Harlequin Codex WH40K 7thEd

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Fandex based on original GW codex upgraded through the versions to 7th edition.Some things still in playtesting.

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    HARLEQUINS

    Harlequin Special Rules Acrobatic:Units entirely composed of models with this special ruleRunan additional 3.

    Battle Celerity: Units entirely composed of models with this special rule can Charge normallyafter Running.

    If a Harlequin army Primary Detachment has a Great Harlequin he must be the Warlord.

    Battle Masques: If the army includes a Great Harlequin one Masque may be chosen to use

    instead of a Warlord Trait. Only one Masque may be used per battle, chosen from the Masques

    known by the Great Harlequin used. Masques are only in effect as long as the Great Harlequin

    is alive.

    Cegorachs Veil: If the Harlequin army has 4 or more Shadowseers on the table, any Veil of

    Tears Psychic test is successful on a 3+ instead of 4+. If a Master Shadowseer is on the table,

    any Veil of TearsPsychic test is automatically successful without rolling and removes oneWarp Chargedie from the pool. This is done before any other Powers are attempted.

    Dance of Death: grantsFurious Charge&Hit and Run

    Dispersed Formations: Harlequin armies use 4 coherency instead of 2. This applies to

    Independent Characters joining a unit as well.

    Masters of the Webway: If the Great Harlequin has a webway portal he can select three

    Harlequin units with Surprise Assaultand their transport, in Reserve to WebwayDeep Strike

    (as if they have a webway portal).

    Surprise Assault: Units entirely composed of models with this special rule can perform aDisorderedChargewhen arriving from a Webway portal even though they entered fromreserve.

    Harlequins can only take an FOC Fortification if they have taken Allies.

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    Warlord Traits1. Focused Assault: (BRB) Your Warlord, and all Harlequin units within 12, add 1 to the result

    when rolling the charge distance.

    2. Iron Resolve: (SM) When determining Assault results add one to your total if the Warlord is

    Locked in Combat.

    3.

    Fates Messenger: (E) The Warlord re-rolls all saving throw results of 1.

    4. Master of the Vanguard: (BRB)Your Warlord, and all Harlequin units within 12, roll an extra

    dice when theyRun, using the highest.

    5. Ambush of Blades: (E) One use Only; Declare your Warlord is using this ability at the start ofone of your ShootingorAssaultphases. For the duration of the phase, the Warlord and all

    Harlequin units within 12 of him, re-roll 1s when rolling To Wound.

    6. Master of Interference: (BRB) One Use Only; Declare your Warlord is using this ability at the

    end of one of your turns. Your opponent must randomly select one of hisActive TacticalObjectivesand immediately discard it. (If Mimes are included in the Army you must take

    the following trait instead)Mime Disruption: Whilst your Warlord is alive, your opponent hasa -1 modifier to Reserves rolls.

    Harlequin WargearNote 1: All effects of multiple Masks combine into one mask.

    Note 2: You may only use the special rules for the one weapon being used to actually hit.

    Note 3: Gunslinger: (BRB) All models with two pistols can fire both in shooting phase.

    Cegorachs Favor: (Independent Characters only) Once per gameany roll of a single D6 may be re-

    rolled.

    Cegorachs Sting: Rng: 12 S: 4 AP: 2 Pistol, Poison (2+), Master-Crafted.

    D-Cannon: (E) Rng: 24 S: 10 AP: 2 Hvy 1, Blast, Barrage, Distort, Pinning

    Distort: On a Wound roll of 6, automatically wounds regardless of Toughness and inflictsInstant

    Deathregardless of Toughness. Vehicle Armor Pen of 6 are automatically a penetrating hit.

    D-Scythe: (E) Rng: Template S: 4 AP: 2 Assault 1, Distort

    Domino-Field (D-Field): 4+ Invulnerable save. PreventsPrecision Strikes/Shots.

    Eldar Jetbike: (BRB, E) (Great Harlequin and Master Shadowseer only) Can move 2D6in the assault

    phase. Hammer of Wrath, Jink, and Relentless. Turbo Boost 36.

    Flickerfield: (DE) 5+ Invulnerable save.

    Flip Belt: (E) Not slowed by difficult terrain.

    Fusion Pistol: (E) Rng: 6 S: 8 AP: 1 Pistol, Melta

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    Hallucinogen Grenades: (E) Count as Assault Grenades for character and entire unit if attached.Note:

    Cannot be thrown in shooting phase.

    Hand Flamer: (BASM) Rng: Template S: 3 AP: 6 Pistol

    Harlequin Shadow Targeter: Grants Interceptor, Nightvision, and +1 to Snap Shot rolls.

    Harlequins Kiss: (E) normal CCW, Melee, Rending

    Haywire Grenades: (E) Rng: 8 S:2 AP: - Assault 1, Haywire. May only make one Attack.

    1 = no effect, 2-5 = glancing hit, 6 = penetrating hit

    Haywire Launcher: (IA11u) Rng: 24 S: 3 AP: 4 Heavy 2, HaywireHaywire: 1 = no effect, 2-5 = glancing hit, 6 = penetrating hit

    Holo-suit: (E) 5+ Invulnerable save

    Jesters Mask: Grants Ignores Cover, Interceptor, and Nightvision

    Mask of Fear: Opponents locked in combat have -1 Ld, unless immune toFear.

    Neuro-disruptor: Rng: Template S: (8) AP: 1 Pistol; S against targets own Ld or majority not

    Toughness.

    Vehicle hit has no effect on vehicle itself only crew, 1= no effect, 2-3 = crew shaken, 4-6 = crewstunned.

    Night Shields: (DE) Grants Stealth.

    Pack Grenade Launcher: Rng: 12 S and AP: Grenade type Assault 1; Can be fired in addition to

    normal shooting. One grenade type must be selected for entire game. Haywire, Krak, Plasma, orTanglefoot grenades.

    Plasma Grenades: (BRB) Assault Grenades Rng: 8 S: 4 AP: 4 Assault 1, Blast.Negate the effect ofcover in close combat, so that all attacks are in initiative order. 1 A against vehicles, gun

    emplacements, and MC.

    Plasma Pistol: Rng: 12 S: 7 AP: 2Pistol; Does not Get Hot, due to Eldar technology.

