
Fusion gun
Rng: 12” S: 8 AP: 1 Assault 1, Melta
Halrequin's Kiss
A model with a Kiss wounds on a roll of 2+ in close combat. And a roll of a 6 when rolling to wound inflicts instant death, regardless of the victims's Toughness. A model with pair of Kisses is allowed to reroll any failed hits in a close-combat.
Neuro-disruptor
The Neuro-disruptor has a Strenght of 8, but rather than using the targets' Toughness values, their Leadership is used.
Rng: Template S: 8 AP: 1 Pistol
Power Weapon
See the Warhammer 40,000 rulebook.
Riveblades or Storm Glove
Riveblades count as a power weapon, but you are allowed to reroll any failed to wound rolls and a roll of 6 to-wound with Riveblades inflicts instant death, regardless of the victim's Toughness.
Shrieker Cannon
Rng: 24” S: 5 AP: 4 Assault 1 Blast, Poisoned (2+), Pinning
Shuriken pistol
Rng: 12” S: 4 AP: 5 Pistol
Shuriken catapult
Rng: 12” S: 4 AP: 5 Assault 2
Shuriken cannon
Rng: 24” S: 6 AP: 5 Assault 3
Shadowstaff
A Shadowstaff is a close-combat weaponbut at the start of an assault phase you may roll a Psychic test. If successfull the Staff ignores all saves. (even invulnerable ones)
Star pistol
Rng: 12” S: 6 AP: 2 Pistol
Other equipment
Bio-explosive Ammunition
Shuriken weapons with Bio-explosive ammunition gains Poisoned (2+) and the Pinning attributes.
D-field
A model wearing a D-field gets a 3+ cover save and in addition any enemy attacking the model in close combat always needs a roll of 6 to hit, regardless of the models' weapon skills. If the enemy has a fixed to hit roll which isn't affected by WS (Kharn, for example) then roll a D6. On a roll 1-3 they are affected by the D-field, on a 4-6 they aren't.
Dread Mask
Any unit losing an assault against a Harlequin with a Dread mask must take their morale check on 3D6 instead of normal 2D6 and pick the two highest rolls.
Eldar Jetbike
An Eldar jetbike uses all the rules for jetbikes given in Warhammer 40,000 rulebook. Model with a Jetbike get's +1 Toughness, 3+ armour save and twin-linked shuriken catapults.
Flight Belt
Harlequins with a Flight belts moves as a Jump Infantry and in addition they negate failed Dangerous terrain tests on a roll of 4+.
Flip Belt
Harlequins with Flip belts can ignore difficult terrain- treat difficult terrain as open ground for the purposes of movement.
Hallucinogen Grenades
When a harlequin unit uses Hallucinogen grenades when charging the enemy player have to roll a Toughness test using the majority toughness value of the models locked in that close combat. If the test is failed and the harlequins win the close combat it's counted as they had inflicted wounds doubly as did.
Haywire Grenades
Haywire grenades may only be used against vehicles. Roll the hit as normal and if it hits, roll a D6 to determine the effect of the grenade:
1 = no effect
2-5 = glancing hit
6= penetric hit
Ghosthelm
If a model with a Ghousthelm is befalled by the ”Perils of the Warp” the hit is negated on a roll of 3+.
Holo Suit
Harlequins with Holo suits always have the cover save of 4+ against shooting. They don't get additional benefit if they really are in cover and weapons which normally ignore cover will ignore their special save.
Any models fighting a Harlequin in a close combat halves their Weapon Skill (rounding up).
Holofield
Exactly same as a Holo suit above but in addition Jetbikes Turbo-buusting get a 2+ cover save.
Mask of Fear
Any enemy unit fighting in an assault against
a Harlequin with a Mask of Fear reduces their Leadership by 1.
Phase Field
A Harlequin with a Phase field moves a a Jump Infantry and in addition may make an extra move of 2D6” in the assault phase even if there+s no enemies nearby. Model using a Phas field loses his/her Fleet special rule for that turn.
Plasma Grenades
See the Warhammer 40,000 rulebook.
Powerblades
A model with Powerblades gets +1 attack.
Rictus Mask
Any enemy unit with a model within 6” and line of sight of the model with the Rictus mask at the start of their turn or if any enemy unit wishes to assault a model with a rictus mask must take a morale test. If the test is failed the unit may do nothing that turn. Units that are in an assault aren't affected by a rictus mask.
Tanglefoot Grenades
Tanglefoot grenades count as Defensive grenades and if a Harlequin uses them when charging the charged enemy unit may counteract only D6” and if the Harlequin loses the combat the enemy can't use the Sweeping Advance rule.
Kommenttia saa ja pitää antaa.
Edit. olen pahoillani mm. epäselvästä ulkonäöstä, mutta ei voi mitään. :/
Viimeksi muokannut 'Neljäviitonen, Ti 10.11.2009 17:27. Yhteensä muokattu 4 kertaa.
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Ookei eli tässä ovat armeijan komentajat, Great Harlequin ja Shadowseer.
0-1 Great Harlequin 100 points
WS7 BS6 S3 T3 W3 I8 A4 Ld10 Sv-
Composition:
1 Great Harlequin
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Independent Character
-Dance of Death
-Fleet
-Dispersed Formation
-Stubborn
Options:
-The Great Harlequin may be given the knowledge
of one of the following masques:
-Masque of the Dark Veil +50 points
-Masque of the Last Laugh +40 points
-Masgue of the Laughing God +20 points
-Masque of the Red Death +40 points
-Masque of the Shifting Shadows +30 points
-The Great Harlequin may exchange his/her
Shuriken pistol and/or Close-combat weapon for:
-Executioner +30 points
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Neuro-disruptor +25 points
-Power weapon +15 points
-Star pistol +10 points
-Storm glove +30 points
-The Great Harlequin may take any of the following:
-Bio-explosive ammunution +5 points
-Domino field +25 points
-Dread mask +25 points
-Flight belt +20 points
-Hallucinogen grenades +10 points
-Haywire grenades +5 points
-Jetbike and Holo field +30 points
-Powerblades +15 points
-Rictus mask +25 points
-Tanglefoot grenades +10 points
Masque of the Dark Veil
The Great Harlequin uses his or her intimate
knowledge of the webway to open a portal at a
strategic location on the battlefield, allowing
the Harlequins to leap upon their unsuspecting
foes or snatch a vital objective before the
enemy can reach it.
Any Harlequin unit (except Looted vehicles) may start the battle in reserve. However, you may roll for units to turn up from the start of the first turn rather than the second turn, as shown on the following chart:
Turn 1 2 3 4 5+
D6 score to arrive 5+ 4+ 3+ 2+ automatic
Before you roll to see which units turn up the
first turn, you must nominate a point on the
battlefield to be the webway exit (mark it with
a counter or coin if you like). This point may
not be within 6" of an enemy unit or vehicle.
Any units which turn up from reserve must
move on from that point, rather than moving
on from a table edge. You may elect move the
webway exit by 2D6" at the start of each subsequent Harlequin turn instead of deploying
(or rolling for) Harlequins through the portal.
Masque of the Last Laugh
The Great Harlequin has trained his or her
warriors to lash out at their enemies in their
death throes, ensuring that they do not die alone.
When a Harlequin in a unit that the Great Harlequin has joined is killed in an assault they may immediately make one attack against the model that killed them, resolved using the normal rules. The Harlequin can only ever make one attacks, regardless of how many they could normally make, and may make this attack even if they have already attacked that turn
Masque of the Laughing God
It is claimed that the patron of the Harlequins,
the Laughing God, saves their souls from Chaos. When the Harlequins perform the Masque of the Laughing God, they call upon him to aid them against the daemons and warriors of the False God of Chaos. Through their ritual dances, they create protective auras of energy around themselves, disrupting the magicks that bind daemons to the real world.
