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40K: Harlequins Have the BEST Warlord Traits!

3 Minute Read
Feb 15 2015
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No seriously, they do.  HOLY MOLY you HAVE to read these warlord traits!

via warseer’s ZeroNoRyouki 2-15-2014

Harlequin Warlord Traits:

– DJ and SS can roll a D6 on the BRB tables or a D3 (that’s not a typo) on the Harlequins ones
– The Troupe master can roll a D6 on every tables (BRB & codex)

“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) 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) 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

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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) 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’m thinking “Darkness” just to have a chance to pull off #6.  That is HILARIOUS!

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Author: Larry Vela
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