    Phase Field: Phases models out of phase with solid matter allowing them to pass through solid objectsand move unrestricted more quickly. Move up to 6+2D6 in the Movementphase. Can move through

    all models and terrain, including Impassable. Cannot end move in or on Impassable terrain or within 1

    of an enemy model. Difficult and Dangerous terrain have no effect. Can run phased 3+D6 if notshooting.Cannot Blitz Attack in the same Turn Phase Field is used.

    Power Blades: (E) S: User AP: 3 Melee and confers +1 extra Attack for two CCWs by itself.

    Power Weapons:

    Power Sword S: User AP: 3 Melee

    Power Axe S: +1 AP: 2 Melee, Unwieldy

    Power Lance S: +1/User AP: 3/4 (first stat for charge only) Melee

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    Prism Blaster: (IA11u) Rng: 18 S: 7 AP: 2 Heavy 2, Lance, Ghostlight

    Ghostlight: When one or more Jesters inflicts two or more hits with the Ghostlight special ruleon an enemy unit or vehicle, they may choose to either resolve the hits normally, or to inflict a

    single Ghostlight attack in place of all hits with the Ghostlight special rule. When resolving a

    Ghostlight attack, each hit that was inflicted on the target unit or vehicle either increase theattacks Strength by +1 or reduce its AP by -1, to a maximum of Strength 10 and a minimum of

    AP 1. (Note: Separate Death Jesters on the battlefield can Ghostlight together on the sametarget. Designate one Jester for shot direction.)

    Rictus Mask: Any enemy unit within 6 of model and LOS must take a Morale test at the start of their

    turn. If failed, the unit may do nothing that turn. If a unit is in combat or immune to Morale tests then

    they are unaffected.

    Riveblades:S: User AP: Ignores Armor Saves, Melee, Rending, Shred, Specialist Weapon. A wound

    roll of 6 in addition toRending,if unsaved, causes two wounds instead of one. Target canFNPeach

    wound received.

    Shadow Field: (DE) (Independent Characters Only) 2+ Invulnerable save, a fail destroys field at theend of the phase.

    Shrieker Cannon: Rng: 24 S: 6 AP: 5 Assault 3, Bladestorm, Pinning

    Staff of The Laughing God: (Illantith only) S: User AP: 3, Melee, Armourbane, Fleshbane, SoulBlaze, Warp Circuit; Warp Circuit: Staff may store one Warp Chargefor later use with a successful

    Psychic test using only the one intended Warp Chargedie. Failure expends the Warp Charge.

    Storm Glove: S: x2 AP: 2 Melee

    Spinneret Rifle: (E) Rng: 18 S: 6 AP: 1 Rapid Fire, Monofilament, Pinning

    Sunrifle: (E) Rng: 24 S: 3 AP: 3 Assault 3, Blind, Pinning

    Tanglefoot Grenades:Defensive grenades. Rng: 8 S: 1 AP: - Assault 1, Blast, Entangle. (No effect

    when charged if already engaged or Gone to Ground.)Entangle:When thrown Blast Marker remainsin play and counts asDifficult Terrainfor the purposes of moving only. No effect on charges or Non-

    walker vehicles.

    Tempest Launcher: (E) Rng: 36 S: 4 AP: 3 Heavy 2, Barrage, Blast, Pinning

    Venom Blade: (DE) CCW, Melee, Poison (2+)

    Void Sabre: (IA11) CCW adding +1S, Melee, Rending

    Webway portal: (DE) If a model with a webway portalis in Reserves or Ongoing Reserves, then the

    model and any unit it has joined or is embarked upon has the Deep Strike special rule. This model, andhis unit, will not scatter if arriving from Deep Strike Reserve.

    Witch staff: (Shadowseers only) S: User AP: -, Melee, Armourbane, Fleshbane, Soul Blaze

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    Harlequin Armory

    Harlequin characters may pick up to two single-handed weapons from the list below replacing one of

    their existing weapons and may additionally pick a second pistol as well. You may not take duplicate

    items of wargear for the same model other than a Shuriken pistol.

    Single Handed Weapons Wargear

    Weapon Points Wargear Points

    Fusion pistol 15 Bio-explosive Ammo 5Harlequins Kiss 5 Cegorachs Favor(IC Only) 10

    Neuro-disruptor 20 Domino-field 25

    Plasma Pistol 15 Haywire grenades 5

    Power weapon 15 Phase field 20

    Riveblades 35 Plasma grenades 2

    Shuriken Pistol 5 Power blades 15

    Storm Glove 20 Rictus mask 25

    Venom Blade 5 Shadow Field 30

    Void Sabre 15 Tanglefoot grenades 10

    Gifts of Cegorach

    Only one of each of the following may be taken per Army.

    Gifts Points

    Dread Mask 35

    Mask of CegorachsShadow 50

    The Tricksters Touch 35

    Shard of Anaris 40

    Ward of the Black Library 30

    Dread Mask: CausesFear. Any unit losing assault against a Harlequin with a Dread mask must take

    their Morale check on 1D6 more than normal. Opponents locked in combat gain no benefit from

    FearlessorAnd They Shall Know No Fear.

    Mask of Cegorachs Shadow:The bearer gains Shroudedand Stealthspecial rules. In addition the

    bearer can re-roll failed cover saves.

    The Tricksters Touch:S: x2 AP: 2 Melee, Master-crafted, Spiritstealer, StrikedownSpiritstealer: Add 1 to the Touchs Strength for each unsaved Wound it caused earlier in the

    game. The Strength cannot exceed 10. (Replaces one weapon)

    Shard of Anaris: S: +2 AP: - Melee, Rending, Vauls WorkVauls Work: The bearer of this weapon has theFearlessspecial rule. In a challenge, Attacks

    made with this weapon have theFleshbaneandInstant Deathspecial rules. (Replaces one weapon)

    Ward of the Black Library:(Psyker only) One Use Only, any Psychic power successfully cast on the

    board can beNullifiedon a 4+ or a 2+ if it is a Chaos, Daemon, or DaemonologyMaleficpower.

