Happy Harleys
Samantha
Reputation
Rating
9
1885
Name
Type
Cost
Battles
Xp
Next
Adv
Rec
Captured By
Harlequin
355
4
17
23
3
Harlequin
320
5
12
17
2
Harlequin
310
5
5
11
1
Harlequin
300
4
4
5
0
Harlequin
300
2
2
5
0
Harlequin
300
1
1
5
0
Log
  • Goliath (Bloodhands, L)
  • Ulfgar (Clawbberers, W)
  • Escher (Heartbreakers, L)
  • Delaque (Furiosos, W)
  • Van Saar (Green Meanies, W)
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.


Happy

Harlequin
355
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

New Skills: 2, 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: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does. The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
Impetuous: Once per round during their activation, when this fighter could Consolidate at the end of a close combat they may instead make a free Charge action.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-
3
var
1
4+
Eldar Power Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S+1
-1
1
-
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.


Orange Ponytail

Harlequin
320
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

New Skills: 2

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: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does. The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
Impetuous: Once per round during their activation, when this fighter could Consolidate at the end of a close combat they may instead make a free Charge action.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-
3
var
1
4+
Harlequin's Blade
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-1
1
-
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.

Kicky

Harlequin
310
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

New Skills: 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: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does. The fighter automatically succeeds on any required Cool or Willpower checks that occur while resolving this action (if the target has the Fearsome skill, for instance).
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. If the fighter does Engage their target they may make a free Fight (Basic) action against them. If they do, in the Determine Attack Dice step of the close combat sequence the fighter gains two additional Attack dice for Charging (instead of one).
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-
3
var
1
4+
Harlequin's Blade
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-1
1
-
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.

Orange Braid

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: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-
3
var
1
4+
Harlequin's Blade
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-1
1
-
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.

Big Nose

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: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-
3
var
1
4+
Harlequin's Blade
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-1
1
-
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.

Yellow Ponytail

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: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional D3 XP immediately (if able).
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Shuriken Pistol
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
-
3
var
1
4+
Harlequin's Blade
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-1
1
-
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.


Holo-suit

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

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: 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
Slash
E
-
-
S+1
-2
1
-

Melee: Attacks with this trait can be used during close combat without penalty.

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

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: Attacks with this trait can be used during close combat without penalty.

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

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.

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.