The Masque of the Laughing God means that a Chaos player who is summoning daemons to the battlefield cannot place any deep striking daemon within 12" of the Great Harlequin model (before rolling the scatter dice). The Masque of the Laughing God has no effect against Greater Daemons.
Masque of the Red Death
The Harlequins converge on a single point,
taking it in turns to leap upon the enemy before
withdrawing and allowing another troupe
to attack.
A Harlequin unit that the Great Harlequin has joined using the Hit and Run special rule is allowed to reroll unsuccessful Initiative test when withdrawing from a fight. In addition the Harlequin unit is allowed to make an assault move of 9” instead of normal 6”.
Masque of the Shifting Shadows
The Harlequins dance and weave around each
other, creating an ever-shifting miasma of colour.
This serves to further confuse and entrance the enemy and makes it impossible to discern exactly how many warriors are attacking.
All Harlequins in a unit that the Great Harlequin has joined gain +1 to their cover saves.
0-1 Shadowseer 60 points
WS6 BS5 S3 T3 W2 I6 A3 Ld10 Sv-
Composition:
1 Shadowseer
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
-Ghosthelm
Special Rules:
-Independent Character
-Dance of Death
-Fleet
-Dispersed Formation
-Psyker
Options:
-The Shadowseer must choose 1-5 of these psychic powers:
-Misdirection +15 points
-Veil of Tears +15 points
-Impetuousness of Youth +10 points
-The Hunt +10 points
-The Last Laugh +15 points
-The Shadowseer may exchange his/her
Shuriken pistol and/or Close-combat weapon for:
-Force Weapon +30 points
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Neuro-disruptor +25 points
-Power weapon +15 points
-Shadowstaff +30 points
-Star pistol +10 points
-Storm glove +30 points
-Witchblade +10 points
-The Shadowseer may take any of the following:
-Bio-explosive ammunution +5 points
-Domino field +25 points
-Dread mask +25 points
-Hallucinogen grenades +10 points
-Haywire grenades +5 points
-Jetbike and Holo field +30 points
-Tanglefoot grenades +5 points
Familiar Group
When the Harlequin dance into battle the Shadowseer are often accompanied by familiars,
the Benathai. Barely half the size of a man,
Benathai can slink into battle seeking out the
enemy or using their stinging weapons, hurt
and harass enemy units and vehicles.
The Benathai can only accompany the Shadowseer,
and never operate on their own. They
dance about his feet constantly, adding their
powers to his. The effect of having the Familiar-group
depends on how many familars are in the
group. Below is a table illustrating the benefits
of the Familiar group.
Familiar Cost Bonuses
1 20 Far Reach
2 35 Far Reach, Second power
3 45 Far Reach, Second power, Interrupting
A Shadowseer with a familiar may use one psychic power per turn with it’s range doubled. Powers which do not have a range (specified in inches) are not affected by this.
A Shadowseer with two familiars in the Familiar group may use a second psychic power each turn, but never the same power twice.
A Shadowseer with three familiars is allowed to force the opponent player to roll all psychic tests with 3D6 instead of normal. The Perils of the Warp hits are taken when the roll is 12 or more.
The Familiars are small creature, scuttling about the feet of the Shadowseer, or flying around him. They may not be attacked, nor attack, in close combat, and can not be hit by ranged weapons, not even templates and blasts hitting the Shadowseer. If the Shadowseer dies they leave the game.
Misdirection
The Shadowseer reaches into the minds of the
enemy, baffling them with contradictory psychic
messages. This psychic power is used at
the start of the enemy’s assault phase and
lasts until the start of the next Harlequins’
turn. Any enemy unit wishing to charge the
Shadowseer or unit he/she is with must first
pass a Leadership test on 3D6. If the test is
failed the enemy unit may do nothing in that
assault phase.
Veil of Tears
The Shadowseer uses his powers to bend light,
concealing them from the enemy. This psychic
power is used at the start of the enemy’s shooting
phase and lasts until the start of the next Harlequins’ turn. Any enemy unit wishing to target the Shadowseer or the unit he/she is with must roll 2D6x2. This is their spotting distance in inches. If the models are not within the spotting range, they have to take another target.
The Last Laugh
The Shadowseer uses this power to project images of the Laughing God into nearby friendly troops, bolstering them with courage. This power is used at the start of the Harlequin’s movement phase and lasts until the start of the next Harlequin’s turn. All friendly units within 12” of the Shadowseer becomes Fearless if the psychic test is passed.
Impetuousness of Youth
The Shadowseer fills his troupes with the
laughter of Ancient Deities, making them fly
across the battlefield. The Shadowseer picks a
Harlequin, Mime or Warlock Troupe unit without
Flight-belts or jetbikes within 18" at the start of
the Movement-phase. If the Shadowseer passes
his/her psychic test the unit is affected. The unit affected may move an extra D6" in their next movement-phase and is also allowed to roll 2
dice and pick the highest if the unit wishes to run in their next Shooting-phase. This power also affects any character who has joined the unit. A Mime-troupe lead by a Master Mime may roll 3 dice and pick the highest if it decides to run
The Hunt
The Shadowseer weaves and casts psychic impressions much like a net across the path of
the enemy, making them think that the air
and shadows themselves are attacking them.
This power is used at the start of the Harlequins’ shooting phase instead of shooting, and if
it is successfully used all enemy units within
12" of the Shadowseer must pass a Pinning Test or be Pinned as per the normal rules. This power has no effect on vehicles or units immune to psychology.
0-1 Great Harlequin 100 points
WS7 BS6 S3 T3 W3 I8 A4 Ld10 Sv-
Composition:
1 Great Harlequin
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Independent Character
-Dance of Death
-Fleet
-Dispersed Formation
-Stubborn
Options:
-The Great Harlequin may be given the knowledge
of one of the following masques:
-Masque of the Dark Veil +50 points
-Masque of the Last Laugh +40 points
-Masgue of the Laughing God +20 points
-Masque of the Red Death +40 points
-Masque of the Shifting Shadows +30 points
-The Great Harlequin may exchange his/her
Shuriken pistol and/or Close-combat weapon for:
-Executioner +30 points
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Neuro-disruptor +25 points
-Power weapon +15 points
-Star pistol +10 points
-Storm glove +30 points
-The Great Harlequin may take any of the following:
-Bio-explosive ammunution +5 points
-Domino field +25 points
-Dread mask +25 points
-Flight belt +20 points
-Hallucinogen grenades +10 points
-Haywire grenades +5 points
-Jetbike and Holo field +30 points
-Powerblades +15 points
-Rictus mask +25 points
-Tanglefoot grenades +10 points
Masque of the Dark Veil
The Great Harlequin uses his or her intimate
knowledge of the webway to open a portal at a
strategic location on the battlefield, allowing
the Harlequins to leap upon their unsuspecting
foes or snatch a vital objective before the
enemy can reach it.
Any Harlequin unit (except Looted vehicles) may start the battle in reserve. However, you may roll for units to turn up from the start of the first turn rather than the second turn, as shown on the following chart:
Turn 1 2 3 4 5+
D6 score to arrive 5+ 4+ 3+ 2+ automatic
Before you roll to see which units turn up the
first turn, you must nominate a point on the
battlefield to be the webway exit (mark it with
a counter or coin if you like). This point may
not be within 6" of an enemy unit or vehicle.
