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Post by Nick P on Feb 13, 2015 23:54:50 GMT -6
Aaaand...Harlequin psychic powers and relics. Some of this stuff seems pretty freaking awesome, I'm loving the psychic powers. There are already some good looking combos - take the mask relic + use the LD test psychic power to kill chaff, and the forcing snap shots power is just...i mean, so good. So is the 4+ cover save one, and the primaris (duh, veil of tears was always legit as hell). The harlequin kiss relic is only 5 more points than a normal kiss...for master crafted and shred? Yeah that seems legit, I'd put that on my solitaire in a damn heartbeat. imgur.com/a/Y0n3X
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Post by Nick P on Feb 15, 2015 10:08:01 GMT -6
Codex leaks for the harlequins are out today - but they're in Italian. Luckily google knows italian, so here's what we've got: rules for the shadow seer and death jester, plus like 6 formations that look more viable than the Masque FoC for allying these bad boys. I'll try to link to the Italian pics as well, if they're still up:
Shadow Seer: 60 points, WS6 BS4 S3 T3 W2 I7 A3 LD10 -holosuit -hallucinogenic grande launcher -shuriken pistol -mist stave -flip belt
Special rules: - fear - fleet - furious charge - hit and run - IC - psyker (ML1) - can choose from Phantasmancy (harlie discipline that looks DOPE), sanctic Demonology, Telepathy
Can upgrade to level 2 for 25pts Can take a neurodisruptor instead of shuriken pistol for 10 pts Haywire for 5pts Can take an item from the Enigmas of the Black Library list
Death Jester: 60pts, WS5 BS5 S3 T3 W2 I7 A3 LD10 -holosuit -shrieker cannon -flip-belt
Special Rules: -Fear -Fleet -Furious Charge -hit and run -IC -precision shots
Can take haywire for 5, can take an item from the Enigmas of the Black Library list.
"Death is not enough" - an enemy unit that suffers one or more wounds from the DJ in a shooting phase must immediately take a morale check as though they had taken 25% casualties, at -2 LD. If they fail the test, the DJ chooses in which direction they flee. If they continue to flee in subsequent rounds, they fall back towards their own table edge as usual.
Up next, formations.
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Post by Nick P on Feb 15, 2015 10:43:14 GMT -6
Formation 1:- 2 units of skyweavers
- 1 unit of voidweavers
Reroll failed jink saves.
Formation 2:
- 1 Death Jester
- 1 Shadow Seer
- 1 Solitaire
Special Rules: infiltrate, stealth, shrouded Models from this formation may not join other units, nor may other characters join them. Formation 3:- 1 Troupe
- 1 unit of skyweavers
- 1 unit of voidweavers
Beginning with turn 2, any unit in this formation with Fleet can both run and charge in the same turn. Formation 4: - 1 Troupe
- 1 Death Jester
- 1 Shadowseer
Restriction: DJ and SS cannot leave the troupe unit, and must be deployed as a single unit. Special Rule: Crusader (roll 2D6 for run, pick which one to use; +d3" for sweeping advance) Any model from codex Eldar or Dark eldar (both friend or enemy) within 6" of one or more models from this formation, also have the crusader special rule. Formation 5:- 3 Troupes
- 2 units of skyweavers
- 3 starweavers
- 1 unit of voidweavers
Restriction: Each troupe from this formation must take one of the starweavers from this formation as a dedicated transport. If a troupe master from this formation is your warlord, you may re-roll your warlord trait from any of the warlord tables in Codex Harlies. A troupe from this formation may Hit and Run directly into an unoccupied Starweaver from this formation, as long as the Hit and Run roll is sufficient, in inches, that all models from the unit including any characters attached to them end their Hit and Run move within 2" of the unoccupied Starweaver. Furthermore, a troupe from this formation may Consolidate into an unoccupied Starweaver, assuming the Consolidate roll is sufficient in inches to place each model from the unit, including characters, within 2" of an unoccupied Starweaver. Formation 6:- 3 Troupes
- 3 Death Jesters
- 3 Shadowseers
- 1 Solitaire
- 2 units of Skyweavers
- 1 unit of Voidweavers
Reroll all invulnerable saves of 1 for the entire formation.
If a troupe master from this formation is your warlord, he may reroll his warlord trait on any of the warlord tables in Codex Harley Davidson.
Beginning on turn 2, all units from this formation with the Fleet special rule may run and charge in the same turn.
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Post by Nick P on Feb 15, 2015 19:34:17 GMT -6
Warlord traits. Death Jesters and Spirit Seers can only ever roll a D3 on the harlequin tables (since 1-3 are the same for all tables, its a bit of a wash) but a D6 on any BRB table. Troupe masters, however, can roll a full D6 on any of the 3 harlequin tables.
“Light” table 1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1 2) 4+ inv for the the warlord 3) the warlord and his unit can add 1″ every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc) 4) you can add 4 to any roll to steal the initiative 5) before deployment, choose up to D3 units from your primary detachment. every unit gain one of: deep strike, infiltrate, scout (choose as you like) 6) immediately after deployment and after scout moves, you can remove from the table your warlord and/or up to other D3 friendly units with the Harlequins faction within 12″ of the warlord. Any units removed this way may immediately deployed using normal deploiment rules or put in Reserve
“twilight” table 1)-3) (see Light table) 4) if the mission use variable lenght, you can add or substract 2 to the roll to determine if the game ends 5) any to-wound roll of 6 made by the warlord in close combat (or any to-wound roll of 5+ while making a Kiss of Death attack) gain the Instant Death special rule 6) once per game your warlord and his unit can make a “mirror leap” instead of moving: they can move 24″, moving over other models and terrains like in open terrain but cannon end over other models or in impassable terrains. They cannot charge in the same turn
“darkness” table 1)-3) (see Light table) 4) enemy units in base contact with the warlord or his unit must roll an additional D6 while taking Fear or Morale tests 5) at the end of the game, before declaring the winner, you can move one time only your warlord and his unit like in the movement phase, than they can run or shoot like in the shooting phase, and, next, if you so desire, can charge and fight a single turn of combact like in the assault phase (the adversary can overwath and fight normally). If your warlord is locked in combat at the end of the game, he and his unit can only choose to fight an additional turn of combat. If the warlord unit is embarked, it can disembark but the transport cannot move or shoot. After the warlord and his unit have done this extra action the game end (finally I may say…) 6) if your warlord is removed from play while in a challenge, the players roll out immediately: if you win the roll out or if it is a tie the adversary of your warlord is removed as well
I personally really like the Light table - #5 and 6 are amazing, and unlike some of the other cool warlord traits are always going to be useful. Stealing initiative on a 2+ is pretty dope too, and again is almost always going to be useful. All 3 allow you to make sure you the win the deployment phase, and start off on the right foot.
Some of the other ones, like Darkness, are cool - but really situational. I guess if you're going to use all the cool fear tests and stuff in the book, getting the +1D6 for fear/morale tests would help guarantee that they fail. But, the challenge one and the "JK the game's not over yet" trait are a bit more situational. I mean, if you're planning on getting your troupe master into a challenge with some terrifying monster just to kill it, I guess you have a slight chance to take him down with you...but if you're planning on having to eek out a win at the bottom of turn End Game + 1, you're probably not going to win in the first place.
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Post by Russell on Feb 15, 2015 20:04:09 GMT -6
run and charge. oh man.
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