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Author Topic: My remake of the EO's version of the 5th edition Codex: Harleqin Eldar.  (Read 3294 times)

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Offline Farceseer Syranaul

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If I break copyright laws, I'm sorry.  Either fix it for me or send me a pm and I should be able to fix it within a week.  Sorry, but I don't have access to all the CJ articles.

HARLEQUIN ARMOURY AND WARGEAR

Weapons:

* Force Rod: Counts as a force weapon.  See rulebook pages 42 and 50.

* Fusion Pistol: See Codex: Eldar page 48 or 68.  (or change the str to 6 and rng to 12"?)

* Neuro-Disruptor: Rng: Template S8 AP1 Pistol.  The strength of this weapon is compared to the target's leadership value rather than toughness.

* Power Glove: Counts as a power fist.  See page 42 in the 5th edition rule book.  A model may not make use of powerblades with this weapon.

* Riveblades: Ignores armor saves and any to-wound rolls of 6 count as instant death as per page 26 in the 5th edition rulebook.  A model may not make use of powerblades with this weapon.

* Vibro Cannon: Same stat line as the Eldar codex.  Add +1 strength and hits for every hit the squadron scores.  Draw a 36" straight line from the cannon.  Every unit, enemy or friendly, that intersects with the line is hit D6 times each (roll separately for each unit that intersects with the line), even single model vehicles.  Squadrons that are hit share hits as normal for shooting rules.  All hits against models with an armor value count all hits as glances without rolling for armor penetration.  No cover saves for any unit/model.

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Wargear:  A model may only have one mask.  A unit may only use one type of grenade per charge.  However independent characters may use a different grenade even if they have joined a squad.

* Bio-Explosive Ammunition: Makes the model's shuriken weaponry cause pinning.  Note that weapons mounted on a jetbike may never use this piece of wargear.

* Domino Field: Improves the holo field save to a 4+ Invulnerable, and all models in close combat with a Harlequin equipped with a domino field have their weapon skill halved when assaulting or being assaulted by the model with this piece of wargear.

* Dread Mask: Any enemy units in combat with a model wearing a dread mask rolls an additional d6 for all their leadership checks.

* Eldar Jetbike:  See Codex: Eldar page 40, and page 53 in the 5th edition rulebook.  Any model riding an Eldar Jetbike has its unit type changed to "jetbike".  All Eldar jetbikes have twin-linked shuriken catapults and a 3+ save.

* Flight Belt: A model with a flight belt has its unit type changed to jump infantry.

* Hallucinogen Grenades: Models with these that charge into close combat count as having done 1 extra wound when resolving assaults.  The effects of these grenades do not stack.  If the harlequin unit is in combat with a fearless or stubborn unit these effects become inert.  These have no use against vehicles.

* Mask of Fear: Any enemy unit in close combat with a model equipped with a mask of fear make all their leadership rolls at a -1 penalty.

* Phase Field: A model equipped with a phase field may move 6+2D6" in its movement phase. However, moving in this manor is treated as if moving in dangerous terrain.  A model may do nothing else the turn they use a phase field.

* Powerblades: Adds 1 directly to the model's attacks characteristic.  This is in addition to the bonus attack gained from wielding two close combat weapons.  However, Power Gloves and Riveblades will not benefit from this piece of wargear.

* Rictus Mask: Any enemy unit that wish to assault a model or unit with a model owning a Rictus mask must first make a moral test.  Failure means the unit is unable to do anything until the Harlequin player's turn.

* Tanglefoot Grenades: Units with these may re roll initiative tests (like those involved with the hit and run universal special rule) and the D6+initiative roll involved with sweeping advances.  These grenades have no use against vehicles without a weapon skill.

* Weapon Stabilizer: Grants the model the Relentless universal special rule.  See page 76 of the 5th edition rulebook.  The drawback to this is that the model's initiative is reduced by 2.

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HARLEQUIN HQ SECTION

Great Harlequin 0-1 ... 60 points
WS 6/ BS 5/ S 3/ T 3/ W 3/ I 7/ A 3/ Ld 10/ Sv -
Unit Size: 1 model
Unit Type: Infantry

Wargear: Shuriken Pistol, Close Combat Weapon, Flip Belt, Holo-Suit, Plasma Grenades

Special Rules: Dance of Death, Fleet of Foot, Independent Character

Options:  The Great Harlequin may replace its close combat weapon and/or shuriken pistol for any of the following.
* Fusion Pistol ... +10 points
* Harlequin's Kiss ... +6 points
* Neuro-Disruptor ... +20 points
* Power Weapon ... +10 points
* Power Glove ... +15 points
* Riveblades ... +15 points

The Great Harlequin may also take any of the following.
* Bio-Explosive Ammunition ... +1 points
* Domino Field ... +25 points
* Dread Mask or Rictus Mask ... +25 points
* Eldar Jetbike ... +30 points
* Hallucinogen Grenades ... +2 points
* Haywire Grenades ... +1 point
* Phase Field ... +20 points
* Powerblades ... +5 points
* Tanglefoot Grenades ... +2 points

The Great Harlequin may also purchase a single Dance.
* Dance of the Dark Veil ... +50 points
* Dance of Endobai's Flight ... +30 points
* Dance of the Last Laugh ... +30 points
* Dance of the Laughing God ... +50 points

----------------------------------------------------------------------------------

Dances: Dances remain in effect for as long as the Great Harlequin is not destroyed or otherwise removed as a casualty.

* Dance of the Dark Veil: Place a small blast template down during the infiltration stage of deployment.  Use the same rules as infiltrating models are bound to.  From then on any infantry, jetbike, jump infantry, and vehicles (other than a looted vehicle) unit treats the blast marker as their table edge for all purposes.

* Dance of Endobai's Flight: All units in the harlequin army may re roll any of their run and fall back moves, dangerous and difficult terrain tests.

* Dance of the Last Laugh: Any casualties a friendly unit takes during close combat.  The enemy units that caused those loses take an automatic strength 3 hit for every casualty the Harlequin player took.

* Dance of the Laughing God: The Harlequin player may force their opponent to re-roll any scatter dice for deep striking units.

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Shadowseer 0-1 ... 30 points per model
WS 5/ BS 5/ S 3/ T 3/ W 2/ I 6/ A 2/ Ld 9/ Sv -
Unit Size: 1-3 (Shadowseers are deployed at the same time, but do not need to be placed together.)
Unit Type: Infantry

Wargear: Shuriken Pistol, Close Combat Weapon, Flip Belt, Holo-Suit, Plasma Grenades.

Special Rules: Dance of Death, Fleet of Foot, Independent Character

Options: A Shadowseer may replace its close combat weapon and/or shuriken pistol for any of the following weapons.
* Fusion Pistol ... +10 points
* Harlequin's Kiss ... +6 points
* Force Rod ... +20 points
* Neuro-Disruptor ... +20 points
* Power Weapon ... +10 points
* Power Glove ... +15 points
* Riveblades ... +15 points

A Shadowseer may also take any of the following wargear.
* Bio-Explosive Ammunition ... +1 points
* Domino Field ... +25 points
* Dread Mask or Rictus Mask ... +25 points
* Eldar Jetbike ... +30 points
* Hallucinogen Grenades ... +2 points
* Haywire Grenades ... +1 point
* Phase Field ... +20 points
* Powerblades ... +5 points
* Tanglefoot Grenades ... +2 points

A Shadowseer must purchase one or both of the following psyker powers.
* Misdirection ... +20 points
* Veil of Tears ... +20 points

----------------------------------------------------------------------------------

Psyker Powers:  Unless otherwise stated, all psyker powers presented here follow the same rules as Warlock powers (see page 20-21 in the Codex: Eldar).

