RED ELF
Eldar Harlequin Wargear

This section describes how all Harlequins specialised wargear works in the game. These rules tend to be more detailed than those included in the WH40K rulebooks, and supercede them if they are different. Any items not listed here function exactly as described in the WH 40K rulebook.

Note 1: The Harlequins can carry several different types of grenades that are used when they charge into an assault (hallucinogen, tanglefoot and plasma). A unit may only use one grenade type at a time, and you must declare which you are using before moving the charging unit. Note, that if two or more Harlequin units charge the same enemy, they may use different grenade types (a rather devastating tactic if you can manage it!).

Note 2: It is possible for a Harlequin to combine the effects of several different masks (the Mask of Fear, Dread Mask and Rictus Mask). Having more than one mask type means that the character's mask is programmed to cycle through a wider range of images and psychic manipulations, each of which is designed to illicit a different type of horror from the enemy!

Note 3: Some Harlequin characters may be armed with two special close combat weapons, for example a Harlequins' Kiss and a power weapon. You may only use the special rules for one close combat weapon (in this example either wound on a 2+ or ignore armour saves) though you still gain +1 attack for a second close combat weapon.

Bio-explosive Ammunition - These specially modified shurikens contain a potent venom which overloads the target's circulatory system, causing blood vessels to violently erupt. Bioexplosive ammunition may only be used with a shuriken pistol (and is paid for in addition to the pistol). Except where noted, the normal rules for a shuriken pistol apply. The weapon does not have a Strength as such, and always wounds a victim on a D6 roll of 2+. Targets slain by the bio-explosive ammunition explode!

Place a blast marker centred on the exploding model and roll to hit other models under the template using the rules for blast weapons. The attacks have a Strength equal to the exploding model's Toughness, and an AP value equal to the victim's saving throw (i.e. models hit by an exploding Space Marine would take a S4 hit with AP 3). Any squad which suffers a casualty from a bio-explosive ammunition must pass a morale check at the end of the shooting phase.

Brightlance - The brightlance is used by the Eldar to destroy heavily armoured targets, using a highly focused beam of laser energy. A brightlance has the profile below. In addition, a brightlance treats any armour value higher than 12 as 12.

Rng: 36"
S: 8
AP: 2
Assault 1

D-field - A domino field, or D-field as it is commonly known, creates an even more complex distortion pattern than a normal Harelquin holo-suit, shattering the wearer's image into a cloud of blindingly bright shards of multi-coloured light. A model wearing a D-field gets a 4+ cover save, just like a holo-suit. In addition, any enemy attacking the model in close combat always needs a roll of a six to hit, regardless of the models' comparative weapon skills. If the enemy has a fixed to hit roll which is not affected by Weapon Skill (Kharn the Betrayer, for example) then roll a D6. On a roll of 1-3 they are affected by the d-field and need sixes, on a 4-6 they are unaffected and use their normal to hit roll.

Dread Mask - The Dread mask contains a psychic pickup which detects the worst fears of the wearer's opponent and amplifies them ten-fold, sending them running in terror. Any unit losing an assault against a Harlequin with a Dread mask must take their morale check on 1D6 more than usual (normally 3D6 instead of 2D6). Obviously the Dread mask has no effect against units which do not have to take morale checks.

Eldar Jetbike - The Jetbikes of the Eldar are designed for extreme manoeuvrability, able to turn on the spot and rapidly accelerate or decelerate. This enables the rider to make swift hit-and-run attacks, emerging from cover to attack before slipping away again. An Eldar jetbike uses all the rules for jetbikes given in Warhammer 40,000. In addition, a model on an Eldar Jetbike which is not falling back may always move 6" in the assault phase, whether they are within 6" of an enemy or not. This move can be made in any direction, it does not have to be a charge towards the enemy, even if the model is within 6" of an opposing model.

Eldar Missile Launcher - The Eldar have a grasp of many forms of technology which far surpasses that of other races, and it is this knowledge that allows them to make wide use of plasma missiles. Eldar missile launchers may fire krak or plasma missiles, with the profiles given below. A squad that takes casualties from a plasma missile must test for pinning (page 58 of the Warhammer 40,000 rules).

