The Masque of the Laughing God
“We Dance the Steps of the Fallen Star”
To the Aeldari, the Harlequins are living myth: the sworn keepers of the Black Library and the secret paths of the Webway, whose Troupes travel the stars performing the Ristar plays that keep alive the memory of the Fall. In battle, they become something else entirely — masked dancers whose holo-suits scatter light into blinding illusion, weaving between blows with impossible grace, wielding kisses and caresses that cut through armour and soul alike. They fight not merely to win, but to enact a story, each duel a verse in an eternal performance sanctioned by the Laughing God himself. Solitaires walk always alone, bearing the greatest sin of their kind so their brethren need not, dancing ever closer to the abyss they alone dare face.
Shared datasheets, detachments and stratagems are inherited from the parent pack, so points and profiles never drift from it. Only chapter-specific cards are held here.
Army Rule
HARLEQUINS units have the [DEEP STRIKE] ability and, once per turn, a unit that arrives via Deep Strike can act as if it were any other phase. Additionally, HARLEQUINS units gain the benefits of Cover from Holo-suit shimmer even in the open, and can move through models and terrain freely.
9 available
Aeldari Battle Focus
Friendly HARLEQUINS units in this detachment can move up to 6" as if it were the Movement phase after they finish falling back or after they finish charging, once per turn.
Each time an attack targets the bearer, subtract 1 from the Hit roll.
The bearer's ranged weapons have the [MELTA 2] ability.
Once per battle, the bearer's unit can fight again after having already fought this phase.
Add 2" to the bearer's Move characteristic.
Veil of Tears
Enemy units cannot fire Overwatch against friendly HARLEQUINS units from this detachment, and those units are always eligible to declare a charge after Advancing.
Once per battle, re-roll all failed Wound rolls for the bearer's attacks.
The bearer has a 4+ invulnerable save that improves to 3+ when within Engagement Range of the enemy.
Improve the AP characteristic of the bearer's melee weapons by 1.
Once per battle, the bearer's unit is treated as having the [STEALTH] ability for a phase.
Inherited from Aeldari
Skilled Crews
Asuryani vehicle crews are amongst the galaxy's most naturally gifted pilots and gunners. They can coax every last iota of performance from the formidable machines and weapon systems under their control. Friendly AELDARI VEHICLE units' ranged attacks have [ASSAULT].
This spirit stone contains the essence of Bonesinger Raelyth. Those Asuryani psykers who bear this item to battle can draw upon the fallen artisan's talents. AELDARI PSYKER model only. - While this model is within 3" of a friendly AELDARI VEHICLE unit, this model has Lone Operative. - In your Movement phase, at the start or end of this unit's move, you can select one friendly AELDARI VEHICLE model within 3" of this model. That VEHICLE model heals D3 wounds.
This seer is closely attuned to their craftworld's vehicles. Communicating with the souls inhabiting hull-mounted spirit stones can sharpen the tactical awareness of spirits and crew. AELDARI PSYKER model only. At the start of your Shooting phase, select one visible friendly AELDARI VEHICLE unit within 6" of this model. That VEHICLE unit's ranged attacks have +1 to hit rolls.
Inherited from Aeldari
Acrobatic Onslaught
Trying to fight the Harlequins of the Laughing God is like battling bladed smoke. They flip and bound through the enemy ranks with contemptuous ease, springing across the heads and shoulders of dumbfounded combatants, sprinting across the hulls of war engines, all the while bearing down with murderous intent upon their true intended victims. While a friendly HARLEQUINS unit is making a charge move, that unit can move through enemy models. This detachment has the ACROBATIC tag and cannot be taken with another ACROBATIC detachment.
Flowing like starlight across the field of battle, this warrior-artiste leads their chorus in a dance whose speed peaks as they surge into the foe. TROUPE MASTER model only. This unit can re-roll charge rolls.
Employing their psychic powers of illusion and obfuscation, this Shadowseer can cause their comrades to vanish from the foe's perceptions. SHADOWSEER model only. This unit has Infiltrators.
Inherited from Aeldari
Far-reaching Doom
With snipers' instincts and psychoresponsive gunsights, the Asuryani frontier scouts can pierce almost any barrier to find the hearts of their targets. When a friendly RANGERS/SHROUD RUNNERS unit is selected to shoot, enemy units have +6" detection range until that friendly unit has shot.
Aeldari Rangers rely upon fieldcraft and marksmanship to defeat their foes. They conceal themselves so expertly that even the act of firing upon the enemy does not reveal their precise location. RANGERS unit only. This unit's ranged attacks do not prevent this unit from being hidden.
Having trodden the Path of the Outcast for so long that they risk becoming trapped upon it, these snipers have honed their talents until they can pinpoint eye lenses, armour seals and other weaknesses to fell the toughest foes. RANGERS/SHROUD RUNNERS unit only. This unit's ranged attacks that target a CHARACTER unit have +1 AP.
