Void-Dancer Troupe 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.
Lead Player
APL
3
MOVE
3⬤
SAVE
6+
WOUND
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 |
Blade (Bal) | 5 | 2+ | 4/5 |
Caress (Rending) | 5 | 2+ | 4/5 |
Embrace (Brutal) | 5 | 2+ | 4/5 |
Kiss | 5 | 2+ | 3/7 |
Power Weapon (Lethal 5+) | 5 | 2+ | 4/6 |
ABILITIES
Flip Belts
Holo-Suit
Performance Lead
Saedath
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, LEADER, LEAD PLAYER
Death Jester
APL
3
MOVE
3⬤
SAVE
6+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shrieker Cannon (Fus, Heavy, Humbling Cruelty, Rending) | 5 | 3+ | 4/5 |
Shrieker Blade (Reap 2) | 4 | 3+ | 3/4 |
ACTIONS
Shrieking Harvest (2 AP)
ABILITIES
Flip Belts
Holo-Suit
Saedath
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, DEATH JESTER
Player
APL
3
MOVE
3⬤
SAVE
6+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Fusion Pistol (Rng ◼, AP2, MW3) | 4 | 3+ | 5/3 |
Neuro Disruptor (Rng ⬟, AP1, Stun) | 4 | 3+ | 4/5 |
Shuriken Pistol (Rng ⬟, Rending) | 4 | 3+ | 3/4 |
Blade (Bal) | 5 | 3+ | 4/5 |
Caress (Rending) | 5 | 3+ | 4/5 |
Embrace (Brutal) | 5 | 3+ | 4/5 |
Kiss | 5 | 3+ | 3/7 |
ABILITIES
Flip Belts
Holo-Suit
Saedath
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PLAYER
Shadowseer
APL
3
MOVE
3⬤
SAVE
6+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Neuro Disruptor (Rng ⬟, AP1, Stun) | 4 | 3+ | 4/5 |
Shuriken Pistol (Rng ⬟, Rending) | 4 | 3+ | 3/4 |
Miststave (Stun) | 4 | 3+ | 4/5 |
ACTIONS
Fog Of Dreams (1 AP)
Hallucinogenic Grenade (1 AP)
Mirror Of Minds (1 AP)
Veil Of Tears (1 AP)
ABILITIES
Flip Belts
Holo-Suit
Saedath
VOID-DANCER TROUPE, AELDARI, HARLEQUINS, <MASQUE>, PSYKER, SHADOWSEER
Strategic Ploys
Between Colours
Cegorach's Jest
If the result is equal to or less than the Weapon Skill characteristic of the enemy operative's selected melee weapon, treat that strike as a parry instead (the Brutal special rule has no effect for that parry).
Domino Field
This Strategic Ploy costs 1 additional Command point for each previous time you’ve used it during the battle (e.g. 1CP the first time you would use it, 2CP the second time, etc.).
Prismatic Blur
Allegory - Comedy
- Performance: The operative performs a Fall Back action.
- Accolade: This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
Allegory - Epic
- Performance: The operative incapacitates an enemy operative in combat by inflicting damage with two or less attack dice in the Resolve Successful Hits step.
- Accolade: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike or parry with one normal hit as if it were a critical hit.
Allegory - Melodrama
- Performance: The operative incapacitates an enemy operative in a shooting attack by inflicting damage with two or more attack dice in the Resolve Successful Hits step.
- Accolade: Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.
Allegory - Odyssey
- Performance: The operative performs a Charge action and ends the move within ⬟ of your opponent’s drop zone.
- Accolade: This operative can move up to a distance equal to its Movement characteristic plus ◼ for Charge actions, instead of plus ⬤.
Allegory - Tragedy
- Performance: The operative loses wounds from a shooting attack made by an enemy operative.
- Accolade: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is not in Cover, you can retain one as a successful normal save without rolling it.
Firefight Ploys
Capricious Role
Murderous Entrance
Ruthless Derision
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 (Shrieker Cannon)
Shrieker Toxin Rounds (Shuriken Pistol)
Supertensile Monofilament Wire
Support Grip*
Cumbersome: An operative cannot move more than 3⬤ in the same activation in which it performs a Shoot action with this ranged weapon.
Wraithbone Talisman
Wraithbone Talisman: Once per battle, when this operative is fighting in combat, making a shooting attack, or a shooting attack is being made against it, you can use the Command Re-Roll Tactical Ploy without spending any Command Points.
Rare Equipment
Hidden Guise
Hidden Guise: Once per battle, at the start of the Strategy Phase, you can select this operative to have the pivotal role instead.
Crystal Shard
Crystal Shard: Once per battle, when a shooting attack is made against this operative, at the start of the Roll Defence Dice step of that shooting attack, you can use this ability. If you do so, until the end of the Turning Point, this operative has a 3+ Invulnerable Save.
Shimmerclone
Shimmerclone: Once per battle, in the Resolve Successful Hits step of a combat or shooting attack, when damage would be inflicted on this operative from an Attack die, you can use this ability. If you do so, ignore the damage inflicted by that Attack die.
Falcon's Feather
Falcon's Feather: At the start of each Firefight phase after the first, if this operative is not within Line Of Sight of every enemy operative, it can perform a free Dash action.
Mocking Panoply
Mocking Panoply: Each time this operative moves, you can roll 1D6 for each enemy operative it moved within ⬤ of during that move. On a 5+, that enemy operative suffers 1D3 Mortal Wounds.
Raiment Of Mirrors
Raiment Of Mirrors: Each time this operative fights in combat, or a shooting attack is made against it by an enemy operative within ⬟ of it, in the Roll Attack Dice step of that combat or shooting attack, your opponent's Attack Dice results of 1-3 are failed hits.
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.
Void-Dancer Troupe
Mythic Play
- If your Performance tally is four or more, you score 1VP.
- If your Performance tally is six or more, you score 1VP.
Hero's Path
At the end of the battle:
- If that friendly operative has incapacitated more enemy operatives than each other friendly VOID-DANCER TROUPE operative has during the battle, you score 1 VP.
- If that friendly operative is wholly within your opponent’s drop zone, you score 1 VP.
Grand Act
When this Tac Op is revealed, start a Grand Act tally, adding one to the tally the first time each different Performance is completed by any friendly VOID-DANCER TROUPE operative. Note that it does not have to be the active Allegory’s Performance.
- If your Grand Act tally is five, you score 1VP.
- If you achieve the first condition before the fourth Turning Point, you score 1VP.
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