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    HQ

    Lycinthor the Great Harlequin

    Points WS BS S T W I A Ld Sv

    Lycinthor 235 8 7 4 4 3 8 4 10 4+Inv

    Composition: Unique (Counts as the one Great Harlequin)

    Unit Type: Infantry (ch) or Bike (Eldar Jetbike) (ch) (if mounted on one)

    Wargear:

    Mask of Fear

    Domino-field

    Flip belt

    Fusion pistol

    Shuriken pistol

    Bio-explosive ammo

    Riveblades

    Plasma grenades

    Tanglefoot grenades

    Haywire grenades

    Webway portal

    Domination Mask: GrantsFear, Stubborn, and functions as a Rictus Maskbut with 12 range.

    Special Rules:

    Independent character

    Battle Celerity

    Dance of Death

    Disarming Strike (E)

    Fleet

    Masters of the Webway

    Move thru Cover

    Skilled Rider

    Surprise Assault

    Ancient Strategist: Lycinthor Seizes the Initiativeon a 5+ or a 4+ ifMime Reconnaissanceis ineffect. Lycinthor adds 2 to the roll forMime Reconnaissance. Also Lycinthor generates oneadditional Tactical Objectiveon his first turn.

    Mime Reconnaissance: If Mimes are included in the army, the Great Harlequin rolls a D3 afterboth sides deployment. The result is the number of Reserve rolls he can re-roll or force his

    opponent to re-roll in any combination.

    Options:

    May take:

    o Jetbike +20pts

    Battle Masques:

    Masque of Retribution: grants entire armyCounter-Attack.

    Masque of the Red Death: Once per Game; Great Harlequin and Harlequin infantry units

    within 12haveRampage.

    Masque of the Laughing God: Great Harlequin and Harlequin units within 24havePreferredEnemy (All Chaos and Daemons)and do not suffer the penalties fromDisordered Charge.

    Masque of the Tricksters Haste: Great Harlequin and Harlequin infantry units within 24haveAcrobatic.

    Masque of CegorachsMarch: Harlequin infantry units arriving from Reserve (Including DeepStrike) can perform aDisordered chargeon the Turn they arrive. (Note:Furious Charge

    cannot be used.)

    NOTE: If Lycinthor takes a Jetbike, Harlequin Jetbike units of 5+ models count as Troops.

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    0-1 Great Harlequin

    Points WS BS S T W I A Ld Sv

    Great Harlequin 80 7 6 3 3 3 8 4 10 5+Inv

    Composition: 1 Great Harlequin

    Unit Type: Infantry (ch) or Bike (Eldar Jetbike) (ch) (if mounted on one)

    Wargear: Mask of Fear

    Holo-suit

    Flip belt

    Shuriken pistol

    CCW

    Plasma grenades

    Special Rules:

    Independentcharacter

    Battle Celerity

    Dance of Death

    Fleet

    Masters of theWebway

    Mime

    Reconnaissance

    Move thru Cover

    Skilled Rider

    Surprise Assault

    Options:

    May take any equipment from the Harlequin armory. May take any items from Cegorachs Giftslist.

    May take one:

    o Eldar Jetbike +20pts

    o Venom Chariot (below)

    May take:o Webway portal +30pts

    Battle Masques:

    Masque of Retribution: grants entire armyCounter-Attack.May choose additional Battle Masques for the following points.

    +10ptsMasque of the Red Death: Once per Game; Great Harlequin and Harlequin infantryunits within 12haveRampage.

    +5ptsMasque of the Laughing God: Great Harlequin and Harlequin units within 24have

    Preferred Enemy (All Chaos and Daemons)and do not suffer the penalties fromDisordered

    Charge.

    +10ptsMasque of The Tricksters Haste: Great Harlequin and Harlequin infantry units within

    24haveAcrobatic.

    +5ptsMasque of CegorachsMarch: Harlequin infantry units arriving from Reserve (IncludingDeep Strike) can perform aDisordered chargeon the Turn they arrive. (Note:Furious Charge

    cannot be used.)

    NOTE: If the Great Harlequin takes a Jetbike, Harlequin Jetbike units of 5+ models count as Troops.

    Harlequin Venom Chariot

    Points Front Side Rear HP BS Save

    Harlequin Venom Chariot 55 11 11 10 3 4 5+ Inv

    Composition: 1 Harlequin Venom Chariot

    Type: Vehicle (Fast, Skimmer, Open-topped, Chariot)

    Wargear:

    Twin-linked Shuriken catapults Flickerfield

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    Vectored engines (E)

    Transport: One Great Harlequin only

    Special Rules:

    Deep Strike

    Jink

    Sweep Attack

    Agile: (IAAe) grants a +1 for Jink cover saves. Acrobatic Dismount: Harlequins with a Flip belt can Disembark if moved up to 12.Over 6

    requires a Dangerous Terrain test. If a Venom Chariot is wrecked or explodes the Great

    Harlequin can dismount more safely with a successful Initiative test. If successful the GreatHarlequin is not pinned and only wounded on a 6. If he fails he suffers wounds as normal and

    tests for pinning as normal.

    Options:

    May exchange the Shuriken catapults for:

    o Fusion gun +10pts o Shrieker cannon +10pts

    May be upgraded with:

    o

    Crystal Targeting Matrix (E)+25pts

    o Ghostwalk Matrix (E) +10pts

    o

    Spirit Stones (E) +10ptso Star engines (E) +15pts

    Master Shadowseer Illantith

    Points WS BS S T W I A Ld Sv

    Illantith 220 7 7 3 4 3 8 3 10 4+Inv

    Composition: Unique

    Unit Type: Infantry (ch)

    Wargear:

    Mask of Fear

    Domino-field

    Flip belt

    Plasma Pistol

    Shuriken pistol

    Bio-explosive ammo

    Staff of TheLaughing God

    Power Blades

    Cegorachs Favor

    Plasma grenades

    Tanglefoot grenades

    Hallucinogengrenades

    Haywire grenades

    Bane Mask: GrantsAdamantium Will,Fear, and works as a Ghosthelm.

    Runes of the Laughing God: One use only; Expending double the harnessed Warp Chargesneeded, doubles the range of Psychic powers that have a range.

    Runes of Warding:(E) One use only; Immediately before the Shadowseers unitmakes aDenythe Witch roll, he can choose to use these runes to grant this unit an additional +2 modifier tothe dice rolls.

    Runes of Witnessing: (E) One use only; If the Shadowseer fails a Psychic test, he can use therunes to re-roll the test (potentially negatingPerils of the Warpin the process).

