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Special Rules

This section details army special rules including Harlequins Special Rules, Tactical Objectives and Warlord Traits.

Harlequins Special Rules


Levels of Alliance

Models with the Harlequins Faction have the following levels of alliance with other units from different Factions in the same army:

Level of AllianceFactions
Battle BrothersDark Eldar, Eldar
Allies of ConvenienceArmies of the Imperium, Tau Empire
Desperate AlliesOrks
Come the ApocalypseChaos Daemons, Chaos Space Marines, Necrons, Tyranids

Special Rules


Aft Weapon

Whenever a vehicle with this special rule shoots, the shuriken cannon mounted on its aft can shoot at a different target to the model’s other weapons. The shuriken cannon mounted on the model’s aft can only target units that are in the vehicle’s rear armour facing.

Bio-explosive

If a non-vehicle model is slain as a result of an attack with this special rule, centre the small blast marker over that model before removing the model as a casualty. Units suffer a number of Strength 5 AP4 hits equal to the number of models from that unit that are under the marker. These hits have the Ignores Cover special rule.

Bladestorm

When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Blitz

Once per game, at the start of any of the controlling player’s Movement phases, the Solitaire can move in the following manner instead of moving normally. Roll a number of D6 equal to the current turn number; the result is the number in inches that the Solitaire can move. When moving in this manner, the Solitaire can move over all other models and terrain as if they were open ground, but it cannot end its move on top of other models or impassable terrain. In the Assault phase of the turn in which the Solitaire moves in this manner, its Attacks characteristic is increased to 10.

Caress of Death

Each To Hit roll of a 6 made by a weapon with this special rule causes a single automatic Wound, regardless of the target’s Toughness, and is resolved at AP2. Against vehicles, each To Hit roll of a 6 causes a single automatic glancing hit.

Death Is Not Enough

An enemy unit that suffers one or more casualties from a this model’s shrieker cannon during the Shooting phase must take a Morale check at the end of that phase with a -2 modifier to its Leadership, just as if it had suffered 25% casualties. If this test is failed, the Death Jester’s controlling player chooses the direction that the enemy unit Falls Back this phase (if the unit continues to Fall Back in subsequent turns, it does so towards its own table edge as normal).

Embrace of Death

A model equipped with a Harlequin’s Embrace has the Hammer of Wrath special rule, but makes D3 Hammer of Wrath Attacks that hit automatically and are resolved at Strength 6.

Hallucinogenic

At the end of the Shooting phase, a unit that has suffered one or more hits from a weapon with this special rule in that phase must make a Pinning test. If the test is failed, then in addition to being Pinned the unit suffers a single Wound with no armour or cover saves allowed. This Wound is Randomly Allocated.

Impossible Form

A Solitaire has a 3+ invulnerable save.

Kiss of Death

When a model equipped with a Harlequin’s Kiss makes its close combat attacks, one of its Attacks will be a Kiss of Death Attack (roll this Attack separately). A Kiss of Death Attack is always resolved at Strength 6 AP2. If a 6 is rolled To Wound with a Kiss of Death Attack, that attack has the Instant Death special rule.

Prismatic Blur

A Solitaire may move up to 12" in the Movement phase.

Quickfire

A model firing this weapon can fire a number of times equal to its Attacks characteristic. All of these shots must be made at the same target unit.

The Path of Damnation

A Solitaire can never be joined by another character. If a Solitaire is your army’s Warlord, he never has a Warlord Trait.

Fortune’s Fate

You can re-roll failed Jink saves for models from this unit.

The Red Dusk Falls

Models from Death’s Companions can Run and charge in the same turn.

Tactical Objectives

D6Result
11The Dance of Death 
12Strike and Evade 
13Trickery and Deception 
14The Joy of Lament 
15Take the Stage 
16Principle Performance 

Codex: Harlequins describes six Tactical Objectives to use in your games that are exclusive to Harlequins players and reflect the enigmatic nature of the Laughing God’s warriors in battle.

