harlequin codex wh40k 7thed
DESCRIPTION
Fandex based on original GW codex upgraded through the versions to 7th edition.Some things still in playtesting.TRANSCRIPT
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HARLEQUINS
Harlequin Special Rules Acrobatic:Units entirely composed of models with this special ruleRunan additional 3.
Battle Celerity: Units entirely composed of models with this special rule can Charge normallyafter Running.
If a Harlequin army Primary Detachment has a Great Harlequin he must be the Warlord.
Battle Masques: If the army includes a Great Harlequin one Masque may be chosen to use
instead of a Warlord Trait. Only one Masque may be used per battle, chosen from the Masques
known by the Great Harlequin used. Masques are only in effect as long as the Great Harlequin
is alive.
Cegorachs Veil: If the Harlequin army has 4 or more Shadowseers on the table, any Veil of
Tears Psychic test is successful on a 3+ instead of 4+. If a Master Shadowseer is on the table,
any Veil of TearsPsychic test is automatically successful without rolling and removes oneWarp Chargedie from the pool. This is done before any other Powers are attempted.
Dance of Death: grantsFurious Charge&Hit and Run
Dispersed Formations: Harlequin armies use 4 coherency instead of 2. This applies to
Independent Characters joining a unit as well.
Masters of the Webway: If the Great Harlequin has a webway portal he can select three
Harlequin units with Surprise Assaultand their transport, in Reserve to WebwayDeep Strike
(as if they have a webway portal).
Surprise Assault: Units entirely composed of models with this special rule can perform aDisorderedChargewhen arriving from a Webway portal even though they entered fromreserve.
Harlequins can only take an FOC Fortification if they have taken Allies.
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Warlord Traits1. Focused Assault: (BRB) Your Warlord, and all Harlequin units within 12, add 1 to the result
when rolling the charge distance.
2. Iron Resolve: (SM) When determining Assault results add one to your total if the Warlord is
Locked in Combat.
3.
Fates Messenger: (E) The Warlord re-rolls all saving throw results of 1.
4. Master of the Vanguard: (BRB)Your Warlord, and all Harlequin units within 12, roll an extra
dice when theyRun, using the highest.
5. Ambush of Blades: (E) One use Only; Declare your Warlord is using this ability at the start ofone of your ShootingorAssaultphases. For the duration of the phase, the Warlord and all
Harlequin units within 12 of him, re-roll 1s when rolling To Wound.
6. Master of Interference: (BRB) One Use Only; Declare your Warlord is using this ability at the
end of one of your turns. Your opponent must randomly select one of hisActive TacticalObjectivesand immediately discard it. (If Mimes are included in the Army you must take
the following trait instead)Mime Disruption: Whilst your Warlord is alive, your opponent hasa -1 modifier to Reserves rolls.
Harlequin WargearNote 1: All effects of multiple Masks combine into one mask.
Note 2: You may only use the special rules for the one weapon being used to actually hit.
Note 3: Gunslinger: (BRB) All models with two pistols can fire both in shooting phase.
Cegorachs Favor: (Independent Characters only) Once per gameany roll of a single D6 may be re-
rolled.
Cegorachs Sting: Rng: 12 S: 4 AP: 2 Pistol, Poison (2+), Master-Crafted.
D-Cannon: (E) Rng: 24 S: 10 AP: 2 Hvy 1, Blast, Barrage, Distort, Pinning
Distort: On a Wound roll of 6, automatically wounds regardless of Toughness and inflictsInstant
Deathregardless of Toughness. Vehicle Armor Pen of 6 are automatically a penetrating hit.
D-Scythe: (E) Rng: Template S: 4 AP: 2 Assault 1, Distort
Domino-Field (D-Field): 4+ Invulnerable save. PreventsPrecision Strikes/Shots.
Eldar Jetbike: (BRB, E) (Great Harlequin and Master Shadowseer only) Can move 2D6in the assault
phase. Hammer of Wrath, Jink, and Relentless. Turbo Boost 36.
Flickerfield: (DE) 5+ Invulnerable save.
Flip Belt: (E) Not slowed by difficult terrain.
Fusion Pistol: (E) Rng: 6 S: 8 AP: 1 Pistol, Melta
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Hallucinogen Grenades: (E) Count as Assault Grenades for character and entire unit if attached.Note:
Cannot be thrown in shooting phase.
Hand Flamer: (BASM) Rng: Template S: 3 AP: 6 Pistol
Harlequin Shadow Targeter: Grants Interceptor, Nightvision, and +1 to Snap Shot rolls.
Harlequins Kiss: (E) normal CCW, Melee, Rending
Haywire Grenades: (E) Rng: 8 S:2 AP: - Assault 1, Haywire. May only make one Attack.
1 = no effect, 2-5 = glancing hit, 6 = penetrating hit
Haywire Launcher: (IA11u) Rng: 24 S: 3 AP: 4 Heavy 2, HaywireHaywire: 1 = no effect, 2-5 = glancing hit, 6 = penetrating hit
Holo-suit: (E) 5+ Invulnerable save
Jesters Mask: Grants Ignores Cover, Interceptor, and Nightvision
Mask of Fear: Opponents locked in combat have -1 Ld, unless immune toFear.
Neuro-disruptor: Rng: Template S: (8) AP: 1 Pistol; S against targets own Ld or majority not
Toughness.
Vehicle hit has no effect on vehicle itself only crew, 1= no effect, 2-3 = crew shaken, 4-6 = crewstunned.
Night Shields: (DE) Grants Stealth.
Pack Grenade Launcher: Rng: 12 S and AP: Grenade type Assault 1; Can be fired in addition to
normal shooting. One grenade type must be selected for entire game. Haywire, Krak, Plasma, orTanglefoot grenades.
Plasma Grenades: (BRB) Assault Grenades Rng: 8 S: 4 AP: 4 Assault 1, Blast.Negate the effect ofcover in close combat, so that all attacks are in initiative order. 1 A against vehicles, gun
emplacements, and MC.
