CODEX HARLEQUINS PDF

Like the Legendary Fighter Warlord trait applied to your whole army which can funnily enough stack with that trait to give your warlord another extra attack on the charge. When you decide to run maxed out elf squads, it is either this trait or Dreaming Shadow, but consider how well this trait pairs up with the War Dancers stratagem, putting Khorne Berzerkers to shame. Aiming pistols sideways is not optional. Perfect for fusion pistol drive-bys. No reason to not advance with this form. This is a very good trait just because it extends the pitiful 6" range of your pistols up to functional 12" effectively making them meltaguns.

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Like the Legendary Fighter Warlord trait applied to your whole army which can funnily enough stack with that trait to give your warlord another extra attack on the charge. When you decide to run maxed out elf squads, it is either this trait or Dreaming Shadow, but consider how well this trait pairs up with the War Dancers stratagem, putting Khorne Berzerkers to shame.

Aiming pistols sideways is not optional. Perfect for fusion pistol drive-bys. No reason to not advance with this form.

This is a very good trait just because it extends the pitiful 6" range of your pistols up to functional 12" effectively making them meltaguns. The Dreaming Shadow - Sombre Sentinels: When a unit with this form fails a Morale test, only one model from this unit must flee. The way models disembark from destroyed Vehicles works, the models are placed on the battlefield first before you roll to see if any were slain. This means wise disembarking gives you a chance to use any slain models right away.

Your grenade is a ranged weapon, remember that on any Shuriken clowns. Watch out if you die in combat, as the single melee attack is not great compared to a fusion pistol shot or a plasma grenade. Remember even when you do die in combat, you can shoot your pistol, pistols can be shot even if you are in CC. Also, enemies must roll two dice in the Morale phase and use the highest roll.

With how much minus leadership the Harlequins can create, this can be pretty scary. You have -1 from this, -1 from shards of light, -1 from the mask of secrets and -2 from a death jester.

Also note that forcing enemies to roll two dice and picking the highest can actually be beneficial to some armies, such as Tau with bonding knife rituals autopassing morale tests on a roll of a 6. Reborn Harlequins - Strength from Death Ynnari : Whenever any unit is destroyed, all Ynnari units fight first in the fight phase for the rest of the turn. This helps all Harlequin characters. A Troupe Master armed with a Kiss or Storied Sword also becomes more dangerous, very useful for having him as a character killer.

While a Shadowseer will almost always hit with her hallucinogen grenade launcher, good for leadership bombing. Her melee weapon also does D3 damage. Not quite meh, but still pretty eh. Pretty cool. Helps with your Troupe Master or Shadowseers positioning for their aura. Not as useful as it first seems, as Harlequins have the mobility to get extremely close to their targets before charging. It helps against those low rolls, but not much else.

With the re-rolls to the Troupe Master, this can generate a few more wounds, not great but not bad. Player of the Twilight: Once per game, the Warlord can re-roll a hit, would or save roll.

Also, when you or your opponent use a Stratagem, roll a die. If the number rolled equals the cost of the stratagem used, gain that many CP e. If you roll a 3, you get 3CP from them. In addition, your warlord adds 1 to hit rolls against Chaos units. A lot better against Chaos, however. In addition, you can use the Webway Assault Stratagem twice. Putting a ton of Harlequins in deepstrike can result in a bad time for your opponent, even after alpha strike nerfs.

Even better, you can fit two units in deepstrike for only 2CP. If there are any Necrons on the battlefield, then instead add 2 to these rolls. Makes the ability more consistent, with how good it already is this is pretty much a must pick, even better versus Necrons. Put this on a Shadowseer that knows Twilight pathways, put it and a Fusion Pistol squad into a Starweaver, move the Transport 22" then disembark the Shadowseer, cast Twilight pathways and zoom!

Disengage, rinse, repeat. Bonus points for using The Hundred Swords of Vaul to hide this strat until the game starts. Good way to disuade people attacking your warlord in combat, not great compared to the other options though. Ynnari Detachment Specific[ edit ] Yup, after nearly two years of going without, Ynnari armies finally have access to their own unique Warlord traits.

Due to the way Ynnari detachments now work, so long as a named Ynnari character is in the detachment, you may name take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish. A pretty solid trait all things considered.

Stacks very well with leadership bombs courtesy of the Visarch. An allied detachment of vanilla Silent Shroud Harlequins or Craftworld Hemlock Wraithfighters with the Horror Rune of Battle can ruin the day any blob not outright immune to morale tests. Favoured of Ynnead: Consolidate 6" instead of 3" in melee.

Yvraine has this by default. Master of Death: Whenever your warlord rolls a hit roll of 6 in melee, it generates two hits instead of one. A good way to help deal with hordes and fish for hits in general, but kind of unreliable. The Visarch has this by default.

