TEXT: A NEW AND DEADLY DANCE
  A NEW AND DEADLY DANCE
  Weaving a dance of death around their foes, the Harlequins of the Laughing God Cegorach
  are among the strangest and deadliest members of the Aeldari race. For a Harlequin, every
  battle is an elaborate performance, and one they intend to see through to the final curtain.
  THE LAUGHING
  GOD’S PLAYERS
  If you’re thinking of
  starting an army of
  Harlequins, then
  the easiest way to
  get started is with
  the Harlequin
  Troupe box. Inside
  you get six models,
  one of which can
  be built as a Troupe
  Master to lead your
  fledgling force. Your
  enemies will soon
  be dancing the
  dance of death!
  HONOUR YOUR WARGEAR
  Over the next few pages, you’ll find new and
  updated rules for fielding a Harlequins army,
  bringing them up to speed with the rules
  presented in the Psychic Awakening books for
  Craftworld and Drukhari forces. These new rules
  include three Pivotal Roles for Troupe Masters,
  Shadowseers, Death Jesters and Solitaires (for a
  total of twelve Pivotal Roles!), enabling you to
  give each of them a characterful and specific part
  to play in the Troupe’s dance of death.
  You’ll also find nine new Stratagems (we’re
  particularly fond of Polychromatic Storm) and six
  new Enigmas of the Black Library, giving you
  loads more options on how to equip your
  characters and how to get the most out of your
  units on the battlefield. So what are you waiting
  for? Don your masks and unsheathe your blades,
  because tonight’s performance is about to begin.
  arlequins are the agents of Cegorach, the
  Laughing God, their lives dedicated to
  the performance of elaborate plays and
  dances that tell the tragic history of the
  Aeldari race. Yet Harlequins are also fearsome
  fighters, and in times of need they will take to the
  battlefield to protect the fate of the Aeldari race.
  Harlequins live, perform and fight as a Troupe, a
  colourful group of individuals each with a specific
  role to fulfil. The Troupe Master represents
  Cegorach himself, while other members make up
  the cast of gods and mortals involved in the
  plays, songs and stories of the Aeldari. Such is
  the skill of the Troupe that these performances
  can be transferred to the battlefield, where the
  Harlequins become a kaleidoscopic maelstrom of
  destruction, combining extraordinary athletic
  abilities with mind-altering psychic powers and a
  staggering array of esoteric wargear.
  
  ADDITIONAL
  HARLEQUIN RULES
  PIVOTAL ROLES
  Presented here are alternative abilities for Harlequin characters in Battle-forged armies,
  allowing you to customise their datasheets and open up new strategies for using these peerless
  fighters on the battlefield. Note on your army roster any Pivotal Role abilities each model in
  your army has. Each Pivotal Role ability models in your army have must be different.
  TROUPE MASTER
  If your army is Battle-forged and contains
  a TROUPE MASTER, you can replace that
  model’s Choreographer of War ability with
  one of the following Troupe Master Pivotal
  Role abilities:
  PRINCE OF LIGHT
  While a friendly <MASQUE> unit is within
  6" of this model, you can re-roll charge rolls
  made for that unit. If you could already re-roll
  charge rolls made for that unit, add 1 to the
  charge roll instead.
  DARKNESS’ BITE
  Each time this model fights, after it has fought,
  you can select one enemy unit this model
  made an attack against. That unit suffers 2
  mortal wounds.
  TWILIGHT’S GRASP
  Each time a melee attack is made by this
  model against a unit that is not a MONSTER or
  VEHICLE, an unmodified wound roll of 2+ is
  always successful.
  SHADOWSEER
  If your army is Battle-forged and contains a
  SHADOWSEER, you can replace that model’s
  Shield from Harm ability with one of the
  following Shadowseer Pivotal Role abilities:
  VEIL OF ILLUSION
  While a friendly <MASQUE> unit is within
  6" of this model, when determining if that
  unit is within range of attacks made by
  enemy models with ranged weapons, add
  6" to the distance measured. For example, if
  this unit is 22" away from an enemy model,
  for the purposes of shooting, it is treated as
  being 28" away. Note that for the purposes
  of determining if a model is at half range, it
  is the distance after applying the effects of
  this ability.
  GLOOMWAKE
  While a <MASQUE> unit is within 6" of
  this model, each time a ranged attack
  is made against that unit, models in its
  unit gain the benefit of cover to their
  saving throw.