Plasma Pistol: Rng: 12 S: 7 AP: 2Pistol; Does not Get Hot, due to Eldar technology.
Phase Field: Phases models out of phase with solid matter allowing them to pass through solid objectsand move unrestricted more quickly. Move up to 6+2D6 in the Movementphase. Can move through
all models and terrain, including Impassable. Cannot end move in or on Impassable terrain or within 1
of an enemy model. Difficult and Dangerous terrain have no effect. Can run phased 3+D6 if notshooting.Cannot Blitz Attack in the same Turn Phase Field is used.
Power Blades: (E) S: User AP: 3 Melee and confers +1 extra Attack for two CCWs by itself.
Power Weapons:
Power Sword S: User AP: 3 Melee
Power Axe S: +1 AP: 2 Melee, Unwieldy
Power Lance S: +1/User AP: 3/4 (first stat for charge only) Melee
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Prism Blaster: (IA11u) Rng: 18 S: 7 AP: 2 Heavy 2, Lance, Ghostlight
Ghostlight: When one or more Jesters inflicts two or more hits with the Ghostlight special ruleon an enemy unit or vehicle, they may choose to either resolve the hits normally, or to inflict a
single Ghostlight attack in place of all hits with the Ghostlight special rule. When resolving a
Ghostlight attack, each hit that was inflicted on the target unit or vehicle either increase theattacks Strength by +1 or reduce its AP by -1, to a maximum of Strength 10 and a minimum of
AP 1. (Note: Separate Death Jesters on the battlefield can Ghostlight together on the sametarget. Designate one Jester for shot direction.)
Rictus Mask: Any enemy unit within 6 of model and LOS must take a Morale test at the start of their
turn. If failed, the unit may do nothing that turn. If a unit is in combat or immune to Morale tests then
they are unaffected.
Riveblades:S: User AP: Ignores Armor Saves, Melee, Rending, Shred, Specialist Weapon. A wound
roll of 6 in addition toRending,if unsaved, causes two wounds instead of one. Target canFNPeach
wound received.
Shadow Field: (DE) (Independent Characters Only) 2+ Invulnerable save, a fail destroys field at theend of the phase.
Shrieker Cannon: Rng: 24 S: 6 AP: 5 Assault 3, Bladestorm, Pinning
Staff of The Laughing God: (Illantith only) S: User AP: 3, Melee, Armourbane, Fleshbane, SoulBlaze, Warp Circuit; Warp Circuit: Staff may store one Warp Chargefor later use with a successful
Psychic test using only the one intended Warp Chargedie. Failure expends the Warp Charge.
Storm Glove: S: x2 AP: 2 Melee
Spinneret Rifle: (E) Rng: 18 S: 6 AP: 1 Rapid Fire, Monofilament, Pinning
Sunrifle: (E) Rng: 24 S: 3 AP: 3 Assault 3, Blind, Pinning
Tanglefoot Grenades:Defensive grenades. Rng: 8 S: 1 AP: - Assault 1, Blast, Entangle. (No effect
when charged if already engaged or Gone to Ground.)Entangle:When thrown Blast Marker remainsin play and counts asDifficult Terrainfor the purposes of moving only. No effect on charges or Non-
walker vehicles.
Tempest Launcher: (E) Rng: 36 S: 4 AP: 3 Heavy 2, Barrage, Blast, Pinning
Venom Blade: (DE) CCW, Melee, Poison (2+)
Void Sabre: (IA11) CCW adding +1S, Melee, Rending
Webway portal: (DE) If a model with a webway portalis in Reserves or Ongoing Reserves, then the
model and any unit it has joined or is embarked upon has the Deep Strike special rule. This model, andhis unit, will not scatter if arriving from Deep Strike Reserve.
Witch staff: (Shadowseers only) S: User AP: -, Melee, Armourbane, Fleshbane, Soul Blaze
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Harlequin Armory
Harlequin characters may pick up to two single-handed weapons from the list below replacing one of
their existing weapons and may additionally pick a second pistol as well. You may not take duplicate
items of wargear for the same model other than a Shuriken pistol.
Single Handed Weapons Wargear
Weapon Points Wargear Points
Fusion pistol 15 Bio-explosive Ammo 5Harlequins Kiss 5 Cegorachs Favor(IC Only) 10
Neuro-disruptor 20 Domino-field 25
Plasma Pistol 15 Haywire grenades 5
Power weapon 15 Phase field 20
Riveblades 35 Plasma grenades 2
Shuriken Pistol 5 Power blades 15
Storm Glove 20 Rictus mask 25
Venom Blade 5 Shadow Field 30
Void Sabre 15 Tanglefoot grenades 10
Gifts of Cegorach
Only one of each of the following may be taken per Army.
Gifts Points
Dread Mask 35
Mask of CegorachsShadow 50
The Tricksters Touch 35
Shard of Anaris 40
Ward of the Black Library 30
Dread Mask: CausesFear. Any unit losing assault against a Harlequin with a Dread mask must take
their Morale check on 1D6 more than normal. Opponents locked in combat gain no benefit from
FearlessorAnd They Shall Know No Fear.
Mask of Cegorachs Shadow:The bearer gains Shroudedand Stealthspecial rules. In addition the
bearer can re-roll failed cover saves.
The Tricksters Touch:S: x2 AP: 2 Melee, Master-crafted, Spiritstealer, StrikedownSpiritstealer: Add 1 to the Touchs Strength for each unsaved Wound it caused earlier in the
game. The Strength cannot exceed 10. (Replaces one weapon)
Shard of Anaris: S: +2 AP: - Melee, Rending, Vauls WorkVauls Work: The bearer of this weapon has theFearlessspecial rule. In a challenge, Attacks
made with this weapon have theFleshbaneandInstant Deathspecial rules. (Replaces one weapon)
Ward of the Black Library:(Psyker only) One Use Only, any Psychic power successfully cast on the
board can beNullifiedon a 4+ or a 2+ if it is a Chaos, Daemon, or DaemonologyMaleficpower.
