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Wargear

This section of Codex: Harlequins lists wargear (including Melee Weapons, Ranged Weapons, Armour, Esoterica of War, Enigmas of Black Library, Harlequin Vehicle Equipment and Phantasmancy Discipline) used by Harlequins, along with the rules for using them in your games of Warhammer 40,000.

Melee Weapons

Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:

Harlequin’s Caress

This device sheathes the wearer’s hand in a deadly power field.

Range S AP Type
- User - Melee, Caress of Death

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.

Harlequin’s Embrace

This weapon shreds its victims with a web of monofilament wires.

Range S AP Type
- User - Melee, Embrace of Death

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.

Harlequin’s Kiss

Plunged into the victim’s body, this weapon reduces their innards to meat slurry in moments.

Range S AP Type
- User - Melee, Kiss of Death

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.

Miststave

The miststave focusses psychic power and leaves its victims stunned and bewildered.

Range S AP Type
- +2 - Melee, Concussive, Fleshbane

Zephyrglaive

This blade is a perfectly balanced power weapon with great reach.
Range S AP Type
- +1/User* 2/3* Melee

* Zephyrglaives have two profiles for both Strength and AP. The first is used only on a turn in which a model charges, the second is used at all other times.

Ranged Weapons


Fusion Pistol

Fusion pistols vapourise their targets into nothingness.

Range S AP Type
6" 8 1 Pistol, Melta

Hallucinogen Grenade Launcher

These launchers swathe the foe in hallucinogenic gas.

Range S AP Type
18" 1 - Assault 1, Blast, Hallucinogenic

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.

Haywire Cannon

This cannon cripples armoured targets with electromagnetic blasts.

Range S AP Type
24" 4 4 Heavy 1, Blast, Haywire

Neuro Disruptor

Neuro disruptors burn out their victims’ nervous systems.

Range S AP Type
12" 1 2 Pistol, Fleshbane

Prismatic Cannon

These weapons fire high-powered, variable beam lasers.

Range S AP Type
Dispersed 24" 3 4 Heavy 1, Large Blast
Focussed 24" 5 3 Heavy 1, Blast
Lance 24" 7 2 Heavy 1, Lance

Shuriken Weapons

Shuriken weapons fire lethally sharpened discs at high velocities, cutting their targets to pieces.

Range S AP Type
Shrieker cannon
- Shrieker 24" 1 5 Assault 1, Bio-explosive, Bladestorm, Pinning, Poisoned (2+)
- Shuriken 24" 6 5 Assault 3, Bladestorm
Shuriken pistol 12" 4 5 Pistol, Bladestorm
Shuriken cannon 24" 6 5 Assault 3, Bladestorm

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.

Star Bolas

Star bolas spin through the air before exploding furiously.
A Skyweaver can fire its star bolas in addition to its jetbike’s weapon.

Range S AP Type
12" 6 2 Assault 1, Blast, One use only

Armour


Holo-Suit

Harlequins in battle transform into dazzling blurs, their outlines exploding into blizzards of light that leave the foe’s aim confounded and their thoughts bewildered. The holo-suit, or dathedi – meaning ‘between colours’ – is responsible for this transformation. The device incorporates a programmable holo-field that breaks down the wearer’s profile into a fractal lightstorm as they move; the faster they travel, the more pronounced the effect. So it is that a charging Harlequin appears as nothing more than an indistinct, prismatic storm that is nigh-on impossible to hit, allowing them to simply avoid blows that would otherwise lay them low.
A holo-suit grants the wearer a 5+ invulnerable save.

Esoterica of War


Flip Belt

These devices enhance the Harlequins’ agility to incredible levels.
A model with a flip belt is not slowed by difficult terrain and does not suffer the penalty to its Initiative for charging through difficult terrain. In addition, a character with a flip belt always passes Look Out, Sir rolls on a 2+.

Mirage Launchers

These pods launch holo-grenades that veil Harlequin vehicles from sight, surrounding them in a confusion of light and colour.
Once per game, instead of using its Jink special rule, a unit entirely composed of models with mirage launchers can trigger them when they are selected as the target of a shooting attack. If the unit triggers its mirage launchers, all models in the unit gain a 4+ invulnerable save against shooting attacks until the start of their next Movement phase.

Skyweaver Jetbike

The jetbikes used by the Harlequins are swift, graceful mounts that enable their riders to soar across the battlefield.
A model riding a Skyweaver jetbike has a 4+ Armour Save and a shuriken cannon. Their unit type also changes to Eldar Jetbike.

Enigmas of Black Library

These artefacts are items of incredible rarity, ancient treasures that are carefully maintained and stored within the Black Library. Only one of each of the following relics may be chosen per army.