  AGENT OF BEDLAM
  While an enemy unit is within 6"
  of this model, subtract 1 from
  the Attacks characteristic of
  models in that unit (to a
  minimum of 1).
  NEW RULES
  
  DEATH JESTER
  If your army is Battle-forged and contains a DEATH JESTER,
  you can replace that model’s Death Is Not Enough ability with
  one of the following Death Jester Pivotal Role abilities:
  HARVESTER OF TORMENT
  Each time this model shoots, if the target unit contains 6 or
  more models, each successful hit roll scores 3 hits instead
  of 1. Thisis not cumulative with any other rules that cause
  additional hits.
  THE JEST INESCAPABLE
  Add 12" to the Range characteristic of ranged weapons this
  model is equipped with. Each time this model shoots, an
  unmodified wound roll of 6 inflicts 1 mortal wound on the
  target in addition to any normal damage and the target does not
  receive the benefit of cover to its saving throw.
  HUMBLING CRUELTY
  Each time an attack made by this model against an enemy unit
  scores a hit, that unit is pinned until the start of your next turn.
  While a unit is pinned, subtract 2" from the Move characteristic
  of models in its unit and it cannot fire Overwatch.
  SOLITAIRE
  If your army is Battle-forged and contains a SOLITAIRE, you
  can replace that model’s Blitz ability with one of the following
  Solitaire Pivotal Role abilities:
  SHOCKING EMERGENCE
  During deployment, you can set up this model shimmering
  instead of placing it on the battlefield. If you do, then at the
  end of one of your Movement phases you can set up this model
  anywhere on the battlefield that is more than 9” from any
  enemy models. Each time a charge roll is made for this model,
  if it was set up on the battlefield as reinforcements this turn, roll
  one additional D6 and discard one of the dice.
  CHROMATIC RUSH
  When this model Advances, do not make an Advance roll.
  Instead, until the end of the phase, add 6” to the Move
  characteristic of this model. Each time this model piles in or
  consolidates, it can move an additional 3”.
  UNNATURAL ACROBATICS
  Each time an attack is made against this model, subtract 1 from
  that attack’s hit roll.
  
  PIVOTAL ROLE
  Harlequins Stratagem
  Certain characters are crucial to the seamless execution of
  the chosen Saedath. Harlequins assuming such pivotal roles
  perform with nigh on supernatural grace amidst the fiery
  limelight of war.
  Use this Stratagem before the battle. Select one
  TROUPE MASTER, SHADOWSEER, DEATH JESTER or
  SOLITAIRE model from your army. That model gains
  one of their respective Pivotal Role abilities. Thisdoes
  not replace an existing ability. Each model from your
  army can have no more than one Pivotal Role ability,
  and each Pivotal Role ability models in your army
  have must be different.
  POLYCHROMATIC STORM
  Harlequins Stratagem
  In the breathless heartbeat before battle begins, the
  Harlequin forces explode into a kaleidoscopic myriad that
  bewilders the foe as to their true location and numbers.
  Use this Stratagem at the start of the first battle
  round, before the first turn begins. Select up to three
  HARLEQUINS units from your army that are on the
  battlefield. Remove them from the battlefield and set
  them up again. When setting them up, you can use
  any abilities or Stratagems that would allow them to
  be set up in a different location during deployment
  (e.g. Webway Assault). If both players have abilities
  that redeploy units, roll off: the winner chooses who
  redeploys their units first. You can only use this
  Stratagem once.
  TWILIT ENCORE
  Harlequins Stratagem
  The foe may not comprehend their role in the saedath –
  and may even try to blunder away in confusion and fear –
  but the steps must be observed to the bloody end.
  Use this Stratagem in your opponent’s Movement
  phase, when an enemy unit within 1" of a HARLEQUINS
  TROUPE unit from your army Falls Back. After that
  enemy unit has moved, that HARLEQUINS TROUPE
  unit can consolidate up to 6"; each model in that
  HARLEQUINS TROUPE unit must end that move closer
  to that enemy unit or the nearest enemy model.
  NEW RULES
  STRATAGEMS
  If your army is Battle-forged and includes any HARLEQUINS Detachments (excluding Auxiliary Support Detachments), you
  have access to the Stratagems shown here, meaning you can spend Command Points to activate them.
