Jovial Jesters
Jason
Reputation
Turf
Credits
Rating
6
0
0
2090
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Harlequin
410
3
9
11
1
Harlequin
335
3
6
11
1
Harlequin
335
3
6
11
1
Harlequin
385
2
5
11
1
Harlequin
325
1
2
5
0
Harlequin
300
0
0
5
0
Log
  • Nymlings (Ratskins, L); +Laerhkyth
  • Bloodhands (Goliath, W); +Braeszaen
  • Sharif's Shakers (Mercs, W); +Uzruku
Saedath

Harlequins do not use Tactics Cards. Instead, the gang's controlling player may select one of the following abilities, called a Saedath, to be in effect for the duration of the battle.

Harlequin Saedath

Cegorach's Revenge: For the duration of the battle, when any of your fighters hit a target fighter with one or more attacks but fail to inflict any wounds, the target fighter must make a successful Initiative check or suffer a Flesh Wound immediately. If multiple targets are hit, this ability is resolved for each target individually.

Great Harlequin: For the duration of the battle fighters from the gang within 6'' of the Troupe Leader (including the Troupe Leader themselves) may re-roll hit rolls that are natural 1's.

Hundred Swords of Vaul: For the duration of the battle any close combat attacks made using a Harlequin's Blade or a Power Sword that hit are treated as having rolled a natural 6 for purposes of weapon traits.

Isha's Weeping: For the duration of the battle when a Harlequin from the gang is taken Out of Action, all other Harlequin fighters from the gang who remain on the battlefield may remove a Flesh Wound from their fighter cards immediately.

Laughing God's Jest: For the duration of the battle enemy gangs add 1 to the result of any Bottle tests they must make, and enemy fighters suffer a -1 penalty to all Nerve tests and Cool checks.

Waltz of the Webways: For the duration of the battle, at the end of each End Phase fighters from the gang who are currently Reinforcements or who were removed from the battlefield using the Webway Escape ability may be re-deployed onto the battlefield as Reinforcements and may be set up on the battlefield as if they had the Infiltrate skill.


Iseruin

Harlequin
410
M
WS
BS
 S 
 T 
W
I
A
8"
3+
3+
3
3
3
2+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
4+U

W: +1

Holo-Suit: A Holo-suit is a Field device that grants a 4+ unmodified armor save roll. Modifiers have been applied directly to profile.

Eldar: This fighter is a Eldar; any game effect referring to Eldar is applicable to them. This fighter uses the Survivor Critical Injury table, and the Eldar Characteristics Maxima.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Spring Up: If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a free Stand Up action.
Fusion Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
+1
8
-4
3
4+
Pistol, Melta
Eldar Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+1
-1
1
-
Melee, Parry, Power
Flip Belt

The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and can Charge over such areas as if they were not there.

Armakos

Harlequin
335
M
WS
BS
 S 
 T 
W
I
A
8"
3+
3+
3
3
3
2+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
4+U

W: +1

Holo-Suit: A Holo-suit is a Field device that grants a 4+ unmodified armor save roll. Modifiers have been applied directly to profile.

Eldar: This fighter is a Eldar; any game effect referring to Eldar is applicable to them. This fighter uses the Survivor Critical Injury table, and the Eldar Characteristics Maxima.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Spring Up: If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a free Stand Up action.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
var
1
4+
Pistol, Penetrating, Rapid Fire (1)
Harlequins Kiss
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
4
-1
var
-
Melee, Pulverize, Rupture
Flip Belt

The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and can Charge over such areas as if they were not there.

Masrakei

Harlequin
335
M
WS
BS
 S 
 T 
W
I
A
8"
3+
3+
3
3
3
2+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
4+U

W: +1

Holo-Suit: A Holo-suit is a Field device that grants a 4+ unmodified armor save roll. Modifiers have been applied directly to profile.

Eldar: This fighter is a Eldar; any game effect referring to Eldar is applicable to them. This fighter uses the Survivor Critical Injury table, and the Eldar Characteristics Maxima.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Spring Up: If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a free Stand Up action.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
var
1
4+
Pistol, Penetrating, Rapid Fire (1)
Harlequins Kiss
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
4
-1
var
-
Melee, Pulverize, Rupture
Flip Belt

The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and can Charge over such areas as if they were not there.

Laerhkyth

Harlequin
385
M
WS
BS
 S 
 T 
W
I
A
8"
3+
3+
3
3
3
2+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
4+U

W: +1

Holo-Suit: A Holo-suit is a Field device that grants a 4+ unmodified armor save roll. Modifiers have been applied directly to profile.

