Post by Lord Nefarius on Dec 20, 2004 21:12:08 GMT
The Harlequins
Harlequin
WS - 5
BS - 3
St - 2
To - 2
Wo - 1
In - 5
At - 2
LD - 9
Save - 4+Holo & Flip
Cost - 30pts
(don't forget the basic statline upgrades)
-- ALL Harlequins have Flip Belts, which allow them to automatically leave CC each turn, and lets them charge each turn as well, with no rolls needed.
They also have a Holosuit (working as in Wh40k).
- You may choose ONE Package:
= Great Harlequin (+1 Ws, Harlequin's Kiss (wounds on a 3+, to-wound rolls of 6 causes a -2 Armour save modifier) and Shuriken Pistol), 30pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
= Shadow Seer (Shuriken Pistol and CCW, Veil of Tears(The Shadowseer can combine this Psychic Power with his Flip Belt for a devastating attack. The Shadowseer gains D3 attacks on the charge, instead of +1) 20pts.
-- -- Wristblades (+1St), 10pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
-- -- Add Psychic Power "Missdirection" (in Close Combat both players roll a D6, and add their Ld values. If the Shadowseer's total is higher than his opponent's total, his opponent looses as many attacks for that turn as the Psyker won by), 15pts.
-- -- Add Psychic Power "False Visions" (psytest needed, target opponent decreases his BS by D6
[down to a minimum of 1] until end of turn), 20pts.
= Solitaire (+1 Ws, In, and At, 2 CCWs, never has to take ANY Ld checks and is immune to psychological weapons and attacks that wound via Ld), 35pts.
-- -- Wristblades (+1St), 10pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
= Death Jester (-1 In, Death Blades (2 CCWs, -1 Armour save), Shrieker Cannon (Wounds on a 2+, Ap 5, Assault 1, Causes 2 Wounds per failed Save, if the Cannon is used, then the Death Jester counts as having an automatic 1 for the following CC Phase, despite his Flip Belt), 30pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
= Mime (Neuro Disruptor (S10 Ap3 Assault 1, compare St with opponent's Ld to wound) and 2 CCWs, +1 to Initiative rolls on the first turn of the Duel), 30pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
= Jetbike Troupe (Jetbike (+1 To and 3+ armour save), CCW and Twinlinked Shuriken Catapults), 25pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
#nosmileys
Harlequin
WS - 5
BS - 3
St - 2
To - 2
Wo - 1
In - 5
At - 2
LD - 9
Save - 4+Holo & Flip
Cost - 30pts
(don't forget the basic statline upgrades)
-- ALL Harlequins have Flip Belts, which allow them to automatically leave CC each turn, and lets them charge each turn as well, with no rolls needed.
They also have a Holosuit (working as in Wh40k).
- You may choose ONE Package:
= Great Harlequin (+1 Ws, Harlequin's Kiss (wounds on a 3+, to-wound rolls of 6 causes a -2 Armour save modifier) and Shuriken Pistol), 30pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
= Shadow Seer (Shuriken Pistol and CCW, Veil of Tears(The Shadowseer can combine this Psychic Power with his Flip Belt for a devastating attack. The Shadowseer gains D3 attacks on the charge, instead of +1) 20pts.
-- -- Wristblades (+1St), 10pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
-- -- Add Psychic Power "Missdirection" (in Close Combat both players roll a D6, and add their Ld values. If the Shadowseer's total is higher than his opponent's total, his opponent looses as many attacks for that turn as the Psyker won by), 15pts.
-- -- Add Psychic Power "False Visions" (psytest needed, target opponent decreases his BS by D6
[down to a minimum of 1] until end of turn), 20pts.
= Solitaire (+1 Ws, In, and At, 2 CCWs, never has to take ANY Ld checks and is immune to psychological weapons and attacks that wound via Ld), 35pts.
-- -- Wristblades (+1St), 10pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
= Death Jester (-1 In, Death Blades (2 CCWs, -1 Armour save), Shrieker Cannon (Wounds on a 2+, Ap 5, Assault 1, Causes 2 Wounds per failed Save, if the Cannon is used, then the Death Jester counts as having an automatic 1 for the following CC Phase, despite his Flip Belt), 30pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
= Mime (Neuro Disruptor (S10 Ap3 Assault 1, compare St with opponent's Ld to wound) and 2 CCWs, +1 to Initiative rolls on the first turn of the Duel), 30pts.
-- -- Add Improved Evasion (Character gains a 5+ dodge save in CC), 10pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
= Jetbike Troupe (Jetbike (+1 To and 3+ armour save), CCW and Twinlinked Shuriken Catapults), 25pts.
-- -- Add Improved Reflexes (+1 In and At), 20pts.
#nosmileys