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Warhammer 40,000/8th Edition Tactics/Eldar Harlequins
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===HQs=== *'''Troupe Master:''' No longer a squad sergeant but a full-fledged HQ, allowing you to fill out Detachments. Is reasonably cheap at just 60 Points, and comes packing 5 attacks hitting on a 2+ with your choice of Embrace, Kiss, or Caress (or Power Sword, but you're never going to take that). The real reason you take a Troupe Master, though, is for the buff aura, granting friendly {{W40Kkeyword|<MASQUE>}} units within 6" re-rolls to wound in Assault. This is an extremely powerful buff to your Harlequins and should be leveraged as much as possible by keeping multiple units within the aura (remember that only one model needs to be within 6" for the whole unit to benefit). Ideally, a Troupe Master should be nearby whenever you get your clowns into a charge. He can potentially spar with enemy HQs using a Kiss, as his re-rolls help to overcome the comparatively low Strength and AP, but he's best off with a big Troupe hacking through the regular enemy army. Like the Troupe members, his best loadout is a Fusion Pistol and Embrace. **However, as a single-model buffing unit, his grenade deserves special mention, not least because it's the same range as a Fusion Pistol. The grenade can't be thrown in melee, which is significant, but for drive-by shootings, it's substantially better than the shuriken pistol and comes for free anyway. Since his primary purpose is his buff, not dealing damage himself, there's a lot to be said for leaving him with his Shuriken Pistol, having him rely on his grenade when he needs to, and spending the points elsewhere. Don't do the same thing with his melee loadout unless you're ''certain'', as the gap between a basic weapon and an Embrace is drastic. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Pivotal Roles:''' By default Troupe Masters get Choreographer of War. However you can, trade this in or pay 1 CP to pick one of these other perks instead/in addition. You cannot have duplicates of any pivotal roles. <div class="mw-collapsible-content"> *'''Prince of Light''': Reroll charges for {{W40Kkeyword|<MASQUE>}} units within 6”, adding 1 if you already could. **Probably not a good idea to take this with Player of the Light, even with the free extra inch. Harlequins are already fast as fuck and can basically guarantee charges in the move phase as is. *'''Darkness’ Bite''': After this model fights, you can select a unit it attacked, that unit suffers 2 mortal wounds. **On one hand, it's free damage, enough to delete a Terminator for free just by sending one attack into its unit, though clowns tend to be blenders in melee combat anyway. However, if you are up against an elite army with a bunch of invuln saves, this can be a godsend. *'''Twilight’s Grasp''': For every melee attack against a unit that is not a MONSTER or VEHICLE, an unmodified wound roll of 2+ is always successful. **This can make your Troupe Master a very scary anti-infantry unit. Giving this to one alongside Choreographer and a high AP melee weapon (embraces or even power swords are good choices) and throw it at anything that doesn't have the aformentioned keywords will likely result in those things dying in a painful manner. </div> </div> *'''Shadowseer:''' Moved from the Elites to HQs, with a price bump to match. The Shadowseer clocks in at 110 Points. Possessing the ability to cast two spells in the Psychic phase, a decent melee presence with 3 S5 AP-1 D1d3 attacks, and especially the Shield From Harm ability. The defensive counterpart to the Troupe Master's Choreographer of War, it means your opponent must subtract 1 to wound rolls against friendly {{W40Kkeyword|<MASQUE> infantry}} units within 6" of the Shadowseer. This is a potent defensive bonus and one of the few defenses you have available, and much like the Troupe Master's bonus should also be extended to as many units as possible at once. The sheer joy of seeing weapons have to wound your squishy, squishy clowns on a 5+ cannot be overstated. Shadowseers are too expensive to spam, but at least one is practically mandatory for any list. **Neuro Disruptors can be taken for 5 points, increasing your Shadowseer's damage output while also being slightly more reliable than the stock shuriken pistol. Potentially worth taking now that it's not 10 points on an already expensive model. <div class="toccolours mw-collapsible mw-collapsed" style="10> '''Pivotal Roles:''' Replaces Shield from harm or pay 1 CP to pick one of these other perks in addition. <div class="mw-collapsible-content"> *'''Veil of Illusion''': Friendly {{W40Kkeyword|<MASQUE>}} units within 6” of this model count as being an additional 6” away when shot at. For cases where you need to determine if a model is at half range, this is factored in. **Arguably the best of the three. Shut down rapid fire guns, prevent flamers from doing anything during overwatch, overall a nice buff. *'''Gloomwake''': Friendly {{W40Kkeyword|<MASQUE>}} units get the benefit of cover if within 6” of this Shadowseer. **Additions like this make me question if GW reads their own rules or not. This would be fine, though invulns are not affected by cover. Literally useless unless you've got a shadowseer keeping pace with some bikes or clown cars. Skip for literally anything else. *'''Agent of Bedlam''': Subtract 1 (to a minimum of 1) from the attack characteristic of enemy models within 6” of this model. **Very nice on a Shadowseer that likes to get into combat. This is per model, so against larger groups it can shave off a pretty big chunk of their threat. Works best on stuff that has an attack characteristic of 2. </div> </div> <div style="margin-left: 1em;> ====Special Characters==== There aren't any named Harlequins with rules right now, but since you can field Harlequins in an Ynnari force, the Ynnari named characters are listed here.
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