    Special Rules:

    Independent character

    Battle Celerity

    Cegorachs Veil

    Dance of Death

    Fleet

    Move thru Cover

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    Preferred Enemy (All Chaos, Daemons)

    Psyker (Mastery Level 4)

    Surprise Assault

    Spirit Mark: At any time during your movement phase nominate a single enemy unit within 12

    of Illantith, place a counter next it to show it has been spirit-marked. Wraithlords can re-roll ToHitrolls of 1 against spirit marked units. At the end of your turn remove all spirit-markcounters from play.

    Options: May take:

    o Webway portal +30pts

    Psychic Powers: Require Psychic Test. Shadowseers always have Veil of Tears. May roll for remaining

    powers from Runes of Shadow, Telepathy, Divination, and Daemonology Sanctic (as normal).

    Veil of Tears: Blessing that affects the Shadowseer and their unit. Whilst the power is in effect,any enemy unit wishing to target the Shadowseer or their unit must roll 2D6x2. If theShadowseer or their unit, is not within this distance in inches, the enemy unit may not fire this

    turn. Has no effect while mounted on a Transport.

    (Warp Charge 1)

    Runes of ShadowPrimaris:Misdirection:Blessing,Whilst the power is in effect, Enemies wishing to chargeShadowseer and joined unit, must pass a Leadership test on 3D6. Failure results in charging

    unit doing nothing that turn. Has no effect while mounted on a Transport.

    (Warp Charge 1)

    1. Terror Maelstrom: Nova, Rng: 9 S: 8 AP: 2 Assault 1D6, Terrify.

    Terrify: Units hit have -1 to theirLeadershipand treat all enemy units as havingFearuntil the

    start of the Psykersnext Psychic phase.

    (Warp Charges 3)

    2. Doom:Malediction, target a single enemy unit within 24. Re-roll failed Wounds / Armor

    Penetration on targeted unit until start of Psykers next Psychic phase.(Warp Charge 1)

    3. Executioner: Focused Witchfire, forms a psychic projection of the Shadowseer within 24.

    The target suffers 3 hits, resolved at the Shadowseers Strength with the Fleshbane special rule,

    and AP-. If the target is removed from play as a result, another model in the same unit suffers 2hits as described above. If the second target is slain, a third and final model in the same unit

    suffers 1 hit as described above.

    If the Warp Charges harnessed exceeds the cost the Shadowseer picks the target within a unit.A success still requires the projection to hit the unit as normal. If the Shadowseer chose the first

    target model, then he chooses the second and third target models. If the first target was selected

    by closest, then the second and third targets must also be closest.(Warp Charge 1)

    4. Fortune:is a Blessing that targets a single friendly unit within 24. Whilst this power is in

    effect, the target can re-roll all failed saving throws andDeny the Witchrolls.

    (Warp Charges 2)

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    5. Iridescence:Blessing,Target any Harlequin unit within 18. Whilst the power is in effect, the

    Harlequins Holo-suits and D-fields gain +1 to their Invulnerable saves.

    (Warp Charge 1)

    6. Laughing Gods Imbuement:Blessing targets Shadowseer. Whilst the power is in effect, the

    Shadowseer gains +3 Strength and Toughness and gains theFeel No Pain (4+) special rule.(Warp Charge 2)

    Master Shadowseer

    Points WS BS S T W I A Ld Sv

    Master Shadowseer 80 6 5 3 3 2 7 3 10 5+Inv

    Composition: 1 Master Shadowseer

    Unit Type: Infantry (ch) or Bike (Eldar Jetbike) (ch) (if mounted on one)

    Wargear:

    Mask of Fear

    Holo-suit

    Flip belt

    Shuriken pistol

    Witch staff

    Plasma grenades

    Hallucinogen grenades

    Options:

    May take any equipment from the Harlequin armory.

    May take any items from Cegorachs Giftslist.

    May take one:

    o Eldar Jetbike +20pts

    o Webway portal +30pts

    May take:o

    +20ptsGemini Mask: GrantsFear. Grants Mastery level 3. Works as a Ghosthelm.

    o +10ptsRunes of the Laughing God: One use only; Expending double the harnessed

    Warp Chargesneeded, doubles the range of Psychic powers that have a range.

    o +10ptsRunes of Warding:(E) One use only; Immediately before the Shadowseers unitmakes aDeny the Witch roll, he can choose to use these runes to grant this unit an

    additional +2 modifier to the dice rolls.

    o +15ptsRunes of Witnessing: (E) One use only; If the Shadowseer fails a Psychic test,he can use the runes to re-roll the test (potentially negatingPerils of the Warpin the

    process).

    Special Rules:

    Independent character Battle Celerity

    Cegorachs Veil

    Dance of Death

    Fleet

    Move thru Cover Psyker (Mastery Level 2)

    Skilled Rider

    Surprise Assault

    Psychic Powers: Require Psychic Test. Shadowseers always have Veil of Tears. May roll for

    remaining powers from Runes of Shadow, Telepathy, Divination, and Daemonology Sanctic

    (as normal).

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    Elites

    Cuidon the Invisible Death

    Points WS BS S T W I A Ld Sv

    Cuidon 300 9 8 4 4 4 10 5 - 3+Inv

    Composition: Unique (Counts as the one Solitaire)

    Unit Type: Infantry

    Wargear:

    Mask of Fear

    Cegorachs Favor

    Phase Field

    Domino-field

    Flip belt

    Fusion pistol

    Neuro-disruptor

    Master-Crafted

    Riveblades

    Plasma grenades

    Tanglefoot grenades

    Haywire grenades

    Shadow Mask: GrantsFear. Makes Cuidon appear to be only an apparition from a distance

    causing the enemy to misjudge his position. Permanent Veil of Tears(No psychic test required).

    Also grants a +1toDeny the Witch(Does not apply to Spiritless).

    Webway Shard Talisman: Acts as a personal Webway portalwith a +1 to his reserve roll.

    Special Rules:

    (May not join a unit)

    Battle Celerity

    Adamantium Will

    Dance of Death

    Eternal Warrior

    Fleet

    Infiltrate

    Monster Hunter

    Move thru Cover

    Precision Shot/Strike

    Scout

    Surprise Assault

    TrickstersRuse:One use only; The first time Cuidon is removed as a casualty, place a counterto mark the spot where he Died. Roll a D6 at the start of each of your subsequent turns. If the

    result is 4+, place him within 1 of the counter with D3 wounds restored. If he would be placedwithin 1 of another model, move him by the minimum possible distance so that he is not

    within 1. Cuidon can act normally in the turn he Resurrects. Cuidon is not considered tohave been killed for the purpose of the mission objective First Blood or for the purposes ofearning victory points in missions which award them for completely destroying enemy units

    until he is removed as a casualty a second time or the game ends before he returns.