Any units which turn up from reserve must
move on from that point, rather than moving
on from a table edge. You may elect move the
webway exit by 2D6" at the start of each subsequent Harlequin turn instead of deploying
(or rolling for) Harlequins through the portal.
Masque of the Last Laugh
The Great Harlequin has trained his or her
warriors to lash out at their enemies in their
death throes, ensuring that they do not die alone.
When a Harlequin in a unit that the Great Harlequin has joined is killed in an assault they may immediately make one attack against the model that killed them, resolved using the normal rules. The Harlequin can only ever make one attacks, regardless of how many they could normally make, and may make this attack even if they have already attacked that turn
Masque of the Laughing God
It is claimed that the patron of the Harlequins,
the Laughing God, saves their souls from Chaos. When the Harlequins perform the Masque of the Laughing God, they call upon him to aid them against the daemons and warriors of the False God of Chaos. Through their ritual dances, they create protective auras of energy around themselves, disrupting the magicks that bind daemons to the real world.
The Masque of the Laughing God means that a Chaos player who is summoning daemons to the battlefield cannot place any deep striking daemon within 12" of the Great Harlequin model (before rolling the scatter dice). The Masque of the Laughing God has no effect against Greater Daemons.
Masque of the Red Death
The Harlequins converge on a single point,
taking it in turns to leap upon the enemy before
withdrawing and allowing another troupe
to attack.
A Harlequin unit that the Great Harlequin has joined using the Hit and Run special rule is allowed to reroll unsuccessful Initiative test when withdrawing from a fight. In addition the Harlequin unit is allowed to make an assault move of 9” instead of normal 6”.
Masque of the Shifting Shadows
The Harlequins dance and weave around each
other, creating an ever-shifting miasma of colour.
This serves to further confuse and entrance the enemy and makes it impossible to discern exactly how many warriors are attacking.
All Harlequins in a unit that the Great Harlequin has joined gain +1 to their cover saves.
0-1 Shadowseer 60 points
WS6 BS5 S3 T3 W2 I6 A3 Ld10 Sv-
Composition:
1 Shadowseer
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
-Ghosthelm
Special Rules:
-Independent Character
-Dance of Death
-Fleet
-Dispersed Formation
-Psyker
Options:
-The Shadowseer must choose 1-5 of these psychic powers:
-Misdirection +15 points
-Veil of Tears +15 points
-Impetuousness of Youth +10 points
-The Hunt +10 points
-The Last Laugh +15 points
-The Shadowseer may exchange his/her
Shuriken pistol and/or Close-combat weapon for:
-Force Weapon +30 points
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Neuro-disruptor +25 points
-Power weapon +15 points
-Shadowstaff +30 points
-Star pistol +10 points
-Storm glove +30 points
-Witchblade +10 points
-The Shadowseer may take any of the following:
-Bio-explosive ammunution +5 points
-Domino field +25 points
-Dread mask +25 points
-Hallucinogen grenades +10 points
-Haywire grenades +5 points
-Jetbike and Holo field +30 points
-Tanglefoot grenades +5 points
Familiar Group
When the Harlequin dance into battle the Shadowseer are often accompanied by familiars,
the Benathai. Barely half the size of a man,
Benathai can slink into battle seeking out the
enemy or using their stinging weapons, hurt
and harass enemy units and vehicles.
The Benathai can only accompany the Shadowseer,
and never operate on their own. They
dance about his feet constantly, adding their
powers to his. The effect of having the Familiar-group
depends on how many familars are in the
group. Below is a table illustrating the benefits
of the Familiar group.
Familiar Cost Bonuses
1 20 Far Reach
2 35 Far Reach, Second power
3 45 Far Reach, Second power, Interrupting
A Shadowseer with a familiar may use one psychic power per turn with it’s range doubled. Powers which do not have a range (specified in inches) are not affected by this.
A Shadowseer with two familiars in the Familiar group may use a second psychic power each turn, but never the same power twice.
A Shadowseer with three familiars is allowed to force the opponent player to roll all psychic tests with 3D6 instead of normal. The Perils of the Warp hits are taken when the roll is 12 or more.
The Familiars are small creature, scuttling about the feet of the Shadowseer, or flying around him. They may not be attacked, nor attack, in close combat, and can not be hit by ranged weapons, not even templates and blasts hitting the Shadowseer. If the Shadowseer dies they leave the game.
Misdirection
The Shadowseer reaches into the minds of the
enemy, baffling them with contradictory psychic
messages. This psychic power is used at
the start of the enemy’s assault phase and
lasts until the start of the next Harlequins’
turn. Any enemy unit wishing to charge the
Shadowseer or unit he/she is with must first
pass a Leadership test on 3D6. If the test is
failed the enemy unit may do nothing in that
assault phase.
Veil of Tears
The Shadowseer uses his powers to bend light,
concealing them from the enemy. This psychic
power is used at the start of the enemy’s shooting
phase and lasts until the start of the next Harlequins’ turn. Any enemy unit wishing to target the Shadowseer or the unit he/she is with must roll 2D6x2. This is their spotting distance in inches. If the models are not within the spotting range, they have to take another target.
The Last Laugh
The Shadowseer uses this power to project images of the Laughing God into nearby friendly troops, bolstering them with courage. This power is used at the start of the Harlequin’s movement phase and lasts until the start of the next Harlequin’s turn. All friendly units within 12” of the Shadowseer becomes Fearless if the psychic test is passed.
Impetuousness of Youth
The Shadowseer fills his troupes with the
laughter of Ancient Deities, making them fly
across the battlefield. The Shadowseer picks a
Harlequin, Mime or Warlock Troupe unit without
Flight-belts or jetbikes within 18" at the start of
the Movement-phase. If the Shadowseer passes
his/her psychic test the unit is affected. The unit affected may move an extra D6" in their next movement-phase and is also allowed to roll 2
dice and pick the highest if the unit wishes to run in their next Shooting-phase. This power also affects any character who has joined the unit. A Mime-troupe lead by a Master Mime may roll 3 dice and pick the highest if it decides to run
The Hunt
The Shadowseer weaves and casts psychic impressions much like a net across the path of
the enemy, making them think that the air
and shadows themselves are attacking them.
This power is used at the start of the Harlequins’ shooting phase instead of shooting, and if
it is successfully used all enemy units within
12" of the Shadowseer must pass a Pinning Test or be Pinned as per the normal rules. This power has no effect on vehicles or units immune to psychology.
Viimeksi muokannut 'Neljäviitonen, To 29.10.2009 20:31. Yhteensä muokattu 7 kertaa.
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Ja Eliitit, eli Solitaire, Warlockit ja Master Mime:
0-1 Solitaire 175 points
WS8 BS5 S4 T4 W3 I10 A4 Ld- Sv-
Composition:
1 Solitaire
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Individual
-Dance of Death
-Fleet
-Spiritless
-Blinding Speed
Options:
-The Solitaire may exchange his/her Shuriken pistol
and/or Close-combat weapon for:
-Executioner +30 points
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Neuro-disruptor +25 points
-Power weapon +15 points
-Star pistol +10 points
-Storm glove +30 points
-The Solitaire may take any of the following:
-Bio-explosive ammunution +5 points
-Domino field +25 points
-Dread mask +25 points
-Flight belt +20 points
-Hallucinogen grenades +10 points
-Haywire grenades +5 points
-Phase field +25 points
-Powerblades +15 points
-Rictus mask +25 points
-Tanglefoot grenades +5 points
Individual
The Solitaire counts as an independent character except that he/she can never join with other unit.