* Misdirection: Any enemy unit that wishes to target or assault the shadowseer or a unit the shadowseer has joined, must take a leadership test.  Failure means the unit must target or assault another unit.

* Veil of Tears: See Codex: Eldar page 49.
« Last Edit: May 29, 2009, 07:54:51 PM by Farceseer Siranaul »
"Simple Changes, and Small Additions"
"It is easier to add something than to remove something."

Quote from: Starrakatt, LolDeer of Doom
So, maybe I'm being dense here

Offline Farceseer Syranaul

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HARLEQUIN ELITES SECTION

Master Mime 0-2 ... 40 points per model
WS 6/ BS 4/ S 3/ T 3/ W 2/ I 7/ A 3/ Ld 10/ Sv -
Unit Size: 1-2 (Master Mimes are deployed at the same time, but do not need to be placed together.)
Unit Type: Infantry

Wargear: Shuriken Pistol, Close Combat Weapon, Flip Belt, Holo-Suit, Plasma Grenades.

Special Rules: Counter-Attack, Dance of Death, Fleet of Foot, Independent Character, Infiltrate, Mime Disruption

Options: A Master Mime may replace its close combat weapon and/or shuriken pistol for any of the following weapons.
* Fusion Pistol ... +6 points
* Harlequin's Kiss ... +6 points
* Neuro-Disruptor ... +20 points
* Power Weapon ... +10 points
* Power Glove ... +15 points
* Riveblades ... +15 points

A Master Mime may also take any of the following wargear.
* Bio-Explosive Ammunition ... +1 points
* Hallucinogen Grenades ... +2 points
* Haywire Grenades ... +1 point
* Powerblades ... +5 points
* Tanglefoot Grenades ... +2 points

-----------------------------------------------------------------------------

* Mime Disruption:  For every Master Mime in the army roll a D6 on the following table before the harlequin's deployment.
1-2: The Harlequin player may re-roll or force the enemy to re-roll the "Seize the Initiative" die once for each time this result comes up.
3-4: Force an opponent to re-roll one reserve die for any one unit that that isn't deepstriking.
5-6: One enemy unit is forced to go to ground for the first game turn.  Or one enemy vehicle is stunned for the first game turn.

----------------------------------------------------------------------------------

Solitaire 0-1 ... 100 points
WS 7/ BS 5/ S 3/ T 3/ W 3/ I 7/ A 4/ Ld -/ Sv -
Unit Size: 1 model
Unit Type: Infantry

Wargear: Shuriken Pistol, Close Combat Weapon, Flip Belt, Holo-Suit, Plasma Grenades

Special Rules: Dance of Death, Fights Alone, Fleet of Foot, Blitz Attack, Spiritless

Options:  The Solitaire may replace its close combat weapon and/or shuriken pistol for any of the following weapons.
* Fusion Pistol ... +10 points
* Harlequin's Kiss ... +6 points
* Neuro-Disruptor ... +20 points
* Power Weapon ... +10 points
* Power Glove ... +15 points
* Riveblades ... +15 points

The Solitaire may also take any of the following wargear.
* Bio-Explosive Ammunition ... +1 points
* Domino Field ... +25 points
* Dread Mask or Rictus Mask ... +25 points
* Eldar Jetbike ... +30 points
* Hallucinogen Grenades ... +2 points
* Haywire Grenades ... +1 point
* Phase Field ... +20 points
* Powerblades ... +5 points
* Tanglefoot Grenades ... +2 points

----------------------------------------------------------------------------------

* Blitz Attack: The Solitaire's assault moves are always 12".  For every full inch  of this assault move not used to get into base contact with an enemy model.  The Solitaire gains an additional attack for that round of assault.  This rule replaces the normal extra attack for charging.

* Fights Alone: The Solitaire is always alone.  This frequently leads the enemy to ignore the Solitaire. The enemy unit that wishes to fire on the solitaire must pass a leadership test or choose a different target.  It also means that the Solitaire may not be joined by any independent character.  Nor may he ride in a transport.

* Spiritless: The Solitaire is immune to all psychic powers targeted at him, and all attacks based on its leadership.  The Solitaire also passes all leadership based rolls.

----------------------------------------------------------------------------------

Eldar Allies 0-2 ... Use the point values in the respective codex.
A Harlequin may purchase allies from Codex: Eldar, Codex: Dark Eldar.  Each allied unit uses up a slot from the Harlequin player's Elites slot in their force organization chart.

Only units from the respective codices's Troops sections may be used.  Those units may take any weapon and wargear option that is allowed to them in their codex.  The only exception that Dire Avengers may not be taken.

===================================================

Harlequin Dedicated Transport
Venom ... 45 points per model
Venom: BS 4/ Front 10/ Side 10/ Rear 10
Squadron: 1 model
Unit Type: Fast, Open-topped, Transport, Skimmer, Vehicle

Wargear: Twin-linked Shuriken Catapults

Special Rules: Acrobatic Dismount

Each vehicle may replace its twin-linked shuriken catapults with the following weapons.
* Fusion Gun ... +10 points
* Shuriken Cannon ... +10 points

Each vehicle may sellect the following wargear.
* Holo-fields ... +20 points

Each venom may transport up to 6 models plus an additional independent character.

----------------------------------------------------------------------------------

* Acrobatic Dismount:  Units with flip belts aboard a transport with this rule do not make any pinning tests when the vehicle becomes destroyed.  Models with a flip belt will also only be wounded on a 5 or 6 with the transport is destroyed.
« Last Edit: May 29, 2009, 08:02:08 PM by Farceseer Siranaul »
"Simple Changes, and Small Additions"
"It is easier to add something than to remove something."

Quote from: Starrakatt, LolDeer of Doom
So, maybe I'm being dense here

Offline Farceseer Syranaul

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HARLEQUIN TROOPS SECTION

Harlequin Troupe ... See Codex: Eldar pages 49 and 63.
With the exceptions that you remove the Troupe Master, and Shadowseer options.  The unit also has a few other changes that are noted below.
Harlequin: See Codex: Eldar pages 48 and 63.
Troupe Leader: As above.
Death Jester: As above.
Unit Size: 5-10 models
Unit Type: Infantry

Wargear: Shuriken Pistol, Close Combat Weapon, Flip Belt, Holo-Suit.

Special Rules: Dance of Death, Fleet of Foot

Options: Up to two of the unit's models may replace its shuriken pistol for any of the following weapons.
* Fusion Pistol ... +6 points each

The entire unit may replace their close combat weapons with the following weapon.
* Harlequin's Kiss ... See Codex: Eldar pages 49 and 63.

The whole unit, including the troupe leader, may also take any of the following wargear.
* Hallucinogen Grenades ... +1 point per model
* Haywire Grenades ... +1 point per model
* Plasma Grenades ... +1 point per model
* Tanglefoot Grenades ... +1 point per model

Character:  The unit may upgrade a model to a Troupe Leader with a mask of fear for +8 points.  The Troupe Leader has the same stat line as a normal harlequin.

The troupe leader may replace its close combat weapon and/or shuriken pistol for any of the following weapons.
* Fusion Pistol ... +6 points
* Power Glove ... +15 points
* Power Weapon ... +10 points

The troupe leader may also take any of the following wargear.
* Bio-Explosive Ammunition ... +1 point
* Powerblades ... +5 points

A unit that numbers 5 or 6 may purchase a venom as a dedicated transport for 45 points.