    Martial Agility: Cuidons agility and martial skill combined with a Domino-field grants a3+Invulnerable save. Cuidons Precision Shots/Strikes occur on a 5+. Strikes occur on 4+ if hedid notBlitz Attack.

    Directed Assault: Cuidons celerity and martial skill allow him to charge to any model withincharge range ignoring the shortest route for the best position. Also when Cuidon Infiltrates,

    uses Scout, or arrives from Reserves he can sacrifice his shooting phase to charge in theAssault phase but cannot useFleet or Blitz Attackon that charge.

    Spiritless: Does not have to take Leadership tests of any kind. Any attacks based on Ldhave no effect and automatically fail. MustDeny the Witchagainst friendlypowers targeting

    him with 1D6 per Warp Charge harnessed to cast (Dice used not from Psychic pool).

    Blitz Attack: Can assault up to 3D6. Cannot use a Phase field and Blitz in same Turn. Instead

    of normal +1 A for charging, gains +1 A for each inch of unused charge up to a max of +6 A

    for charging.

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    0-1 Solitaire

    Points WS BS S T W I A Ld Sv

    Solitaire 125 8 7 4 4 3 8 4 - 5+Inv

    Composition: 1 Solitaire

    Unit Type: Infantry

    Wargear: Mask of Fear

    Holo-suit

    Flip belt

    Shuriken pistol

    CCW

    Plasma grenades

    Special Rules:

    (May not join a unit)

    Acute Senses

    Adamantium Will

    Battle Celerity

    Dance of Death

    Fleet

    Infiltrate

    It Will Not Die

    Move thru Cover

    Precision Shot/Strike

    Surprise Assault

    Spiritless: Does not have to take Leadership tests of any kind. Any attacks based on Ldhave no effect and automatically fail. MustDeny the Witchagainst friendlypowers targeting

    him with 1D6 per Warp Charge harnessed to cast (Dice used not from Psychic pool). Blitz Attack: Can assault up to 3D6. Cannot use a Phase field and Blitz in same Turn. Instead

    of normal +1 A for charging, gains +1 A for each inch of unused charge up to a max of +6 Afor charging.

    Options:

    May take any equipment from the Harlequin armory.

    May take any items from Cegorachs Giftslist.

    May take:

    o Webway portal +30pts

    Veteran Death Jesters

    Points WS BS S T W I A Ld Sv

    Veteran Death Jester 25 5 5 3 3 1 6 2 9 5+ Inv

    Composition: May include 1-3 for each Elites choice.

    Unit Type: Infantry (ch)

    Wargear:

    Mask of Fear

    Holo-suit

    Flip belt

    Shrieker cannon

    Power Blades

    Special Rules:

    Independent Character(Must be deployed at the same time but may be deployed separately on

    the battlefield.)

    Dance of Death

    Fast Shot (E)

    Fleet

    Split Fire (only applies to Jester)

    Stealth

    Surprise Assault

    Relentless

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    Options:

    May be given additional wargear (Not weapons) from the Harlequin armory.

    May exchange their Shrieker cannon for one of the following:o Brightlance +10pts

    o Dragons Breath Flamer free

    o

    Eldar Missile Launcher+10pts Flakk Missiles +10pts

    o Firepike +10pts

    o Haywire Launcher +10pts

    o Prism Blaster +20pts

    o

    Spinneret Rifle +10ptso Sunrifle +10pts

    o Tempest Launcher +15pts

    May take:

    o Jesters Mask +15pts

    For +65pts one Death Jester can be upgraded to Ankido with the following profile and additional rules.

    Ankido the Last Laugh

    Points WS BS S T W I A Ld Sv

    Ankido (ch) +65 5 6 3 3 2 6 2 10 2+I/5+I

    Additional Wargear and Special Rules:

    Jesters Mask Marksmans Eye (E)

    Shadow Field Tank Hunter

    Death Shot: When killed, Ankido fires 1 last shot at the unit that killed him or the closest

    enemy unit if the one that killed him is not available.

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    Troupes

    0-1 Mime Troupe

    Points WS BS S T W I A Ld Sv

    Mime 20 5 4 3 3 1 6 2 9 5+Inv

    Mimic (ch) +35 5 4 3 3 1 6 3 10 5+Inv

    Composition: 4-10 Mimes.

    Unit Type: Infantry

    Wargear:

    Mask of Fear

    Holo-suit

    Flip belt

    Shuriken pistol

    CCW

    Plasma grenades

    Special Rules:

    NOTE: The Mime unit never has Objective Secured.

    Battle Celerity

    Dance of Death

    Deep Strike Fleet

    Infiltrate

    Mime Invisibility

    Move thru Cover

    (Mimic, Danji) Brotherhood of

    Psykers (Mastery 1)

    Scout

    Shrouded

    Surprise Assault

    Options:

    Any Mime may replace its CCW with:

    o Harlequins Kiss +4 pts

    Up to two Mimes may replace theirCCW with:

    o Power Weapon +10 pts

    o Void Sabre +10 pts

    Up to two Mimes may replace theirShuriken pistol with:

    o Fusion pistol +10 pts

    o Plasma pistol +10 pts

    One Mime may replace their Shuriken

    pistol with:

    o Hand Flamer +5pts

    One Mime may exchange theirShuriken pistol with:

    o Neuro-disruptor +15 pts

    Any Mime may take an additionalShuriken pistol for +1 pt each.

    The Mime unit can be armed withHaywire grenades for +2pts per model.

    Character:

    One Mime may be upgraded to a Mimic (ch) for +35pts.

    A Mimic may be given additional equipment from the Harlequin armory.