Spiritless
The Solitaire doesn’t have to take leadership tests of any kind and in any attacks which relies upon the Solitaire’s Leadership value have no effect and automatically fail. In addition he/she is totally immune to psychic powers of any kind, and all units (friend or foe) within 12” of the Solitaire have their Leadership reduced to 7 if they have a higher value.
Blinding Speed
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” and rather than gaining +1 attack for charging, they gain +D6 attacks and can consolidate 2D6” instead of the normal D6”.
And because they are so difficult targets when moving at full speed they count as having the 'Veil of Tears' psychic power which can't be negated as psychic powers and doesn't need any psychic tests to use and the solitaire doesn't however count as a psyker of any kind.
Warlock Group 90 points
WS5 BS4 S3 T3 W1 I6 A2 Ld10 Sv-
Composition:
3 Warlocks
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Dance of Death
-Fleet
-Dispersed Formation
-Psyker
Options:
-May have up to seven
-additional Warlocks +30 points per model
-Any model may exchange his/her Shuriken pistol
and/or Close-combat weapon for:
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Power weapon +15 points
-Star pistol +10 points
-Witchblade +10 points
-The entire unit may have any of the following:
-Bio-explosive ammunution +15 points
-Hallucinogen grenades +20 points
-Haywire grenades +15 points
-Tanglefoot grenades +15 points
Psychic powers
The group rolls D6 before the
battle start to determine which psychic power
they possess as a group. They can then elect to
use this at the beginning of each of their turns,
and roll a psychic test for it as usual. Note that
only one test is made for the entire group, not
one per individual member. If they succeed,
the power lasts until the end of their opponents
turn. The power does not affect any character
that joins them, except Shadowseers. If the
"Perils of the Warp" befalls the Warlocks, they
all suffer but because the Laughing God doesn’t
want to lose his followers he tries to save them
from eternal damnation. Every member of the
unit gains a 4+ invulnerable save against the
Perils of the Warp.
D6 Power
1 Gift of Asuryan +1 WS
2 Gift of Lileath +1 A
3 Gift of Khaine Re-roll any misses in
close combat
4 Vengeance of Khaine Re-roll any misses
in the shooting phase
5 Vengeance of Lileath +1 S
6 Vengeance of Asuryan +1 BS
0-1 Master Mime 70 points
WS6 BS5 S3 T3 W2 I7 A3 Ld10 Sv-
Composition:
1 Master Mime
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Independent Character
-Dance of Death
-Fleet
-Mime Instructor
-Master Infiltrator
-Infiltrate
-Stealth
Options:
-The Master Mime may exchange his/her Shuriken
pistol and/or Close-combat weapon for:
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Power weapon +15 points
-Star pistol +10 points
-The Master Mime may take any of the following:
-Bio-explosive ammunution +5 points
-Dread mask +25 points
-Hallucinogen grenades +10 points
-Haywire grenades +5 points
-Powerblades +15 points
-Tanglefoot grenades +5 points
Mime Instructor
The Master Mime is the instructor of the Mimes. If a Master Mime leads a squad of Mimes, this squad may re-roll any failed cover-saves and any fleet of foot-rolls that they make.
Master Infiltrator
The Master Mime can be placed in Reserve at the start of the battle, even if the mission does not normally use the Reserves rule. When the Master Mime becomes available, it may be placed anywhere on the battlefield, and can move and fight normally in the turn it arrives.
Ja kommenttia
0-1 Solitaire 175 points
WS8 BS5 S4 T4 W3 I10 A4 Ld- Sv-
Composition:
1 Solitaire
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Individual
-Dance of Death
-Fleet
-Spiritless
-Blinding Speed
Options:
-The Solitaire may exchange his/her Shuriken pistol
and/or Close-combat weapon for:
-Executioner +30 points
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Neuro-disruptor +25 points
-Power weapon +15 points
-Star pistol +10 points
-Storm glove +30 points
-The Solitaire may take any of the following:
-Bio-explosive ammunution +5 points
-Domino field +25 points
-Dread mask +25 points
-Flight belt +20 points
-Hallucinogen grenades +10 points
-Haywire grenades +5 points
-Phase field +25 points
-Powerblades +15 points
-Rictus mask +25 points
-Tanglefoot grenades +5 points
Individual
The Solitaire counts as an independent character except that he/she can never join with other unit.
Spiritless
The Solitaire doesn’t have to take leadership tests of any kind and in any attacks which relies upon the Solitaire’s Leadership value have no effect and automatically fail. In addition he/she is totally immune to psychic powers of any kind, and all units (friend or foe) within 12” of the Solitaire have their Leadership reduced to 7 if they have a higher value.
Blinding Speed
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” and rather than gaining +1 attack for charging, they gain +D6 attacks and can consolidate 2D6” instead of the normal D6”.
And because they are so difficult targets when moving at full speed they count as having the 'Veil of Tears' psychic power which can't be negated as psychic powers and doesn't need any psychic tests to use and the solitaire doesn't however count as a psyker of any kind.
Warlock Group 90 points
WS5 BS4 S3 T3 W1 I6 A2 Ld10 Sv-
Composition:
3 Warlocks
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Dance of Death
-Fleet
-Dispersed Formation
-Psyker
Options:
-May have up to seven
-additional Warlocks +30 points per model
-Any model may exchange his/her Shuriken pistol
and/or Close-combat weapon for:
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Power weapon +15 points
-Star pistol +10 points
-Witchblade +10 points
-The entire unit may have any of the following:
-Bio-explosive ammunution +15 points
-Hallucinogen grenades +20 points
-Haywire grenades +15 points
-Tanglefoot grenades +15 points
Psychic powers
The group rolls D6 before the
battle start to determine which psychic power
they possess as a group. They can then elect to
use this at the beginning of each of their turns,
and roll a psychic test for it as usual. Note that
only one test is made for the entire group, not
one per individual member. If they succeed,
the power lasts until the end of their opponents
turn. The power does not affect any character
that joins them, except Shadowseers. If the
"Perils of the Warp" befalls the Warlocks, they
all suffer but because the Laughing God doesn’t
want to lose his followers he tries to save them
from eternal damnation. Every member of the
unit gains a 4+ invulnerable save against the
Perils of the Warp.
D6 Power
1 Gift of Asuryan +1 WS
2 Gift of Lileath +1 A
3 Gift of Khaine Re-roll any misses in
close combat
4 Vengeance of Khaine Re-roll any misses
in the shooting phase
5 Vengeance of Lileath +1 S
6 Vengeance of Asuryan +1 BS
0-1 Master Mime 70 points
WS6 BS5 S3 T3 W2 I7 A3 Ld10 Sv-
Composition:
1 Master Mime
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Independent Character
-Dance of Death
-Fleet
-Mime Instructor
-Master Infiltrator
-Infiltrate
-Stealth
Options:
-The Master Mime may exchange his/her Shuriken
pistol and/or Close-combat weapon for:
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Power weapon +15 points
-Star pistol +10 points
-The Master Mime may take any of the following:
-Bio-explosive ammunution +5 points
-Dread mask +25 points
-Hallucinogen grenades +10 points
-Haywire grenades +5 points
-Powerblades +15 points
-Tanglefoot grenades +5 points
Mime Instructor
The Master Mime is the instructor of the Mimes. If a Master Mime leads a squad of Mimes, this squad may re-roll any failed cover-saves and any fleet of foot-rolls that they make.
Master Infiltrator
The Master Mime can be placed in Reserve at the start of the battle, even if the mission does not normally use the Reserves rule. When the Master Mime becomes available, it may be placed anywhere on the battlefield, and can move and fight normally in the turn it arrives.