Not great, because most of your Harlequins will be armed with fusion pistols which might be out of range depending on how far they fall back. Helpful if your bikes make early contact and send your enemy scrambling. Per FAQ you can heroically intervene even if enemy hasnt charged, but is within distance at the end of his charge phase. Meaning for example, model with movement value 6 cant escape from Solitaire, he will have distance to heroically intervene and fight again in opponent turn.

It can move 7". Identical to the Asuryani and Drukhari variants. Very meh, as you cannot charge after the move. Could find use to secure objectives. Shoot with the transport, then use the stratagem to move an extra seven inches towards your pistol target. Great Harlequin 2 CP : Used before the battle starts, and one use only.

The latter grants re-roll to hit rolls of 1 for all Harlequin units of the same Masque within 6" in addition to his innate granting re-rolls to wound. Good for polishing off a near-dead thing or dropping a Damage Tier. If a Solitare, a Death Jester, and a Shadowseer are within 6" from each other, you can remove them from the battlefield and set up again anywhere 9" from the enemy unit.

Shadowseers and Troupe Masters are easy to keep together but Solitaires often become isolated. Only really useful as a first turn redeploy. Alternate take: a solitaire with the rose and a shadowseer with the player of light warlord trait popping up behind your opponents lines, blitzing, war dancing, and using an example made will fuck up absolutely anything with his 40 attacks, for a low price of 6 command points. Why would using "An Example Made" confer 40 attacks to the solitaire?

Good for ruses, not much else. A very interesting way for your opponent to feel fucked up by himself if he managed to kill someone in your Charge phase. More useful to use on your opponents turn than your own use Prismatic Blur for your turn.

A Troupe that lost models to Smite can have a hefty save to the Shooting and Fight phases that turn. Alternative take - It is actually better to use it on your turn if possible, as it lasts until the end of the TURN, not the end of the ROUND, thus working longer if used on "whoever goes first round".

Lightning-Fast Reactions 2 CP : Copy from Drukhari and Craftworld Codexes, your opponent subtracts 1 from their hit rolls targeting Harlequins unit for a phase, in which this stratagem was used. Beware of potential 40k rulebooks flying into your face. Turns your normal clowns into Solitaires in terms of survivability, which is nothing to laugh at, as anything in your army can have one of the best saves this edition. Well used on your transports to be a bit more survivable when getting your Infantry where you need them, though really you want to take a full Troupe of 12 models to get the most out of this.

Have a Shadowseer bring up the rear with a Shield from Harm, and your unit can survive just about anything that turn except Mortal Wounds and Morale tests ofc. Good for helping hold objectives from ranged enemies. Pretty good for inflicting the rounds on multi-wound models. Combine with the luck of the laughing god for extra hilarity.

Pick a Harlequins character that has lost any Wounds this game Battle Round. Increase their Strength and Attacks by 2 for the rest of this Battle Round phase. Blitz ends at the end of your turn, which means it will end before you get a chance to fight with this stratagem as long as the solitare is unwounded before you blitz.

This results in only 10 attacks for the following fight phase. Most probably used for Smite as they can already Cast twice and only know 2 Phantasmancy powers, anyway. Good for weakening a unit before a charge. Better than a charge reroll if you can get 6 inches closer. You can deep strike 2 units from the webway following normal rules for Webway Gate 9" from enemy units and within 3" of the gate or you can deep strike only 1, but only more than a 1" from the enemy and within 3" of gate.

Finally, the fluff that Harlequins attack out of nowhere is on the tabletop. A Charge of 9" is more than you will be used to making. Nice and poetic. Keep in mind that the Dreaming Shadow have access to Curtainfall, which combos hilariously well with this stratagem, since it turns your 3 shot shuricannon at S7 ap -2 into a 6 Shot Shuricannon with S7 AP2 that can target Characters.

Any character that lacks an invuln or has a low invuln is very potentially dead. Additionally this work on grenades. Yes it works on plasma grenades carried by troupe masters. This means you get D6 S4 AP-1 shots where every hit is 2 hits and every hit of a 6 is 3. You can consolidate up to 6" towards the closest SOARING SPITE Transport, and if all models would end their consolidation move within 3" of it, they can immediately embark on it as if it were your Movement phase even if they disembarked earlier that turn.

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Download: Harlequins Codex.pdf

For the warrior dancers of the Harlequins, there is no distinction between art and war. Followers of the cunning deity known as the Laughing God, they are the strangest and most inscrutable of all the Eldar. Their mastery of the physical arts twinned with their incredible speed makes the Harlequins the deadliest fighters of their race. Every moment is a performance, and they perform their legendary masques with puissant skill, flair and passion - their hallmark upon the field of battle. The Harlequins are not tied to any particular craftworld or Exodite world, but wander from world to world through the interspacial tunnels of the webway.

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