    Additional Special Rules:o Move thru Cover

    o Brotherhood of Psykers (Unit becomes Mastery level 2)

    o

    Mimics only haveMime Invisibility. No additional power despite Mastery 2 but gain a+1 to the roll forMime Invisibilityonly.

    o Masters of Infiltration: A Mime unit with a Mimic can deploy regardless of anydeployment restrictions and can always start in Reserve. The Mimic and his unit can

    Deep Strikewithout scattering. The unit can perform aDisordered chargeon the turn

    they arrive from Reserves (Including Deep Strike), on the first turn, even if Infiltrated,or used the Scout move but cannot useFurious Chargeon that charge.

    Psychic Power: Require Psychic Test.

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    Mime Invisibility: Blessing that affects the Mimic and their unit. Whilst this power is in effect,

    any enemy unit targeting the Mimic or their unit may only fire Snap Shotsand only hit the unit

    in close combat on a To Hitroll of 6. Has no effect while mounted on a Transport.(Warp Charge 1)

    Dedicated Transport: Harlequin Venom (Unit size cannot exceed transport capacity)

    For +135ptsa Mime may be upgraded to Danji the Master Mimic in place of the normal Mimic withthe following profile and additional rules.

    Danji the Master Mimic

    Points WS BS S T W I A Ld Sv

    Danji (ch) +135 6 5 3 3 2 7 3 10 2+I/5+I

    Wargear:

    Mask of Fear

    Holo-suit

    Shadow field

    Flip belt

    Cegorachs Sting

    Shuriken pistol

    Riveblades

    Master-Crafted

    Venom Blade

    Haywire grenades

    Plasma grenades

    Tanglefoot grenades

    May be given additional wargear (not weapons) from the Harlequin armory.

    May take any items from Cegorachs Giftslist.

    Additional Special Rules:

    Acute Senses

    Move thru Cover

    Masters of Infiltration

    Psyker (Mastery level 2) NOTE: addsto pool in addition to units Mastery 1.

    Stalker (E)

    Master of Assassination: All Danjis

    shooting and combat hits are Precision

    Shots and Strikes.

    (Excluding Snapshots)

    Psychic Powers: Require Psychic Test. Danji always hasMime Invisibility. May roll for remainingpower from Runes of Battle.

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    Harlequin Troupe

    Points WS BS S T W I A Ld Sv

    Harlequin 15 5 4 3 3 1 6 2 9 5+Inv

    Shadowseer (ch) +30 5 4 3 3 1 6 2 9 5+Inv

    Death Jester (ch) +10 5 4 3 3 1 6 2 9 5+Inv

    Troupe Master (ch) +20 5 4 3 3 1 6 3 10 5+Inv

    Composition: 4-15Harlequins.

    Unit Type: Infantry

    Wargear:

    Mask of Fear

    Holo-suit

    Flip belt

    Shuriken pistol

    CCW

    Special Rules:

    Battle Celerity

    Cegorachs Veil(Shadowseer) Dance of Death

    Fleet

    Psyker (Mastery Level 1) (Shadowseer)

    Surprise Assault Veil of Tears (Shadowseer)

    Options:

    Any model may replace their CCW

    with:

    o Harlequins Kiss +4 pts

    Up to one in five models may replace

    their Shuriken pistol with:

    o Fusion pistol +10 pts

    o

    Plasma pistol +10 pts

    Up to one in seven models may replace

    their Shuriken pistol with:

    o Hand Flamer +5pts

    One model may replace their Shuriken

    pistol with:

    o Neuro-disruptor +15pts

    Any model may take an additionalShuriken pistol for +1 pt each.

    The Harlequin unit can be armed with Haywire grenades for +2 pts per model.

    Character:

    One Harlequin may be upgraded to a Troupe Master for +20 pts,

    o May replace his CCW with: Harlequins Kiss free Power weapon free

    Void Sabre +5pts

    Storm Glove +10pts

    o

    Take Pack Grenade Launcher +10pts

    One Harlequin may be upgraded to a Death Jester for +10 pts, replacing both his weapons witha Shrieker cannon.

    One Harlequin may be upgraded to a Shadowseer, Psyker (Mastery Level 1) for +30 pts

    o Hallucinogen grenades

    o Veil of Tears (Shadowseer always has Veil of Tears)

    Note: Has no effect while mounted on a Transport.

    Dedicated Transport: Venom (Unit size cannot exceed transport capacity) or Battle Barge.

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    Dedicated Transports

    Harlequin Venom

    Points Front Side Rear HP BS Save

    Harlequin Venom 55 10 10 10 2 4 5+ Inv

    Composition: 1 Harlequin Venom

    Type: Vehicle (Fast, Skimmer, Open-topped, Transport)

    Transport Capacity: 7 models (5 models if second weapon taken)

    Wargear:

    Twin-linked Shuriken catapults Flickerfield

    Special Rules:

    Deep Strike

    Jink

    Agile: (IAAe) grants a +1 for Jink cover

    saves.

    Acrobatic Dismount: Harlequins with a Flip belt can Disembark if moved up to 12. Over 6

    requires a Dangerous Terrain test. If a Venom is wrecked or explodes Harlequins can dismountwith a successful Initiative test (each model must test separately). If all are successful,Harlequins are not pinned. Successful models are only wounded on a 6. Any models that fail

    suffer wounds as normal and the unit tests for pinning as normal.

    Options:

    Replace the Shuriken catapults with:

    o Fusion gun +5pts o Shrieker cannon +10 pts

    May choose a second weapon:

    o Brightlance +10pts

    o Eldar Missile Launcher +15pts

    o

    Scatter Laser +10pts

    o Shrieker cannon +10pts

    o Star cannon +10pts

    NOTE:If a second weapon is taken Capacity is reduced to 5 models.

    May be upgraded with:

    Crystal Targeting Matrix (E) +25 pts

    Ghostwalk Matrix (E) +10 pts

    Spirit Stones (E) +10 pts

    Star engines (E) +15 pts

    Vectored engines (E) +15 pts

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    Harlequin Battle Barge

    Points Front Side Rear HP BS Save

    Harlequin Battle Barge 95 11 10 10 3 4 5+ Inv

    Composition: 1 Harlequin Battle Barge

    Type: Vehicle (Fast, Skimmer, Open-topped, Transport)

    Transport Capacity: 16 models (Each additional weapon taken reduces Capacity by 2 models.)