Inherited from Aeldari
Dance of Distortion
With their holofields attuned to a mist-wreathed shadow performance, the Harlequins are insubstantial blurs as they dash through cover to reach their chosen stage. Friendly HARLEQUINS units have Stealth. This detachment has the ACROBATIC tag and cannot be taken with another ACROBATIC detachment.
These nightmarish masks torment the enemy with a psychoresponsive bombardment laced through the murk generated by the wearers' holofields. The confusing distortion leaves enemies vulnerable to the blades that suddenly spear from the terrifying gloom. TROUPE unit only. This unit has Fights First.
With breathtakingly subtle yet rapid movements, this master of the opening act leads the Harlequins in a deadly dance that can catch their foes off guard. HARLEQUINS model only. This unit has Scouts 6".
Inherited from Aeldari
Boons of the Brood
Playing their roles to perfection, the Harlequins embody the swift-striking fangs and deadly venoms of the Cosmic Serpent's brood, dominating the stage of the battlefield with their swift and vicious performances. Weapons equipped by Harlequins Mounted and Harlequins Vehicle models from your army have the [SUSTAINED HITS 1] ability. Each time a Harlequins unit from your army disembarks from a Transport, until the end of the turn, that unit's weapons have the [SUSTAINED HITS 1] ability. TRAVELLING PLAYERS ■ Troupe units from your army gain the Battleline keyword, and Troupe models in those units have an Objective Control characteristic of 2. ■ You can include up to three of each of the following models in your army: Death Jester, Shadowseer, Troupe Master. ■ When mustering your army, you can select a friendly Harlequins Character model to be your Warlord.
This mystic wraithbone implement allows the bearer to slip onto the stage from the Webway even before the curtain's rise, beginning their performance in full and furious flow. Harlequins model only (excluding Solitaire models). Models in the bearer's unit have the Scouts 6" ability.
A cruel weapon more often kept locked away, this ill-omened implement is said to resonate with the Cosmic Serpent's own dismay at the suffering of its brood during the Fall. Troupe Master model only. Add 3 to the Strength and add 1 to the Attacks characteristics of the bearer's melee weapons.
This cruel mask is worn when performing the Serpent's Brood, and lends its wearer a supernatural degree of venom and spite. Death Jester model only. When using the bearer's Cruel Amusement ability, you can select two of the abilities for its shrieker cannon to gain, instead of one.
This glittering cloak projects a grand illusion that falls away as its wearer sheds it like a discarded serpent's hide, revealing a still-more dismaying reality beneath. Shadowseer model only. After both players have deployed their armies, select up to three Harlequins units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Inherited from Aeldari
Yriel's Own
These are Yriel's most elite raiders, skilled in fast-paced raids and used to fighting superior forces using a combination of guile, superior technology, and physical prowess. Aeldari units in your army are eligible to declare a charge in a turn in which they Advanced. In addition, each time an Anhrathe, Rangers or Shroud Runners unit from your army Advances, you can re-roll the Advance roll.
Inherited from Aeldari
Relentless Raiders
Should the Anhrathe detect valuable plunder, they will go to great lengths to seize it, and fight with shocking ferocity to protect their prize. While an objective marker is under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds. Anhrathe units from your army have the following ability: Void Thieves: At the end of a phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
36 stratagems
BATTLE TACTIC · Fight phase
Use when a HARLEQUINS unit from your army is selected to fight. Until the end of the phase, that unit's melee weapons have the [LETHAL HITS] ability.
STRATEGIC PLOY · Opponent's turn phase
Use when a HARLEQUINS unit from your army is targeted by an attack. Until the end of the phase, that unit has a 4+ invulnerable save.
EPIC DEED · Fight phase
Use when a HARLEQUINS unit from your army finishes a Fight phase in which it destroyed an enemy unit. That unit can immediately move up to 3".
BATTLE TACTIC · Charge phase
Use when a HARLEQUINS unit from your army finishes a Charge move. Until the end of the turn, add 1 to the Attacks characteristic of that unit's melee weapons.
WARGEAR · Shooting phase
Use when a HARLEQUINS unit from your army is selected to shoot. Until the end of the phase, that unit's ranged weapons have the [PRECISION] ability.
STRATEGIC PLOY · Any phase
Use in your Movement phase. Select one friendly HARLEQUINS unit: it can be removed from the battlefield and set up again anywhere more than 9" from enemy models.
Detachment · Any phase · Armoured Warhost
WHEN: Any phase, when a friendly AELDARI VEHICLE unit suffers a mortal wound. TARGET: That AELDARI VEHICLE unit. EFFECT: Your unit has Feel No Pain 5+ against mortal wounds.
