TROUPE MASTER model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer’s unit, then roll one D6 for each model in the bearer’s unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Ghosts of the Webway
Travelling Players
TROUPE units from your army gain the BATTLELINE keyword and TROUPE models in those units have an Objective Control characteristic of 2.
You can include up to three of each of the following models in your army: DEATH JESTER, SHADOWSEER, TROUPE MASTER.
Acrobatic Onslaught
Each time a HARLEQUINS model from your army makes a Charge move, it can move through enemy models.
Enhancements
HARLEQUINS model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle‑shocked, subtract 1 from each of those tests.
SHADOWSEER model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.
DEATH JESTER model only. Each time the bearer makes an attack that targets a unit that is Below Half‑strength, each successful Hit roll scores a Critical Hit.
Stratagems
One HARLEQUINS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
Any phase.
At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.
Each model can only be targeted with this Stratagem once per battle.
One HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Fight phase, just after an enemy unit has selected its targets.
Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
That HARLEQUINS unit.
Your Movement phase, just after a HARLEQUINS unit from your army Falls Back.
Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
One TROUPE unit from your army that is within 8" of that enemy unit.
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Your unit can make a Normal move of up to 6".
One HARLEQUINS INFANTRY or HARLEQUINS MOUNTED unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.
End of your opponent’s Charge phase.
Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.
Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
One HARLEQUINS unit from your army that is not within Engagement Range of one or more enemy units.
End of your opponent’s Fight phase.
Remove your unit from the battlefield and place it into Strategic Reserves.