----------------------------------------------------------------------------------

Mime Troupe ... 12 points per model
Mime: WS 4/ BS 3/ S 3/ T 3/ W 1/ I 5/ A 1/ Ld 8/ Sv 5+
Mimic: WS 5/ BS 4/ S 3/ T 3/ W 1/ I 6/ A 2/ Ld 9/ Sv 4+
Unit Size: 5-10 models
Unit Type: Infantry

Wargear: Shuriken Pistol, Close Combat Weapon

Special Rules: Fleet of Foot, Infiltrate, Move Through Cover, Stealth.

Options: Up to two of the unit's models may replace its shuriken pistol for any of the following weapons.
* Fusion Pistol ... +6 points each

Up to two of the unit's models may replace its close combat weapon for any of the following weapons.
* Harlequin's Kiss ... See Codex: Eldar pages 49 and 63.
* Power Weapon ... +6 points each

The whole unit, including the mimic, may also take any of the following wargear.
* Hallucinogen Grenades ... +1 point per model
* Haywire Grenades ... +1 point per model
* Plasma Grenades ... +1 point per model
* Tanglefoot Grenades ... +1 point per model

Character:  The unit may upgrade a model to a Mimic for +10 points.  The mimic gives the unit the Counter-Attack universal special rule.

The mimic may replace its close combat weapon and/or shuriken pistol for any of the following weapons.
* Harlequin's Kiss ... See Codex: Eldar pages 49 and 63.
* Fusion Pistol ... +6 points
* Power Glove ... +15 points
* Power Weapon ... +10 points

The mimic may also take any of the following wargear.
* Bio-Explosive Ammunition ... +1 point

----------------------------------------------------------------------------------

Chorus ... 7 points per model
Chorus: WS 3/ BS 4/ S 3/ T 3/ W 1/ I 5/ A 1/ Ld 8/ Sv 5+
Unit Size: 10-20 models
Unit Type: Infantry

Wargear: Shuriken Catapults or Splinter Rifles

Special Rules: Fleet of Foot, Move Through Cover

Options: Up to two models for every 10 models may purchase the following weapons.
* Eldar Missile Launcher ... +20 points each
* Bright Lance ... +20 points each
* Shuriken Cannon ... +10 points each
* Splinter Cannon ... +5 points each

The whole unit may also take any of the following wargear.
* Defensive Grenades ... +1 point per model
« Last Edit: May 29, 2009, 08:06:09 PM by Farceseer Siranaul »
"Simple Changes, and Small Additions"
"It is easier to add something than to remove something."

Quote from: Starrakatt, LolDeer of Doom
So, maybe I'm being dense here

Offline Farceseer Syranaul

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HARLEQUIN FAST ATTACK SECTION

Harlequin Jetbike Squad ... 30 points per model
Harlequin Jetbiker: See Codex: Eldar pages 48 and 63.
Troupe Leader: As above.
Unit Size: 3-9 models
Unit Type: Jetbike

Wargear: Shuriken Pistol, Close Combat Weapon, Eldar Jetbike, Holo-Suit.

Special Rules: Dance of Death, Deepstrike

Options: Up to two of the unit's models may replace its shuriken pistol for any of the following weapons.
* Fusion Pistol ... +6 points each

The entire unit may replace their close combat weapons with the following
weapon.
* Harlequin's Kiss ... See Codex: Eldar pages 49 and 63.

Every third model may replace its twin-linked shuriken catapults for either of the following weapons.
* Fusion Gun ... +10 points each
* Shuriken Cannon ... +10 points each

The whole unit, including the troupe leader, may also take any of the following wargear.
* Hallucinogen Grenades ... +1 point per model
* Haywire Grenades ... +1 point per model
* Plasma Grenades ... +1 point per model
* Tanglefoot Grenades ... +1 point per model

Character:  The unit may upgrade a model to a Troupe Leader with a mask of fear for +8 points.  The Troupe Leader has the same stat line as a normal harlequin.

The troupe leader may replace its close combat weapon and/or shuriken pistol for any of the following weapons.

* Harlequin's Kiss ... See Codex: Eldar pages 49 and 63.
* Fusion Pistol ... +6 points
* Power Glove ... +15 points
* Power Weapon ... +10 points

The troupe leader may also take any of the following wargear.
* Bio-Explosive Ammunition ... +1 point
* Powerblades ... +5 points

---------------------------------------------------------------------------------

* Eldar Jetbike:  See Codex: Eldar page 40, and page 53 in the 5th edition rulebook.  Any model riding an Eldar Jetbike has its unit type changed to "jetbike".  All Eldar jetbikes have twin-linked shuriken catapults and a 3+ save.

---------------------------------------------------------------------------------

Harlequin Flight Belt Troupe ... 28 points per model
Harlequin: See Codex: Eldar pages 48 and 63.
Troupe Leader: As above
Unit Size: 5-10 models
Unit Type: Jump Infantry

Wargear: Shuriken Pistol, Close Combat Weapon, Flight Belt, Holo-Suit.

Special Rules: Dance of Death, Fleet of Foot

Options: Up to two of the unit's models may replace its shuriken pistol for any of the following weapons.
* Fusion Pistol ... +6 points each

The entire unit may replace their close combat weapons with the following weapon.
* Harlequin's Kiss ... See Codex: Eldar pages 49 and 63.

The whole unit, including the troupe leader, may also take any of the following wargear.
* Hallucinogen Grenades ... +1 point per model
* Haywire Grenades ... +1 point per model
* Plasma Grenades ... +1 point per model
* Tanglefoot Grenades ... +1 point per model

Character:  The unit may upgrade a model to a Troupe Leader with a mask of fear for +8 points.  The Troupe Leader has the same stat line as a normal harlequin.

The troupe leader may replace its close combat weapon and/or shuriken pistol for any of the following weapons.
* Harlequin's Kiss ... See Codex: Eldar pages 49 and 63.
* Fusion Pistol ... +6 points
* Power Glove ... +15 points
* Power Weapon ... +10 points

The troupe leader may also take any of the following wargear.
* Bio-Explosive Ammunition ... +1 point
* Powerblades ... +5 points

---------------------------------------------------------------------------------

* Flight Belt: A model with a flight belt has its unit type changed to jump infantry.

---------------------------------------------------------------------------------

Venom Squadron ... 45 points per model
Venom: BS 4/ Front 10/ Side 10/ Rear 10
Squadron Size: 1-3
Unit Type: Fast, Open-topped, Transport, Skimmer, Vehicle

Wargear: Twin-linked Shuriken Catapults

Special Rules: Acrobatic Dismount

Each vehicle may replace its twin-linked shuriken catapults with the following weapons.
* Fusion Gun ... +10 points
* Shuriken Cannon ... +10 points

Each vehicle may sellect the following wargear.
* Holo-fields ... +20 points

Transport: 6 models.
« Last Edit: May 29, 2009, 08:15:29 PM by Farceseer Siranaul »
"Simple Changes, and Small Additions"
"It is easier to add something than to remove something."

Quote from: Starrakatt, LolDeer of Doom
So, maybe I'm being dense here

Offline Farceseer Syranaul

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HARLEQUIN HEAVY SUPPORT SECTION

Death Jester Squad ... 28 points per model
Death Jester: See Codex: Eldar pages 48 and 63.
Unit Size: 1-3 models
Unit Type: Infantry

Wargear: Shrieker Cannon, Flip Belt, Holo-Suit.

