Harlequin Wargear |
Agaith (Harlequin Mask ):
The standard Harlequin mask or Agaith (Eldar: false face) causes fear in opposing troops. Harlequins use the second or two of distraction to get into close quarter combat. All Hand to hand combat against Harlequins is conducted in order of initiative regardless of other factors. This applies even if the model is not in Base to base contact.
Banner Baton:
A character with this wargear is allowed to place a baton in any round that he does not move. If Harlequin models are the closest to this banner they may retake one failed morale test. The range of each Baton is 6". Any unit with half or more of its models with in this range gains the benefit of the Baton. Appropriate banner models must be placed on the board. If the Harlequin leave the area, or the enemy is closer to the Banner, then the Harlequins take morale tests as normal. Each character with banner batons may plant as many Banners as there are appropriate banner models.
Brathu-angau (Harlequins kiss):
The Brathu-angau (Eldar: kiss of doom) is a weapon of distinctly Harlequin design. It consists of a slim tube, generally strapped to the back of the wearers forearm, which fires a long stream of monofilament wire. After a successful attack the wire uncoils inside the victim and quickly reduces organs and bones to the consistency of soup. Normal to hit rolls and armor saves are taken. There is no S vs. T roll with this weapon. A model which fails its armor save is killed outright regardless of the number of wounds remaining. This weapon is ineffective against Warp Creatures and beings with non-corporeal bodies as well as vehicles, robots, and Dreadnoughts.
Brightlance:
A Brightlance is an advanced laser weapon devised by the Eldar. Treat all armor values over 12 as 12.
Creidann (mini-grenade launcher)
The Creidann (Eldar: belief-maker) is a backpack mounted mini-grenade launcher that fires small projectiles over the head of the wearer. The mini-grenades break on impact and shower the area with Brilliantly patterned smoke and flashing lights. The hallucinogenic smoke and flashing lights will distract the unit for the entire turn just as if they were pinned. The Creidann has the benefit that it does not take up any hands and may be fired in addition to normal weapons.
Rng 12" S: N/A AP: N/A assault 1 blast
Roll to hit as normal, but dont roll to wound or save. Instead if one or more models are hit then the unit must pass a Ld test or become pinned. Apply a 1 modifier if the unit is under half its starting strength and 1 per model hit if the grenade hits MORE than one model.
Conversion Field:
Surrounding the model in a blazing glow of energy, a conversion field translates the energy of any hits inflicted the model wearing it to pure light making the bearer almost invulnerable. However the energy field can become overloaded and burn out. A conversion field provides a 2+ invulnerable save, but if the save is ever failed then the field is destroyed. Conversion fields are rare so no more than one may be taken per army. Despite having a 2+ save, the model is still considered fleet of foot. One drawback to the conversion field, is that at night, all units are able to see the character at full range as the Field emits a constant glow.
Dathedi (Holo-suit):
The Dathedi (Eldar: between colors) is the Harlequin version of armor. It relies more on evading the initial impact that providing a physical defense. When its wearer is in motion, the field breaks up the outline of the figure, using enhanced form of disruptive camouflage. To the observer the Harlequin appears to explode into a cloud of tiny, multi-colored fragments every time he moves and then coalesce into a solid figure when movement ends. The greater the speed of the movement, the greater the disruption of the image. A Dathedi offers a 6+ invulnerable save if the Harlequin moves 6 inches or less. If the Model moves over 6" or is in Hand to Hand combat then the save improves to 5+ invulnerable as the outline of the Harlequin is even more fractured.
Jetbike:
As jetbike rules in rulebook. In addition, Harlequin jetbikes can ALWAYS move 6" in the assault phase, whether they are within 6" of enemy or not. This move may be made in any direction, it does not have to be a charge towards the enemy even if enemy are within 6".
Marathag (Rictus Mask ):
The Marathag (Eldar: face of death) is equipped with a small holo-projector that is programmed to replay the death throes of every opponent the Harlequin has ever killed, over and over again in a continuous cycle. A rictus mask has the same ability as an Agaith but also generates terror in the opponent. Close combat opponents must pass a Ld test in every round of combat. Any that fail must roll 6s to hit the masks wearer.
Death Jester Shrieker Cannon (Buanna):
The Buanna (Eldar: reaper) is a specialized adaptation of the Shuriken cannon. The Buanna fires a special ammunition of bio-shuriken or Marsgrech (Eldar: screaming death). It has earned a terrible reputation amongst many races for its spectacular and deadly effects. A model that is wounded by Marsgrech is contaminated by the bio-shuriken. The toxin in the Marsgrech works its way to the victims brain and then begins to replicate itself at a terrible pace. After a short time the victims head bursts from internal pressure.
Marsgrech are instantly recognizable by the whining noise they make in flight and every time a model is struck by one of these projectiles, the victims comrades seek immediate cover. Treat as a shuriken cannon except units within 4" of a model successfully wounded by a Shrieker cannon must test against pinning as per a barrage.
