crystal plate — not savedThe 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.
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.
2 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.
6 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.
15 units