Detachment · Shooting phase · Armoured Warhost
WHEN: Your Shooting phase, when a friendly AELDARI VEHICLE unit is selected to shoot. TARGET: That AELDARI VEHICLE unit. EFFECT: Your unit's attacks can re-roll: - One hit roll. - One wound roll. - One damage roll.
Detachment · Movement phase · Armoured Warhost
WHEN: Your Movement phase, when a friendly AELDARI VEHICLE unit makes a fall-back move. TARGET: That AELDARI VEHICLE unit. EFFECT: That move does not prevent your unit from being eligible to shoot.
Detachment · Fight phase · Fateful Performance
WHEN: Fight phase, when an enemy unit targets a friendly HARLEQUINS unit. TARGET: That HARLEQUINS unit. EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6: - On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
Detachment · Fight phase · Fateful Performance
WHEN: End of your opponent's Fight phase. TARGET: One friendly unengaged HARLEQUINS unit. EFFECT: Place your unit in strategic reserves.
Detachment · Movement phase · Fateful Performance
WHEN: Your opponent's Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged HARLEQUINS INFANTRY unit. TARGET: That HARLEQUINS INFANTRY unit. EFFECT: Your unit can make a normal move of up to D3+3".
Detachment · Shooting phase · Path of the Outcast
WHEN: Your Shooting phase, when a friendly RANGERS/SHROUD RUNNERS unit has shot. TARGET: That RANGERS/SHROUD RUNNERS unit. EFFECT: Select one enemy unit hit by those ranged attacks. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll if a model in that enemy unit was destroyed by those attacks.
Detachment · Shooting phase · Path of the Outcast
WHEN: Your Shooting phase, when a friendly RANGERS/SHROUD RUNNERS unit has shot. TARGET: That RANGERS/SHROUD RUNNERS unit. EFFECT: Select one enemy unit hit by those ranged attacks. That enemy unit has +6" detection range.
Detachment · Shooting phase · Path of the Outcast
WHEN: Your Shooting phase, when a friendly RANGERS/SHROUD RUNNERS unit has shot. TARGET: That RANGERS/SHROUD RUNNERS unit. EFFECT: - Your unit can make a normal move of up to D6". - Your unit is not eligible to declare a charge or embark within a TRANSPORT until the end of the turn.
Detachment · Fight phase · Twilight Flickers
WHEN: Fight phase, when a friendly TROUPE unit is selected to fight. TARGET: That TROUPE unit. EFFECT: Your unit's melee attacks have [LANCE].
Detachment · Movement phase · Twilight Flickers
WHEN: End of your Movement phase. TARGET: One friendly TROUPE unit. EFFECT: Select one objective your unit is controlling. That objective is secured.
Detachment · Shooting phase · Twilight Flickers
WHEN: Your Shooting phase, when a friendly HARLEQUINS VEHICLE unit has shot. TARGET: That HARLEQUINS VEHICLE unit. EFFECT: - Your unit can make a normal move of up to D6". - Your unit is not eligible to declare a charge until the end of the turn.
Detachment · Fight phase · Serpent's Brood
WHEN: Start of the Fight phase. TARGET: One Troupe unit from your army. EFFECT: Until the end of the phase, when using your unit's Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one.
Detachment · Shooting phase · Serpent's Brood
WHEN: Your Shooting phase. TARGET: One Harlequins Vehicle unit from your army that has not been selected to shoot this phase. EFFECT: After your unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Until the end of the turn, your unit is not eligible to declare a charge.
Detachment · Charge phase · Serpent's Brood
WHEN: Your Charge phase. TARGET: One Harlequins unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
Detachment · Fight phase · Serpent's Brood
WHEN: End of your Fight phase. TARGET: One Harlequins Mounted unit from your army that was eligible to fight this phase. EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6".
Detachment · Movement phase · Serpent's Brood
WHEN: Your opponent's Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Harlequins Infantry unit from your army that is within 8" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6".
Detachment · Fight phase · Serpent's Brood
WHEN: End of your opponent's Fight phase. TARGET: One Harlequins Vehicle or Harlequins Mounted unit from your army. EFFECT: If your unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
Strategic Ploy · Command phase · Eldritch Raiders
WHEN: Command phase. TARGET: One Anhrathe unit from your army that is within Engagement Range of one or more enemy units. EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
Strategic Ploy · Shooting phase · Eldritch Raiders
WHEN: Your Shooting phase or the Fight phase. TARGET: One Corsair Voidscarred unit from your army that has not been selected to shoot or Fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Damage characteristic of that attack.
Epic Deed · Fight phase · Eldritch Raiders
WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Aeldari Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
Battle Tactic · Shooting phase · Eldritch Raiders
WHEN: Your Shooting phase. TARGET: One Anhrathe, Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than the highest Toughness characteristic of models in the target unit, add 1 to the Wound roll.
