the great harlequin should have something special about him - he is meant to be the overall leader but peeps tend to use him like a crapper solitare - any ideas?
bring back some of their old stuff like the "flip-out of combat" rule an pack grenade launchers
a unit of harlequin dancers: agile, abile to move large distaces i,e 12" feel freee to add to this idea
i was thinkin about template weapons, instead of just simply giving the harles a sv against it, allow it so the person shooting always has to roll for a scatter instead
ie like it missed (ordinace have to roll 2d6 instead of just 1) i think this fits in perfectly with the holosuit save
but feel free to change it
the old harle the looted vehicle rules; i luv this idea want to see it in the codex
mimc squad (elite) (i know this name is used for a mime squad leader but its the best name for them)
0-1
1-3 mimics 60pts per mimic
information gatherers - mimics disguse themselves as anyone, at the start of the battle declare which squad your mimics reside in, at any point in the battle at the start of your opponents turn you may choose to move you mimics while they are still disgused, they may move but do nothing else.
at the start of your next turn the mimics take off their disguse.
up to the point they take off their disguse the enemy is
not allowed to try any shoot them(as far as their concerned your mimics are their comrades) you may not declare characers/heavy weapons the models you replace with mimics dont count towards casualties.
new harle shadow seer power;
influence - start of the enemies turn declare target up 12" away(on model) both roll 1d6 and add to your ld if you draw or lose nothing happens.if you win the margin you win by dictates what happens next (for one turn)
win by
1 - spiders all over you - model may do nothing this turn (counts as pinned)
rest of squad(if he is part of one) my move and shoot normally (as long as they maintain squad cohirency)
2 - want to go home - model moves 2d6" towards the table edge.
rest of squad (if he is part of one) my move and shoot normally (as long as they maintain squad cohirency)
3 - enemy is all around you! - model moves in a random direction and shoots in random direction (roll scatter and d6 for move and scatter and 2d6 to shoot)
rest of squad (if he is part of one) my move and shoot normally (as long as they maintain squad cohirency)
4 - your fellows are out to get you! (model must shoot at the nearest model/unit (friend or foe).
5+ - meltdown!! the enemy model is so influenced he effectivly becomes yours for a turn move shoot and assault as normal (note your opponent may shoot at his own model if he so wishes but you always move, shoot and assault before any of his models)
invulnerable armor saves may be taken against this
new weapons - graviton gun 20pts
12" range if hits model/squad must roll equal to or under their strength or be pinned
those r all the ideas that ive though of so far any feedback on it would be much appricated
harles forever!