Special Rules: Dance of Death, Fleet of Foot

Options: Each model may replace its shrieker cannon for any of the following weapons.
* Bright Lance ... +20 points
* Eldar Missile Launcher ... +20 points

Any death jester may purchase the following weapon.
* Power Weapon ... +10 points

Any death jester may also take any of the following wargear.
* Hallucinogen Grenades ... +1 point
* Haywire Grenades ... +1 point
* Mask of Fear ... +8 points
* Phase Field ... +20 points
* Plasma Grenades ... +1 point
* Powerblades ... +5 points
* Tanglefoot Grenades ... +1 point
* Weapon Stabalizer ... +5 points

----------------------------------------------------------------------------------

Mockingbird Squadron ... 100 points per model
Mockingbird: BS 4/ Front 11/ Side 11/ Rear 10
Squadron Size: 1-3
Unit Type: Fast, Skimmer, Vehicle

Wargear: Twin-linked Shuriken Catapults, Vibro Cannon

Each vehicle may replace its twin-linked shuriken catapults with the following weapons.
* Fusion Gun ... +10 points
* Shuriken Cannon ... +10 points

Each vehicle may sellect the following wargear.
* Holo-fields ... +20 points

----------------------------------------------------------------------------------

Harlequin Spiritwalker 0-1 ... 100 points per model
WS 4/ BS 4/ S 10/ T 8/ W 3/ I 4/ A 2/ Ld 10/ Sv 3+
Unit Size: 1 model
Unit Type: Infantry

Wargear: Any combination of two flamers and shuriken catapults, Holo-Suit.

Special Rules: Fearless, Monstrous Creature, Wraithsight

Options: A  must purchase one of the following weapons.
* Bright Lance ... +25 points
* D-Cannon ... +30 points
* Eldar Missile Launcher ... +25 points
* Scatter Laser ... +15 points
* Shuriken Cannon ... +10 points
* Starcannon ... +20 points
* Wraithsword ... +5 points

A spiritwalker may purchase a second weapon from the following list. Equipping a second wraithsword adds an extra attack for having a second close combat weapon.
* Bright Lance ... +25 points
* Eldar Missile Launcher ... +25 points
* Scatter Laser ... +15 points
* Shuriken Cannon ... +10 points
* Starcannon ... +20 points
* Wraithsword ... +5 points

----------------------------------------------------------------------------------

* Monstrous Creature: See Rulebook page 51.
* Wraithsight: See Codex: Eldar pages 46 or 47.

-------------------------------------------------------------------------

Looted Vehicle 0-1 ... As parent Codex.
Looted Vehicle ... BS 3
Squadron Size: 1 model
Unit Type: As parent Codex.

Special Rules: How do you work this thing!?

Looted vehicles always have a ballistic skill of three, and may only ever number one vehicle.  Even if the parent codex may take squadrons of the vehicle.  The vehicle may not take any wargear from its parent codex, but does not loose any of the wargear it has.  It can, however, take any weapon options from said codex.
     Any vehicle that is not already in this Codex may be a looted vehicle.  There are some exclusions, and those should be discussed with your gaming group or tourneyment organiser.  Typically, if you can come up with a logical reason that a harlequin army would be able to steal and operate the vehicle.  Then more power to you.  A good rule of thumb is if a vehicle has a way to enter it without ripping welded panels off.  Generally this leaves out things like dreadnaughts.

The vehicle may be equipped with the following wargear.
* Holo-fields ... +35 points

-------------------------------------------------------------------------

* How do you work this thing!?: Every harlequin turn the harlequin player must pass a leadership check against a leadership of 7.  Failure means the player must roll on the following table.
1-2: The vehicle moves forward 12" without pivoting before hand.  The harlequin player may then move the vehicle as wished as long as the vehicle hasn't used all its movement.
3-4: Crew Shaken as per the vehicle damage result.
5-6: Crew Stunned as per the vehicle damage result.
« Last Edit: May 29, 2009, 08:24:45 PM by Farceseer Siranaul »
"Simple Changes, and Small Additions"
"It is easier to add something than to remove something."

Quote from: Starrakatt, LolDeer of Doom
So, maybe I'm being dense here

Offline Rasmus

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1. A lot of work there, well done.

2. The formatting is not a joy to trawl through, especially since you have not made enough spaces between things, making it just huge slabs of text like that. It makes reading your work harder than it should have to be.

3. It is obvious you have thought a lot about this, but I have to question if you have playtested it at all? It seems to be a paper-construct, and a few places seem, to me, to be hotbeds of exploits and things people could use to add a side order of cheese to their army.

4. Now I am going to sound hard in this, but bear in mind that if I said “This is fine” or “That's really good” for everything I had no quarrel with we would be here until Christmas. Anything not mentioned here is fine and dandy, and well done. Now, onto the things that are not fine and dandy, which is why you posted, isn't it?

Quote
* Bright Lance: See Codex: Eldar page 22 or 68.
I think most of this section is unnecessary to be honest. I mean, most anyone who would read this would be satisifed with “See Eldar Codex for all wargear-stats not mentioned here”, especially when there are this many of them.

Quote
* Eldar Plasma Pistol: Rng: 12" S6 AP2 Pistol
With the fusionpistol in the list, why is this necessary? Simplicity is a good thing in fringe-lists like this.
Powerfists make little sense to me too. I mean, when you have rending and insta-kill, why would you want S6, especially when you lose the advantage of speed and more with it? It does not quite “fit in”.

Quote
* Splinter Cannon: See Codex: Dark Eldar page 13.
* Splinter Rifle: See Codex: Dark Eldar page 13.
I have trouble with adding DE-gear to the Harlequins by the virtue of the fact that the Harlequins still have ties to the soulstones (even though current fluff does not have them wearing them) and these things use wraithbone for ammo. It does not sit well with me. It also makes the Harlequins far too gothic.

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However independent characters may use a different grenade even if they have joined a squad.
Here is an open exploit. I am sure some playtesting would show exactly how. I think you need to revise this.

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* Defensive Grenades: See the 5th edition rulebook pages 36 and 63.
The Harlequins as defensive? Not really the style they are portrayed with in the fluff. At all.

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* Domino Field: Improves the holo field save to a 4+ Invulnerable, and all models in close combat with a Harlequin equipped with a domino field have their weapon skill halved when assaulting or being assaulted by the model with this piece of wargear.
I like this. If it wasn't adding so much complexity to the way attacks are worked out in a squad then I think this is something similar t what I would have included. However, for 5th ed it was a bit too cumbersome for me.

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* Dread Mask: Any enemy units in combat with a model wearing a dread mask rolls an additional d6 for all their leadership checks.
That is like knocking half the Leadership off a Guardsman, mathmatically speaking. That is really quite rough.

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* Hallucinogen Grenades: Models with these that charge into close combat count as having done 1 extra wound when resolving assaults.  The effects of these grenades do not stack.  If the harlequin unit is in combat with a fearless or stubborn unit these effects become inert.  These have no use against vehicles.
Again adding a lot of complexity, and this is another one open for exploit.

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* Powerblades: Power Gloves and Riveblades will not benefit from this piece of wargear.
As their combination is prohibited elsewhere, this line is just needlessly redundant.

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Great Harlequin 0-1 ... 45 points
WS 6/ BS 5/ S 3/ T 3/ W 3/ I 7/ A 3/ Ld 10/ Sv -
I7 is a stretch. It makes him par with some of the hardest hitters in the game, and for a lot less points.

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The Great Harlequin may also purchase a single Dance.
Dances: Dances remain in effect for as long as the Great Harlequin is not destroyed or otherwise removed as a casualty.
This means he can sit on one end of the Apocalypse-sized battlefield and affect Harlequins everywhere, not to mention disrupting any and all deep strikers. Reserves are well and truly gimped by your list too, with the combination of the Dance and the Muck-up.