Wargear · Charge phase · Eldritch Raiders
WHEN: Start of your opponent's Charge phase. TARGET: One Rangers, Shroud Runners or Starfang unit from your army. EFFECT: Select one enemy unit (excluding Titanic units) visible to and within 36" of your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
Strategic Ploy · Fight phase · Eldritch Raiders
WHEN: End of your opponent's Fight phase. TARGET: One Anhrathe unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If that unit is below Starting Strength, return all destroyed models (excluding Character models) to that unit.
Battle Tactic · Fight phase · Corsair Coterie
WHEN: The Fight phase. TARGET: One Aeldari unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
Detachment · Movement phase · Corsair Coterie
WHEN: Your Movement phase, just after an Aeldari unit from your army Falls Back. TARGET: That Aeldari unit. EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Detachment · Shooting phase · Corsair Coterie
WHEN: Your Shooting phase. TARGET: One Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] and [RAPID FIRE 1] abilities, and until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1.
Strategic Ploy · Shooting phase · Corsair Coterie
WHEN: Your Shooting phase, just after an Anhrathe unit from your army destroyed one or more enemy units. TARGET: That Anhrathe unit. EFFECT: After your unit has resolved all of its shooting attacks, it can make a Normal move of up to D6+1".
Strategic Ploy · Shooting phase · Corsair Coterie
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets. TARGET: One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit's attacks. EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Strategic Ploy · Shooting phase · Corsair Coterie
WHEN: Your opponent's Shooting phase, just after an enemy unit has shot. TARGET: One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that Aeldari unit is neither Battle-shocked nor within Engagement Range of one or more enemy units. EFFECT: Your unit can make a surge move of up to D6+1".
78 units
Rules digest
Our own plain-speech digest of how this force's rules hang together — army rule, detachment choice, command-point economy and roster shape. Written by us, not reproduced from the pack; the official PDF is the only authority on exact wording.
Read the official pack PDFEvery list in this force answers to Fate's Messengers, so plan your turns around it rather than treating it as a bonus. There is no secondary doctrine to pick, which keeps the force predictable to learn and unforgiving to misplay. Exact wording lives in the official pack PDF; the summary here is ours.
You commit to one of 9 detachments (Massacre Troupe, Twilight Pathfinders, Armoured Warhost, Fateful Performance, Path of the Outcast, Twilight Flickers, and more), and that choice locks in both your detachment rule and the 20 enhancements available to your characters. Pick the detachment that matches the units you already own, then buy enhancements last.
There are 36 stratagems on offer, costing between 1 and 2 CP. In a normal game you will bank enough for two or three interventions a turn at most, so decide before deployment which one or two plays you are saving command points for.
The roster runs to 78 datasheets. The cheapest entry comes in at 40 points and the most expensive at 2100, so a single flagship choice can eat a fifth of a 2,000-point army. Use the list builder to keep the Rule of Three, character limits and your points ceiling honest as you add units.
Official faction pack v1.3
Our own plain-speech summary of what the current pack alters for this force — no rules text reproduced. The exact wording is authoritative only in the Games Workshop PDF. Legal for matched play from 26th August 2026.
Read the official pack PDFSkyborne Sanctuary Stratagem, Target and Effect Sections has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Strength from Death is updated in this pack. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Travelling Players section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Numbers change only: Tricksters' Retort's target section now reads 8" where it used to read 9".
Breath of Vaul has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Unshrouded Truth Stratagem,Target and Effect Sections has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Higher Duty has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Fire and Fade's restrictions section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Skyborne Sanctuary Stratagem, Target and Effect Sections has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Overflight has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack amends Daring Riders's effect section. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Serpent, Ynnari Raider, Ynnari Venom - Keywords Section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
Token ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Asurmen, Hand of Asuryan Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Baharroth, Cloudstrider Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Corsair Voidreavers is updated in this pack. See the official pack PDF for the exact wording.
Eldrad Ulthran, Leader Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Falcon, Transport Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Rangers, Path of the Outcast Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Shadowseer, Wargear Options has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Skyweavers, Acrobatic Grace Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
This pack bolts an extra clause onto Starweaver, Rapid Embarkation Ability — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.
The Yncarne, Inevitable Death Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Warlock Conclave is updated in this pack. See the official pack PDF for the exact wording.
Warlock Skyrunners is updated in this pack. See the official pack PDF for the exact wording.
Wave Serpent, Transport Section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Yvraine, Herald of Ynnead Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.
Ynnari Venom is updated in this pack. See the official pack PDF for the exact wording.
Ruling on Inevitable Death
Ruled yes in the official pack.
Ruling on Morai-Heg
Ruled no in the official pack.
Ruling on Yncarne’s Ethereal Form
Ruled no in the official pack.
Ruling on Morai-Heg
Ruled yes in the official pack.
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