Ja kommenttia
Viimeksi muokannut 'Neljäviitonen, Ti 10.11.2009 16:35. Yhteensä muokattu 6 kertaa.
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Trooppeja: Trouperit, Mimet ja Eldar Alliesit.
Harlequin Troupe 150 points
Trouper WS5 BS4 S3 T3 W1 I6 A2 Ld9 Sv-
Troupe Leader WS5 BS4 S3 T3 W1 I6 A3 Ld10 Sv-
Composition:
1 Troupe Leader and 4 Troupers
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
(The Troupe Leader has a Power weapon/Harlequin's kiss instead of Close-combat weapon)
Special Rules:
-Dance of Death
-Fleet
-Dispersed Formation
Options:
-May have up to five
-additional Troupers +26 points per model
-Up to half of the Troupers (rounding down) may
replace their close combat weapon with:
-Harlequin's kiss +15 points
-Power weapon +15 points
-Up to two Troupers may replace their
shuriken pistol with:
-Fusion pistol +10 points
-Star pistol +10 points
-The Troupe leader may take any of the following:
-Bio-explosive ammunition +5 points
-Dread mask +25 points
-Haywire grenades +5 points
-Powerblades +15 points
-Star or Fusion pistol +10 points
-The entire unit may have any of the following:
-Hallucinogen grenades +20 points
-Haywire grenades +15 points
-Tanglefoot grenades +15 points
-Flight belts +7 points per model
(if so the unit becomes as a Fast Attack choice)
Mimes Troupe 60 points
Mime WS4 BS4 S3 T3 W1 I5 A1 Ld9 Sv-
Mimic WS4 BS4 S3 T3 W1 I5 A2 Ld9 Sv-
Composition:
1 Mimic and 4 Mimes
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Plasma grenades
Special Rules:
-Fleet
-Infiltrate
-Stealth
-Mime Disruption
Options:
-May have up to five
-additional Mimes +11 points per model
The Mimic may replace his/her close combat
weapon and/or shuriken pistol with:
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Power weapon +15 points
-Star pistol +10 points
Mime Disruption
Mimes are well-versed in the arts of psychological warfare, and will sneak into enemy camps to sabotage and sow seeds of fear in the hearts if enemy soldiers and commanders if they are given a chance. If you have at least one Master Mime you are entitled to roll on the Mime disruption-table below once for each Mime-squad you have in play, to reflect the work Mimes do behind enemy lines before the battle begins. Roll after both sides have deployed before the battle starts. Disruption only affects units on the table, it does not affect units in reserve. It does not affect vehicles (i.e. a unit that has an armour value) or units mounted in vehicles.
D6 Result
1 No effect
2 A random enemy unit suffers -1 Ld for the
rest of the battle. If the unit is Fearless this
result has no effect.
3 An enemy unit chosen by the Harlequin player
suffers -1 Ld for the rest of the battle. If the unit
is Fearless this result has no effect.
4 A random enemy unit starts the game pinned.
If the unit is immune to pinning this result has
no effect.
5 An enemy unit chosen by the Harlequin player
starts the game pinned. If the unit is immune to
pinning this result has no effect.
variable points
6 A random enemy unit on the table is taken off
and must start in reserve instead. If enemy doesn’t
have a table edge for the reserves to enter from
then the unit arrives from the centre of a random
table edge.
0-2 Eldar Allies
Just as Harlequins may be part of another Craftworld Eldar, Exodite Eldar or Dark Eldar
force, so may the other Eldar be part of the Harlequin army. These hopefuls are either
seeking to prove themselves to their comrades, or are trying to accepted into the ranks
of the Harlequins themselves. Few are ever allowed to enter into the trials of the Ritual.
Most other Eldar look down upon the warriors who seek to join the Harlequins in battle,
since the Harlequins are so unpredictable and often seen as foolhardy.
As an Troop-choice you may pick one of the following units from their respective Codex, using all the special rules that they have.
Craftworld Eldar
Guardians
Guardian Jetbikes
Rangers
Dire Avengers
Howling Banshees
Striking Scorpions
Fire Dragons
Warp Spiders
Swooping Hawks
Shining Spears
Dark Reapers
Dark Eldars
Warrior squad
Wyches
0-1 Hellions
Reaver Jetbikes
Special Rules
-Each to her own
-Sneaking off to join the circus
Each to her own
To prevent fighting between Eldar factions (Craftworld vs Dark Kin) you may never include units from both Dark Eldar and Craftworld Eldar as Eldar Allies in the same Harlequin army. You may however include several units of Craftworld Eldars, or several units of Dark Eldars in the same Harlequin army but you can never mix the two. Each unit counts as one Troop-choice.
Sneaking off to join the circus
Some of the Eldar Allies-units are not allowed full options as presented in their Codex.
No unit may have a Warlock, Exarch, Syrabite or Succubus on lead and no unit may have a Dedicated transport vehicle.
Harlequin Troupe 150 points
Trouper WS5 BS4 S3 T3 W1 I6 A2 Ld9 Sv-
Troupe Leader WS5 BS4 S3 T3 W1 I6 A3 Ld10 Sv-
Composition:
1 Troupe Leader and 4 Troupers
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
(The Troupe Leader has a Power weapon/Harlequin's kiss instead of Close-combat weapon)
Special Rules:
-Dance of Death
-Fleet
-Dispersed Formation
Options:
-May have up to five
-additional Troupers +26 points per model
-Up to half of the Troupers (rounding down) may
replace their close combat weapon with:
-Harlequin's kiss +15 points
-Power weapon +15 points
-Up to two Troupers may replace their
shuriken pistol with:
-Fusion pistol +10 points
-Star pistol +10 points
-The Troupe leader may take any of the following:
-Bio-explosive ammunition +5 points
-Dread mask +25 points
-Haywire grenades +5 points
-Powerblades +15 points
-Star or Fusion pistol +10 points
-The entire unit may have any of the following:
-Hallucinogen grenades +20 points
-Haywire grenades +15 points
-Tanglefoot grenades +15 points
-Flight belts +7 points per model
(if so the unit becomes as a Fast Attack choice)
Mimes Troupe 60 points
Mime WS4 BS4 S3 T3 W1 I5 A1 Ld9 Sv-
Mimic WS4 BS4 S3 T3 W1 I5 A2 Ld9 Sv-
Composition:
1 Mimic and 4 Mimes
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shuriken pistol
-Plasma grenades
Special Rules:
-Fleet
-Infiltrate
-Stealth
-Mime Disruption
Options:
-May have up to five
-additional Mimes +11 points per model
The Mimic may replace his/her close combat
weapon and/or shuriken pistol with:
-Fusion pistol +10 points
-Harlequin's kiss +15 points
-Power weapon +15 points
-Star pistol +10 points
Mime Disruption
Mimes are well-versed in the arts of psychological warfare, and will sneak into enemy camps to sabotage and sow seeds of fear in the hearts if enemy soldiers and commanders if they are given a chance. If you have at least one Master Mime you are entitled to roll on the Mime disruption-table below once for each Mime-squad you have in play, to reflect the work Mimes do behind enemy lines before the battle begins. Roll after both sides have deployed before the battle starts. Disruption only affects units on the table, it does not affect units in reserve. It does not affect vehicles (i.e. a unit that has an armour value) or units mounted in vehicles.
D6 Result
1 No effect
2 A random enemy unit suffers -1 Ld for the
rest of the battle. If the unit is Fearless this
result has no effect.
3 An enemy unit chosen by the Harlequin player
suffers -1 Ld for the rest of the battle. If the unit
is Fearless this result has no effect.
