Post by dustand on Oct 26, 2005 15:45:39 GMT 12
Right, after what was shaping up to be a crushing defeat, I stayed up till 4 looking at the creature feature rules figuring out if I could pull the Harliquins into 4th0k
I am working up from an eldar guardian cause that way we got a basic eldar profile, with weapons and fleet, its a nice vanilla base to start with
Heres what I got so far
Holo Suit
Rather than physical armour designed to absorb shots and blows, Harlequins rely on a sophisticated holo-suit to misdirect the enemy. In game terms this means that Harlequins have no armour save as such, but always count as if they were in cover with a 4+ save. They get no additional benefit if they really are in cover and weapons which normally ignore cover will ignore their special save. This also applies in close combat and so they always gain the benefits of a defended obstacle unless assaulted by an enemy with grenades which negate cover. As it is a cover save the Harlequins receive no normal armour save in close combat. A holo-suit save cannot be used against an attack that uses a template or blast markers (such as a battle cannon or flamer) nor can it be used to save a model if it is being transported in a vehicle that is destroyed. Models fighting a Harlequin in close combat can become confused and disorientated by the evershifting colours and patterns of a holo-suit. Any model fighting a Harlequin in an assault halves their Weapon Skill (rounding up).
The holo suit works out at a cost of 7 points, this takes the CF Camoflage and entangle options, camo gives it +1 to cover saves and a 6+ invulnerable save in the open. I only wanted the +1 added to the guardians armour, which was sacrificed to make it cover saves only and not actual armour. Entangle halves WS and S but is a ranged attack, I sacrifice the range and strength reduction to give the disorienting effect.
The Flip belt came in at 6 points. This one is trickier cause there was no option that allowed CF monsters to avoid movement penalties for dificult terrain, thus it was paid for buy buying wings, this makes them like jump pack troops but thats not what they are, whilst I would love to have my harlys tearing that fast accross the board it didnt seem fair. One thing that stings the harliquins was that under 3rd ed models within 2" of combat only got one attack whilst H.Quins got ALL. Now everyone get ALL. to this end I gave them the whip like appendages rule and increased their kill zone to 4"and tenitively increased the sweeping advance and consolidate movements from 3 and d6 to 6 and d6+3 figuring that they can flip over the usual muck and corpses that would slow most land based troops down.
Fearful presence/disturbing Aura from the CF is 2 points and the same rule
Stock and trade for eldar, I used a guardians base profile to get this.
I couldnt see any dispearsed formation rules in 4th ed, if someone knows of it let me know. Its still on here cause it was there.
using the CF for a guide on what stat points cost the guardians profile gets boosted with +2WS for 4pts, +1A for 3pts, +2I for 2 points and +2LD for 4pts (I averaged LD to be 2 points per +1, though personally I feel it should only be 1 per 1 )
I want to make as few real changes as possable but find rules and costs that update the harliquins, and by god if the dark eldar get armour saves AND dodge then the harlequins can have dodge as well for 7 points.
So if we total all those points up
Eldar Storm Guardian............ 8pts
Stats increase....................... 13pts
Flip Belt & Holo Suit............... 13pts
Dodge................................... 7pts
which makes a standard harliquin foot troop about 41 points with dodge and 34 without. Its and huge jump from 25 points.
Using the basic small creature profile of 3 points plus fleet makes it 8 points without weapons or a BS. but it cuts the other stat modifiers down to 7pts. This would leave us with a 35 point dodger or 28 points without... Now this sounds a bit more accurate. though it means asking for a free shuriken pistol and ccw and also a BS of 3 to be added. Hows it look to you guys so far ?
I am working up from an eldar guardian cause that way we got a basic eldar profile, with weapons and fleet, its a nice vanilla base to start with
Heres what I got so far
Holo Suit
Rather than physical armour designed to absorb shots and blows, Harlequins rely on a sophisticated holo-suit to misdirect the enemy. In game terms this means that Harlequins have no armour save as such, but always count as if they were in cover with a 4+ save. They get no additional benefit if they really are in cover and weapons which normally ignore cover will ignore their special save. This also applies in close combat and so they always gain the benefits of a defended obstacle unless assaulted by an enemy with grenades which negate cover. As it is a cover save the Harlequins receive no normal armour save in close combat. A holo-suit save cannot be used against an attack that uses a template or blast markers (such as a battle cannon or flamer) nor can it be used to save a model if it is being transported in a vehicle that is destroyed. Models fighting a Harlequin in close combat can become confused and disorientated by the evershifting colours and patterns of a holo-suit. Any model fighting a Harlequin in an assault halves their Weapon Skill (rounding up).
