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Harlequin Organisation. For all those whom are curious:
Harlequins are organised into two basic units: the troupe and the masque. A masque is composed of a number of troupes plus certain additional personalities.
Avatars (Eldar: athair) are the officers of the Harlequins; each troupe is led by an Avatar. In performance, the Avatar dances the part of the Laughing god.
Some Avatars wear long coats to indicate their rank. They are usually armed with two close combat weapons (one of which is often a shuriken pistol), and equipped with visual disruption and conversion fields. In addition, some Avatars may have psychic abilities. Occasionally, an Avatar may be armed with vortex grenades, delivering them by running forwards alone while the rest of the troupe supplies covering fire.
The Avatars of some Harlequin troupes carry a number of lightweight batons, which unfold into a flag bearing the symbol of their masque. This is commonly left as a calling card' after the destruction of enemy units and installations.
Troupers (rillietann) form the backbone of a Harlequin force. In performance they dance the chorus roles, and in battle they form the rank and file of the Harlequin troupe - if such a term is appropriate to the unique structure of Harlequin troupes.
Typical equipment for a trouper consists of two close combat weapons (one of which is often the shuriken pistol), a visual disruption field and a refractor field.
Warlocks (esdainn) are specialist psykers. While other personalities may or may not have psychic powers, the Warlocks contribute most to the psychic capacity of Harlequin force. Many Warlocks favour masks which do not feature a face design.
In performance, the Warlock takes the roles of the Wizard and the Storyteller, and adds to the performance by using his psychic powers and the release of programmed hallucinogen from the creidann mini grenade launcher strapped to his back. In battle, this is used as a conventional grenade launcher laying down a pattern of grenade fire to cover the Harlequin advance into close combat. Blind, hallucinogen, scare, smoke and stasis grenades are particularly favoured. Vortex grenades may be used in spectacular solo attacks.
Apart from the mini grenade launcher Warlocks and Avatar are equipped in similar fashion - with two close combat weapons, a visual disruption field and a conversion field Some Warlocks have been known to have a Gyrinx for a companion.
Death Jesters, or Death-heads (margorach), are heavy weapons specialists who tend to stand somewhat aloof from other Harlequins - and even from each other. They a renowned for their morbid and ironic sense of humour something not normally considered an Eldar trait. On the battlefield, they stand off from the rest of a Harlequin force firing their heavy weapons in support. Their costumes and equipment nearly always feature skulls, bones and other symbols of death, and the death's-head mask has almost become a uniform for them.
In performance, the Death Jester dances the role of Death and performs daring stunts of escapology and risk - 'dicing with Death', as they are fond of saying. In battle, the Death Jester delivers his punchline with las-cannon and shuriken cannon. Carapace armour, enhanced by visual disruption as conversion fields, is worn. The encumbrance of the equipment is countered by their Flip Belts. They have bet known to use vortex grenades.
The High Avatar (ardathair) is the leader of the masque. He takes the role of the Laughing god only when the whole masque is involved in a performance, while Avatars from the individual troupes play lesser deities and other mythological roles.
High Avatars dress and behave in the same way as lesser Avatars, but they show a distinct preference for face-designs on their masks, especially the smiling face of the Laughing god, a snarling face of daemonic aspect, or a beautiful but impassive Eldar face.
The High Warlock (athesdan) is the overall commander of a masque's Warlocks, and may over-rule commands issued to Warlocks by their Avatars; this rarely happens in practice. It is not unknown for a High Warlock to take the Warlocks from the troupes and form them into a separate unit under his (or her) own command. The High Warlock advises the High Avatar on all psychic matters.
In performance, the High Warlock leads and co-ordinates the other Warlocks as they play the role of a supporting chorus to his Storyteller; in battle, the High Warlock may coordinate their grenade barrages, or act as a completely independent personality.
Mimes (distaur) are under the direct command of the Master Mime, instead of being allocated to individual troupes. In performance, the Mimes play mystical and daemonic roles, using movement and gesture only. Even in everyday life, the Mimes speak little, communicating among themselves by lambruith, their system of hand-signals.
It is customary for Mimes to go in advance of a masque or troupe to announce their arrival. Frequently they simply appear on a craft-world or elsewhere, without anyone knowing when or how they arrived. This skill is also used in warfare - the oft-repeated stories of enemy commanders suddenly and unaccountably finding a Harlequin 'calling card' in their command centres are typical examples of the tactics Mimes use to undermine enemy morale. Infiltration and assassination are their speciality.
The Master Mime (athistaur) commands the Mimes of his or her masque, and advises the High Avatar on all matters of espionage, infiltration and politics. In performance, the Master Mime joins the other Mimes, generally playing the most prominent and demanding Daemon or mystic role.
Solitaires (arebennian) are outside the masque, and roam the universe alone, occasionally joining a masque for a single performance or battle as the fancy takes them. They are the only Harlequins who can play the role of Slaanesh in the great Harlequin masterwork known as The Dance; various stories exist of other Harlequins who have tried, and been driven mad by the experience. They almost always fight as Individuals.
Among the Eldar it is said that Solitaires are Harlequins who have been touched directly by the Great Harlequin, and have his insight into the fall of the race and the nature of the universe. A Solitaire may live unknown among Eldar (or even members of another race) for years or decades, and there are many rumours and folk-tales telling of Eldar who have met a Solitaire, and realised later that this was the Great Harlequin himself. Solitaires represent the very pinnacle of the Harlequin ideal, and are formidable foes.