Krak
Rng: 48"
S: 8
AP: 3
Heavy 1
Plas.
Rng: 48"
S: 4
AP: 4
Hvy 1, blast

Fusion Pistol - The fusion pistol is the pinnacle of Eldar melta technology, being compact yet powerful enough to destroy a battle tank. A fusion pistol has the following profile, and like other melta weapons has an additional D6 armour penetration at half range of less.

Rng: 6"
S: 6
AP: 1
Pistol

Hallucinogen Grenades - In battle, the Harlequins use hallucinogen grenades to disorientate their enemies just before they attack. The grenades induce hallucination, paranoia and delirium in their victims, causing them to cower in fear, stare into open space or rant and rave at creatures only they can see. A Harlequin model with hallucinogen grenades uses them when it charges into combat. The paranoia and confusion caused by the hallucinations makes it impossible for the enemy to discern exactly how many warriors they are fighting. When working out if one side outnumbers the other after an assault, the ratio of models is shifted one 'grade' in favour of the Harlequins. This is best shown by the following chart. Morale checks are taken using the modified ratio by the losers of the assault.

Hallucinogen grenades have no effect against any kind of daemonic creature (including Nurglings, Avatars), Wraithlords, Wraithguard, Dark Eldar Talos and Warp Beasts, Thousand Sons Chaos Space Marines or Necrons; any model with an armour value rather than a saving throw. Tyranid creatures ignore the effects of hallucinogen grenades unless the Tyranid player scores a 1 on a D6 roll.

Designer's note: Basically a creature has to be truly alive to be affected by hallucinogen grenades. Doubtless at some time in the far distant future we'll introduce some hideous monstrosity that should be immune to hallucinogen grenades, so this list is by no means totally exhaustive and I ask you to use some common sense concerning whether a model should be affected by these weapons. If you are in any doubt, roll a D6; on a 1-3 the model is affected, on a 4- 6 it is not (roll every time it is attacked with hallucinogen grenades).

Harlequins' Kiss - This vicious weapon is unique to the Harlequins. It takes the form of a sharpened tube attached to the forearm, inside which is lengths of monofilament wire. The Harlequin's Kiss is punched into the enemy and the wires are then quickly uncoiled, slicing the foe apart from the inside. A model with a Harlequins' Kiss wounds on a roll of 2+ in close combat,. Against a target with multiple wounds, a to wound roll of a 6 with a Harlequins' Kiss means that the enemy model will be killed outright if it fails its saving throw, regardless of the number of wounds it has remaining. A Harlequin's Kiss cannot be used against vehicles.

Haywire Grenades - The Eldar use haywire grenades for disabling enemy vehicles. A haywire grenade sends out a powerful, short-range electromagnetic pulse which shorts out electrical wiring and disrupts the energy systems of its target. Haywire grenades may only be used against vehicles. A model attacking with a haywire grenade may only make a single attack, regardless of their Attacks characteristic or whether they charged. If the attack hits, roll a dice to determine the effect of the haywire grenade: 1= no effect, 2-5= glancing hit, 6= penetrating hit. A haywire grenade may only be used against a Dreadnought if it has already been immobilised.

Neuro-disruptor - A neuro-disruptor uses intricate psychocrystalline circuitry to emit a wave of particles that disrupt the brain's neural pathways, turning the target into a drooling imbecile or killing them outright. The Neuro-disruptor uses the flame template and is fired like any other flame weapon. However, do not roll to wound as normal. The neuro-disruptor has a Strength of 8, but rather than using the targets' Toughness values, their Leadership is used. Other than this, the To Wound chart is used as normal. For example, a Leadership 9 model is wounded on a 5+. A roll of a 1 always fails to inflict a wound. If a Neuro-disruptor template touches a vehicle, roll a D3 on the glancing hits table as the crew's brains are partially protected by the vehicle's armour (there is no need for an armour penetration roll). The Neuro-disruptor has the following profile:

Flame
S: (8)
AP: 1
Assault 1

Plasma Grenades - Rather than the crude fragmentation grenades used by other races, the Eldar employ advanced plasma grenades to stun their enemies when they charge into close combat. Plasma grenades negate the effect of cover in close combat, so that all attacks are worked out in Initiative order.