    Wargear:

    Shrieker cannon

    Flickerfield

    Ghostwalk Matrix (E)

    Star Engines (E)

    Special Rules:

    Deep Strike Jink

    Acrobatic Dismount: Harlequins with a Flip belt can Disembark if moved up to 12. Over 6requires a Dangerous Terrain test. If a Battle Barge is wrecked or explodes Harlequins candismount with a successful Initiative test (each model must test separately). If all are

    successful, Harlequins are not pinned. Successful models are only wounded on a 6. Any modelsthat fail suffer wounds as normal and the unit tests for pinning as normal.

    Options:

    Replace the Shrieker cannon with:

    o Brightlance +5 pts

    o Eldar Missile Launcher +10 pts

    o Fusion gun free

    o Scatter Laser +5 pts

    o Star cannon +5 pts

    May take up to two of the following:

    o Brightlance +10pts

    o Eldar Missile Launcher +15pts

    o Fusion gun +5pts

    o Scatter Laser +10pts

    o Shrieker cannon +10pts

    o Star cannon +10ptsNOTE: Additional weapons require embarked passengers to be fired.

    Each additional weapon taken reduces Capacity by 2 models.

    May be upgraded with:

    Crystal Targeting Matrix (E) +25 pts

    Harlequin Shadow Targeter +25pts

    Night Shields (DE) +15 pts

    Spirit Stones (E) +10 pts

    Vectored engines (E) +15 pts

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    Fast Attack

    Harlequin Jetbike Squadron

    Points WS BS S T W I A Ld Sv

    Harlequin Jetbike 25 5 4 3 3(4) 1 6 2 9 5+/5+Inv

    Shadowseer (ch) +30 5 4 3 3(4) 1 6 2 9 5+/5+Inv

    Troupe Master (ch) +20 5 4 3 3(4) 1 6 3 10 5+/5+InvComposition: 3-10 Harlequins on Eldar Jetbikes

    Unit Type: Bikes (Eldar Jetbikes)

    Wargear:

    Mask of Fear

    Shuriken pistol

    CCW

    Holo-suit (Works for entire Jetbike)

    Twin-linked Shuriken catapults(Jetbike)

    (Cannot use Flip belts on a Jetbike)

    Special Rules:

    Cegorachs Veil(Shadowseer)

    Dance of Death

    Jink

    Hammer of Wrath

    Psyker (MasteryLevel 1)

    (Shadowseer)

    Relentless

    Skilled Rider

    Surprise Assault

    Veil of Tears(Shadowseer)

    Options:

    Any model may replace their CCW with:

    o Harlequins Kiss +5 pts

    Up to two models may replace their CCW with:

    o Power Weapon +10 pts

    o

    Void Sabre +10 pts

    Up to one in three models may replace thebikes Shuriken catapults with:

    o Fusion gun +5 pts

    o Shrieker cannon +10 pts

    Character:

    One Harlequin may be upgraded to a Troupe Master for +20 pts,

    o May replace his CCW with:

    Harlequins Kiss free

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    Power weapon free Void Sabre +5pts Storm Glove +10pts

    o Take

    Pack Grenade Launcher +10pts

    One Harlequin may be upgraded to a Shadowseer, Psyker (Mastery Level 1) for +35 ptso Hallucinogen grenades

    o

    Veil of Tears (Shadowseer always has Veil of Tears)

    Heavy Support

    Harlequin Hornet Squadron

    Points Front Side Rear HP BS

    Harlequin Hornet 80 11 11 10 2 4

    Composition: 1-3 Harlequin Hornets, forming a vehicle squadron.

    Type: Vehicle (Fast, Skimmer)

    Wargear:

    Two Shrieker Cannons Star Engines (E)

    Special Rules:

    Acute Senses

    Agile (IAAe)

    Deep Strike

    Jink

    Scout

    Surprise Assault

    Skimmer Assault: (IAAp) A vehicle with the Skimmer Assaultrule that movesFlat Outmayfire all its weapons as Snap Shotsin the same turn.

    Options: EitherShrieker cannon may be upgraded to one of the following weapons:

    o Bright Lance +5 pts

    o Eldar Missile Launcher +15 pts Flakk Missiles +10 pts

    o Scatter Laser +5 pts

    o Star cannon +5 pts

    o Pulse Laser +5 pts

    May be upgraded with:

    Flickerfield (DE) +10 pts

    Ghostwalk Matrix (E) +10 pts

    Harlequin Shadow Targeter +25pts

    Spirit Stones (E) +10 pts

    Vectored engines (E) +15 pts

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    Harlequin Wraithlord

    Points WS BS S T W I A Ld Sv

    Harlequin Wraithlord 130 5 4 8 8 3 5/4 3 10 3+/5+Inv

    Composition: 1 Harlequin Wraithlord

    Unit Type: Monstrous Creature (ch)

    Wargear: Mask of Fear

    Holo-suit (Works for entire Wraithlord)

    Two Shuriken Catapults

    Special Rules:

    Fear (mc)

    Fearless

    Hammer of Wrath (mc)

    Move Thru Cover (mc)

    Relentless (mc)

    Smash (mc)

    Surprise Assault

    Options:

    May exchange any shuriken catapult for a flamer free

    May take a Ghostglaive +5 pts

    May take up to two of the following:

    o Brightlance +20 pts

    o D-cannon +40 pts

    o D-scythe +40 pts

    o Eldar Missile Launcher +30pts

    o Scatter Laser +20 pts

    o Shrieker cannon +15 pts

    o Star cannon +20 pts

    (If a second weapon is chosen Initiative drops to 4)

    Harlequin Nightwing

    Points Front Side Rear HP BSHarlequin Nightwing 155 10 10 10 2 4

    Composition: 1 Harlequin Nightwing

    Type: Vehicle (Flyer)

    Wargear:

    Two Shrieker Cannons Two Bright Lances

    Special Rules:

    Agile (IAAe)

    Deep Strike Shrouded

    Skyhunter (E)

    Supersonic Vector Dancer

    Option:

    Flickerfield +10 pts

    Harlequin Shadow Targeter +25pts

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    AlliesBattle Brothers: Craftworld Eldar, Dark Eldar, Eldar Corsairs, Eldar Exodites, and Tau

    Allies of Convenience: All Imperial (except Sisters of Battle and Black Templars)

    Desperate Allies:Orks, Sisters of Battle, andBlack Templars

    Come the Apocalypse:Chaos Daemons, Chaos Space Marines, Necrons, Tyranids

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    Reference

    * Additional special rules apply, see Wargear description.