  MURDEROUS ENTRANCE
  Harlequins Stratagem
  These Harlequins launch themselves into the bloody dance
  of war with furious vigour, their roles to seize the enemy’s
  attention through an explosive burst of violence.
  Use this Stratagem in the Fight phase, the first time
  a HARLEQUINS unit from your army is selected to
  fight that phase. Until the end of the phase, if that unit
  made a charge move this turn, add 1 to the Damage
  characteristic of melee weapons models in that unit
  are equipped with.
  THE CURTAIN FALLS
  Harlequins Stratagem
  One moment the Harlequins are a bewildering storm of
  blades and lashing fists and feet. The next they are gone,
  vanished behind a veil of illusory terrors.
  Use this Stratagem in the Fight phase, when a
  HARLEQUINS unit from your army would consolidate.
  Until the end of the phase, instead of consolidating,
  that unit can Fall Back or move as if it were your
  Movement phase (but cannot Advance).
  
  EYE OF DAMNATION
  Harlequins Stratagem
  Those hapless fools who strike down a Solitaire only doom
  themselves, for to catch the eye of one so damned is to be
  tainted by that same dark fate.
  Use this Stratagem when a SOLITAIRE unit from your
  army is destroyed as a result of an attack made with a
  melee weapon by an enemy model. That model’s unit
  suffers D3 mortal wounds. ThisStratagem cannot
  be used in conjunction with the No Price Too Steep
  Stratagem.
  VIRTUOSOS OF THE WEBWAY
  Harlequins Stratagem
  The labyrinthine twists of the webway hold no mystery to
  the Harlequins of the Laughing God, who step between
  one realm and the next with insulting ease.
  Use this Stratagem at the end of your Movement
  phase. Select one HARLEQUINS INFANTRY unit
  from your army not within 1" of any enemy models.
  Remove that unit from the battlefield. At the end
  of your next Movement phase, set up that unit
  anywhere on the battlefield that is more than 9" from
  any enemy models.
  ENIGMAS OF THE BLACK LIBRARY
  If your army is led by a HARLEQUINS Warlord, then
  before the battle you may give one of the following items
  to a HARLEQUINS CHARACTER instead of giving them an
  item from the Enigmas of the Black Library presented in
  Codex: Harlequins.
  Note that some weapons replace one of the character’s existing
  weapons. Where this is the case, if you are playing a matched
  play game or are otherwise using points values, you must still
  pay the cost of the weapon that is being replaced. Write down
  any Enigmas of the Black Library your characters have on your
  army roster.
  THE FOES OF THE MIND
  Harlequins Stratagem
  Stretching out with their otherworldly powers, the
  Shadowseer plucks images of terror from each enemy’s
  mind and sets the phantasms whirling in a twisted puppet
  show to distract and dismay.
  Use this Stratagem at the start of the Shooting or Fight
  phase. Select one SHADOWSEER from your army.
  Until the end of the phase, that model’s Shield from
  Harm ability affects friendly <MASQUE> units, not
  just friendly <MASQUE> INFANTRY units.
  MYTHIC ROLE
  Harlequins Stratagem
  Shadowseers can see those moments when the warriors of
  the now most closely embody the mythic heroes of long ago.
  Theydo all they can to aid those who unknowingly don
  such mantles.
  Use this Stratagem before the battle, if your army
  includes a SHADOWSEER. Select one AELDARI unit
  from your army. Each time that unit is chosen to
  shoot or fight, you can re-roll one hit roll or one
  wound roll for those attacks. You can only use this
  Stratagem once.
  
  THE SHADOWSTONE
  Resembling a soulstone, this opalescent gem shifts endlessly between
  the shades of dawn, dusk and darkest night. Gazing into its depths,
  a Shadowseer bears witness to the innermost thoughts, secrets and
  desperately denied nightmares of all those close by. Armed with such
  insights, the Shadowseer’s reach becomes great indeed.
  SHADOWSEER model only. Add 3" to the range of the bearer’s
  aura abilities. Add 3" to the range of psychic powers manifested
  by the bearer.
  CEGORACH’S LAMENT
  The mythic cycles of the Aeldari tell that the Laughing God has
  ceased his mirth only once, giving voice to a mournful howl upon
  the moment that She Who Thirsts was birthed into the galaxy.
