Great Harlequin

(Unit)
Type: upgrade
Category: Harlequins
Categories: Harlequins, Eldar
EntryId: a9a1-7f1d-2af6-aa3e
Hidden: false
Costs: 93 pts

Constraints:

max: 0
Options (6)
Rules (3)
Solitaire Rules
Fights Alone: The Solitaire always fights alone. Cannot join a Harlequin squad
Psychology: The Solitaire is immune to psychology. He is not affected by terror, etc, no matter how it is cauased
Flip
Harlequin models which are already engaged in close combat at the start of their turn may "flip out" of combat during their movement phase. This allows models to remove themselves from the combat engagement without breaking or suffering blows from their enemy. May move their full normal move away from the opponent and may be placed facing in any direction ready to shoot as normal. May not flip from one engagement to another
Fear
If charged by an enemy causing fear, take a psychology check. If passed, fight as normal. If failed, automatically break if outnumbered by charging enemy. If enemy does not outnumber, half the units WS (rounding up) in the first turn of combat and cannot fire overwatch. 
If charging enemy unit that causes fear, must take psychology check. If failed, cannot charge and must remain stationary for the turn (but can fire normally). 
If hit by a weapon that causes fear it must take a Break test regardless of casualties inflicted by the weapon

Profiles:

Wargear
Holo-suits:

All shots fired at the model suffer -1 to hit in addition to any other modifiers. If the model hides they can only be Detected. Troops moving within their Initiative distance or into a position to see the hiding model will only detect him rather than spot him, though the model will be detected by scanners etc as normal. In close combat opponents must roll 2D6 and score equal to or less than their Leadership or suffer -1 WS

Unit Unit TypeMWSBSSTWIALD
Solitaire

Solitaire

6

8

8

4

4

3

9

3

10

Modifiers:

increment max 1
repeat for every 1 selections of Harlequin Squad in roster
Used By (1)
Codex - Eldar(Catalogue)