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HQ
Lycinthor the Great Harlequin
Points WS BS S T W I A Ld Sv
Lycinthor 235 8 7 4 4 3 8 4 10 4+Inv
Composition: Unique (Counts as the one Great Harlequin)
Unit Type: Infantry (ch) or Bike (Eldar Jetbike) (ch) (if mounted on one)
Wargear:
Mask of Fear
Domino-field
Flip belt
Fusion pistol
Shuriken pistol
Bio-explosive ammo
Riveblades
Plasma grenades
Tanglefoot grenades
Haywire grenades
Webway portal
Domination Mask: GrantsFear, Stubborn, and functions as a Rictus Maskbut with 12 range.
Special Rules:
Independent character
Battle Celerity
Dance of Death
Disarming Strike (E)
Fleet
Masters of the Webway
Move thru Cover
Skilled Rider
Surprise Assault
Ancient Strategist: Lycinthor Seizes the Initiativeon a 5+ or a 4+ ifMime Reconnaissanceis ineffect. Lycinthor adds 2 to the roll forMime Reconnaissance. Also Lycinthor generates oneadditional Tactical Objectiveon his first turn.
Mime Reconnaissance: If Mimes are included in the army, the Great Harlequin rolls a D3 afterboth sides deployment. The result is the number of Reserve rolls he can re-roll or force his
opponent to re-roll in any combination.
Options:
May take:
o Jetbike +20pts
Battle Masques:
Masque of Retribution: grants entire armyCounter-Attack.
Masque of the Red Death: Once per Game; Great Harlequin and Harlequin infantry units
within 12haveRampage.
Masque of the Laughing God: Great Harlequin and Harlequin units within 24havePreferredEnemy (All Chaos and Daemons)and do not suffer the penalties fromDisordered Charge.
Masque of the Tricksters Haste: Great Harlequin and Harlequin infantry units within 24haveAcrobatic.
Masque of CegorachsMarch: Harlequin infantry units arriving from Reserve (Including DeepStrike) can perform aDisordered chargeon the Turn they arrive. (Note:Furious Charge
cannot be used.)
NOTE: If Lycinthor takes a Jetbike, Harlequin Jetbike units of 5+ models count as Troops.
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0-1 Great Harlequin
Points WS BS S T W I A Ld Sv
Great Harlequin 80 7 6 3 3 3 8 4 10 5+Inv
Composition: 1 Great Harlequin
Unit Type: Infantry (ch) or Bike (Eldar Jetbike) (ch) (if mounted on one)
Wargear: Mask of Fear
Holo-suit
Flip belt
Shuriken pistol
CCW
Plasma grenades
Special Rules:
Independentcharacter
Battle Celerity
Dance of Death
Fleet
Masters of theWebway
Mime
Reconnaissance
Move thru Cover
Skilled Rider
Surprise Assault
Options:
May take any equipment from the Harlequin armory. May take any items from Cegorachs Giftslist.
May take one:
o Eldar Jetbike +20pts
o Venom Chariot (below)
May take:o Webway portal +30pts
Battle Masques:
Masque of Retribution: grants entire armyCounter-Attack.May choose additional Battle Masques for the following points.
+10ptsMasque of the Red Death: Once per Game; Great Harlequin and Harlequin infantryunits within 12haveRampage.
+5ptsMasque of the Laughing God: Great Harlequin and Harlequin units within 24have
Preferred Enemy (All Chaos and Daemons)and do not suffer the penalties fromDisordered
Charge.
+10ptsMasque of The Tricksters Haste: Great Harlequin and Harlequin infantry units within
24haveAcrobatic.
+5ptsMasque of CegorachsMarch: Harlequin infantry units arriving from Reserve (IncludingDeep Strike) can perform aDisordered chargeon the Turn they arrive. (Note:Furious Charge
cannot be used.)
NOTE: If the Great Harlequin takes a Jetbike, Harlequin Jetbike units of 5+ models count as Troops.
Harlequin Venom Chariot
Points Front Side Rear HP BS Save
Harlequin Venom Chariot 55 11 11 10 3 4 5+ Inv
Composition: 1 Harlequin Venom Chariot
Type: Vehicle (Fast, Skimmer, Open-topped, Chariot)
Wargear:
Twin-linked Shuriken catapults Flickerfield
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Vectored engines (E)
Transport: One Great Harlequin only
Special Rules:
Deep Strike
Jink
Sweep Attack
Agile: (IAAe) grants a +1 for Jink cover saves. Acrobatic Dismount: Harlequins with a Flip belt can Disembark if moved up to 12.Over 6
requires a Dangerous Terrain test. If a Venom Chariot is wrecked or explodes the Great
Harlequin can dismount more safely with a successful Initiative test. If successful the GreatHarlequin is not pinned and only wounded on a 6. If he fails he suffers wounds as normal and
tests for pinning as normal.
Options:
May exchange the Shuriken catapults for:
o Fusion gun +10pts o Shrieker cannon +10pts
May be upgraded with:
o
Crystal Targeting Matrix (E)+25pts
o Ghostwalk Matrix (E) +10pts
o
Spirit Stones (E) +10ptso Star engines (E) +15pts
Master Shadowseer Illantith
Points WS BS S T W I A Ld Sv
Illantith 220 7 7 3 4 3 8 3 10 4+Inv
Composition: Unique
Unit Type: Infantry (ch)
Wargear:
Mask of Fear
Domino-field
Flip belt
Plasma Pistol
Shuriken pistol
Bio-explosive ammo
Staff of TheLaughing God
Power Blades
Cegorachs Favor
Plasma grenades
Tanglefoot grenades
Hallucinogengrenades
Haywire grenades
Bane Mask: GrantsAdamantium Will,Fear, and works as a Ghosthelm.
Runes of the Laughing God: One use only; Expending double the harnessed Warp Chargesneeded, doubles the range of Psychic powers that have a range.
Runes of Warding:(E) One use only; Immediately before the Shadowseers unitmakes aDenythe Witch roll, he can choose to use these runes to grant this unit an additional +2 modifier tothe dice rolls.
