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    Senior Member Lyzaru's Avatar
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    Home Rules for Harlequin Army

    The following is my ideas for rules for a Harlequin army. If you know of any extra fluff or ideas for units let me know as from what I know it is hard to make multiple different choice for some of the force slots.

    HQ Choice: Great Harlequin: 85 points
    WS 7 / BS 5 / S 3 / T 3 / W 3 / I 8 / A 4 / Ld 10
    Wargear: Close Combat Weapon, Shuriken Pistol, Holo-Suit, Flip Belt, Plasma Grenades.
    Special Rules: Independent Character, Furious Charge, Hit-Run.
    Unit: 1 Great Harlequin
    Type: Infantry
    Options:
    May replace their Close Combat Weapon with one of the following.
    • Kiss at + 5 points.
    • Power Weapon at + 15 points.
    • Riveblades at + 30 points.
    May replace their Shuriken Pistol with one of the following.
    • Fusion Pistol at + 15 points.
    • Plasma Pistol at + 15 points.
    • Neuro-Disruptor Pistol at + 20 points.
    May take one of the following.
    • Dread Mask at + 5 points.
    • Rictus Mask at + 15 points.
    May take one of the following.
    • Clone Field at + 20 points.
    • Phase Field at + 25 points.
    May take any of the following.
    • Haywire Grenades at + 5 points.
    • Tanglefoot Grenades at + 5 points.
    • Hallucinogen Grenades at + 20 points.
    • Webway Portal at + 30 points.
    May replace their Flip Belt with an Eldar Jetbike at + 20 points.

    HQ Choice: Shadowseer: 95 points
    WS 6 / BS 5 / S 3 / T 3 / W 3 / I 7 / A 2 / Ld 10
    Wargear: Close Combat Weapon, Shuriken Pistol, Holo-Suit, Flip Belt, Plasma Grenades.
    Special Rules: Independent Character, Furious Charge, Hit-Run, Psyker.
    Unit: 1 Shadowseer
    Type: Infantry
    Powers: Must select two of the following.
    • Hallucinate
    • Mirror Images
    • Warp the Way
    • Hysteria
    Options:
    May replace their Close Combat Weapon with one of the following.
    • Kiss at + 5 points.
    • Power Weapon at + 15 points.
    May take one of the following.
    • Clone Field at + 20 points.
    • Phase Field at + 25 points.
    May take any of the following.
    • Haywire Grenades at + 5 points.
    • Tanglefoot Grenades at + 5 points.
    • Hallucinogen Grenades at + 20 points.
    • Webway Portal at + 30 points.
    May be upgraded to a Master Seer at + 35 points.
    May replace their Flip Belt with an Eldar Jetbike at + 20 points.

    Elite Choice: Solitaire: 80 points
    WS 9 / BS 5 / S 4 / T 3 / W 3 / I 9 / A 5 / Ld 10
    Wargear: Kiss, Holo-Suit, Flip Belt, Plasma Grenades.
    Special Rules: Eternal Warrior, Feel No Pain, Fearless, Furious Charge, Hit-Run.
    Unit: 1 Solitaire
    Type: Infantry
    Options:
    May replace their Kiss with one of the following.
    • Power Weapon at + 10 points.
    • Death Kisses at + 15 points.
    • Riveblades at + 25 points.
    May take one of the following.
    • Clone Field at + 10 points.
    • Phase Field at + 20 points.

    Elite Choice: Avatars: 75 points
    WS 5 / BS 4 / S 3 / T 3 / W 1 / I 6 / A 3 / Ld 10
    Wargear: Kiss, Shuriken Pistol, Holo-Suit, Flip Belt, Plasma Grenades.
    Special Rules: Troupe Leaders, Furious Charge, Hit-Run.
    Unit: 3 Avatars
    Type: Infantry
    Options:
    May add up too seven additional Avatars to the unit at + 25 points each.
    Any may replace their Kiss with one of the following.
    • Power Weapon at + 15 points.
    • Riveblades at + 25 points.
    Any may take any of the following.
    • Haywire Grenades at + 1 point.
    • Tanglefoot Grenades at + 10 points.
    • Hallucinogen Grenades at + 20 points.
    Any may replace their Flip Belt with an Eldar Jetbike at + 15 points.

    Troop Choice: Mime Troupe: 70 points
    WS 4 / BS 4 / S 3 / T 3 / W 1 / I 6 / A 1 / Ld 9
    Wargear: Close Combat Weapon, Shuriken Catapult, Holo-Suit, Flip Belt, Plasma Grenades.
    Special Rules: Furious Charge, Hit-Run, Scout.
    Unit: 5 Mime
    Type: Infantry
    Options:
    May add up too five additional Mimes to the unit at + 14 points each.
    May replace their Close Combat Weapon with the following.
    • Kiss at + 2 point per model.
    One model per five may replace their Shuriken Catapult with one of the following.
    • Flamer or Fusion Gun at + 5 points.
    • Neuro-disruptor at + 20 points.

    Troop Choice: Harlequin Troupe: 90 points
    WS 5 / BS 4 / S 3 / T 3 / W 1 / I 6 / A 2 / Ld 9
    Wargear: Close Combat Weapon, Shuriken Pistol, Holo-Suit, Flip Belt, Plasma Grenades.
    Special Rules: Furious Charge, Hit-Run.
    Unit: 5 Harlequins
    Type: Infantry
    Options:
    May add up too five additional Harlequins to the unit at + 18 points each.
    May replace their Close Combat Weapon with the following.
    • Kiss at + 4 point per model.
    One model per five may replace their Shuriken Pistol with one of the following.
    • Fusion Pistol at + 5 points.
    • Plasma Pistol at + 5 points.

