Solitaire

Model NameMTSvWLdOC
Solitaire
25mm
12"36+ 4++46+1
Keywords:
, Harlequins, Solitaire, Epic Hero, Character, Infantry, Aeldari
Ranged WeaponsRangeABSSAPD
Melee WeaponsRangeABSSAPD
Solitaire weapons
precision
Melee926-22

Abilities

Blitz:Once per battle, in your Movement phase, before this model makes a Normal move, it can use this ability. If it does, until the end of the turn, add 2D6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s Solitaire weapons.
Blur of Movement:This model is eligible to declare a charge in a turn in which it Advanced.

Wargear Options

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 Solitaire – EPIC HERO
This model is equipped with: Solitaire weapons, flip belt.

Costs

1 model - 115pts

Leader

Led By

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.
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 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 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.
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 EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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 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 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 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 STAGED DEATH
Detachment: Ghosts of the Webway
WHEN: Any phase.

TARGET: One Harlequins Character model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.

RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.
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 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 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 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 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.