Runes of Witnessing: (E) One use only; If the Shadowseer fails a Psychic test, he can use therunes to re-roll the test (potentially negatingPerils of the Warpin the process).
Special Rules:
Independent character
Battle Celerity
Cegorachs Veil
Dance of Death
Fleet
Move thru Cover
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Preferred Enemy (All Chaos, Daemons)
Psyker (Mastery Level 4)
Surprise Assault
Spirit Mark: At any time during your movement phase nominate a single enemy unit within 12
of Illantith, place a counter next it to show it has been spirit-marked. Wraithlords can re-roll ToHitrolls of 1 against spirit marked units. At the end of your turn remove all spirit-markcounters from play.
Options: May take:
o Webway portal +30pts
Psychic Powers: Require Psychic Test. Shadowseers always have Veil of Tears. May roll for remaining
powers from Runes of Shadow, Telepathy, Divination, and Daemonology Sanctic (as normal).
Veil of Tears: Blessing that affects the Shadowseer and their unit. Whilst the power is in effect,any enemy unit wishing to target the Shadowseer or their unit must roll 2D6x2. If theShadowseer or their unit, is not within this distance in inches, the enemy unit may not fire this
turn. Has no effect while mounted on a Transport.
(Warp Charge 1)
Runes of ShadowPrimaris:Misdirection:Blessing,Whilst the power is in effect, Enemies wishing to chargeShadowseer and joined unit, must pass a Leadership test on 3D6. Failure results in charging
unit doing nothing that turn. Has no effect while mounted on a Transport.
(Warp Charge 1)
1. Terror Maelstrom: Nova, Rng: 9 S: 8 AP: 2 Assault 1D6, Terrify.
Terrify: Units hit have -1 to theirLeadershipand treat all enemy units as havingFearuntil the
start of the Psykersnext Psychic phase.
(Warp Charges 3)
2. Doom:Malediction, target a single enemy unit within 24. Re-roll failed Wounds / Armor
Penetration on targeted unit until start of Psykers next Psychic phase.(Warp Charge 1)
3. Executioner: Focused Witchfire, forms a psychic projection of the Shadowseer within 24.
The target suffers 3 hits, resolved at the Shadowseers Strength with the Fleshbane special rule,
and AP-. If the target is removed from play as a result, another model in the same unit suffers 2hits as described above. If the second target is slain, a third and final model in the same unit
suffers 1 hit as described above.
If the Warp Charges harnessed exceeds the cost the Shadowseer picks the target within a unit.A success still requires the projection to hit the unit as normal. If the Shadowseer chose the first
target model, then he chooses the second and third target models. If the first target was selected
by closest, then the second and third targets must also be closest.(Warp Charge 1)
4. Fortune:is a Blessing that targets a single friendly unit within 24. Whilst this power is in
effect, the target can re-roll all failed saving throws andDeny the Witchrolls.
(Warp Charges 2)
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5. Iridescence:Blessing,Target any Harlequin unit within 18. Whilst the power is in effect, the
Harlequins Holo-suits and D-fields gain +1 to their Invulnerable saves.
(Warp Charge 1)
6. Laughing Gods Imbuement:Blessing targets Shadowseer. Whilst the power is in effect, the
Shadowseer gains +3 Strength and Toughness and gains theFeel No Pain (4+) special rule.(Warp Charge 2)
Master Shadowseer
Points WS BS S T W I A Ld Sv
Master Shadowseer 80 6 5 3 3 2 7 3 10 5+Inv
Composition: 1 Master Shadowseer
Unit Type: Infantry (ch) or Bike (Eldar Jetbike) (ch) (if mounted on one)
Wargear:
Mask of Fear
Holo-suit
Flip belt
Shuriken pistol
Witch staff
Plasma grenades
Hallucinogen grenades
Options:
May take any equipment from the Harlequin armory.
May take any items from Cegorachs Giftslist.
May take one:
o Eldar Jetbike +20pts
o Webway portal +30pts
May take:o
+20ptsGemini Mask: GrantsFear. Grants Mastery level 3. Works as a Ghosthelm.
o +10ptsRunes of the Laughing God: One use only; Expending double the harnessed
Warp Chargesneeded, doubles the range of Psychic powers that have a range.
o +10ptsRunes of Warding:(E) One use only; Immediately before the Shadowseers unitmakes aDeny the Witch roll, he can choose to use these runes to grant this unit an
additional +2 modifier to the dice rolls.
o +15ptsRunes of Witnessing: (E) One use only; If the Shadowseer fails a Psychic test,he can use the runes to re-roll the test (potentially negatingPerils of the Warpin the
process).
Special Rules:
Independent character Battle Celerity
Cegorachs Veil
Dance of Death
Fleet
Move thru Cover Psyker (Mastery Level 2)
Skilled Rider
Surprise Assault
Psychic Powers: Require Psychic Test. Shadowseers always have Veil of Tears. May roll for
remaining powers from Runes of Shadow, Telepathy, Divination, and Daemonology Sanctic
(as normal).
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Elites
Cuidon the Invisible Death
Points WS BS S T W I A Ld Sv
Cuidon 300 9 8 4 4 4 10 5 - 3+Inv
Composition: Unique (Counts as the one Solitaire)
Unit Type: Infantry
Wargear:
Mask of Fear
Cegorachs Favor
Phase Field
Domino-field
Flip belt
Fusion pistol
Neuro-disruptor
Master-Crafted
Riveblades
Plasma grenades
Tanglefoot grenades
Haywire grenades
Shadow Mask: GrantsFear. Makes Cuidon appear to be only an apparition from a distance
causing the enemy to misjudge his position. Permanent Veil of Tears(No psychic test required).
Also grants a +1toDeny the Witch(Does not apply to Spiritless).
Webway Shard Talisman: Acts as a personal Webway portalwith a +1 to his reserve roll.
Special Rules:
(May not join a unit)
Battle Celerity
Adamantium Will
Dance of Death
Eternal Warrior
Fleet
Infiltrate
Monster Hunter
Move thru Cover
Precision Shot/Strike
Scout
Surprise Assault
TrickstersRuse:One use only; The first time Cuidon is removed as a casualty, place a counterto mark the spot where he Died. Roll a D6 at the start of each of your subsequent turns. If the
result is 4+, place him within 1 of the counter with D3 wounds restored. If he would be placedwithin 1 of another model, move him by the minimum possible distance so that he is not
within 1. Cuidon can act normally in the turn he Resurrects. Cuidon is not considered tohave been killed for the purpose of the mission objective First Blood or for the purposes ofearning victory points in missions which award them for completely destroying enemy units
until he is removed as a casualty a second time or the game ends before he returns.
Martial Agility: Cuidons agility and martial skill combined with a Domino-field grants a3+Invulnerable save. Cuidons Precision Shots/Strikes occur on a 5+. Strikes occur on 4+ if hedid notBlitz Attack.
Directed Assault: Cuidons celerity and martial skill allow him to charge to any model withincharge range ignoring the shortest route for the best position. Also when Cuidon Infiltrates,
uses Scout, or arrives from Reserves he can sacrifice his shooting phase to charge in theAssault phase but cannot useFleet or Blitz Attackon that charge.
Spiritless: Does not have to take Leadership tests of any kind. Any attacks based on Ldhave no effect and automatically fail. MustDeny the Witchagainst friendlypowers targeting
him with 1D6 per Warp Charge harnessed to cast (Dice used not from Psychic pool).
Blitz Attack: Can assault up to 3D6. Cannot use a Phase field and Blitz in same Turn. Instead
of normal +1 A for charging, gains +1 A for each inch of unused charge up to a max of +6 A
for charging.
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0-1 Solitaire
Points WS BS S T W I A Ld Sv
Solitaire 125 8 7 4 4 3 8 4 - 5+Inv
Composition: 1 Solitaire
Unit Type: Infantry
Wargear: Mask of Fear
Holo-suit
Flip belt
Shuriken pistol
CCW
Plasma grenades
Special Rules:
(May not join a unit)
Acute Senses
Adamantium Will
Battle Celerity
Dance of Death
Fleet
Infiltrate
It Will Not Die
Move thru Cover
Precision Shot/Strike
Surprise Assault
Spiritless: Does not have to take Leadership tests of any kind. Any attacks based on Ldhave no effect and automatically fail. MustDeny the Witchagainst friendlypowers targeting
him with 1D6 per Warp Charge harnessed to cast (Dice used not from Psychic pool). Blitz Attack: Can assault up to 3D6. Cannot use a Phase field and Blitz in same Turn. Instead
of normal +1 A for charging, gains +1 A for each inch of unused charge up to a max of +6 Afor charging.
Options:
May take any equipment from the Harlequin armory.
May take any items from Cegorachs Giftslist.
May take:
o Webway portal +30pts
Veteran Death Jesters
Points WS BS S T W I A Ld Sv
Veteran Death Jester 25 5 5 3 3 1 6 2 9 5+ Inv
Composition: May include 1-3 for each Elites choice.
Unit Type: Infantry (ch)
Wargear:
Mask of Fear
Holo-suit
Flip belt
Shrieker cannon
Power Blades
Special Rules:
Independent Character(Must be deployed at the same time but may be deployed separately on
the battlefield.)
Dance of Death
Fast Shot (E)
Fleet
Split Fire (only applies to Jester)
Stealth
Surprise Assault
Relentless
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Options:
May be given additional wargear (Not weapons) from the Harlequin armory.
May exchange their Shrieker cannon for one of the following:o Brightlance +10pts
o Dragons Breath Flamer free
o
Eldar Missile Launcher+10pts Flakk Missiles +10pts
o Firepike +10pts
o Haywire Launcher +10pts
o Prism Blaster +20pts
o
Spinneret Rifle +10ptso Sunrifle +10pts
o Tempest Launcher +15pts
May take:
o Jesters Mask +15pts
For +65pts one Death Jester can be upgraded to Ankido with the following profile and additional rules.
Ankido the Last Laugh
Points WS BS S T W I A Ld Sv
Ankido (ch) +65 5 6 3 3 2 6 2 10 2+I/5+I
Additional Wargear and Special Rules:
Jesters Mask Marksmans Eye (E)
Shadow Field Tank Hunter
Death Shot: When killed, Ankido fires 1 last shot at the unit that killed him or the closest
enemy unit if the one that killed him is not available.
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Troupes
0-1 Mime Troupe
Points WS BS S T W I A Ld Sv
Mime 20 5 4 3 3 1 6 2 9 5+Inv
Mimic (ch) +35 5 4 3 3 1 6 3 10 5+Inv
Composition: 4-10 Mimes.
Unit Type: Infantry
Wargear:
Mask of Fear
Holo-suit
Flip belt
Shuriken pistol
CCW
Plasma grenades
Special Rules:
NOTE: The Mime unit never has Objective Secured.
Battle Celerity
Dance of Death
Deep Strike Fleet
Infiltrate
Mime Invisibility
Move thru Cover
(Mimic, Danji) Brotherhood of
Psykers (Mastery 1)
Scout
Shrouded
Surprise Assault
Options:
Any Mime may replace its CCW with:
o Harlequins Kiss +4 pts
Up to two Mimes may replace theirCCW with:
o Power Weapon +10 pts
o Void Sabre +10 pts
Up to two Mimes may replace theirShuriken pistol with:
o Fusion pistol +10 pts
o Plasma pistol +10 pts
One Mime may replace their Shuriken
pistol with:
o Hand Flamer +5pts
One Mime may exchange theirShuriken pistol with:
o Neuro-disruptor +15 pts
Any Mime may take an additionalShuriken pistol for +1 pt each.
The Mime unit can be armed withHaywire grenades for +2pts per model.
Character:
One Mime may be upgraded to a Mimic (ch) for +35pts.
A Mimic may be given additional equipment from the Harlequin armory.
Additional Special Rules:o Move thru Cover
o Brotherhood of Psykers (Unit becomes Mastery level 2)
o
Mimics only haveMime Invisibility. No additional power despite Mastery 2 but gain a+1 to the roll forMime Invisibilityonly.
o Masters of Infiltration: A Mime unit with a Mimic can deploy regardless of anydeployment restrictions and can always start in Reserve. The Mimic and his unit can
Deep Strikewithout scattering. The unit can perform aDisordered chargeon the turn
they arrive from Reserves (Including Deep Strike), on the first turn, even if Infiltrated,or used the Scout move but cannot useFurious Chargeon that charge.
Psychic Power: Require Psychic Test.
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Mime Invisibility: Blessing that affects the Mimic and their unit. Whilst this power is in effect,
any enemy unit targeting the Mimic or their unit may only fire Snap Shotsand only hit the unit
in close combat on a To Hitroll of 6. Has no effect while mounted on a Transport.(Warp Charge 1)
Dedicated Transport: Harlequin Venom (Unit size cannot exceed transport capacity)
For +135ptsa Mime may be upgraded to Danji the Master Mimic in place of the normal Mimic withthe following profile and additional rules.
Danji the Master Mimic
Points WS BS S T W I A Ld Sv
Danji (ch) +135 6 5 3 3 2 7 3 10 2+I/5+I
Wargear:
Mask of Fear
Holo-suit
Shadow field
Flip belt
Cegorachs Sting
Shuriken pistol
Riveblades
Master-Crafted
Venom Blade
Haywire grenades
Plasma grenades
Tanglefoot grenades
May be given additional wargear (not weapons) from the Harlequin armory.
May take any items from Cegorachs Giftslist.
Additional Special Rules:
Acute Senses
Move thru Cover
Masters of Infiltration
Psyker (Mastery level 2) NOTE: addsto pool in addition to units Mastery 1.
Stalker (E)
Master of Assassination: All Danjis
shooting and combat hits are Precision
Shots and Strikes.
(Excluding Snapshots)
Psychic Powers: Require Psychic Test. Danji always hasMime Invisibility. May roll for remainingpower from Runes of Battle.
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Harlequin Troupe
Points WS BS S T W I A Ld Sv
Harlequin 15 5 4 3 3 1 6 2 9 5+Inv
Shadowseer (ch) +30 5 4 3 3 1 6 2 9 5+Inv
Death Jester (ch) +10 5 4 3 3 1 6 2 9 5+Inv
Troupe Master (ch) +20 5 4 3 3 1 6 3 10 5+Inv
Composition: 4-15Harlequins.
Unit Type: Infantry
Wargear:
Mask of Fear
Holo-suit
Flip belt
Shuriken pistol
CCW
Special Rules:
Battle Celerity
Cegorachs Veil(Shadowseer) Dance of Death
Fleet
Psyker (Mastery Level 1) (Shadowseer)
Surprise Assault Veil of Tears (Shadowseer)
Options:
Any model may replace their CCW
with:
o Harlequins Kiss +4 pts
Up to one in five models may replace
their Shuriken pistol with:
o Fusion pistol +10 pts
o
Plasma pistol +10 pts
Up to one in seven models may replace
their Shuriken pistol with:
o Hand Flamer +5pts
One model may replace their Shuriken
pistol with:
o Neuro-disruptor +15pts
Any model may take an additionalShuriken pistol for +1 pt each.
The Harlequin unit can be armed with Haywire grenades for +2 pts per model.
Character:
One Harlequin may be upgraded to a Troupe Master for +20 pts,
o May replace his CCW with: Harlequins Kiss free Power weapon free
Void Sabre +5pts
Storm Glove +10pts
o
Take Pack Grenade Launcher +10pts
One Harlequin may be upgraded to a Death Jester for +10 pts, replacing both his weapons witha Shrieker cannon.
One Harlequin may be upgraded to a Shadowseer, Psyker (Mastery Level 1) for +30 pts
o Hallucinogen grenades
o Veil of Tears (Shadowseer always has Veil of Tears)
Note: Has no effect while mounted on a Transport.
Dedicated Transport: Venom (Unit size cannot exceed transport capacity) or Battle Barge.
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Dedicated Transports
Harlequin Venom
Points Front Side Rear HP BS Save
Harlequin Venom 55 10 10 10 2 4 5+ Inv
Composition: 1 Harlequin Venom
Type: Vehicle (Fast, Skimmer, Open-topped, Transport)
Transport Capacity: 7 models (5 models if second weapon taken)
Wargear:
Twin-linked Shuriken catapults Flickerfield
Special Rules:
Deep Strike
Jink
Agile: (IAAe) grants a +1 for Jink cover
saves.
Acrobatic Dismount: Harlequins with a Flip belt can Disembark if moved up to 12. Over 6
requires a Dangerous Terrain test. If a Venom is wrecked or explodes Harlequins can dismountwith a successful Initiative test (each model must test separately). If all are successful,Harlequins are not pinned. Successful models are only wounded on a 6. Any models that fail
suffer wounds as normal and the unit tests for pinning as normal.
Options:
Replace the Shuriken catapults with:
o Fusion gun +5pts o Shrieker cannon +10 pts
May choose a second weapon:
o Brightlance +10pts
o Eldar Missile Launcher +15pts
o
Scatter Laser +10pts
o Shrieker cannon +10pts
o Star cannon +10pts
NOTE:If a second weapon is taken Capacity is reduced to 5 models.
May be upgraded with:
Crystal Targeting Matrix (E) +25 pts
Ghostwalk Matrix (E) +10 pts
Spirit Stones (E) +10 pts
Star engines (E) +15 pts
Vectored engines (E) +15 pts
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Harlequin Battle Barge
Points Front Side Rear HP BS Save
Harlequin Battle Barge 95 11 10 10 3 4 5+ Inv
Composition: 1 Harlequin Battle Barge
Type: Vehicle (Fast, Skimmer, Open-topped, Transport)
Transport Capacity: 16 models (Each additional weapon taken reduces Capacity by 2 models.)
