Troupe (Outdated) kt21
A Harlequin, known in the Aeldari Lexicon as a Rillietann, is a member of a very distinct sub-group of the Aeldari species who belongs to none of the existing Aeldari factions, including the Craftworld Asuryani, the Exodites or the Drukhari. They are the keepers of the Black Library and serve the enigmatic Aeldari deity called the Laughing God.
The Harlequins see no distinction between art and war, and their outlook can best be explained by reference to the legend of the Fall; one of their self-appointed duties is to keep this legend alive through their performances. The central figure of Harlequin belief is Cegorach, the Great Harlequin -- also known as the Laughing God.
Player Gunner
APL
3
MV
3⬤
GA
1
DF
3
SV
6+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Fusion Pistol (Rng ◼, AP2, MW3) | 4 | 3+ | 5/3 |
Neuro Disruptor (Rng ⬟, AP1, Stun) | 4 | 3+ | 4/5 |
Harlequin's Blade (Bal) | 5 | 3+ | 4/5 |
Harlequin's Caress | 5 | 4+ | 5/6 |
Harlequin's Embrace (Brutal) | 5 | 3+ | 4/5 |
Harlequin's Kiss | 5 | 3+ | 3/7 |
TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER, GUNNER
Player Leader
APL
3
MV
3⬤
GA
1
DF
3
SV
6+
WND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Fusion Pistol (Rng ◼, AP2, MW3) | 4 | 2+ | 5/3 |
Neuro Disruptor (Rng ⬟, AP1, Stun) | 4 | 2+ | 4/5 |
Shuriken Pistol (Rng ⬟, Rending) | 4 | 2+ | 3/4 |
Harlequin's Blade (Bal) | 5 | 2+ | 4/5 |
Harlequin's Caress | 5 | 3+ | 5/6 |
Harlequin's Embrace (Brutal) | 5 | 2+ | 4/5 |
Harlequin's Kiss | 5 | 2+ | 3/7 |
Power Weapon (Lethal 5+) | 5 | 2+ | 4/6 |
TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER, LEADER
Player Warrior
APL
3
MV
3⬤
GA
1
DF
3
SV
6+
WND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shuriken Pistol (Rng ⬟, Rending) | 4 | 3+ | 4/4 |
Harlequin's Blade (Bal) | 5 | 3+ | 4/5 |
Harlequin's Caress | 5 | 4+ | 5/6 |
Harlequin's Embrace (Brutal) | 5 | 3+ | 4/5 |
Harlequin's Kiss | 5 | 3+ | 3/7 |
TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER, WARRIOR
Strategic Ploys
Domino Field
Prismatic Blur
- Each time a shooting attack is made against that operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice
- Each time that operative fights in combat, in the Resolve Successful Hits step of that combat, each time your opponent strikes with a normal hit, you can roll 1D6: on a 4+, treat that strike as a parry instead
Rising Crescendo
- It can perform Dash and Charge actions while within Engagement Range of enemy operatives
- Each time it performs a Normal Move, Fall Back, Dash, or Charge action during that activation, it can move an additional ▲
Firefight Ploys
Hero's Path
Hero's Path (3 AP): Move this operative anywhere in the kill zone that is more than ⬟ from enemy operatives.
Murderous Entrance
The Curtain Falls
Equipment
Accelerated Monofilament Wire
Death Mask*
Death Mask: If this operative is incapacitated, at the end of that activation, you gain 1 CP.
Prismatic Grenade*
Name | A | BS | D |
---|---|---|---|
Prismatic Grenade | 4 | 3+ | 3/4 |
Special Rules | |||
Rng ⬟, Limited, Blast ⬤, Indirect, Stun |
Pure PsychoCrystals
Shrieker Toxin Rounds
Supertensile Monofilament Wire
Wraithbone Tasliman
Wraithbone Talisman: Once per battle, when this operative is fighting in combat, making a shooting attack, or a shooting attack is made against it, you can use the Command Re-Roll Tactical Ploy without spending any CP.
Rare Equipment
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP