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Harlequins Harlequins 100 Point(s)

Tactics
DECISIVE MOVE (General: 1Point(s)) Use this Tactic at the start of the Movement phase. Pick a model from your kill team and make a move
with it before any other models (including an Advance move, Fall Back move or charge attempt if you wish). If another player uses this
Tactic, roll off: the winner goes first.
DECISIVE STRIKE (General: 2Point(s)) Use this Tactic at the start of the Fight phase. Pick a model from your kill team that is eligible to fight
and fight with it before any other models. If another player uses this Tactic, roll off: the winner goes first.
DECISIVE SHOT (General: 2Point(s)) Use this Tactic at the start of the Shooting phase. Pick a model from your kill team that is eligible to
shoot and shoot with it before any other models. If another player uses this Tactic, roll off: the winner goes first.
INSANE BRAVERY (General: 1Point(s)) Use this Tactic before taking any Nerve tests in the Morale phase. You can automatically pass a single
Nerve test for a model from your kill team.
TACTICAL RE-ROLL (General: 1Point(s)) Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll,
saving throw, Injury roll or Nerve test.
GRITTED TEETH (General: 1Point(s)) Use this Tactic when you choose a model with one or more flesh wounds to shoot in the Shooting
phase or fight in the Fight phase. Until the end of the phase, this model's attacks do not suffer any penalty to their hit rolls from this model's
flesh wound(s).
OUTFLANK (General: 1Point(s)) Use this Tactic at the end of the Movement phase. Choose a model from your kill team that was set up in
Reserve and set them up within 1" of the edge of the battlefield and more than 5" away from any enemy models.
PRISMATIC BLUR (Faction: 1Point(s)) Use this Tactic in the Movement phase when a model from your kill team Advances. That model has a
3+ invulnerable save until the start of the next battle round.
CEGORACH'S JEST (Faction: 2Point(s)) Use this Tactic after an enemy model has Fallen Back from a model from your kill team. Provided no
other enemy models are within 1" of your model, it can shoot at the model that Fell Back as if it were the Shooting phase.
WARRIOR ACROBATS (Faction: 1Point(s)) Use this Tactic in the Movement phase when a model from your kill team Advances. Add 6" to the
model's Move characteristic for that Movement phase instead of rolling a dice.
WAR DANCERS (Faction: 2Point(s)) Use this Tactic at the end of the Fight phase. Pick a model from your kill team that has already fought this
phase. That model can immediately fight an additional time.
FIRE AND FADE (Faction: 1Point(s)) Use this Tactic after a model from your kill team shoots in the Shooting phase. The model can
immediately make a normal move of up to 7" as if it were the Movement phase.
MIRTHLESS HATRED (Faction: 1Point(s)) Use this Tactic when a model from your kill team is chosen to fight. Re-roll failed hit rolls and
failed wound rolls for this model's attacks that target SLAANESH models until the end of the phase.
LEAD BY EXAMPLE (Speciality: 1Point(s)) Use this Tactic when you pick a Leader from your kill team to fight in the Fight phase. Choose
another friendly model within 3" of them that is eligible to fight. You can fight with each of these models, in an order of your choice, before
the next player's turn.
KILLING FRENZY (Speciality: 1Point(s)) Use this Tactic when you pick a Zealot specialist from your kill team to fight in the Fight phase. Until
the end of the phase, each time you make a hit roll of 6+ for that model you can make an additional attack with the same weapon against the
same target. These attacks cannot themselves generate any further attacks.
UP AND AT 'EM! (Speciality: 1Point(s)) Use this Tactic in the Fight phase, after attacking with a model from your kill team. Pick a Combat
specialist from your kill team that has not yet attacked this phase: you can immediately fight with them.
QUICK MARCH (Speciality: 1Point(s)) Use this Tactic when you pick a Scout specialist from your kill team to move in the Movement phase.
Increase the model's Move characteristic by 2" this phase.

Common abilities throughout faction


Flip Belt, Rising Crescendo, Holo-suit

Player, Leader 16 Point(s) M WS BS S T W A Ld Sv


Player 8" 3+ 3+ 3 3 1 4 8 6+
Weapon Range Type S AP D Abilities
Harlequin's kiss Melee +1 -1 D3

Shuriken pistol 12" Pistol 1 4 0 1 Each time you make a wound roll of 6+
for this weapon, that hit is resolved
with an AP of -3.
Plasma grenade 6" Grenade D6 4 -1 1

Abilities : Resourceful

Player, Zealot 14 Point(s) M WS BS S T W A Ld Sv


Player 1 8" 3+ 3+ 3 3 1 4 8 6+
Weapon Range Type S AP D Abilities
Harlequin's embrace Melee +1 -3 1

Shuriken pistol 12" Pistol 1 4 0 1 Each time you make a wound roll of 6+
for this weapon, that hit is resolved
with an AP of -3.
Plasma grenade 6" Grenade D6 4 -1 1

Abilities : Frenzied
Player, Combat 18 Point(s) M WS BS S T W A Ld Sv
Player 2 8" 3+ 3+ 3 3 1 4 8 6+
Weapon Range Type S AP D Abilities
Harlequin's caress Melee +2 -2 1

Fusion pistol 6" Pistol 1 8 -4 D6

Plasma grenade 6" Grenade D6 4 -1 1

Abilities : Expert Fighter

Player, Scout 18 Point(s) M WS BS S T W A Ld Sv


Player 3 8" 3+ 3+ 3 3 1 4 8 6+
Weapon Range Type S AP D Abilities
Harlequin's kiss Melee +1 -1 D3

Neuro disruptor 12" Pistol 1 4 -3 D3

Plasma grenade 6" Grenade D6 4 -1 1

Abilities : Swift

Player 18 Point(s) M WS BS S T W A Ld Sv
Player 4 8" 3+ 3+ 3 3 1 4 8 6+
Weapon Range Type S AP D Abilities
Harlequin's caress Melee +2 -2 1

Fusion pistol 6" Pistol 1 8 -4 D6

Plasma grenade 6" Grenade D6 4 -1 1

Abilities :

Player 16 Point(s) M WS BS S T W A Ld Sv
Player 5 8" 3+ 3+ 3 3 1 4 8 6+
Weapon Range Type S AP D Abilities
Harlequin's embrace Melee +1 -3 1

Neuro disruptor 12" Pistol 1 4 -3 D3

Plasma grenade 6" Grenade D6 4 -1 1

Abilities :

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