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Shadowseer 0-1 ... 25 points per model
WS 5/ BS 5/ S 3/ T 3/ W 2/ I 6/ A 2/ Ld 9/ Sv -
Squad 1-3 (Shadowseers are deployed at the same time, but do not need to be placed together.)
Woah there. 25 points each? Are you quite sure?
And 3 for 75 points? Gimme! If you can get three tougher-than-nails psykers as one slot for even twice the price it would be a bargain and then some.
Not too sure on force rod. Why not a Witchblade?

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Master Mime ... 40 points per model
WS 6/ BS 4/ S 3/ T 3/ W 2/ I 7/ A 3/ Ld 10/ Sv -
Squad 1-2 (Master Mimes are deployed at the same time, but do not need to be placed together.)
Again I7. That is simply massive, when you think about it. Again, playtesting would show this I think.
6 of these guys ( 3 slots á 2 Master Mimes) with their rule would cost 240 points and cripple anyone with that special rule of theirs.

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1-2: The Harlequin player may re-roll or force the enemy to re-roll the "Seize the Initiative" die once for each time this result comes up.
of course this breaks the “never re-roll a die more than once-rule, which is somewhere you don't want to take this list I think.

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5-6: One enemy unit is forced to go to ground for the first game turn.  Or one enemy vehicle is    stunned for the first game turn.
Imagine a 1k game when you roll decently, and the entire enemy force is completely immobilised for a turn, and you have done nothing to pay for this; the unit is still rock-hard and able to tear them to shreds before they can lift their weapons. Imagine then that you give these 6 guys phasefields and some nasty weapon, like the disruptor, and you are back to the priests of 2nd ed (rushing down the field, enemy unable to stop them, and wasting a unit each before the battle starts). I don't think you want to go there.
 
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Solitaire 0-1 ... 70 points
WS 7/ BS 5/ S 3/ T 3/ W 3/ I 8/ A 4/ Ld -/ Sv -
With everyone else being I7 this guy turns I8, making his head and shoulders taller than even the 10 millennia veterans known as the phoenix lords. I somehow doubt this is a good spot.

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* Power Glove ... +15 points
Of course, with this heavy mitten he will be back at I1 again....

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* Blitz Attack: The Solitaire's assault moves are always 12".  For every full inch  of this assault move not used to get into base contact with an enemy model.  The Solitaire gains an additional attack for that round of assault.  This rule replaces the normal extra attack for charging.
This gives him a total of +11 attacks....

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* Fights Alone: The Solitaire is always alone.  This frequently leads the enemy to ignore the Solitaire. This means that no enemy may fire on the Solitaire as long as it is not the closest target.  Even if the Solitaire is the closest.  The enemy unit that tries to fire on the solitaire must pass a leadership test or choose a different target.  It also means that the Solitaire may not be joined by any independent character.
No, just no.
1.Either they can fire at him when he is the closest target - “ as long as it is not the closest target” or not “ Even if the Solitaire is the closest”. Maketh thine mind up-eth.
2.This is a seriously overpowered rule. With the loss of target priority from 4th ed this would make the Solitaire immune to fire for a LONG time, especially with a Veiled Shadowseer with troupe in front of him, and then he could tear into the opposition with ... ouch... 17 attacks on the charge. That's a bit tough.

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* Spiritless: The Solitaire is immune to all psychic powers, and all attacks based on its leadership.  The Solitaire also passes all leadership based rolls.
Immune to psychic powers? Does this means he can ignore the librarian's save? I don't think so, but a clarification would be nice. The fact that he can also ignore the massive power of a Librarian's Hellfire and such makes his far more dangerous than the Cullexus.
 
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Eldar Allies 0-2 ... Use the point values in the respective codex.
A Harlequin may purchase allies from Codex: Eldar, Codex: Dark Eldar.  Each allied unit uses up a slot from the Harlequin player's Elites slot in their force organization chart.

Only units from the respective codices's Troops sections may be used.  Those units may take any weapon and wargear option that is allowed to them in their codex.  The only exception are Dire Avengers from Codex: Eldar.
So the Dark Eldar fighting alongside the Craftworlders? Ouch.
And what is the exception for the Dire Avengers?


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Harlequin Dedicated Transport
Venom ...
Squadron: 1-3
Either it is dedicated or it is a squadron. Or are you advocating that a squad may be split on up to three Venoms riding into battle in formation?


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* Mime Disruption: The harlequin player rolls for all mime troupe squads' outflanking reserve roll on the opponent's turn.  When the mime troupe arrives from reserve from outflank.  They roll first for determining which table side the come on.  The harlequin player then moves them onto the board as normal.  Then the opponent makes their rolls and moves.  After the mime troupe is placed on the table. 
     The mime troupe units then act as normal during the opponent's turn as if it was the harlequin player's turn for the rest of the game.  Each phase of the opponent's turn, the opponent always moves/shoots/assaults first.  After the opponent is finished for that phase.  The harlequin player may then finish the phase with their mime troupes.
     Please note that for the assault phase, the enemy declares all their charges first. Then harlequin player may declare their assaults.  Nothing is changed if the enemy is successful in charging the mime troupe squad.  If the enemy wasn't able to assault the mimes, say due to a unfortunate terrain test, then the harlequin player may try to make the charge.
There is a lot of busted sentences here, and I am having a hard time following what this rule is supposed to do, but from what I can read you are restructuring the enemy's first turn and allowing the Mimes to move about when the enemy is not looking. This is again ripe for exploits, and sets several precedents in the rules I am not sure you want to get into.

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Chorus ... 7 points per model
The Shadowseer and the Warlocks are the Chorus of the Harlequins. Adding something completely new to make up for a tactical shortcoming is just unbalancing the list. It would make more sense just to allow them to ally with Dark Reapers and be done with it.


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Harlequin Jetbike Squad ... 38 points per model
That is really cheap. How did you arrive at that number? With free Harlequin kisses to boot?


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Venom Squadron ... 45 points per model
So why would you get them as dedicated when you can get them as independent taxi-units? Is there any advantage of taking them as dedicated at all?

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Mockingbird Squadron ... 100 points per model
Mockingbird: BS 4/ Front 11/ Side 11/ Rear 10
Squadron: 1-3
Unit Type: Fast, Skimmer, Vehicle
Wargear: Twin-linked Shuriken Catapults
You have omitted the sonic cannon, which has gotten tougher in your revision with no pointincrease. That hardly seems fair does it?
And again, you have made somethign to absolutely tilt the balance of the list, adding a whooping 9 of these things at 1500 points easily, demolishing the entrie enemy army in the first turn.

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Harlequin Spiritwalker ... 100 points per model
I can't see how a rather awesome 5++ save can cost only 10 points on something with a high Toughness as this, but please, share your math on it.


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Looted Vehicle 0-1 ... As parent Codex.
This was excluded out of the 5th ed revision for the simply too cumbersome rules you have tried to simplify with this line, which made me chucke.

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Typically, if you can come up with a logical reason that a harlequin army would be able to steal and operate the vehicle.  Then more power to you.
Brilliant! Give me my monolith! Living metal with holofield! Baneblade with holo-field! Thunderhawk! Reaver titan!

I think that if you want to include this you need to do it on a very exclusive list of vehicles, not a “rule of thumb” as it is just an obvious hole for exploits. This list needs to include how many, if any, Harlequins may be transported in said vehicle, and so on.



Overall, there are two things you really need to do with this list.

1. Playtest playtest playtest.

2. Reformat the codex into a more legible format.
« Last Edit: May 7, 2009, 06:22:05 AM by Rasmus »

Lost Roads - finally released!