Plasma Pistol - Eldar technology is far more efficient and reliable than the crude mechanics of the Imperium. An Eldar plasma pistol does not get hot on a to hit roll of a 1.

Phase Field - Using the Eldar's most advanced warp technology, a phase field allows the wearer to shift between realspace and the webway, 'phasing' in and out of reality. This means the wearer can make short teleportations across the battlefield. The phase field is used instead of moving normally. Nominate a direction for the model to move in. The model moves 3D6" in that direction, ignoring any intervening terrain or models. A model using a phase field may not use fleet of foot on the same turn, but may shoot and assault as normal.

Powerblades - Powerblades are fitted to the forearm, enabling the wearer to use both hands freely. A well trained warrior can use sweeping strikes with the powerblades in addition to their other weapons. A model equipped with powerblades gets +1 Attack. This can be in addition to +1 Attack for being armed with two other close combat weapons for a total of +2 Attacks. A model with powerblades ignores armour saves.

Rictus Mask - The Rictus mask projects an aura of death, filling those nearby with an almost uncontrollable urge for morbid selfpreservation ("We're all doomed!"). Any enemy unit with a model within 6" and line of sight of the model with the Rictus mask must take a Leadership test at the start of their turn. If the test is failed the unit may do nothing that turn. If the unit is fighting in close combat then the more immediate threat of being diced overcomes their horror and so units that are in an assault are not affected by a Rictus mask. Models that are immune to morale checks are unaffected by a Rictus Mask.

Riveblades - Fitted to the back of the hand or worn as a glove, a Riveblade is covered in a shimmering energy field which can punch through the thickest armour. In the hands of a Harlequin a set of Riveblades can be used to behead or disembowel the target with a single sweep. A Harlequin with Riveblades ignores normal armour saves in an assault. There is an additional effect against target's with multiple wounds. If such a model is wounded with a roll of a 6 the Riveblades have penetrated deep into their body and they are killed outright (unless the model has an invulnerable saving throw which is passed). Riveblades cannot be combined with power blades.

Shrieker Cannon - The Shrieker Cannon is similar in design to the shuriken cannon used by the Craftworld Eldar. However, rather than firing a hail of razor-sharp discs, a Shrieker fires only a single shot. Its ammunition is impregnated with virulent toxins which overload the victim's nervous system, causing their blood vessels and internal organs to burst in a spectacular fashion. The shrieker cannon does not have a Strength as such, and always wounds a victim on a D6 roll of 2+. Targets slain by the shrieker cannon explode! Place a blast marker centred on the exploding model and roll to hit other models under the template using the rules for blast weapons. The attacks have a Strength equal to the exploding model's Toughness, and an AP value equal to the victim's saving throw (i.e. models hit by an exploding Space Marine would take a S4 hit with AP 3). Any squad which suffers a casualty from a shrieker cannon must pass a morale check at the end of the shooting phase. Shrieker cannons count as having Strength 5 if fired at a vehicle. The shrieker cannon has the following profile:

Rng: 24"
S: X
AP: 5
Assault 1

Tanglefoot Grenades - When a tanglefoot grenade detonates it creates a gravitic disruption field, causing its targets to stumble, fall over and generally stagger around. Tanglefoot grenades are used when the Harlequin unit charges into an assault and their effects last for the duration of that first round of combat. If the unit attacked by tanglefoot grenades loses the combat and fails its morale check, its fall back move is D6 less than normal (ie units that normally fall back 2D6" only fall back 1D6"). If it is the Harlequins that break then their enemy may only consolidate, they may not advance. In the event of a drawn combat (on a tie-breaker roll or because neither side fails its morale check) then the unit fighting the Harlequins may not move any unengaged models into the combat - the Harlequins can still move up to 6" to get into base contact as normal.

See page 69 of Warhammer 40,000 for more details of drawn combats.