This section details army special rules including Harlequins Special Rules, Tactical Objectives and Warlord Traits.
Harlequins Special RulesLevels of AllianceModels with the Harlequins Faction have the following levels of alliance with other units from different Factions in the same army:
Special RulesAft WeaponWhenever 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-explosiveIf 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.BladestormWhen 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.BlitzOnce 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 DeathEach 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 EnoughAn 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 DeathA 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.HallucinogenicAt 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 FormA Solitaire has a 3+ invulnerable save.Kiss of DeathWhen 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 BlurA Solitaire may move up to 12" in the Movement phase.QuickfireA 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 DamnationA Solitaire can never be joined by another character. If a Solitaire is your army’s Warlord, he never has a Warlord Trait.Fortune’s FateYou can re-roll failed Jink saves for models from this unit.The Red Dusk FallsModels from Death’s Companions can Run and charge in the same turn.Tactical Objectives
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
Warlord TraitsIf 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
Twilight Warlord Traits
Dark Warlord Traits
|
Factions > Harlequins >