Harlequin Troupe

(Unit)
Type: unit
Category: Elites
Categories: Elites
LinkId: 1735-9e56-ec72-c77c
Hidden: false
Options (1)

Profiles:

Wargear Description
Flip Belts

This unit ignore difficult terrain.

Holo-suit

This unit has a 5+ invulnerable save.

Abilities
Fleet:

A unit with this rule may assault in the same turn in which it has run.

Furious Charge:

In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (note that this has no effect on the Initiative tests for sweeping advances).

Hit and Run:

Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability must take an Initiative test. If the test is failed nothing happens and the models remain locked in the fight. If the test is passed, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it consolidates instead.

Used By (1)
Eldar(Catalogue)