The holo suit works out at a cost of 7 points, this takes the CF Camoflage and entangle options, camo gives it +1 to cover saves and a 6+ invulnerable save in the open. I only wanted the +1 added to the guardians armour, which was sacrificed to make it cover saves only and not actual armour. Entangle halves WS and S but is a ranged attack, I sacrifice the range and strength reduction to give the disorienting effect.
Flip Belt
Flip belts are compact anti-grav devices which generate a short range negative-gravity field which, when combined with the Harlequins already prodigous acrobatic abilities, allows the Harlequins to make all manner of gravity-defying leaps and bounds. Harlequins can ignore difficult terrain – treat difficult terrain as open ground for the purposes of movement. When performing a sweeping advancing after winning an assault, Harlequins can move 6”. After a Massacre result Harlequins D6+3 inches instead of D6 inches. In addition, a Harlequin model may use their full number of Attacks and any specialist close combat weapons they have when within 4" of an enemy in an assault – this is instead of the 2” kill zone other models have in this situation. Remember though that models which assault the enemy must try to get into base contact if possible.
Flip belts are compact anti-grav devices which generate a short range negative-gravity field which, when combined with the Harlequins already prodigous acrobatic abilities, allows the Harlequins to make all manner of gravity-defying leaps and bounds. Harlequins can ignore difficult terrain – treat difficult terrain as open ground for the purposes of movement. When performing a sweeping advancing after winning an assault, Harlequins can move 6”. After a Massacre result Harlequins D6+3 inches instead of D6 inches. In addition, a Harlequin model may use their full number of Attacks and any specialist close combat weapons they have when within 4" of an enemy in an assault – this is instead of the 2” kill zone other models have in this situation. Remember though that models which assault the enemy must try to get into base contact if possible.
The Flip belt came in at 6 points. This one is trickier cause there was no option that allowed CF monsters to avoid movement penalties for dificult terrain, thus it was paid for buy buying wings, this makes them like jump pack troops but thats not what they are, whilst I would love to have my harlys tearing that fast accross the board it didnt seem fair. One thing that stings the harliquins was that under 3rd ed models within 2" of combat only got one attack whilst H.Quins got ALL. Now everyone get ALL. to this end I gave them the whip like appendages rule and increased their kill zone to 4"and tenitively increased the sweeping advance and consolidate movements from 3 and d6 to 6 and d6+3 figuring that they can flip over the usual muck and corpses that would slow most land based troops down.
Mask of Fear
A Harlequin’s mask incorpates a holographic
generator that projects images of monstrous faces
and demonic visages, intensified by a short-range
psychic field which increases their opponent’s
sensitivity to fear and despair. Any enemy unit
fighting in an assault against a Harlequin reduces
their Leadership by -1.
A Harlequin’s mask incorpates a holographic
generator that projects images of monstrous faces
and demonic visages, intensified by a short-range
psychic field which increases their opponent’s
sensitivity to fear and despair. Any enemy unit
fighting in an assault against a Harlequin reduces
their Leadership by -1.
Fearful presence/disturbing Aura from the CF is 2 points and the same rule
Fleet of Foot
Instead of shooting in the shooting phase, a
Harlequin unit may run instead. The unit moves D6", which is not modified by difficult terrain.
Instead of shooting in the shooting phase, a
Harlequin unit may run instead. The unit moves D6", which is not modified by difficult terrain.
Stock and trade for eldar, I used a guardians base profile to get this.
Dispersed FormationHarlequins fight almost as individuals, and rely
less upon the coherency of their unit to defeat the
enemy. A Harlequin model must stay within 4" of
another model in the unit, rather 2" as is normally
the case
less upon the coherency of their unit to defeat the
enemy. A Harlequin model must stay within 4" of
another model in the unit, rather 2" as is normally
the case
I couldnt see any dispearsed formation rules in 4th ed, if someone knows of it let me know. Its still on here cause it was there.
using the CF for a guide on what stat points cost the guardians profile gets boosted with +2WS for 4pts, +1A for 3pts, +2I for 2 points and +2LD for 4pts (I averaged LD to be 2 points per +1, though personally I feel it should only be 1 per 1 )
I want to make as few real changes as possable but find rules and costs that update the harliquins, and by god if the dark eldar get armour saves AND dodge then the harlequins can have dodge as well for 7 points.
So if we total all those points up
Eldar Storm Guardian............ 8pts
Stats increase....................... 13pts
Flip Belt & Holo Suit............... 13pts
Dodge................................... 7pts
which makes a standard harliquin foot troop about 41 points with dodge and 34 without. Its and huge jump from 25 points.
Using the basic small creature profile of 3 points plus fleet makes it 8 points without weapons or a BS. but it cuts the other stat modifiers down to 7pts. This would leave us with a 35 point dodger or 28 points without... Now this sounds a bit more accurate. though it means asking for a free shuriken pistol and ccw and also a BS of 3 to be added. Hows it look to you guys so far ?