If your Warlord has the Harlequins Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Harlequins player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Harlequins Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

THE DANCE OF DEATH
The time has come to perform the dance of death – unsheathe your blades and leave the corpses of your foes in your wake.
11
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your turn.
Type: HARLEQUINS
STRIKE AND EVADE
Strike the foe but do not linger, for there are countless more tales yet to tell.
12
Score 1 Victory Point at the end of your turn if at least one friendly unit successfully left a close combat it was locked in due to its Hit & Run special rule during your turn. If 3 or more friendly units did this, score D3 Victory Points instead.
Type: HARLEQUINS
TRICKERY AND DECEPTION
Delight in deceiving your foe, sowing confusion and doubt whilst hiding your own goals in plain sight.
13
When this objective is generated, both players each secretly nominate an Objective Marker. Score 1 Victory Point at the end of your turn if you control either of these Objective Markers. If, at the end of your turn, you control both of them, or if you control one that was nominated by both players, score D3 Victory Points instead.
Type: HARLEQUINS
THE JOY OF LAMENT
Laughter can turn to sorrow in the blink of an eye...
14
Score 1 Victory Point at the end of your turn if at least one enemy unit failed a Morale, Pinning or Fear test during your turn.
Type: HARLEQUINS
TAKE THE STAGE
The battlefield is a living stage, ever changing, and your players must take their places at a moment’s notice.
15
Score 1 Victory Point at the end of your turn if you control the Objective Marker whose number corresponds to the current turn number. For example, if this Tactical Objective is Active in turn 3, you score 1 Victory Point if you control Objective Marker 3. This Tactical Objective cannot be achieved during the seventh or subsequent turns.
Type: HARLEQUINS
PRINCIPLE PERFORMANCE
At the heart of every great performance is a leading hero, destined to face a great villain. Only fate knows whether such a confrontation will end in triumph or tragedy.
16
Score 1 Victory Point at the end of the game if your Warlord is alive. Score D3 Victory Points at the end of the game instead if your Warlord is still alive and your opponent’s Warlord has been destroyed (score D3+3 Victory Points instead if the enemy’s Warlord was destroyed by your Warlord in a challenge).
Type: HARLEQUINS

Designer’s Note
If you own a deck of Harlequins Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

If your Warlord is a Death Jester or Shadowseer, you can either roll a D6 on one of the Warlord Traits tables in Warhammer 40,000: The Rules, or roll a D3 on either the Light, Twilight or Dark Warlord Traits tables that follow.

If your Warlord is a Troupe Master, you can either roll on a D6 on one of the Warlord Traits tables in Warhammer 40,000: The Rules, or roll a D6 on either the Light, Twilight or Dark Warlord Traits tables that follow.

Light Warlord Traits


D6Warlord Traits
1Luck of the Laughing God
To be possessed of supernatural fortune is a sure sign of Cegorach’s favour.
Your Warlord re-rolls all To Hit rolls of a 1 (shooting and close combat) and all saving throws of a 1. 
2Fractal Storm
In battle, this Warlord performs rapid movements that maximise the effect of his holo-suit to better evade his enemy’s blows.
Your Warlord has a 4+ invulnerable save
3A Foot in the Future
The Warlord and his followers flow like starlight across the field of battle, time itself seeming to part before their otherworldly grace.
Your Warlord and his unit can add 1" to the distance that they can move whenever they move - this means they can move up to 7" in the Movement phase, and can move 1" further whenever they Run, Charge, Fall Back, Regroup, Hit & Run, Consolidate, Sweeping Advance etc. 
4The Hero’s Call
The Warlord personifies the heroes of myth, and his call to arnis is swift and undeniable.
You can add 4 to any roll to Seize the Initiative
5Webwav Walker
This Warlord has travelled the hidden corners of the webway and knows secret paths by which he may surprise his unwary foe.
Before deployment, select up to D3 units in your Warlord’s Detachment. Each unit has one of the following special rales: Deep Strike, Infiltrate or Scout. Each unit may select a different special rale. 
6A Trick of the Light
The Warlord fools his foes, wrong-footing them before battle has even begun.
Immediately after all forces have deployed and all Scout redeployments have been made, you may remove this Warlord and/or up to D3 other friendly units with the Harlequins Faction within 12" of this Warlord from the table. Each unit that is removed in this way can either be immediately deployed again using the normal deployment rales, or placed in Reserve