    Weapon Range Str AP TypeShuriken Pistol 12 4 5 Pistol. Bladestorm

    Shuriken Catapult 12 4 5 Assault 2, Bladestorm

    Shrieker Cannon 24 6 5 Assault 3, Bladestorm,Pinning

    Brightlance 36 8 2 Heavy 1, Lance

    Cegorachs Sting 12 4 2Pistol, Poison (2+), Master-

    Crafted

    D-Cannon 24 10 2Heavy 1, Barrage, Blast,

    Distort, Pinning

    D-Scythe Template 4 2 Assault 1, Distort

    Dragons BreathFlamer

    Template 5 4 Assault 1

    Flamer Template 4 5 Assault 1

    Ghostglaive - +1 2 Melee, Master-CraftedHand Flamer Template 3 6 Pistol

    Haywire Grenade 8 2 - Assault 1, Haywire

    Haywire Launcher 24 3 4 Heavy 2, Haywire

    Missile Starshot 48 8 3 Heavy 1, Pinning

    Missile Plasma 48 4 4 Heavy 1, Blast, Pinning

    Missile Flakk 48 7 4 Heavy 1, Skyfire

    Firepike 18 8 1 Assault 1, Melta

    Fusion Gun 12 8 1 Assault 1, Melta

    Fusion Pistol 6 8 1 Pistol, Melta

    HarlequinsKiss - User - Melee, Rending

    Neuro-disruptor* Template (8) 1 Assault 1

    Pack GrenadeLauncher*

    126 (Krak) or

    Grenade type4 (Krak) or

    Grenade typeAssault 1

    Plasma Grenade 8 4 4 Assault 1, Blast

    Plasma Pistol* 12 7 2 Pistol

    Power Axe - +1 2 Melee, Unwieldy

    Power Blades* - User 3 Melee

    Power Lance - +1 / User 3 / 4 Melee

    Power Sword - User 3 Melee

    Prism Blaster 18 7 2Heavy 2, Lance,

    Ghostlight*Pulse Laser 48 8 2 Heavy 2

    Riveblades* - UserIgnores

    Armor Saves

    Melee, Rending, Shred,

    Specialist Weapon, *

    Scatter Laser 36 6 6 Heavy 4, Laser Lock

    Spinneret Rifle 18 6 1Rapid Fire, Monofilament,

    Pinning

    Shard of Anaris - +2 -Melee, Rending, Vauls

    Work

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    Staff of The

    Laughing God*- User 3

    Melee, Armourbane,Fleshbane, Soul Blaze,

    Warp Circuit*

    Star Cannon 36 6 2 Heavy 2

    Storm Glove - X2 2 Melee

    Sunrifle 24 3 3 Assault 3, Blind, Pinning

    Tempest Launcher 36 4 3

    Heavy 2, Barrage, Blast,

    PinningThe Tricksters

    Touch- X2* 2

    Melee, Master-crafted,

    Spiritstealer*, Strikedown

    Venom Blade - User / (2+) - Melee, Poison (2+)

    Void Sabre - +1 - Melee, Rending

    Witch staff - User -Melee, Armourbane,

    Fleshbane, Soul Blaze

    Points Name WS BS S T W I A Ld Sv

    235 Lycinthor the Great Harlequin (ch) 8 7 4 4 3 8 4 10 4+Inv

    220 Master Shadowseer Illantith (ch) 7 7 3 4 3 8 3 10 4+Inv

    300 Cuidon the Invisible Death 9 8 4 4 4 10 5 - 3+Inv

    80 Great Harlequin (ch) 7 6 3 3 3 8 4 10 5+Inv

    80 Master Shadowseer (ch) 6 5 3 3 2 7 3 10 5+Inv

    125 Solitaire 8 7 4 4 3 8 4 - 5+Inv

    25 Veteran Death Jester (ch) 5 5 3 3 1 6 2 9 5+Inv

    +65 Ankido the Last Laugh (ch) 5 6 3 3 2 6 2 10 2+I/5+I

    20 Mime 5 4 3 3 1 6 2 9 5+Inv

    +35 Mimic (ch) 5 4 3 3 1 6 3 10 5+Inv

    +135 Danji the Master Mimic (ch) 6 5 3 3 2 7 3 10 2+I/5+I

    15 Harlequin 5 4 3 3 1 6 2 9 5+Inv+10 Death Jester (ch) 5 4 3 3 1 6 2 9 5+Inv

    +30 Shadowseer (ch) 5 4 3 3 1 6 2 9 5+Inv

    +20 Troupe Master (ch) 5 4 3 3 1 6 3 10 5+Inv

    25 Harlequin Jetbike 5 4 3 3(4) 1 6 2 9 5+/5+Inv

    +30 Harlequin Jetbike Shadowseer (ch) 5 4 3 3(4) 1 6 2 9 5+/5+Inv

    +20 Harlequin Jetbike Troupe Master (ch) 5 4 3 3(4) 1 6 3 10 5+/5+Inv

    130 Harlequin Wraithlord (ch) 5 4 8 8 3 5/4 3 10 3+/5+Inv

    Vehicle

    Base

    Points Front Side Rear HP BS SaveHarlequin Venom 55 10 10 10 2 4 5+Inv

    Harlequin Venom Chariot 55 11 11 10 3 4 5+Inv

    Harlequin Battle Barge 95 11 10 10 3 4 5+Inv

    Harlequin Hornet 80 11 11 10 2 4 (5+Inv)

    Harlequin Nightwing 155 10 10 10 2 4 (5+Inv)

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    Edition ref: Eldar Codex 2013; Dark Eldar Codex 2014; IA11; IAAp2013; IAAe, IYSUPP Rev. -)

    DisclaimerThis fan made codex is completely unofficial and in no way endorsed by Games Workshop Limited.

    40k, Adeptus Astartes, Black Templars, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device,

    Cityfight, Codex, Craftworld Eldar, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, Death Jester, 'Eavy Metal, Eldar, Eldar Corsairs, Eldarsymbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon,

    Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Harlequin, IA, Imperial Armour, Inquisitor, the Inquisitor logo, the Inquisitor device,

    Inquisitor: Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices,Sisters of Battle, Slaanesh, the Slaanesh logo, Solitaire, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau

    caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf

    logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000universe are either , TM and/or Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world.

    Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.