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==Special Rules== ===Warlord Traits=== Like the Inquisition codex, the Harlequins have their warlord traits broken up into several sub sections, the first three traits are generic while the remaining three depend upon your Troupe Leader's choice of Light/Dark/Twilight. Note that if you want a Death Jester or Shadowseer as your warlord, you may only roll a D3 (therefore excluding you from the three tables, but also drastically increasing the reliability with which you can predict what your warlord trait will be), but you can always roll on the BRB warlord traits if you want something else. Only "Troupe Master" the Troupe's "Sergeant" can roll for the higher traits. Solitaires do not get to roll for a Warlord trait. And... Blitz! :'''1.''' - Re-roll 1s to-hit and saving throws of 1 :'''2.''' - Warlord receives a 4+ invulnerable :'''3.''' - Warlord and his/her unit may add 1" to any form of movement (move, run, charge, consolidate, fall back, etc) ====Light==== :'''4.''' - Add [[Awesome|FOUR]] to seize the initiative attempts :'''5.''' - Before deployment, D3 units can Deep Strike, Scout or Infiltrate (your choice, in any combination) :'''6.''' - After deployment and after scout moves, you may remove the Warlord and D3 units of your choice and redeploy them or put them into reserves. ====Twilight==== :'''4.''' - You may add or subtract 2 from game end rolls if you want the game to go on a little longer or end sooner. :'''5.''' β Any to-wound roll in close combat of a six has instant death (Kisses on 5+ ) :'''6.''' β Once per game instead of moving, the warlord and his unit may βleapβ 24β in any direction, ignoring any intervening models or terrain, but cannot charge that turn ====Darkness==== :'''4.''' - enemy units in base contact with the warlord's unit roll an additional D6 when taking Fear or Morale checks, and take the worst. :'''5.''' - At the end of the game, but before the winner is declared, the Warlord and his unit get [[What|one EXTRA turn]] exclusively to them, so they can move, shoot and assault as normal, or fight on if already engaged. :'''6.''' - If your warlord ever gets killed in a challenge, roll off with your opponent, if you win or tie, your opponent's challenging model (opposite model in challenge) gets removed as a casualty as well (no saves or comebacks) ===Psychic Discipline: Phantasmancy=== ::Primaris. '''Veil of Tears''' - Warp Charge 1. You know it. You love it. You swear by it. Anyone who tries shooting at your psyker's squad has to roll 2d6x2. If they're not within a distance equal to the result, you won't get hit. Would be great if Shadowseers could take jetbikes, but it's still infinitely better than Night Fighting. #'''Dance of Shadows''' - Warp Charge 1. Grants ''Stealth & Shrouded'' to a unit within 18". It is better than '''Conceal''' because it can affect a target other than the Psyker; this becomes very impressive on allied Dark Eldar units (like Wyches) who are generally quite fragile anyway and need some protection against shooting. Cast this on a Venom or Starweaver for 2+ cover jink save, that lets you charge. #'''Peal of Discord''' - Warp Charge 1. A 9" nova that brings 2d6 S4 AP- Concussive hits. It seems to be good for keeping mobs at bay as prep for a charge. #*'''Alternate Opinion:''' This one is pure, undiluted shit, since Concussive only takes effect on ''models'' that took damage from it. Most models have only one Wound to start with and most that have more won't give a shit about a couple S4 hits with no AP. And even if you use it simply for hurting hordes, just about every other Nova in the game does the job better. #**'''Opinion the Third:''' While the attack seems small, it does auto hit all '''units''' within 9" and drops 2-12 hits ''(average 7)'' on each. While you won't wound with all those hits, think of all those saves you force on an enemy, and most enemies only need to roll a single 1 to be taken out. could technically kill air units as well, assuming S4 can glance / wound them. #**'''Opinion goes Fourth:''' Works nice against MC with higher Initiative than Harlequins (namely Daemon Prince) since you need only 1 wound to make him I:1. Average 7 automatic hits, as per nova rules, wounding on 5+ so 2-3 wounds and armour save 3+ means that you can possibly deal 1 wound on average rolls (harder against DP of Tzeentch since he can re-roll 1, but if you're lucky). #'''Shards of Light''' - Warp Charge 1. 3d6 S3 AP- witchfire shots at 24" with Blind. Not fantastic since many armies have high enough stats to both tank the shots and pass the blind test, but very good for distracting Tau (most Tau suits have Black Sun Filter that gives them immunity to blind, though, so not so useful as it could seem. Retains his usefulness against fire warriors and pathfinders), Orks, or Necrons with low Initiative scores and foiling their plans to shoot or assault. Necrons in particular will hate you for this power, particularly everything with a Tesla weapon. #'''Fog of Dreams''' - Warp Charge 2. Forces a unit within 24" to only fire snap-shots and only hit in combat on a 6. Not quite as awesome as the Veil, but this one's useful for combat too, and unlike Shards of Light, it's a Malediction so you don't need to roll for it to hit them or worry about them passing the blind test. Possibly causes a [[derp|rules paradox]] when cast on [[Kharn]]. Yeah but he Denies on a 2+, so don't bother trying. This is AMAZINGLY powerful when used against some Uber-unit, like a Knight, Draigo with his Paladins, a Baneblade or even a Titan (Sadly, Titans can only be hit by Witchfire psychic powers, which this is not). Also kind of fun to cast on an enemy units with a psyker that casted invisibility, essentially reversing its effects and making the unit useless for that turn. Yes, you wouldn't be able to kill it, but it will also be unable to do shit. #'''Laugh of Sorrows''' - Warp Charge 2. A witchfire (range 24) with two ways to screw the enemy over - after hitting the target as normal, they must roll two separate Leadership tests. If the first one fails, they take a wound for every point they <u>fail</u> it by; if they pass the second one, they take a wound for every point they <u>pass</u> it on; in both cases, no armor or cover saves allowed. Quite frankly, this is very capable of being the most trolltastic power ever because it'll have a way to wound literally any enemy who can't deny it or get lucky with leadership tests, since high or low, your opponent's leadership values will catch him out. Remember, invulnerable saves and feel no pain both work against it. #'''Mirror of Minds''' - Warp Charge 2. Another violently trolltastic power; this one is a focused witchfire (range 24), but remember, 3 dice to cast means double sixes 8.33% of the time. After hitting, you and the enemy model (not unit) each roll a d6 and add your Leadership to the result; if you win or draw, they take a wound with no armor or cover saves allowed; they win and it's over. Sounds like Purge Soul from Sanctic, right? Well, it isn't; you get to do it again and again for each win you take until your enemy either wins or dies. * Combo this with the Mask of Secrets and go hunting Monstrous Creatures. ===Harlequin Masque Detachment=== The Harlequins, of course, have their own detachment, which is probably for the best since they don't have any HQ choices to fill minimum slots for any other Battle-Forged FOCs. The Masque requires 3 Troops, 2 Fast Attack and 1 Heavy Support as Compulsory choices (and no more of these types) and up to seven optional Elite slots for characters. You can now stock up on all your Phantasmancy powers. For this, you get the mandatory WT re-roll and all Fleet units can run and assault within the same turn at turn 2. You are effectively the best assault army out there now.
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