A model may take one of the following:

Crescendo1 5 pts
Cegorach’s Rose2 15 pts
The Mask of Secrets3 15 pts
The Laughing God’s Eye 20 pts
Starmist Raiment 25 pts
The Storied Sword4 25 pts
1 Troupe Masters and Shadowseers only. Replaces one of the model’s ranged weapons.
2 Troupe Masters and Solitaires only. Replaces one of the Troupe Master’s Melee Weapons. Replaces the Solitaire’s Harlequin’s Kiss.
3 Shadowseers only.
4 Troupe Masters only. Replaces one of the model’s Melee weapons.

Cegorach’s Rose

Representing the barbed gift given in jest by the Laughing God to the crone Morai-Heg, Cegorach’s Rose contains thorned monofilaments of shadowsilk. Existing in the penumbra between realspace and the labyrinth dimension, these shadowsilk strands bypass even the thickest armour as though it did not exist. Once within the body of the victim, the rose’s threads uncoil, a blossom of molecule-thin blades unfurling at the end of each. Thus, the foe is slain instantly as a thicket of bloody, bladed roses bursts forth within their chest.

Range S AP Type
- User - Melee, Master-crafted, Shred, Kiss of Death

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.

Crescendo

This masterwork shuriken pistol was first bestowed upon a Troupe Master of the Veiled Path. Supposedly, it was given as a gift by a wanderer of the webway, who members of that masque claim was none other than the Laughing God himself. While many doubt the word of the Veiled Path in this, there can be no denying that Crescendo is a beautifully crafted and uniquely potent firearm. When the pistol’s trigger is pulled, micro-distortion engines engage within its housing. The effect is to step Crescendo’s wielder slightly ahead of time, accelerating weapon and wielder alike and allowing an impossible volley of firepower to be unleashed. Thus Crescendo lives up to its name, filling the air with a rising howl as it scythes down waves of the foe.

Range S AP Type
12" 4 5 Pistol, Bladestorm, Quickfire

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.

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.

Starmist Raiment

At first glance, there is little to distinguish the Starmist Raiment from a typical holo-suit, save that it is woven through with gossamer-thin strands of what looks like liquid silver. Yet when the wearer moves, they are engulfed in a shimmering cloud of refracted starlight that blinds and confuses the foe. This effect is magnified when the wearer moves quickly, the blurred glow swelling to become a blazing corona almost impossible to see through. So does the wearer mimic Aelos, the heavenly star flung by Cegorach himself, that smote Vaul’s treacherous assistant Ghaevyll and blinded him for his deceits.
If a model with the Starmist Raiment Runs in its Shooting phase, it has a 3+ invulnerable save until the start of its next Shooting phase.

The Laughing God’s Eye

A pendant of rune-carved wraithbone, this potent artefact is said to draw the watchful eye of Cegorach himself. Psychic powers flicker and die in the pendant’s presence, for the Laughing God will not suffer his children to be beset by the tendrils of the Warp. This aura of abnegation extends not only to the pendant’s wearer, but billows like a concealing cloak to shield nearby allies. So does Cegorach watch over his followers, guarding them from the predations of She Who Thirsts.
All friendly units within 12" of a model with the Laughing God’s Eye have the Adamantium Will special rule.

The Mask of Secrets

Many Eldar believe the Mask of Secrets to be no more than a dark fable, and perhaps it would be better if this were so. Yet it is very real, kept within a shadowed vault deep within the Black Library. All who look upon this mask see distorted reflections of their own faults and failings, the slightest doubt or regret twisted into a horrific swarm of phantasms that scream and wail as they claw at the psyche of the victim. Those who wear the Mask of Secrets fear nothing while the mask remains upon their face, yet it is said that in the long run they must pay a terrible price for this temporary boon.
A model with the Mask of Secrets has the Fearless special rule. In addition, enemy models within 12" of the bearer suffer -2 to their Leadership.

The Storied Sword

An exquisite and perfectly weighted weapon, the Storied Sword has a starmetal blade and a tooled wraithbone grip. Inscribed upon the sword in minute script is the entire tale of the Fall of the Eldar, as narrated by the Shadowseers. As the wielder of this weapon fights, they find their mind filling with images of that terrible time, impossible psychic snapshots of the greatest tragedy ever to befall their race. Driven into a killing fury by the horrors they have seen, the wielder fights all the harder, determined to prevent any such terrible events from transpiring ever again.

Range S AP Type
- +1 3 Melee, Master-crafted

Harlequin Vehicle Equipment


Holo-fields

Harnessing kinetic energy to distort the vehicle’s silhouette, holo-fields prevent the foe from targeting vulnerable areas.
A vehicle with holo-fields has a 5+ invulnerable save unless it is Immobilised.