4 A random enemy unit starts the game pinned.
If the unit is immune to pinning this result has
no effect.
5 An enemy unit chosen by the Harlequin player
starts the game pinned. If the unit is immune to
pinning this result has no effect.
variable points
6 A random enemy unit on the table is taken off
and must start in reserve instead. If enemy doesn’t
have a table edge for the reserves to enter from
then the unit arrives from the centre of a random
table edge.
0-2 Eldar Allies
Just as Harlequins may be part of another Craftworld Eldar, Exodite Eldar or Dark Eldar
force, so may the other Eldar be part of the Harlequin army. These hopefuls are either
seeking to prove themselves to their comrades, or are trying to accepted into the ranks
of the Harlequins themselves. Few are ever allowed to enter into the trials of the Ritual.
Most other Eldar look down upon the warriors who seek to join the Harlequins in battle,
since the Harlequins are so unpredictable and often seen as foolhardy.
As an Troop-choice you may pick one of the following units from their respective Codex, using all the special rules that they have.
Craftworld Eldar
Guardians
Guardian Jetbikes
Rangers
Dire Avengers
Howling Banshees
Striking Scorpions
Fire Dragons
Warp Spiders
Swooping Hawks
Shining Spears
Dark Reapers
Dark Eldars
Warrior squad
Wyches
0-1 Hellions
Reaver Jetbikes
Special Rules
-Each to her own
-Sneaking off to join the circus
Each to her own
To prevent fighting between Eldar factions (Craftworld vs Dark Kin) you may never include units from both Dark Eldar and Craftworld Eldar as Eldar Allies in the same Harlequin army. You may however include several units of Craftworld Eldars, or several units of Dark Eldars in the same Harlequin army but you can never mix the two. Each unit counts as one Troop-choice.
Sneaking off to join the circus
Some of the Eldar Allies-units are not allowed full options as presented in their Codex.
No unit may have a Warlock, Exarch, Syrabite or Succubus on lead and no unit may have a Dedicated transport vehicle.
Viimeksi muokannut 'Neljäviitonen, Su 25.10.2009 15:58. Yhteensä muokattu 6 kertaa.
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Fast Attack, eli Jetbiket ja Venomi.
Harlequin Jetbike Squadron 140 points
Harlequin Jetbike WS5 BS4 S3 T3(4) W1 I6 A2 Ld9 Sv3+
Troupe Leader WS5 BS4 S3 T3(4) W1 I6 A3 Ld10 Sv3+
Composition:
1 Troupe Leader and 2 Harlequins mounted on Eldar Jetbikes
Unit Type:
Jetbike
Wargear:
-Close-combat weapon
-Shuriken pistol
-Holo field
-Mask of Fear
-Plasma grenades
(The Troupe Leader has a Power weapon/Harlequin's kiss instead of Close-combat weapon)
Special Rules:
-Dance of Death
-Dispersed Formation
Options:
-May have up to seven
-additional Harlequin Jetbikes +40 points per model
-Up to half of the Harlequin Jetbikes (rounding down) may replace their close combat weapon with:
-Harlequin's kiss +15 points
-Power weapon +15 points
-Up to two Harlequin Jetbikes may replace their shuriken pistol with:
-Fusion pistol +10 points
-Star pistol +10 points
-Every third of the unit may replace the jetbike's shuriken catapults with:
-Shuriken cannon +5 points
-Fusion gun +10 points
-The Troupe leader may take any of the following:
-Bio-explosive ammunition +5 points
-Dread mask +25 points
-Haywire grenades +5 points
-Powerblades +15 points
-Star or Fusion pistol +10 points
-The entire unit may have any of the following:
-Hallucinogen grenades +20 points
-Haywire grenades +15 points
-Tanglefoot grenades +15 points
Venom 70 points
Front10 Side10 Rear10 BS4
Composition:
Vehicle squadron composed of 1-3 of Venoms or Mockinbirds or both in any combination
Unit Type:
Vehicle (Fast, Skimmer, Open topped)
Transport Capacity:
6 Models
Wargear:
-Twin-linked Shuriken catapults
-Holo-field
Options:
-The Venom may replace its shuriken catapults with:
-Fusion gun +10 points
-Shuriken cannon +10 points
Mockingird
The Venom may be a Mockinbird getting a Vibrocannon but losing it's transport capacity for +10 points.
Harlequin Jetbike Squadron 140 points
Harlequin Jetbike WS5 BS4 S3 T3(4) W1 I6 A2 Ld9 Sv3+
Troupe Leader WS5 BS4 S3 T3(4) W1 I6 A3 Ld10 Sv3+
Composition:
1 Troupe Leader and 2 Harlequins mounted on Eldar Jetbikes
Unit Type:
Jetbike
Wargear:
-Close-combat weapon
-Shuriken pistol
-Holo field
-Mask of Fear
-Plasma grenades
(The Troupe Leader has a Power weapon/Harlequin's kiss instead of Close-combat weapon)
Special Rules:
-Dance of Death
-Dispersed Formation
Options:
-May have up to seven
-additional Harlequin Jetbikes +40 points per model
-Up to half of the Harlequin Jetbikes (rounding down) may replace their close combat weapon with:
-Harlequin's kiss +15 points
-Power weapon +15 points
-Up to two Harlequin Jetbikes may replace their shuriken pistol with:
-Fusion pistol +10 points
-Star pistol +10 points
-Every third of the unit may replace the jetbike's shuriken catapults with:
-Shuriken cannon +5 points
-Fusion gun +10 points
-The Troupe leader may take any of the following:
-Bio-explosive ammunition +5 points
-Dread mask +25 points
-Haywire grenades +5 points
-Powerblades +15 points
-Star or Fusion pistol +10 points
-The entire unit may have any of the following:
-Hallucinogen grenades +20 points
-Haywire grenades +15 points
-Tanglefoot grenades +15 points
Venom 70 points
Front10 Side10 Rear10 BS4
Composition:
Vehicle squadron composed of 1-3 of Venoms or Mockinbirds or both in any combination
Unit Type:
Vehicle (Fast, Skimmer, Open topped)
Transport Capacity:
6 Models
Wargear:
-Twin-linked Shuriken catapults
-Holo-field
Options:
-The Venom may replace its shuriken catapults with:
-Fusion gun +10 points
-Shuriken cannon +10 points
Mockingird
The Venom may be a Mockinbird getting a Vibrocannon but losing it's transport capacity for +10 points.
Viimeksi muokannut 'Neljäviitonen, Su 25.10.2009 15:48. Yhteensä muokattu 3 kertaa.
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Ja vielä Heavy Supportti ja se on siinä, Death Jesterit, Spiritwalker ja Looted Vehicle. (viimeisen katosi)
Death Jesters 45 points per model
WS5 BS5 S3 T3 W1 I5 A2 Ld9 Sv4+
Composition:
1-3 Death Jesters
Each Death Jester is an independent character so they may be debloyed separately on the battlefield and they don’t have to be debloyed at the same time if they have joined with some other unit.
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shrieker cannon
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Independent Character
-Dance of Death
-Fleet
-Dispersed Formation
-Relentless
Options:
-Any Death Jester may exchange his/her Shrieker
cannon with:
-Shuriken cannon free
-Firepike +10 points
-Eldar missile launcher +10 points
-Brightlance +20 points
-Any Death Jester may exchange his/her close-
combat weapon with:
-Power weapon +10 points
-Executioner +20 points
-Any Death Jester may take any of the following:
-Dread mask +25 points
-Hallucinogen grenades +5 points
-Haywire grenades +3 points
-Powerblades +10 points
-Tanglefoot grenades +5 points
0-1 Spiritwalker 160 points
WS5 BS4 S10 T8 W3 I5 A3 Ld10 Sv3+
Unit Number:
1 Harlequin Spiritwalker
In order to take a Harlequin Spiritwalker you must include a Shadowseer in your army.