Neuro Disrupter:
The Neuro disrupter is an Eldar weapon that causes the links between the brains cells to be temporarily broken. The victims of the neuro disrupter are unable to control any of their bodies responses and are effectively rendered useless for a short period. models hit with a neuro disrupter are immediately rendered immobile and are considered casualties for victory point purposes. In a campaign the model will recuperate to fight in the next battle. Use the flamer template to determine whom the neuro disrupter targets. Any models covered by the template must make an immediate Ld. test or fall to the ground immobile. Any models partially covered are only effected on a 4+ and must test as above. This weapon may be combined with another close combat weapon for an additional attack in Melee.
Refractor Field:
The refractor field is a shield device similar to the more powerful conversion field but only shielding one plane at a time. The device is incredibly small and nearly weightless fitting in a pocket or attached to the belt. The Field sets up a solid plane of nearly invisible force that is shifted at high speed around the wearer. This force plane deflects incoming shots and blows. This gives the wearer an standard armor save of 3+ This is modified by power weapons and so on. Note that a Harlequin may choose to use a Holo-field save instead of a refractor save if it would be more beneficial. Also note that blast or other template weapons penetrate this shield as it is not large enough to cover the entire Harlequin.
Sintha-bahar (Storm glove):
The Sintha-bahar (Eldar: storm hand) is the Eldar variant of the lightning claw. Harlequin never use this weapon in pairs and the storm glove is somewhat smaller. The Sintha-bahar counts as a power weapon and the model wearing one may re-roll any to wound rolls that fail to wound. The Storm glove may be combined with another close combat weapon for an additional attack in Hand to hand combat.
Web pistol:
This weapon fires a mass of sticky tendrils in a cone shaped spray to cover and enmesh targets rather than killing them outright. Using the flamer template, any models wholly or partially in the area of effect must make and Initiative test (6 always fails) or be struck by the webs. A model is allowed one chance per turn (during the movement phase) to escape. Roll a Strength test: if the model succeeds then it is allowed to break free and may move as normal. If a model rolls a 6 then it takes one wound automatically as the webs constrict the victim. Armor saves apply. Webbed models may be engaged in Melee and count as having a WS of 1 with no attacks. Any models at the end of the game that are webbed are NOT counted as casualties and in a campaign will be able to continue with no effects. This weapon may be used during close combat in conjunction with another weapon.
Webway Portal:
This is a mobile form of portal that the Harlequin use to travel the webway. It may be activated by the model carrying it in the shooting phase, instead of moving or shooting that turn. Place a blast template in base contact with the model when it activates the portal. From then on, units entering play as reserves may be placed on the portal template instead of entering on the table edge. There is no risk of scattering or being killed when travelling in this way, and the portal cannot be destroyed. One the portal is activated, The model that was carrying the portal may move away and does not need to maintain base to base contact with it. If you have a webway portal in your army then you may keep units in reserve, even if you are not normally allowed to do so in the mission being played. If you do this then the troops may only enter through the webway, and if has not been opened on the turn that they become available then they must be held back until it is.
Witchblade:
Eldar psykers carry potent force weapons known as witchblades, which may take the form of a sword, spear or other weapon. A model with a witchblade always inflicts a wound on a 2+ in hand to hand combat ( but only one wound per hit). Armor saving throws are taken as normal. Against vehicles a witchblade allows the bearer to triple their Strength characteristic when working out armor penetration.
Vehicle
Upgrades
Scythes: add +1 to rider's Strength do to the razor sharp cutting blades attached to the side of the bike. Vectored Engines: Allows a skimmer vehicle to land safely in the event that it is immobilized. The vehicle is moved d6 inches in a random direction and then set down and immobilized as per normal rules. Crystal Targeting Matrix: Allows re-roll of any weapons fired by a vehicle equipped with this upgrade. This upgrade costs 2 per basic weapon and 5 per heavy weapon mounted on the vehicle. All weapons on a vehicle must pay to be upgraded. (Twin linked weapons must pay for the upgrade but still may only be re-rolled one time) Spirit Stone: The Spirit stored in this jewel is able to take over for a crew that is stunned by damage to the vehicle. The Spirit stone maneuvers the vehicle in the event of a Crew Stunned result on the vehicle Damage roll. A vehicle with a Spirit Stone may still move when the crew is stunned but only in a Fall Back manner. It may not advance toward the enemy but must travel toward the players table edge. It may not attempt to make a tank shock maneuver. Holo-projector: This larger version of the Dathedi is fitted to Harlequin vehicles and breaks up their outline as well. If the vehicle moves only 6" then any glancing or penetrating hits will be cancelled on the d6 roll of a 6. If they move over 6" then any shots will be negated on a 5 or a 6. Treat this as an Invulnerable save for the vehicle. This is caused by the attack actually missing the vehicle in the first place it is not additional armor. |