Wargear:
Shrieker cannon
Flickerfield
Ghostwalk Matrix (E)
Star Engines (E)
Special Rules:
Deep Strike Jink
Acrobatic Dismount: Harlequins with a Flip belt can Disembark if moved up to 12. Over 6requires a Dangerous Terrain test. If a Battle Barge is wrecked or explodes Harlequins candismount with a successful Initiative test (each model must test separately). If all are
successful, Harlequins are not pinned. Successful models are only wounded on a 6. Any modelsthat fail suffer wounds as normal and the unit tests for pinning as normal.
Options:
Replace the Shrieker cannon with:
o Brightlance +5 pts
o Eldar Missile Launcher +10 pts
o Fusion gun free
o Scatter Laser +5 pts
o Star cannon +5 pts
May take up to two of the following:
o Brightlance +10pts
o Eldar Missile Launcher +15pts
o Fusion gun +5pts
o Scatter Laser +10pts
o Shrieker cannon +10pts
o Star cannon +10ptsNOTE: Additional weapons require embarked passengers to be fired.
Each additional weapon taken reduces Capacity by 2 models.
May be upgraded with:
Crystal Targeting Matrix (E) +25 pts
Harlequin Shadow Targeter +25pts
Night Shields (DE) +15 pts
Spirit Stones (E) +10 pts
Vectored engines (E) +15 pts
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Fast Attack
Harlequin Jetbike Squadron
Points WS BS S T W I A Ld Sv
Harlequin Jetbike 25 5 4 3 3(4) 1 6 2 9 5+/5+Inv
Shadowseer (ch) +30 5 4 3 3(4) 1 6 2 9 5+/5+Inv
Troupe Master (ch) +20 5 4 3 3(4) 1 6 3 10 5+/5+InvComposition: 3-10 Harlequins on Eldar Jetbikes
Unit Type: Bikes (Eldar Jetbikes)
Wargear:
Mask of Fear
Shuriken pistol
CCW
Holo-suit (Works for entire Jetbike)
Twin-linked Shuriken catapults(Jetbike)
(Cannot use Flip belts on a Jetbike)
Special Rules:
Cegorachs Veil(Shadowseer)
Dance of Death
Jink
Hammer of Wrath
Psyker (MasteryLevel 1)
(Shadowseer)
Relentless
Skilled Rider
Surprise Assault
Veil of Tears(Shadowseer)
Options:
Any model may replace their CCW with:
o Harlequins Kiss +5 pts
Up to two models may replace their CCW with:
o Power Weapon +10 pts
o
Void Sabre +10 pts
Up to one in three models may replace thebikes Shuriken catapults with:
o Fusion gun +5 pts
o Shrieker cannon +10 pts
Character:
One Harlequin may be upgraded to a Troupe Master for +20 pts,
o May replace his CCW with:
Harlequins Kiss free
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Power weapon free Void Sabre +5pts Storm Glove +10pts
o Take
Pack Grenade Launcher +10pts
One Harlequin may be upgraded to a Shadowseer, Psyker (Mastery Level 1) for +35 ptso Hallucinogen grenades
o
Veil of Tears (Shadowseer always has Veil of Tears)
Heavy Support
Harlequin Hornet Squadron
Points Front Side Rear HP BS
Harlequin Hornet 80 11 11 10 2 4
Composition: 1-3 Harlequin Hornets, forming a vehicle squadron.
Type: Vehicle (Fast, Skimmer)
Wargear:
Two Shrieker Cannons Star Engines (E)
Special Rules:
Acute Senses
Agile (IAAe)
Deep Strike
Jink
Scout
Surprise Assault
Skimmer Assault: (IAAp) A vehicle with the Skimmer Assaultrule that movesFlat Outmayfire all its weapons as Snap Shotsin the same turn.
Options: EitherShrieker cannon may be upgraded to one of the following weapons:
o Bright Lance +5 pts
o Eldar Missile Launcher +15 pts Flakk Missiles +10 pts
o Scatter Laser +5 pts
o Star cannon +5 pts
o Pulse Laser +5 pts
May be upgraded with:
Flickerfield (DE) +10 pts
Ghostwalk Matrix (E) +10 pts
Harlequin Shadow Targeter +25pts
Spirit Stones (E) +10 pts
Vectored engines (E) +15 pts
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Harlequin Wraithlord
Points WS BS S T W I A Ld Sv
Harlequin Wraithlord 130 5 4 8 8 3 5/4 3 10 3+/5+Inv
Composition: 1 Harlequin Wraithlord
Unit Type: Monstrous Creature (ch)
Wargear: Mask of Fear
Holo-suit (Works for entire Wraithlord)
Two Shuriken Catapults
Special Rules:
Fear (mc)
Fearless
Hammer of Wrath (mc)
Move Thru Cover (mc)
Relentless (mc)
Smash (mc)
Surprise Assault
Options:
May exchange any shuriken catapult for a flamer free
May take a Ghostglaive +5 pts
May take up to two of the following:
o Brightlance +20 pts
o D-cannon +40 pts
o D-scythe +40 pts
o Eldar Missile Launcher +30pts
o Scatter Laser +20 pts
o Shrieker cannon +15 pts
o Star cannon +20 pts
(If a second weapon is chosen Initiative drops to 4)
Harlequin Nightwing
Points Front Side Rear HP BSHarlequin Nightwing 155 10 10 10 2 4
Composition: 1 Harlequin Nightwing
Type: Vehicle (Flyer)
Wargear:
Two Shrieker Cannons Two Bright Lances
Special Rules:
Agile (IAAe)
Deep Strike Shrouded
Skyhunter (E)
Supersonic Vector Dancer
Option:
Flickerfield +10 pts
Harlequin Shadow Targeter +25pts
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AlliesBattle Brothers: Craftworld Eldar, Dark Eldar, Eldar Corsairs, Eldar Exodites, and Tau
Allies of Convenience: All Imperial (except Sisters of Battle and Black Templars)
Desperate Allies:Orks, Sisters of Battle, andBlack Templars
Come the Apocalypse:Chaos Daemons, Chaos Space Marines, Necrons, Tyranids
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Reference
* Additional special rules apply, see Wargear description.
