Fanicodex Harlequins
Lähetetty: Su 12.07.2009 00:42
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. :/