Unit Type:
Monstrous Creature
Wargear:
-Spiritsword
-Holofield
-Twin-linked shuriken catapults or flamers or a shuriken catapult and a flamer
Special Rules:
-Spiritsight
-Fleet
Options:
The Spiritseer must take one of the following:
-Another Spiritsword (+1 attack) +15 points
-Shuriken cannon +10 points
-Shrieker cannon +10 points
-Scatter Laser +20 points
-Missile Launcher +25 points
-Starcannon +30 points
-Brightlance +40 points
Spiritsword
A Spiritsword is a sentience unto itself and guides the wielder’s blows. It allows the Spiritwalker to re-roll failed rolls to hit in close-combat.
Spiritsight
As with Wraithguard and Wraithlords of Cratfworld Eldar, Spiritwalkers do not see the world as mortals do, but instead see an ever shifting image of spirits making them slower to react to changes on the battle field. At the start of every turn, if the Spiritwalker is not within 6” of a friendly psyker, roll a D6, on a roll of a 1 the Spiritwalker is inactive until the end of their turn. Inactive models may not move, shoot, assault or attack in close combat and may not defend themselves in close combat.
Siinä se sitten on, kaikki kommentit ovat erittäin tervetulleita, erityisesti yksiköiden ja kamojen pistehinnoista, yksiköistä ja kamoista itsestään, sekä ihan mistä vain mitä mieleen pälkähtää.
Death Jesters 45 points per model
WS5 BS5 S3 T3 W1 I5 A2 Ld9 Sv4+
Composition:
1-3 Death Jesters
Each Death Jester is an independent character so they may be debloyed separately on the battlefield and they don’t have to be debloyed at the same time if they have joined with some other unit.
Unit Type:
Infantry
Wargear:
-Close combat weapon
-Shrieker cannon
-Flip belt
-Holo suit
-Mask of Fear
-Plasma grenades
Special Rules:
-Independent Character
-Dance of Death
-Fleet
-Dispersed Formation
-Relentless
Options:
-Any Death Jester may exchange his/her Shrieker
cannon with:
-Shuriken cannon free
-Firepike +10 points
-Eldar missile launcher +10 points
-Brightlance +20 points
-Any Death Jester may exchange his/her close-
combat weapon with:
-Power weapon +10 points
-Executioner +20 points
-Any Death Jester may take any of the following:
-Dread mask +25 points
-Hallucinogen grenades +5 points
-Haywire grenades +3 points
-Powerblades +10 points
-Tanglefoot grenades +5 points
0-1 Spiritwalker 160 points
WS5 BS4 S10 T8 W3 I5 A3 Ld10 Sv3+
Unit Number:
1 Harlequin Spiritwalker
In order to take a Harlequin Spiritwalker you must include a Shadowseer in your army.
Unit Type:
Monstrous Creature
Wargear:
-Spiritsword
-Holofield
-Twin-linked shuriken catapults or flamers or a shuriken catapult and a flamer
Special Rules:
-Spiritsight
-Fleet
Options:
The Spiritseer must take one of the following:
-Another Spiritsword (+1 attack) +15 points
-Shuriken cannon +10 points
-Shrieker cannon +10 points
-Scatter Laser +20 points
-Missile Launcher +25 points
-Starcannon +30 points
-Brightlance +40 points
Spiritsword
A Spiritsword is a sentience unto itself and guides the wielder’s blows. It allows the Spiritwalker to re-roll failed rolls to hit in close-combat.
Spiritsight
As with Wraithguard and Wraithlords of Cratfworld Eldar, Spiritwalkers do not see the world as mortals do, but instead see an ever shifting image of spirits making them slower to react to changes on the battle field. At the start of every turn, if the Spiritwalker is not within 6” of a friendly psyker, roll a D6, on a roll of a 1 the Spiritwalker is inactive until the end of their turn. Inactive models may not move, shoot, assault or attack in close combat and may not defend themselves in close combat.
Siinä se sitten on, kaikki kommentit ovat erittäin tervetulleita, erityisesti yksiköiden ja kamojen pistehinnoista, yksiköistä ja kamoista itsestään, sekä ihan mistä vain mitä mieleen pälkähtää.
Viimeksi muokannut 'Neljäviitonen, Su 25.10.2009 15:51. Yhteensä muokattu 6 kertaa.
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
-
Captain-Jake
- Viestit: 556
- Liittynyt: La 17.05.2008 18:25
- Paikkakunta: Kuopio
Re: Fanicodex Harlequins
Emmä nyt enempää jaksa, mutta tuo harlequin's kiss vaikuttaa liian halvalta. Kuitenkin witchblade joka aiheuttaa instant deathia.
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Ei sentään ysin voimaa tankkeja hakatessa,
mutta kaipa sitä hintaa voisi hieman nostaa, tai vaihtoehtoisesti ottaa tuon instakillaus-ominaisuuden poies. Mietintämyssyyn...
Täytynee jatkossa kirjoitella lyhyempiä codexeja, jotta ihmiset jaksaisivat oikein lukeakin ne. :)
mutta kaipa sitä hintaa voisi hieman nostaa, tai vaihtoehtoisesti ottaa tuon instakillaus-ominaisuuden poies. Mietintämyssyyn...
Täytynee jatkossa kirjoitella lyhyempiä codexeja, jotta ihmiset jaksaisivat oikein lukeakin ne. :)
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
-
SmOkA HoNtAs
- Viestit: 111
- Liittynyt: Ti 05.08.2008 20:28
Re: Fanicodex Harlequins
Kamalan alihintanen toi johtaja tehoihin nähden ...
Re: Fanicodex Harlequins
Kannattaa pitää mielessä se, että jos haluat tällä EDES kavereita vastaan pelata, täytyy listan olla tasapainoinen. Tämä ei ole sitä nähnytkään.
Ja vielä looted vehiclejä... ei helvetti
Ja vielä looted vehiclejä... ei helvetti
2
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Kiitos kommenteista. Johan niitä onkin jo odoteltu.
En ole vielä kunnolla päässyt testipelejä vetelemään, mutta hävisin sentään ne molemmat jo pelatut. Eli eivät nämä nyt niin kamalan juustoisia ole.
Toooosi tehokkaita ja lähiksessä voittamattomia kyllä, mutta kaatuvat vaikka bolter-tuleen melko kevyesti. :)
Täytynee vielä pari peliä pelata ja sitten vilkaista pistehintoja uusiksi.
... ja jos rehellisiä ollaan niin en itsekään pidä ajatuksesta looted vehicleistä, otin ne vain toisesta 'dexistä tuomaan hieman monipuolisuutta armeijaan.
Saattavat kadota pienen meditoinnin jälkeen, tai olla katoamatta. Ei tiedä vielä.
En ole vielä kunnolla päässyt testipelejä vetelemään, mutta hävisin sentään ne molemmat jo pelatut. Eli eivät nämä nyt niin kamalan juustoisia ole.
Toooosi tehokkaita ja lähiksessä voittamattomia kyllä, mutta kaatuvat vaikka bolter-tuleen melko kevyesti. :)
Täytynee vielä pari peliä pelata ja sitten vilkaista pistehintoja uusiksi.
