Troupe

Model NameMTSvWLdOC
Troupe
25mm
8"36+ 4++16+1
Keywords:
, Harlequins, Aeldari, Troupe, Grenades, Infantry
Ranged WeaponsRangeABSSAPD
Fusion pistol
assault, melta 2, pistol
6"138-4D6
Neuro disruptor
anti-infantry 2+, assault, pistol
12"134-21
Shuriken pistol
assault, pistol
12"134-11
Melee WeaponsRangeABSSAPD
Harlequin’s blade
devastating wounds
Melee533-11
Harlequin’s special weapon
devastating wounds
Melee434-11
Power sword
devastating wounds
Melee534-21

Abilities

Dance of Death:At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase:
  • Hero’s Prowess: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
  • Villain’s Doom: Each time a model in this unit makes an attack, add 1 to the Wound roll.
  • Trickster’s Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.

Wargear Options

Any number of models can each have their Harlequin’s blade replaced with 1 Harlequin’s special weapon.
The Lead Player’s Harlequin’s blade can be replaced with 1 power sword.
If this unit contains 9 or fewer models:
  • Up to 2 models can each have their shuriken pistol replaced with 1 neuro disruptor
  • Up to 2 models can each have their shuriken pistol replaced with 1 fusion pistol
If this unit contains 10 or more models:
  • Up to 4 models can each have their shuriken pistol replaced with 1 neuro disruptor
  • Up to 4 models can each have their shuriken pistol replaced with 1 fusion pistol

Wargear Abilities

Flip Belt:Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move.

Unit Composition

1 Lead Player
4-11 Players
Every model is equipped with: shuriken pistol; Harlequin’s blade, flip belt.

Costs

5 models - 85pts
6 models - 100pts
11 models - 190pts
12 models - 205pts

Leader

Stratagems

NameDescription
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP BLOODY DANCE
Detachment: Ghosts of the Webway
WHEN: End of your opponent’s Charge phase.

TARGET: One Harlequins Infantry or Harlequins Mounted unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP HEROES’ FALL
Detachment: Ghosts of the Webway
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1CP MOCKING FLIGHT
Detachment: Ghosts of the Webway
WHEN: Your Movement phase, just after a Harlequins unit from your army Falls Back.

TARGET: That HARLEQUINS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1CP TRICKSTERS’ RETORT
Detachment: Ghosts of the Webway
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Troupe unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
1CP EXIT THE STAGE
Detachment: Ghosts of the Webway
WHEN: End of your opponent’s Fight phase.

TARGET: One Harlequins unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1CP STRIKING STRIDE
Detachment: Serpent’s Brood
WHEN: Your Charge phase.

TARGET: One Harlequins unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
1CP FANGS OF THE BROOD
Detachment: Serpent’s Brood
WHEN: Start of the Fight phase.

TARGET: One Troupe unit from your army.

EFFECT: Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one.
1CP WEAVING STRIDE
Detachment: Serpent’s Brood
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Harlequins Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
1CP VOID GHOSTS
Detachment: Star-dancer Masque
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
1CP ACROBATIC LEAPS
Detachment: Star-dancer Masque
WHEN: Your Movement phase.

TARGET: One AELDARI unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there.
1CP SERPENT STRIKE
Detachment: Star-dancer Masque
WHEN: Fight phase, just after an AELDARI unit from your army destroys an enemy unit.

TARGET: That AELDARI unit.

EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.
1CP DARTING STRIKES
Detachment: Star-dancer Masque
WHEN: Fight phase.

TARGET: One AELDARI unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
1CP SKYBORNE SANCTUARY
Detachment: Warhost
WHEN: End of the Fight phase.

TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.

EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.