    Fast Attack Choice: Harlequin Jetbike Troupe: 90 points
    WS 5 / BS 4 / S 3 / T 3 / W 1 / I 6 / A 2 / Ld 9
    Wargear: Close Combat Weapon, Eldar Jetbike, Holo-Suit, Plasma Grenades.
    Special Rules: Furious Charge, Hit-Run.
    Unit: 3 Harlequin Bikers
    Type: Jetbike
    Options:
    May add up too seven additional Harlequin Bikers to the unit at + 30 points each.
    May replace their Close Combat Weapon with the following.
    • Kiss at + 4 point per model.
    One model per three may replace their bikes Twin-linked Shuriken Catapult with the following.
    • Shuriken Cannon at + 10 points.

    Fast Attack Choice: Venom: 50 points.
    Front Armor 11 / Side Armor 11 / Rear Armor 10 / BS 4
    Weapons: Shuriken Cannon
    Capacity: 6 models
    Type: Fast, Skimmer, Open Topped.
    Options:
    May replace Shuriken Cannon with one of the following.
    • Eldar Missile Launcher at + 5 points.
    • Bright Lance at + 15 points.
    May take any of the following.
    • Spirit Stones at + 10 points.
    • D-Field at + 10 points.
    • Holo-Fields at + 20 points.

    Heavy Support Choice: Death Jester: 75
    WS 5 / BS 5 / S 3 / T 4 / W 3 / I 7 / A 3 / Ld 10
    Wargear: Kiss, Shuriken Cannon, Holo-Suit, Flip Belt, Plasma Grenades.
    Special Rules: Eternal Warrior, Feel No Pain, Fearless, Furious Charge, Hit-Run, Relentless.
    Unit: 1 Death Jester
    Type: Infantry
    Options:
    May replace their Shuriken Cannon with one of the following.
    • Eldar Missile Launcher at + 10 points.
    • Bright Lance at + 15 points.
    • Shrieker Cannon at 25 points.
    May take one of the following.
    • Clone Field at + 10 points.
    • Phase Field at + 20 points.

    Psykic Powers:
    • Hallucinate: Use at the start of any player turn. Target enemy unit within 36”. The unit must roll 2d6 * 2 for its spotting distance in its next shooting phase. If it fails to spot its target than it may not fire in that turns shooting phase.
    • Mirror Images: Use at the start of your turn. Enemy units suffer - 1 to hit in both shooting and close combat against the shadowseer and her unit.
    • Warp the Way: Use at the end of your turn. You may move one deployed webway portal within 12” of the shadowseer to anywhere else within 12” of the shadowseer, or you may move any deployed webway portal into base contact with the shadowseer.
    • Hysteria: Use at the start of your turn. Target enemy unit within 36”. Target unit suffers a leadership penalty in each phase equal to the number of casualties it suffers in that phase. This power lasts unit the start of the Harlequin players next turn.
    • Master Seer: A model with this upgrade may use two powers per turn.
    Special Rules:
    • Troupe Leaders: Before deployment you may split off any number of Avatars from a unit. Avatars that split off can join any Harlequin Troupe, Mime Troupe, or Harlequin Jetbike Troupe type unit. No more than one Avatar can join any one unit. Avatars that join units in this way count as a normal member of the unit they join and gain any special rules that the unit has that the Avatar does not already have.
    Wargear:
    • Kiss: Close Combat Weapon with the Rending USR.
    • Riveblades: Close Combat Weapon that ignores armor saves and strikes at + 3 strength.
    • Neuro-Disruptor Pistol: 6” range, Strength X*, Pistol, AP 2. * This weapon wounds on a roll of 5+ with no cover saves allowed. Models wounded must pass a leadership test or suffer instant death.
    • Neuro-Disruptor: 12” range, Strength X*, Assault 1, Blast, AP 2. * This weapon wounds on a roll of 5+ with no cover saves allowed. Models wounded must pass a leadership test or suffer instant death.
    • Dread Mask: Enemy models engaged in close combat with a model with this rule suffer - 1 leadership. (does not stack.)
    • Rictus Mask: As Dread Mask. Plus enemy units wishing to charge a unit with this rule must first pass a leadership or be unable to charge this assault phase.
    • Phase Field: Grants a 3+ Invulnerable save.
    • Tanglefoot Grenades: Count as defensive grenades.
    • Hallucinogen Grenades: 6” range, Strength X*, Assault 1, Blast, * Any unit hit by this is reduced to WS and BS 1 until the start of the Harlequin players next turn. (Has no effect on vehicles.)
    • Death Kiss: Close Combat Weapon with the Rending USR, however it rends on a roll of 5+ and adds a d6 to armor penetration instead of the normal d3.
    • D-Field: - 1 on all damage table results against a vehicle with this upgrade.
    • Shrieker Cannon: 24” range, Strength 4, Heavy 2, AP 5, Blast, Pinning, Poisoned (2+).
    • Webway Portal: Same as Dark Eldar expect that vehicles may use them, and you may embark them as if they were a transport once deployed. Doing so puts the embarked unit back into reserves and any number of units may embark the same webway portal.
    (Anything not listed above is as per Codex Eldar or Dark Eldar as written.)

    Last edited by Lyzaru; January 9th, 2011 at 19:45.
    - You must set fire to water or you will be extinguished.

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