Weapon Range Str AP TypeShuriken Pistol 12 4 5 Pistol. Bladestorm
Shuriken Catapult 12 4 5 Assault 2, Bladestorm
Shrieker Cannon 24 6 5 Assault 3, Bladestorm,Pinning
Brightlance 36 8 2 Heavy 1, Lance
Cegorachs Sting 12 4 2Pistol, Poison (2+), Master-
Crafted
D-Cannon 24 10 2Heavy 1, Barrage, Blast,
Distort, Pinning
D-Scythe Template 4 2 Assault 1, Distort
Dragons BreathFlamer
Template 5 4 Assault 1
Flamer Template 4 5 Assault 1
Ghostglaive - +1 2 Melee, Master-CraftedHand Flamer Template 3 6 Pistol
Haywire Grenade 8 2 - Assault 1, Haywire
Haywire Launcher 24 3 4 Heavy 2, Haywire
Missile Starshot 48 8 3 Heavy 1, Pinning
Missile Plasma 48 4 4 Heavy 1, Blast, Pinning
Missile Flakk 48 7 4 Heavy 1, Skyfire
Firepike 18 8 1 Assault 1, Melta
Fusion Gun 12 8 1 Assault 1, Melta
Fusion Pistol 6 8 1 Pistol, Melta
HarlequinsKiss - User - Melee, Rending
Neuro-disruptor* Template (8) 1 Assault 1
Pack GrenadeLauncher*
126 (Krak) or
Grenade type4 (Krak) or
Grenade typeAssault 1
Plasma Grenade 8 4 4 Assault 1, Blast
Plasma Pistol* 12 7 2 Pistol
Power Axe - +1 2 Melee, Unwieldy
Power Blades* - User 3 Melee
Power Lance - +1 / User 3 / 4 Melee
Power Sword - User 3 Melee
Prism Blaster 18 7 2Heavy 2, Lance,
Ghostlight*Pulse Laser 48 8 2 Heavy 2
Riveblades* - UserIgnores
Armor Saves
Melee, Rending, Shred,
Specialist Weapon, *
Scatter Laser 36 6 6 Heavy 4, Laser Lock
Spinneret Rifle 18 6 1Rapid Fire, Monofilament,
Pinning
Shard of Anaris - +2 -Melee, Rending, Vauls
Work
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Staff of The
Laughing God*- User 3
Melee, Armourbane,Fleshbane, Soul Blaze,
Warp Circuit*
Star Cannon 36 6 2 Heavy 2
Storm Glove - X2 2 Melee
Sunrifle 24 3 3 Assault 3, Blind, Pinning
Tempest Launcher 36 4 3
Heavy 2, Barrage, Blast,
PinningThe Tricksters
Touch- X2* 2
Melee, Master-crafted,
Spiritstealer*, Strikedown
Venom Blade - User / (2+) - Melee, Poison (2+)
Void Sabre - +1 - Melee, Rending
Witch staff - User -Melee, Armourbane,
Fleshbane, Soul Blaze
Points Name WS BS S T W I A Ld Sv
235 Lycinthor the Great Harlequin (ch) 8 7 4 4 3 8 4 10 4+Inv
220 Master Shadowseer Illantith (ch) 7 7 3 4 3 8 3 10 4+Inv
300 Cuidon the Invisible Death 9 8 4 4 4 10 5 - 3+Inv
80 Great Harlequin (ch) 7 6 3 3 3 8 4 10 5+Inv
80 Master Shadowseer (ch) 6 5 3 3 2 7 3 10 5+Inv
125 Solitaire 8 7 4 4 3 8 4 - 5+Inv
25 Veteran Death Jester (ch) 5 5 3 3 1 6 2 9 5+Inv
+65 Ankido the Last Laugh (ch) 5 6 3 3 2 6 2 10 2+I/5+I
20 Mime 5 4 3 3 1 6 2 9 5+Inv
+35 Mimic (ch) 5 4 3 3 1 6 3 10 5+Inv
+135 Danji the Master Mimic (ch) 6 5 3 3 2 7 3 10 2+I/5+I
15 Harlequin 5 4 3 3 1 6 2 9 5+Inv+10 Death Jester (ch) 5 4 3 3 1 6 2 9 5+Inv
+30 Shadowseer (ch) 5 4 3 3 1 6 2 9 5+Inv
+20 Troupe Master (ch) 5 4 3 3 1 6 3 10 5+Inv
25 Harlequin Jetbike 5 4 3 3(4) 1 6 2 9 5+/5+Inv
+30 Harlequin Jetbike Shadowseer (ch) 5 4 3 3(4) 1 6 2 9 5+/5+Inv
+20 Harlequin Jetbike Troupe Master (ch) 5 4 3 3(4) 1 6 3 10 5+/5+Inv
130 Harlequin Wraithlord (ch) 5 4 8 8 3 5/4 3 10 3+/5+Inv
Vehicle
Base
Points Front Side Rear HP BS SaveHarlequin Venom 55 10 10 10 2 4 5+Inv
Harlequin Venom Chariot 55 11 11 10 3 4 5+Inv
Harlequin Battle Barge 95 11 10 10 3 4 5+Inv
Harlequin Hornet 80 11 11 10 2 4 (5+Inv)
Harlequin Nightwing 155 10 10 10 2 4 (5+Inv)
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DisclaimerThis fan made codex is completely unofficial and in no way endorsed by Games Workshop Limited.
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Cityfight, Codex, Craftworld Eldar, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, Death Jester, 'Eavy Metal, Eldar, Eldar Corsairs, Eldarsymbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon,
Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Harlequin, IA, Imperial Armour, Inquisitor, the Inquisitor logo, the Inquisitor device,
Inquisitor: Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices,Sisters of Battle, Slaanesh, the Slaanesh logo, Solitaire, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau
caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf
logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000universe are either , TM and/or Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world.
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.