YouTube-clip of my Squat army.

Offline Farceseer Syranaul

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1. A lot of work there, well done.

2. The formatting is not a joy to trawl through, especially since you have not made enough spaces between things, making it just huge slabs of text like that. It makes reading your work harder than it should have to be.

3. It is obvious you have thought a lot about this, but I have to question if you have playtested it at all? It seems to be a paper-construct, and a few places seem, to me, to be hotbeds of exploits and things people could use to add a side order of cheese to their army.

4. Now I am going to sound hard in this, but bear in mind that if I said “This is fine” or “That's really good” for everything I had no quarrel with we would be here until Christmas. Anything not mentioned here is fine and dandy, and well done. Now, onto the things that are not fine and dandy, which is why you posted, isn't it?
1. Thank you
2. I wasn't sure how much I could fit into a single post.  So I made things tight on purpose.
3. It is a paper construct, as I think a rough draft should have to be tested by the forge of debate.  Then polished by playtesting.
4. Understood.

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* Bright Lance: See Codex: Eldar page 22 or 68.
I think most of this section is unnecessary to be honest. I mean, most anyone who would read this would be satisifed with “See Eldar Codex for all wargear-stats not mentioned here”, especially when there are this many of them.
Well, when I pmed you.  You said I should post references to avoid copywrite.

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* Eldar Plasma Pistol: Rng: 12" S6 AP2 Pistol
With the fusionpistol in the list, why is this necessary? Simplicity is a good thing in fringe-lists like this.
Powerfists make little sense to me too. I mean, when you have rending and insta-kill, why would you want S6, especially when you lose the advantage of speed and more with it? It does not quite “fit in”.
Rending is dependent on the dice, and insta-kill is not as powerful as many more things are now immune to it.  Power gloves take out some of the randomness.  Also the ability to give players the choice adds to any codex.  As to the plasma and fusion pistol similarities.  It is something I didn't even consider.  I will remove the plasma pistol.

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* Splinter Cannon: See Codex: Dark Eldar page 13.
* Splinter Rifle: See Codex: Dark Eldar page 13.
I have trouble with adding DE-gear to the Harlequins by the virtue of the fact that the Harlequins still have ties to the soulstones (even though current fluff does not have them wearing them) and these things use wraithbone for ammo. It does not sit well with me. It also makes the Harlequins far too gothic.
To cover a blanket concern of yours.  I am not sticking purly to the older background of the harlequins.  The masque take members from all walks of Eldar life.  It would make sense that Dark Eldar would bring their weaponry with them.  Why let a splinter weapon go to waste?  Unless I missed something, splinter weaponry don't use wraithbone as ammo.  Only a piece of wargear made use of tortured wraithbone.
 
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However independent characters may use a different grenade even if they have joined a squad.
Here is an open exploit. I am sure some playtesting would show exactly how. I think you need to revise this.
Just how dangerous of grenade cominations can we have with the grenades that I have presented above?  Yes there is an exploit, but what is the worst way it could be used?

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* Defensive Grenades: See the 5th edition rulebook pages 36 and 63.
The Harlequins as defensive? Not really the style they are portrayed with in the fluff. At all.
The only unit that uses defensive grenades is the Chorus.  Which is primarily a shooty unit.

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* Domino Field: Improves the holo field save to a 4+ Invulnerable, and all models in close combat with a Harlequin equipped with a domino field have their weapon skill halved when assaulting or being assaulted by the model with this piece of wargear.
I like this. If it wasn't adding so much complexity to the way attacks are worked out in a squad then I think this is something similar t what I would have included. However, for 5th ed it was a bit too cumbersome for me.[/quote]
It isn't overly cumbersome.  They are about the same as DE Wyches.  Part of why I did my one rendition of the EO Harlequin codex was because I felt it was to watered down.

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* Dread Mask: Any enemy units in combat with a model wearing a dread mask rolls an additional d6 for all their leadership checks.
That is like knocking half the Leadership off a Guardsman, mathmatically speaking. That is really quite rough.
As only the HQ and solitaire may have this.  I thought the power may have been marginallized.  However, what if only the Great Harleqin and Solitaire could have it?

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* Hallucinogen Grenades: Models with these that charge into close combat count as having done 1 extra wound when resolving assaults.  The effects of these grenades do not stack.  If the harlequin unit is in combat with a fearless or stubborn unit these effects become inert.  These have no use against vehicles.
Again adding a lot of complexity, and this is another one open for exploit.
It may have been just the way it was written, but just how complexing can adding an automatic "phantom" wound in combat can it be?  I know the new Imperial Guard have a standard do this.  I also think the Space Marine codex has a standard for this kind of thing as well.

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* Powerblades: Power Gloves and Riveblades will not benefit from this piece of wargear.
As their combination is prohibited elsewhere, this line is just needlessly redundant.
Redundant, or just making it clear?

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Great Harlequin 0-1 ... 45 points
WS 6/ BS 5/ S 3/ T 3/ W 3/ I 7/ A 3/ Ld 10/ Sv -
I7 is a stretch. It makes him par with some of the hardest hitters in the game, and for a lot less points.
I was thinking that the leader of the Troupe should be better than an average harlequin.  The reason he is so inexpensive is because he only starts with the barest of wargear.  However, the base cost could go up to 60.

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The Great Harlequin may also purchase a single Dance.
Dances: Dances remain in effect for as long as the Great Harlequin is not destroyed or otherwise removed as a casualty.
This means he can sit on one end of the Apocalypse-sized battlefield and affect Harlequins everywhere, not to mention disrupting any and all deep strikers. Reserves are well and truly gimped by your list too, with the combination of the Dance and the Muck-up.
My thinking was that the Great Harlequin taught the dance prior to battle.  Possibly because it is the one dance he has mastered.

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Shadowseer 0-1 ... 25 points per model
WS 5/ BS 5/ S 3/ T 3/ W 2/ I 6/ A 2/ Ld 9/ Sv -
Squad 1-3 (Shadowseers are deployed at the same time, but do not need to be placed together.)
Woah there. 25 points each? Are you quite sure?
And 3 for 75 points? Gimme! If you can get three tougher-than-nails psykers as one slot for even twice the price it would be a bargain and then some.
Not too sure on force rod. Why not a Witchblade?
25 points base.  That's before buying psychic powers, and other weapons and wargear.  I thought 3 per army would allow units on foot to benefit from the shadowseers' powers.  While preventing spamming.  The reason I thought 3 seers was because I was thinking of the 3 fates in greek mythology.  I seem to underestimate independent characters for some reason.  So the base price should be raised, but by how much?

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Master Mime ... 40 points per model
WS 6/ BS 4/ S 3/ T 3/ W 2/ I 7/ A 3/ Ld 10/ Sv -
Squad 1-2 (Master Mimes are deployed at the same time, but do not need to be placed together.)
Again I7. That is simply massive, when you think about it. Again, playtesting would show this I think.
6 of these guys ( 3 slots á 2 Master Mimes) with their rule would cost 240 points and cripple anyone with that special rule of theirs.
However, I thought that the old mime disruption was to watered down.  I thought the randomization would tame it down.  This will be  the thing that most needs playtested.  Make the unit a 0-1 option with a max of 3 models.  Or make the roll on the "Muck-up" table once for each FOC slot used for a Master Mime.  Again raise the points some. 

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1-2: The Harlequin player may re-roll or force the enemy to re-roll the "Seize the Initiative" die once for each time this result comes up.
of course this breaks the “never re-roll a die more than once-rule, which is somewhere you don't want to take this list I think.
With the changes above.  I think it won't be as bad as forseen.

