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Warhammer 40,000/8th Edition Tactics/Eldar Harlequins
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===Relics=== ====Universal==== *'''The Mask of Secrets''': The bearer of this gains +1 to their Leadership, and any enemy units in 6" of it have -1 Leadership. It's a small bonus to your Characters getting into melee, murdering a few scaredy-cats multi-model units to make an extra model flee, whilst not getting as hurt by certain Psychic spells, or helping to proc the Hallucinogen Launcher. Best when combined with '''Silent Shroud''''s form, a Shadowseer wielding '''Shards of Light''', and a Death Jester or several shooting in single-shot mode, for, ideally, -5 leadership. *'''The Storied Sword''' Replaces a Power Sword, and so can only be taken by a Troupe Master. A nice little weapon with S+1 AP-3 D1d3. Can be seen as a D1d3 Embrace or an AP-3 Kiss for 2-3 points less. It also lets you re-roll failed hit rolls for Attacks made with it, which is actually re-rolling 1s due to what can take it, which is a little meh on a Great Harlequin who’s re-rolling hits of 1 from their Aura anyway, but nice if you’d rather not burn the 2CP. *'''Suit of Hidden Knives''': Any time an enemy unit rolls a 1 to hit the bearer with a melee attack, roll a D6. On a 2+, the attacker suffers a mortal wound. **Trolltastic with a Shadowseer's ability to self-Veil of Tears and cast Fog of Dreams on the enemy for -2 to hit, making rolls of 1, 2 and 3 count as a 1. Coupled with 2CP for '''Lightning-Fast Reactions''' and you have an inverse death-bomb of a Psyker that turns more than half of his opponent's attacks into Mortal Wounds. Remember that you can't opt-out of Fighting if you're within 1", and you can't forfeit your attacks even if they can't hit, so prepare for a salty opponent if you ever manage to pull this off on a big unit! **Especially relevant following the recent SM update, hilariously making all flavours of power armour even more susceptible to this relic; Shock Assault now gives +1A to a SM unit that charged or was charged that phase. Leap headfirst into that 15-man Crusader blob and laugh like a maniac as they all fall on their chainswords - you will definitely die, but so will they. An excellent relic for wringing that last bit of usefulness out of a wounded and/or isolated Shadowseer (using the combo described above). **With the leaked PA pivotal roles, this becomes increasingly powerful on a Solitare that can take a permanent -1 to hit from attacks. This can stack with the above -2 from psychic powers and -1 from Lightening Fast Reactions, meaning all rolls to hit of '''1, 2, 3, 4, and 5''' cause mortal wounds to the attacker on a 2+. And remember, this is still -4 to hit, so anyone without WS 2+ cannot hit you on 6+ Without stratagems/relics/psychic powers to improve their accuracy. Against something like Tau, there are almost no units in their army that can hurt you in melee, and even that is probably going to kill itself against you first. *'''Crescendo''': Replaces a Shuriken Pistol. 1d6 shots and D2, but no other improvements over the regular version. Meh. *'''Starmist Raiment''': 3++ vs ranged weapons and enemies cannot fire Overwatch against the bearer if they advanced this turn. Helpful, especially with a Great Harlequin who can charge in without worry before the Troupes bundle in; also very useful on a Solitaire, for the same trick from farther away, but the Solitaire already has the 3+ invuln. *'''The Laughing God's Eye''': Whilst within 6" of the bearer, Harlies auto-pass Morale and gain a 6+++ against mortal wounds caused in the psychic phase. *'''Cegorach's Rose''': Replaces a Harlequin's Kiss, and is identical, bar its two abilities. It comes with a standard re-roll failed wound rolls, which is nice, but won't stack with a Troupe Master, and is not nearly as nice as the next bit: Against {{W40kKeyword|INFANTRY}} units, it deals a flat 3 damage, as opposed to 1d3. This is enough to make the bearer (a Solitaire, because who else) an absolute nightmare for your opponent's multi-wound models. Most importantly, this brings consistency to the Solitaire and turns him into the scariest character assassin on the battlefield. Psychic Awakening stuff below this. Again, you're welcome. *'''The Shadowstone''': Shadowseer only, adds 3” to the range of the bearer’s aura abilities and psychic powers. Straightforward, useful. *'''The Veil of Tears''': Once per turn, the first save roll that fails for the bearer counts as succeeding. Save yourself a CP reroll. or the Player of Twilight Warlord trait one. A nice defensive little buff. *'''Domino Shroud''': Once per battle at the end of any phase, so long as the bearer didn’t arrive from deepstrike this can be used. Place a marker within 12” of the bearer, then remove them from the battlefield and set them up within 1” of the marker and more than 1” from enemy models. The bearer cannot charge after using this, though it can use it after they did charge. Using it defensively to pull a character out of harm's way after combat is pretty straightforward. Offensively, you can stick it on a Death Jester to get him into place for a round of shooting that advancing alone might not get him to. Or you could stick it on a Solitare, run him at the nearest unit and start blending. In your opponent's move phase the next turn, pull him out and set him out of LOS and in position to get ready to fuck something up on your turn. Don’t like getting charged by a smash captain or horde of Boyz? At the end of your opponent's Charge phase, teleport out of combat before the Fight phase. You can also use it to bail out of combat if you lose a few too many wounds in overwatch. *'''Destiny’s Jest''': Clown favored combat drugs, sorta. Pick one off the list or roll 2d6, rerolling duplicates to get both. You may wanna do this, as literally none of these are necessarily bad on any character aside from maybe the melee stuff on a Death Jester **1. +1 attack **2. +1 strength **3. +1 toughness **4. +1 wound **5. +3” movement **6. Improve AP of melee weapon by 1 *'''Cegorach’s Lament''': Replaces a Shrieker Cannon. Compared to a stock one, it has a 36" range, loses the rending effect but gets a guaranteed -3 AP, and it's shrieker profile, renamed Wail, gets a flat 3 damage. Best of all, it's not locked behind a specific masque. Compared to Curtainfall, you lose out on one point of strength and ''potentially'' higher AP for more consistent AP and a slightly longer range. The difference in strength will generally only be noticeable against T6/7 targets, meaning they'll wound just as reliably against the typical GEQ/MEQ targets your Death Jester will be trying to snipe. For character hunting, the more consistent AP, damage, and slightly better range offered by Cegorach's Lament will prove more useful against any character with above or below T7 and T6 respectively. Even if you're running the Dreaming Shadow as your Masque, this one should be your default pick for your Death Jester in most circumstances. Feel free to take both on two separate Death Jesters if you really want though. *'''The Twilight Fang''': Troupe Master only, replaces Harlequin Blade or Power Sword. (Why would you pay for the power sword when you can keep the free blade though?)Regardless of which option you pick to replace, it's a S +2 AP -3 D 2 weapon. Already powerful on its own, it lets you skip an upgrade on a troupe master and save about 6-7 points while getting the benefits of all three options consolidated into one. In addition, you can make additional attacks with the weapon based on the current battle round number. The later the game goes, the scarier your Troupe Master becomes, arguably rivaling a Solitare if it gets high enough.
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