Mirage Launchers

These pods launch holo-grenades that veil Harlequin vehicles from sight, surrounding them in a confusion of light and colour.
Once per game, instead of using its Jink special rule, a unit entirely composed of models with mirage launchers can trigger them when they are selected as the target of a shooting attack. If the unit triggers its mirage launchers, all models in the unit gain a 4+ invulnerable save against shooting attacks until the start of their next Movement phase.

Phantasmancy Discipline


Veil of Tears

(Primaris Power)
Sketching a gesture in the air, the Shadowseer snatches the image of the Harlequins from the minds of their foes, and plucks it out, hiding them from sight.
Warp Сharge: 1
Veil of Tears is a blessing that targets the Shadowseer and his unit. Whilst the power is in effect, an enemy unit wishing to target the Shadowseer or his unit must roll 2D6x2. If the Shadowseer or his unit are not within this distance in inches, the enemy unit may not fire this turn.
1

Dance of Shadows

The Shadowseer uses his powers of illusion to exaggerate the play of light and shadow around his allies. The effect swiftly intensifies, shrouding the unit in a whirling vortex of gloom, shot through with blinding pulses of light.
Warp Сharge: 1
Dance of Shadows is a blessing that targets a single friendly unit within 18". Whilst the power is in effect, all models in the target unit have the Stealth and Shrouded special rules.
2

Peal of Discord

Drawing in a slow breath of Warp energy, the Shadowseer throws back his head and sings out a perfect note, interwoven with a horrific banshee scream. Soaring and plunging, the wave of sound rolls outward, a crashing discordia that shatters bones, bursts brains, and leaves the few survivors bleeding and befuddled.
Warp Сharge: 1
Peal of Discord is a nova power with the following profile:

Range S AP Type
9" 4 - Assault 2D6, Concussive

3

Shards of Light

The Shadowseer reaches out and plucks blades of light from thin air. Though nothing but illusion, this trick is so realistic that it fools the senses utterly, the blades inflicting horrific psychosomatic wounds as they whistle through the air to blind and impale.
Warp Сharge: 1
Shards of Light is a witchfire power with the following profile:

Range S AP Type
24" 3 - Assault 3D6, Blind

4

Fog of Dreams

Soft and subtle, the Shadowseer sends his consciousness forth like a creeping mist. Moment by moment, his thoughts seep into those of the foe, veiling their sight and baffling their senses. Soon enough they see only a whirling bank of lambent silver mist. The sounds of battle echo weirdly through this icy murk, and shadows prowl beyond the edge of sight. The enemy are left deaf, blind, and all but helpless as the Shadowseer’s comrades descend upon them.
Warp Сharge: 2
Fog of Dreams is a malediction with a range of 24". Whilst the power is in effect, the target unit can only fire Snap Shots and, when rolling To Hit in close combat, will only hit on To Hit rolls of a 6.
5

Laugh of Sorrows

The Shadowseer sends barbed strands of pure malice whipping out to plunge into the minds of the enemy. With his victims snared, the Shadowseer begins to twitch and jerk his fingers, each gesture drawing forth unnatural mirth within the victims’ psyches. Within moments, the unwilling puppets are howling and shrieking with laughter, convulsing so hard that bones snap and organs burst. As the horrified hilarity reaches a crescendo, the Shadowseer tears out his psychic barbs, plunging the survivors into such heart-stopping misery that many die there and then.
Warp Сharge: 2
Laugh of Sorrows is a witchfire power with a range of 24". The target must take two separate Leadership tests; the target unit will suffer one Wound for each point the first Leadership test was failed by, and one Wound for each point the second Leadership test was passed by. Armour and cover saves cannot be taken against Wounds caused by Laugh of Sorrows.
6

Mirror of Minds

The Shadowseer singles out a foe and appears to them as an apparition lodged in their subconscious. Reality falls away before the helpless victim, replaced by a warped mirrormaze of the Shadowseer’s making. Though only seconds pass in the real world, within the victim’s mind they must strive against the Shadowseer’s will for days, months, even years in their efforts to escape. Many never do. Their souls erode until nothing remains but a ghost, wandering mad and alone within the prison of their own mind.
Warp Сharge: 2
Mirror of Minds is a focussed witchfire power with a range of 24". The target model and the Shadowseer both roll a D6 and add their respective Leadership values to the result. If the scores are drawn, or if the Shadowseer’s score is higher, the target suffers a single Wound with no armour or cover saves allowed. Repeat this process until either the target model is slain or the target model rolls a higher score than the Shadowseer.