Twilight Warlord Traits


D6Warlord Traits
1Luck of the Laughing God
To be possessed of supernatural fortune is a sure sign of Cegorach’s favour.
Your Warlord re-rolls all To Hit rolls of a 1 (shooting and close combat) and all saving throws of a 1. 
2Fractal Storm
In battle, this Warlord performs rapid movements that maximise the effect of his holo-suit to better evade his enemy’s blows.
Your Warlord has a 4+ invulnerable save
3A Foot in the Future
The Warlord and his followers flow like starlight across the field of battle, time itself seeming to part before their otherworldly grace.
Your Warlord and his unit can add 1" to the distance that they can move whenever they move - this means they can move up to 7" in the Movement phase, and can move 1" further whenever they Run, Charge, Fall Back, Regroup, Hit & Run, Consolidate, Sweeping Advance etc. 
4Narrator of Wars
The Warlord has orchestrated the battle to an ancient script, and the fighting will only end when all actors have played their part.
If the mission uses Variable Game Length, you may add 2 to or subtract 2 from any D6 roll that determines if the game ends or continues. 
5The Steps of Mortal Transition
The Warlord has mastered the art of the Steps of Mortal Transition - an exquisite and deadly piece that ends with the decapitation of his foe.
Any To Wound roll of a 6 inflicted by your Warlord in close combat (or any To Wound roll of 5+ when making a Kiss of Death attack) has the Instant Death special rule. 
6Dance of Infinite Mirrors
The Warlord is a master illusionist, leaving his foes chasing phantoms as he and his Troupe reappear on the other side of the battlefield.
Once per game, your Warlord and his unit can make a mirror leap instead of moving in the Movement phase. A unit making a mirror leap moves up to 24". When moving in this manner, your Warlord and his unit can move over all other models and terrain as if they were open ground, but they cannot end their move on top of other models or impassable terrain. A unit cannot charge in the same turn that it makes a mirror leap. 

Dark Warlord Traits


D6Warlord Traits
1Luck of the Laughing God
To be possessed of supernatural fortune is a sure sign of Cegorach’s favour.
Your Warlord re-rolls all To Hit rolls of a 1 (shooting and close combat) and all saving throws of a 1. 
2Fractal Storm
In battle, this Warlord performs rapid movements that maximise the effect of his holo-suit to better evade his enemy’s blows.
Your Warlord has a 4+ invulnerable save
3A Foot in the Future
The Warlord and his followers flow like starlight across the field of battle, time itself seeming to part before their otherworldly grace.
Your Warlord and his unit can add 1" to the distance that they can move whenever they move - this means they can move up to 7" in the Movement phase, and can move 1" further whenever they Run, Charge, Fall Back, Regroup, Hit & Run, Consolidate, Sweeping Advance etc. 
4Dance of Nightmares Made Flesh
The Warlord knows the secret terrors of his audience.
Enemy units in base contact with your Warlord or his unit must roll an additional D6 (normally 3D6) when taking Fear tests or Morale checks
5Twisted Encore
The Warlord leads his Troupe in one final performance before the battle’s end.
At the end of the game, before determining the winner of the battle, you may move your Warlord and his unit once as if it were the Movement phase, then either Run or Shoot as if it were the Shooting phase, and then, if you wish, charge and fight a single round of close combat as if it were the Assault phase (your opponent can fire Overwatch and fight back as normal). If your Warlord is locked in close combat at the end of the game, he and his unit can only choose to fight one additional round of close combat. If embarked on a transport, the Warlord’s unit may disembark, but their transport cannot move or shoot. After your Warlord and his unit have performed these extra actions, the game ends. 
6The Final Joke
This Warlord clashes blades with a laugh in his throat, knowing that should he fall in battle his foe will have sealed their own doom.
If your Warlord is removed as a casualty whilst fighting a challenge, both players roll-off immediately - if you win, or the result is a draw, your Warlord’s opponent is also removed as a casualty.