Their only loyalty is to Cegorach , whom they believe has charged them with the "Great Work" of reunifying the Craftworld Eldar, Corsairs, Dark Eldar, and Exodite Eldar into a single race to fight off Slaanesh , the Necrons, and whoever else has a bone to pick with the chosen people of the Old Ones. It is notable that they do not use the methods to keep their souls safe that other Eldar do—their faith in Cegorach, complete after going through the Trial to become a Harlequin, is enough to keep them safe. This also makes the Harlequins the closest thing to a central authority the Eldar species has. Even Asdrubael Vect has to make sure and pin it on someone else whenever he gets up to skullduggery that might piss them off. Eldar Ambassadors?
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Codex: Harlequins Q: How does the Riddle-smiths Masque Form interact with abilities that generate additional attacks or score additional hits? A: If a unit has an ability that generates extra attacks on a roll that exactly matches the result of a Riddle-smiths roll, the extra attack is generated. Note that the original attack still misses, and if the hit roll for the extra attack also matches the result of the Riddle-smiths roll, it also misses.
A: Yes. Q: When a Soaring Spite Warlord uses the Skystrider Warlord Trait to disembark after their transport moves, can the Warlord then move normally as well?
A: No. Q: If a Solitaire is within 1" of an enemy unit, can it use its Blitz ability? Q: If a unit with the Rising Crescendo ability Fell Back during the Movement phase and is then subsequently targeted by the Twilight Pathways psychic power later in that turn, can it Advance during the resolution of that psychic power?
This is shorthand for a keyword of your own choosing, as described below. When you include such a unit in your army, you must nominate which masque that unit is from. Note that other Aeldari, such as the Craftworlds and Drukhari , deviate significantly in terms of organisation and fighting styles.
These Aeldari cannot make use of any of the rules or abilities listed in this section, and instead have their own rules. YNNARI is a keyword that some units in this book can gain when taken as part of a Reborn army , as detailed in other publications. Such a unit that is within range of an objective marker as specified in the mission controls that objective marker even if there are more enemy models within range of it.
If an enemy unit has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal. Masque Forms Each masque has its own esoteric specialisms, its own method of performance that renders its saedath unique. The Masque Form gained depends upon the masque they are drawn from, as shown in the table on the right. If you have chosen a masque that does not have an associated Masque Form, you can choose the form that best suits the fighting style and battlefield strategies of the warriors that hail from it.
Masque Forms Dreaming Shadow: Sombre Sentinels The Harlequins of the Dreaming Shadow are steeped in the grotesque and the ghastly; their only fear is that their eternal watch might falter or fail. When a unit with this form fails a Morale test, only one model from this unit must flee. Frozen Stars: Hysterical Fury The Masque of Frozen Stars fight with frenetic glee, slaying in a mirthful frenzy that is terrifying to behold.
If a unit with this form charges in the Charge phase , add 1 to their Attacks characteristic until the end of the ensuing Fight phase. Midnight Sorrow: The Art of Death The warrior acrobats of the Midnight Sorrow move with exceptional purpose and singular dedication upon the field of battle. Units with this form can move an additional D6" when they Fall Back. In addition, units with this form can consolidate up to 6".
Silent Shroud: Dance of Nightmares Made Flesh To fight the Silent Shroud is to do battle with your own worst fears, magnified into a silent storm that smothers sanity and suffocates rational thought until all that remains is animalistic terror. Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of any units from your army with this form.
In addition, whenever your opponent takes a Morale test for a unit that is within 6" of any units from your army with this form, they must roll two dice and discard the lowest result. In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a turn in which they Advanced. Veiled Path: Riddle-smiths Harlequins of the Masque of the Veiled Path are tricksters without peer, and to meet them in battle is to encounter hallucination and misdirection from every quarter.
At the start of each Fight phase roll two dice and discard the highest result. Until the end of the phase, each time your opponent targets a unit with this form and makes a hit roll that, before modifiers, exactly matches your dice result, that hit roll fails.
These help to reflect the unique strategies and fluid tactics used by the Harlequins on the battlefield. Who — or what — now lurks behind their mask? Use this Stratagem before the battle. You can only use this Stratagem once per battle. Use this Stratagem during deployment. If you spend 3 CPs, set up two such units in the webway instead.
Any number of units in the webway can emerge at the end of any of your Movement phases — set each unit up anywhere on the battlefield that is more than 9" from any enemy models. Remove all three models from the battlefield.
At the end of that Movement phase, you can set up each model anywhere on the battlefield that is more than 9" from any enemy units.
Provided no other enemy units are within 1" of your unit, it can shoot the enemy unit that Fell Back as if it were the Shooting phase. Use this Stratagem at the start of the first battle round, before the first turn begins. Remove this unit from the battlefield and redeploy it anywhere within your deployment zone.
If both armies have units that can redeploy, roll off. The winner chooses whether to place their units first or second. Until the end of the phase, increase the Strength characteristic and Attacks characteristic of that model by 2. Use this Stratagem in your Psychic phase. Use this Stratagem at the end of the Fight phase. That unit can immediately pile in and fight an additional time. They simply strike then vanish like ghosts. The unit can immediately move 7" as if it were the Movement phase it cannot Advance as part of this move.
However, it cannot charge in the same turn that it does so. Use this Stratagem at the end of any phase. Immediately set up one AELDARI unit from your army that has not yet been deployed from the webway, wholly within 3" of the Webway Gate and more than 1" away from any enemy models. After you have done so, remove the Webway Gate from the battlefield as normal. Units set up with this Stratagem can be set up during the first battle round even if you are using the Tactical Reserves matched play rule.
Subtract 1 from all hit rolls made against that unit for the rest of the phase.
Codex: Harlequins Enhanced Edition
Codex: Harlequins Q: How does the Riddle-smiths Masque Form interact with abilities that generate additional attacks or score additional hits? A: If a unit has an ability that generates extra attacks on a roll that exactly matches the result of a Riddle-smiths roll, the extra attack is generated. Note that the original attack still misses, and if the hit roll for the extra attack also matches the result of the Riddle-smiths roll, it also misses. A: Yes. Q: When a Soaring Spite Warlord uses the Skystrider Warlord Trait to disembark after their transport moves, can the Warlord then move normally as well? A: No. Q: If a Solitaire is within 1" of an enemy unit, can it use its Blitz ability?
Harlequins Codex Review – Part 1