... ja jos rehellisiä ollaan niin en itsekään pidä ajatuksesta looted vehicleistä, otin ne vain toisesta 'dexistä tuomaan hieman monipuolisuutta armeijaan.
Saattavat kadota pienen meditoinnin jälkeen, tai olla katoamatta. Ei tiedä vielä.
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
-
SmOkA HoNtAs
- Viestit: 111
- Liittynyt: Ti 05.08.2008 20:28
Re: Fanicodex Harlequins
Mitä vattua nuo lootted vecit tuolla tekee?
-
Alien of Change
- Viestit: 790
- Liittynyt: La 04.10.2008 16:35
- Paikkakunta: Tapanila
Re: Fanicodex Harlequins
Varastanut/Saanut Dark Eldareiden varastamia ajoneuvoja?Vuosi 1349 kirjoitti:Mitä vattua nuo lootted vecit tuolla tekee?
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Se on ja lisäksi se on lähdössä pois, useammastakin syystä:
ihmiset eivät tykkää siitä, itse en tykkää siitä eikä oikein sovi harlekiinien perfomanssien kanssa yhteen.
Fluffillisestihan se voisi toki olla tavan allied eldarien tahi deldarien ohjastama, mutta lähtekööt.
Ja pistehinnat sekä joidenkin kamojen/ukkojen statit/olemmassaolo yms. ovat syynissä.
Olisin todella kiitollinen, jos hieman vaivautuisitte sanomaan, että mikä erityisesti vaikuttaa aivan liian kovalta,
ja mitä sille kannattaisi tehdä.
Kiitoksia kommenteista, lisää saa antaa.
ihmiset eivät tykkää siitä, itse en tykkää siitä eikä oikein sovi harlekiinien perfomanssien kanssa yhteen.
Fluffillisestihan se voisi toki olla tavan allied eldarien tahi deldarien ohjastama, mutta lähtekööt.
Ja pistehinnat sekä joidenkin kamojen/ukkojen statit/olemmassaolo yms. ovat syynissä.
Olisin todella kiitollinen, jos hieman vaivautuisitte sanomaan, että mikä erityisesti vaikuttaa aivan liian kovalta,
ja mitä sille kannattaisi tehdä.
Kiitoksia kommenteista, lisää saa antaa.
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Dodiin, looted vehiclet katosivat, ja joitakin ideoita on tullut mieleen:
-Charactereiden pisteiden nosto
-Kissille rendingi ja instant death- kyky lähtisi poies. Hinnan nosto 15-20 pojoon
-Muutamien muidenkin kamojen hintojen nosto, mm. domino field
-Rynnäköidessä saa käyttää max. yhdenlaisia naatteja. Tämä pitikin jo laittaa, mutta unohtui näköjään
(-Viholliselle mahdollisuus ottaa demoneita liittolaiseksi, vähän niikö DH-codexissakin)
Hyviä vaiko huonoja parannusehdotuksia?
-Charactereiden pisteiden nosto
-Kissille rendingi ja instant death- kyky lähtisi poies. Hinnan nosto 15-20 pojoon
-Muutamien muidenkin kamojen hintojen nosto, mm. domino field
-Rynnäköidessä saa käyttää max. yhdenlaisia naatteja. Tämä pitikin jo laittaa, mutta unohtui näköjään
(-Viholliselle mahdollisuus ottaa demoneita liittolaiseksi, vähän niikö DH-codexissakin)
Hyviä vaiko huonoja parannusehdotuksia?
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
- Terminator Sergeant
- Viestit: 1975
- Liittynyt: Ti 10.05.2005 15:39
- Paikkakunta: Helsinki, henkisesti ikuinen savolainen
Re: Fanicodex Harlequins
Henkilökohtaisesti pitäisin sen instant deathin noissa pusuissa, koska nykyinen rending on puhdasta scheissea ja se kuitenkin silpoo jo fluffillisesti kohteen kiisseliksi sisältäpäin. Hintaa voisi toki nostaa siihen 15 pojoon.
Think of the rivers of blood spilled by all those generals and emperors so that, in glory and triumph, they could become the momentary masters of a fraction of a dot.
- Carl Sagan
- Carl Sagan
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Kiitoksia mielipiteestäsi.
Nostin sen kissin hinnan omalla koneellani olevassa 'dexissä 15 pojoon, ja säädin jotain muutakin pientä kivaa, jota en nyt kykene muistamaan. Laitan ne muutokset jossain vaiheessa tähänkin 'dexiin näkyviin kunhan jaksan.
Tuli mieleen, että fluffissahan death jestereillä on sellaiset jännät jutut, jotka tekee niiden aseista painottomia,
jotta niitä on kätevämpi käsitellä. Eli pitäisikös näille antaa relentless-erikoissääntö ja nostaa pistehintaa?
Nostin sen kissin hinnan omalla koneellani olevassa 'dexissä 15 pojoon, ja säädin jotain muutakin pientä kivaa, jota en nyt kykene muistamaan. Laitan ne muutokset jossain vaiheessa tähänkin 'dexiin näkyviin kunhan jaksan.
Tuli mieleen, että fluffissahan death jestereillä on sellaiset jännät jutut, jotka tekee niiden aseista painottomia,
jotta niitä on kätevämpi käsitellä. Eli pitäisikös näille antaa relentless-erikoissääntö ja nostaa pistehintaa?
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
Re: Fanicodex Harlequins
hmmm miksi muuten noissa allyissä on dark eldareiden kohdalla raider ryhmät jos sääntöjen mukaan ei saa ottaa dedicated transporttia? ja onko tolla spiritwalkkerilla joko shuriken cannon ja fleikka/2x twin flamers/2x twin shuriken? (sanamuoto antais ymmärtää näin) loordi on vähä juustonen, sehän ei toki haittaa ketään. lol venomit vois laittaa squadroneiksi....
Omenapiirakka on tietäjien ruokaa.
- 'Neljäviitonen
- Viestit: 1010
- Liittynyt: Ke 04.07.2007 15:23
- Paikkakunta: Lappeenranta
Re: Fanicodex Harlequins
Raider-kysymys oli hyvä. Asialle täytynee tehdä jotakin. :)santso kirjoitti:hmmm miksi muuten noissa allyissä on dark eldareiden kohdalla raider ryhmät jos sääntöjen mukaan ei saa ottaa dedicated transporttia? ja onko tolla spiritwalkkerilla joko shuriken cannon ja fleikka/2x twin flamers/2x twin shuriken? (sanamuoto antais ymmärtää näin) loordi on vähä juustonen, sehän ei toki haittaa ketään. lol venomit vois laittaa squadroneiksi....
Walkkerin pitäisi nyt olla ok.
Ja mitä tarkoitit lordilla? Great harlequinia kenties?
Mitä nyt olen asiaa pohtinut, niin niiden masqueiden tehoa voisi vähän laskea.
Voimista ranget pois ja vaikuttavat ainoastaan ryhmään, johon pomo itse on liittynyt,
dark veili kokonaan pois, ja laughing godi estää demoneita tulemasta vain pomon likelle eikä koko armeijan.
En nyt ole saanut vähään aikaan oikeastaan mitään mahtavaa mieleen,
mutta katsotaan josko tulevaisuudessa jäisi lukiolta ja muilta projekteilta vähän aikaa tähänkin. :)
After Aeons of slumber my necrons have awoken to harvest the galaxy anew... but realizing they will never be Ultramarines, my necrons will descend into stasis once more
-
SmOkA HoNtAs
- Viestit: 111
- Liittynyt: Ti 05.08.2008 20:28
Re: Fanicodex Harlequins
Great harlelta 1 woundi pois ?