  So soul-rending was his cry that all mortal beings who heard it
  wept themselves to death. Said to contain an endless echo of that
  terrible cry, this baleful weapon howls like the damned as it fires;
  those struck by it find their lifeblood weeping from their eyes at a
  rapidly increasing rate until at last they are exsanguinated amidst
  jetting torrents of bloody tears.
  DEATH JESTER model only. Cegorach’s Lament replaces a
  shrieker cannon and has the following profile:
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  Cegorach’s Lament (wail)
  36"
  Assault 1
  6
  -3
  3
  Cegorach’s Lament (shuriken)
  36"
  Assault 3
  6
  -3
  1
  Abilities: Before selecting targets, select one of the profiles above
  to make attacks with. Each time a model is slain by an attack
  made with the wail profile of this weapon, its unit suffers D3
  mortal wounds and until the end of the turn, subtract 2 from the
  Leadership characteristic of the models in its unit.
  THE TWILIGHT FANG
  During the Tale of the Serpent’s Gift, Cegorach is said to have
  tricked the Cosmic Serpent into gifting him one of its fangs in the
  mistaken belief that it would receive the Light of the Brightest Star
  in return. So it did, yet as that star set so the light faded and the
  Cosmic Serpent realised that it had been fooled. Its wrath grew
  more terrible as the star’s light slipped away; so it is with this
  blade, said to be fashioned from the very fang that the Laughing
  God stole. As the hour grows ever later and the battle’s crescendo
  draws nigh, so the blade flashes ever faster through the air, chased
  by shuddering, shadowy after-images that solidify suddenly into
  their own stabbing fangs.
  TROUPE MASTER model only. TheTwilight Fang replaces a
  Harlequin’s blade or power sword and has the following profile:
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  TheTwilight Fang
  Melee
  Melee
  +2
  -3
  2
  Abilities: Each time the bearer fights, it makes a number of
  additional attacks with this weapon equal to the current battle
  round number.
  THE VEIL OF TEARS
  This Harlequin wears a delicate mantle woven from
  hyperconductive filigree and threaded with minute but
  exceptionally powerful sinkstones. These onyx-coloured gems
  can each absorb a colossal charge of energy, be it ballistic,
  kinetic, plasmic, psychoactive or whatever else. At the moment
  of absorption the veil gleams like silvery tears as the force of the
  enemy’s attack is dispersed and absorbed, before it falls dormant
  again until it can be drained of power.
  Once per turn, the first time a saving throw is failed for the
  bearer, the saving throw is treated as being successful.
  DOMINO SHROUD
  Far more potent than the domino fields that normally cloak
  the Harlequins, this ancient shroud-field generator can fashion
  entire energistic simulacra of its wearer and impose them
  upon the sensoria of the foe so completely that – until they step
  once more from behind the veil of illusion – it is as though the
  wearer has vanished entirely from existence, replaced by their
  phantom doppelganger.
  Once per battle, at the end of any phase, if the bearer was not set
  up on the battlefield as reinforcements this turn, they can use
  the Spectral Apparition. If they do, place a marker within 12" of
  the bearer, then remove them from the battlefield and set them
  up again within 1" of the centre of the marker and more than 1"
  from any enemy models. Thebearer is not eligible to charge in a
  turn in which it was set up in this manner, although the bearer
  can use this Relic in a turn in which it charged.
  DESTINY’S JEST
  This mask was said to have been fashioned by Vaul himself at
  Cegorach’s request. Once donned it becomes one with its wearer,
  claiming them as completely as the battlegear of the most path-lost
  Exarch ever could. Destiny’s Jest shifts from one battle to the next,
  the mask seemingly sensing the smallest nuances of fate or fortune
  that will sharpen it’s wearer’s performance to perfection.
  During deployment, select one of the following effects to apply
  until the end of the battle. Alternatively, you can roll two D6
  (re-rolling duplicate results) to randomly determine two of the
  following effects to apply until the end of the battle:
  1. +1 to the bearer’s Attacks characteristic
  2. +1 to the bearer’s Strength characteristic
  3. +1 to the bearer’s Toughness characteristic
  4. +1 to the bearer’s Wounds characteristic
  5. +3" to the bearer’s Move characteristic
  6. Improve the Armour Penetration characteristic of the
  bearer’s melee weapons by 1 (e.g. AP -1 becomes AP -2)
  NEW RULES
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/2) Campaigns - Psychic Awakening, Vigilus and More!/Psychic Awakening/40k 8e - White Dwarf - Harlequins.pdf