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5-6: One enemy unit is forced to go to ground for the first game turn.  Or one enemy vehicle is    stunned for the first game turn.
Imagine a 1k game when you roll decently, and the entire enemy force is completely immobilised for a turn, and you have done nothing to pay for this; the unit is still rock-hard and able to tear them to shreds before they can lift their weapons. Imagine then that you give these 6 guys phasefields and some nasty weapon, like the disruptor, and you are back to the priests of 2nd ed (rushing down the field, enemy unable to stop them, and wasting a unit each before the battle starts). I don't think you want to go there.
A big oversight, sorry.  Hopefully the above changes will limit the power enough.
« Last Edit: May 9, 2009, 09:57:11 PM by Farceseer Siranaul »
"Simple Changes, and Small Additions"
"It is easier to add something than to remove something."

Quote from: Starrakatt, LolDeer of Doom
So, maybe I'm being dense here

Offline Farceseer Syranaul

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Solitaire 0-1 ... 70 points
WS 7/ BS 5/ S 3/ T 3/ W 3/ I 8/ A 4/ Ld -/ Sv -
With everyone else being I7 this guy turns I8, making his head and shoulders taller than even the 10 millennia veterans known as the phoenix lords. I somehow doubt this is a good spot.
Considering that so few things even beat a basic harlequin's initiative 6.  Plus the higher an initiative is the less often it is used.  I'd be willing to drop it to 7, but, like the phoenix lords, a solitaire is a thing of legend.

Quote
* Power Glove ... +15 points
Of course, with this heavy mitten he will be back at I1 again....
Just giving the players options.  Seeing as I doubt a solitaire would use one any way.  It will be dropped.

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* Blitz Attack: The Solitaire's assault moves are always 12".  For every full inch  of this assault move not used to get into base contact with an enemy model.  The Solitaire gains an additional attack for that round of assault.  This rule replaces the normal extra attack for charging.
This gives him a total of +11 attacks....
The Chaos Space Marine's chaos lord of Khorne with its daemon weapon has a chance for more than that.

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* Fights Alone: The Solitaire is always alone.  This frequently leads the enemy to ignore the Solitaire. This means that no enemy may fire on the Solitaire as long as it is not the closest target.  Even if the Solitaire is the closest.  The enemy unit that tries to fire on the solitaire must pass a leadership test or choose a different target.  It also means that the Solitaire may not be joined by any independent character.
No, just no.
1.Either they can fire at him when he is the closest target - “ as long as it is not the closest target” or not “ Even if the Solitaire is the closest”. Maketh thine mind up-eth.
2.This is a seriously overpowered rule. With the loss of target priority from 4th ed this would make the Solitaire immune to fire for a LONG time, especially with a Veiled Shadowseer with troupe in front of him, and then he could tear into the opposition with ... ouch... 17 attacks on the charge. That's a bit tough.
1. Sometimes I forget to put in a "what if" or "maybe this instead" warning up.  Sorry for the inclairity of the matter.
2. So what would you suggest?  Have the solitaire lose it's base attacks if it charges?  Again CSM chaos lords of khorne can have something just as dangerous, and they may have 2 of them.

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* Spiritless: The Solitaire is immune to all psychic powers, and all attacks based on its leadership.  The Solitaire also passes all leadership based rolls.
Immune to psychic powers? Does this means he can ignore the librarian's save? I don't think so, but a clarification would be nice. The fact that he can also ignore the massive power of a Librarian's Hellfire and such makes his far more dangerous than the Cullexus.
Okay, immune to psychic powers that hit him.
 
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Eldar Allies 0-2 ... Use the point values in the respective codex.
A Harlequin may purchase allies from Codex: Eldar, Codex: Dark Eldar.  Each allied unit uses up a slot from the Harlequin player's Elites slot in their force organization chart.

Only units from the respective codices's Troops sections may be used.  Those units may take any weapon and wargear option that is allowed to them in their codex.  The only exception are Dire Avengers from Codex: Eldar.
So the Dark Eldar fighting alongside the Craftworlders? Ouch.
And what is the exception for the Dire Avengers?
Dire avengers are already on the path and have pretty much chosen to stay with their craftworld.  They depend on shrines to Khaine which the harlequins don't carry around.

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Harlequin Dedicated Transport
Venom ...
Squadron: 1-3
Either it is dedicated or it is a squadron. Or are you advocating that a squad may be split on up to three Venoms riding into battle in formation?
Typos happen.  It was a cut and paste oversight.

Quote
* Mime Disruption: The harlequin player rolls for all mime troupe squads' outflanking reserve roll on the opponent's turn.  When the mime troupe arrives from reserve from outflank.  They roll first for determining which table side the come on.  The harlequin player then moves them onto the board as normal.  Then the opponent makes their rolls and moves.  After the mime troupe is placed on the table. 
     The mime troupe units then act as normal during the opponent's turn as if it was the harlequin player's turn for the rest of the game.  Each phase of the opponent's turn, the opponent always moves/shoots/assaults first.  After the opponent is finished for that phase.  The harlequin player may then finish the phase with their mime troupes.
     Please note that for the assault phase, the enemy declares all their charges first. Then harlequin player may declare their assaults.  Nothing is changed if the enemy is successful in charging the mime troupe squad.  If the enemy wasn't able to assault the mimes, say due to a unfortunate terrain test, then the harlequin player may try to make the charge.
There is a lot of busted sentences here, and I am having a hard time following what this rule is supposed to do, but from what I can read you are restructuring the enemy's first turn and allowing the Mimes to move about when the enemy is not looking. This is again ripe for exploits, and sets several precedents in the rules I am not sure you want to get into.
I pretty much agree, the idea stuck in my head, and I had to find a place for it.  It was also with the fact they they are the ones that loot vehicles.  I suppose a simple infiltrate or scouts USR would due fine.

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Chorus ... 7 points per model
The Shadowseer and the Warlocks are the Chorus of the Harlequins. Adding something completely new to make up for a tactical shortcoming is just unbalancing the list. It would make more sense just to allow them to ally with Dark Reapers and be done with it.
Like I said, I'm not holding purly to the old background.  Codex: Eldar just says that the majority of the Troupe is made of mimes and chorus.  That and with the fact that I don't have access to the other CJ sources.  I made up a new unit that I thought filled a niche in the army.  A unit of new members that either were't ready or didn't have the talent to be mimes.

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Harlequin Jetbike Squad ... 38 points per model
That is really cheap. How did you arrive at that number? With free Harlequin kisses to boot?
Perhaps you missread it.  They don't get Kisses for free.  I just referred to Codex: Eldar for price and information purposes.

Quote
Venom Squadron ... 45 points per model
So why would you get them as dedicated when you can get them as independent taxi-units? Is there any advantage of taking them as dedicated at all?[/quote]
I'd like to say, "why not?", but I know that isn't really a good reason.  They could be used for units that don't have the option for their own venom.  They may be used for harassment, or dedicated anti-tank duty.

Quote
Mockingbird Squadron ... 100 points per model
Mockingbird: BS 4/ Front 11/ Side 11/ Rear 10
Squadron: 1-3
Unit Type: Fast, Skimmer, Vehicle
Wargear: Twin-linked Shuriken Catapults
You have omitted the sonic cannon, which has gotten tougher in your revision with no pointincrease. That hardly seems fair does it?
And again, you have made somethign to absolutely tilt the balance of the list, adding a whooping 9 of these things at 1500 points easily, demolishing the entrie enemy army in the first turn.
Perhaps you are unaware that the vibro cannons do jack-little now in the new edition.  Even with my changes to the sonic cannon.  It rolls on the penetration chart with an auto matic -1 on the damage table.  Couple that with the fact that it will most likely glance adding another -2.  Which makes the cannon only snap off a weapon.  At its very best it will only wreck a vehcle, but the percentage on that is small.
     I can now see them in squadrons as being to much.  However, I do not think the model itself is underpriced.