Eldar: This fighter is a Eldar; any game effect referring to Eldar is applicable to them. This fighter uses the Survivor Critical Injury table, and the Eldar Characteristics Maxima.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Spring Up: If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a free Stand Up action.
Fusion Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
+1
8
-4
3
4+
Pistol, Melta
Harlequin's Blade
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Parry, Scathing
Flip Belt

The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and can Charge over such areas as if they were not there.

Braeszaen

Harlequin
325
M
WS
BS
 S 
 T 
W
I
A
8"
3+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
4+U

Holo-Suit: A Holo-suit is a Field device that grants a 4+ unmodified armor save roll. Modifiers have been applied directly to profile.

Eldar: This fighter is a Eldar; any game effect referring to Eldar is applicable to them. This fighter uses the Survivor Critical Injury table, and the Eldar Characteristics Maxima.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Spring Up: If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a free Stand Up action.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
var
1
4+
Pistol, Penetrating, Rapid Fire (1)
Eldar Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+1
-1
1
-
Melee, Parry, Power
Flip Belt

The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and can Charge over such areas as if they were not there.

Maulyth

Harlequin
300
M
WS
BS
 S 
 T 
W
I
A
8"
3+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
5+
5+
5+
5+
Save
4+U

Holo-Suit: A Holo-suit is a Field device that grants a 4+ unmodified armor save roll. Modifiers have been applied directly to profile.

Eldar: This fighter is a Eldar; any game effect referring to Eldar is applicable to them. This fighter uses the Survivor Critical Injury table, and the Eldar Characteristics Maxima.
Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
Spring Up: If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a free Stand Up action.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
var
1
4+
Pistol, Penetrating, Rapid Fire (1)
Eldar Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+1
-1
1
-
Melee, Parry, Power

Holo-suit

A Holo-suit is a Field device that grants a 4+ unmodified armor save roll.

Fusion Pistol

A Fusion Pistol is a hand-held, heat-based Melta Weapon utilised exclusively by the Eldar. Fusion Pistols cause the molecules of the target to hyper-vibrate, generating so much heat that their targets burst into flames before suddenly liquefying, and then evaporating into nothingness. Though incredibly short-ranged, the sheer destructive potential of these weapons ensures that they see common usage amongst the masques of the enigmatic Eldar known as Harlequins.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
+1
8
-4
3
4+
Pistol, Melta

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

Shuriken Pistol

Shuriken Weapons are the primary type of anti-personnel weapons used by the Eldar. Utilising gravitic pulses, a mono-molecular disc of plasti-crystal taken from the weapon's magazine is accelerated down the barrel of the weapon, hurling it at the target at incredible velocity. The accelerator creates a peristaltic shift from the front to the rear of the firing chamber, hurling the shuriken missiles forward at a tremendous velocity. A burst of several missiles can be fired in a fraction of a second in this way. The weapon's magazine is then pushed up by a degree of nanometers and the cycle repeats. Shuriken Weapons have an unknown rate of fire but it is estimated to be greater even than the Imperial Assault Cannon, with each magazine of a Shuriken Catapult essentially consisting of thousands of rounds.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
var
1
4+
Pistol, Penetrating, Rapid Fire (1)

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Power Sword

A Power Sword is a Power Weapon that has been shaped into a sword of varying lengths and designs crafted from one of any number of different materials, though usually Adamantium. When its power cell is activated, often by touching a control located on the hilt, the blade is sheathed in a lethal corona of disruptive energy. This energy field allows the blade to carve through flesh, bone and most forms of armour plate alike, making a Power Sword a highly effective close combat weapon.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-2
1
-
Melee, Parry, Power

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

Harlequin's Blade

Long sharpened blade on a handle. Never seems to go out of style.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Parry, Scathing

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.

Harlequins Kiss

A Harlequin's Kiss (called the brathu-angau in the Eldar Lexicon, literally "kiss of doom"), also sometimes called a Sting, is one of the more horrifying close combat weapons employed by the Eldar, and is used only by Harlequins. Arguably the most iconic weapon that the masques carry to war, the Harlequin's Kiss is horrifically lethal. This weapon consists of a sharpened tube containing high-tensile monofilament wire, like those used in the Death Spinners, and is worn on the forearm. The Kiss is only effective in close combat. It contains a tightly-coiled retractable monofilament wire which when activated, usually by a forward punching motion, the wire is violently released. Capable of piercing armour, if the wire penetrates its victim it instantly uncoils and lashes around violently, liquefying bones and internal organs, and causing immediate death in a spectacular and bloody fashion. The wire then retracts back into the Kiss for another use.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
4
-1
var
-
Melee, Pulverize, Rupture

Melee: This weapon can be used during close combat attacks.

Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.

Flip Belt

The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and can Charge over such areas as if they were not there.