Quote
Harlequin Spiritwalker ... 100 points per model
I can't see how a rather awesome 5++ save can cost only 10 points on something with a high Toughness as this, but please, share your math on it.
In the new rules, the majority of cover saves are 4+ now.  Also There are so few friendly psykers in the army.  Making wraithsight a higher posibility.  If you are going to dedicate a whole shadowseer for a wraithlord.  A 5+ save for an extra 10 points is the least of the abuse one can get out of this unit.  Which can still be done in the pdf that you are hosting.
     I did intend to place a 0-1 limitation on the spiritwalker.  I don't know if that is enough to quell the cheese from the spiritwalker.  Personally, I'd be fine just cutting it out of the codex.

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Typically, if you can come up with a logical reason that a harlequin army would be able to steal and operate the vehicle.  Then more power to you.
Brilliant! Give me my monolith! Living metal with holofield! Baneblade with holo-field! Thunderhawk! Reaver titan!

I think that if you want to include this you need to do it on a very exclusive list of vehicles, not a “rule of thumb” as it is just an obvious hole for exploits. This list needs to include how many, if any, Harlequins may be transported in said vehicle, and so on.
1. Titans, thunderhawks, and baneblades are not in any codex.  Hence cannot be looted.  As you so kindly chuckled at the "As parent codex" part of the entry.
2. If you can explain-away the fact that all Necron units 'fade away', AND actually get it past your opponent.  That is fine by me.  Go nuts!
     All transports say how many models can fit inside.  Why would there be adjustments?
"Simple Changes, and Small Additions"
"It is easier to add something than to remove something."

Quote from: Starrakatt, LolDeer of Doom
So, maybe I'm being dense here

Offline Frowny

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I think under harlequin troops you meant to exclude death jesters? Not sure.

Some very cool ideas, overall.

The grenades are cool, but might get confusing if you buy all of them. Independent characters using one type in a squad using another. Hallucinogen grenades do not seem overpowered, and actually look quite cool.

More furious charge? As the codex eldar harlies get it, it seems consistency with that would give it to most of the characters etc. Maybe everything but mimes/chorus.

I do think some balance could be looked at though.
I think all the characters could use -1I and maybe +5 points depending on where you go with the special powers.

Do powerblades grant powerweapon attacks as they should to be consistent with codex:eldar?  they should definitely not be cheaper then powerweapons, think maybe 15-20 pts=same cost as powerweapon+mandiblaster from codex eldar.

Dance of the dark veil is really very good, and should cost a bit more. The reason WWP's are not overpowered is because of the difficulty in deploying it and the need to keep units in reserve especially for it. As you have it, one of those at the center will control the entire map. Infiltrating marker+ 18 or more inch assault range on flipbelts+phasefield wearers+bikes+venom riders = immediate assault for your entire army. 12inch venom movement+2 inch disembark+d6fleet+6 assult=21-27 inch assault. With the ability to come on from the normal edge, you have the entire map covered in one go. With a couple of outflankers, you can autocharge anything on the table.

Why not just let them use WWP's like DE? we already have rules for that, maybe with a slight rebalancing.

The other dances seem a bit random. The idea is really cool, but they feel either like exarch powers for each unit, granted by the troupe leader or maybe granted to whatever unit the great harlequin joins? I guess the army-wide upgrade makes sense, but isn't balanced for point scaling. They give fixed powers, but bigger games = more models=more benefit from the same cost.

I like the last laugh dance a lot. A lot. Such a great last laugh. Maybe just make any model removed get 1 attack at normal stats as they are removed as casualties. 1 harlie dies, enemy suffers 1 harlie attack w/ whatever weapons the removed model had.

rerolling DS doesn't seem very useful, as only the flight troop can DS anyway?

Powergloves seem unnecessary. No need to shoehorn in other codex's entries. Fusion guns/rending are where its at. Its all about dancing around your opponent and winning with speed and beauty, not grinding down with a big, heavyhanded fist in an attrition war.

1 shadowseer/entry is enough. maybe give them access to regular eldar powers... fortune and doom spring to mind.

For the master mime's muck-up, I would make them more like standard reserve rerolls etc, and maybe allow 3/squad, which seems to be the staple for multiple IC's/squad, seeing lictors, heamies etc... Like a lictors pheremone trail in reverse- once per mime per turn may reroll a single reserve roll. No more then one reroll may be made.

The solitare is again cool, and I see no problem with the soullessness. I do think the fights alone bit is a bit much. Part of his risk/reward is getting him close to make use of his awesome killing power. That makes it almost a guarnatee. Also, your description/fluff reason doesn't make sense, as numerous armies and players shoot lone models. Look at all other IC's on their own...

the old solitare was limited to +6 attacks from blitz attack, as only the later 6 of his assault move granted extra attacks. Maybe keep it consistent with citadel journals, but work in furious charge somehow? Strangely, I don't see a problem with tons of powerweapon attacks from him being that imbalanced. They are only str. 3, and. 12 attacks=8hits=2.66 wounds vs meq. Not so deadly.  Banshees do better and are more survivable with 10 models at a similar cost, with upgrades etc.

Mimes acting during the opponents turn is WAY toto complicated. Its just breaking too many rules. I see cool opportunity for a different disruption rule though. lots of opportunities, maybe disrupting enemy troop movement? -d6 inches movement to one unit or vehicle/turn per mime unit?

The chorus seems a bit out of place for an elites army, and are notably better then other similar choices- look at guardians. Vs guardians they have -1pt, +1bs, +1 initiative, move through cover, cheaper weapons, 2 heavy weapons and the splinter rifle option.

I agree on the looted vehicles. Maybe just pick a specific list and allow those. Seems open to abuse and confusion.

I like the venoms, and acrobatic dismount is cool, but 6+1 special character seems odd. Just straight 6 seems fine. 5 harlies+1 character.

Offline headfirst

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I think its a pretty cool list here, but a think it adds a lot of complexity without adding much to the army. I think that while Harlequins typically used to have Looted Vehicles, It is too difficult to manage/create a list, and the complexities that this creates. There's some good stuff in there, and like Rasmus, too much too mention. However, I agree with Frowny, chorus are way too cheap and out of place in this codex. Finally, you seem to mention how Sonic Cannons are too weak, only comparing them to attacks against vehicles. consider it moving round the flank of a 'nid army, shooting down the line and obliterating them. Its role is more of anti-troop than anti-tank.Use fusion pistols and Spiritwalkers for anti-tank. Good work though.
Headfirst

Offline Farceseer Syranaul

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I reposted the codex over the old stuff.  Mostly its point costs, but some things were changed or dropped.  Like the solitaire's "Fights Alone" was changed to just a target priority test.  I also dropped the "Mime Disruption" from the mimes, but I used the name to replace the "Masterful Muckup" rule.  The mimics now give the unit counter-assault USR.

I haven't given up on this.  I just have another big project that I am working on.  I'll try to update this thread next week some time.

I agree that some things were to complex.  Mostly because I was either tired at the time of creation.  Or I had the idea burning a hole in my pocket.
"Simple Changes, and Small Additions"
"It is easier to add something than to remove something."

Quote from: Starrakatt, LolDeer of Doom
So, maybe I'm being dense here

 


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