



1) 3 Troups, 3 DJ, 3 SS, 1 Solitaire, 2 units of Skyweavers, 1 unit of Voidweavers Restriction: none Special rules: – outstanding performace (you may reroll inv saves of 1 for all the models of the formation) – emissary of Cegorach (if the troup master is your warlord, you can reroll his harlequin’s warlord trait) – pressing Crescendo (from the beginning of turn 2, all units in this formation with the Fleet special rule can Run and Charge in the same turn) <– this is huge!

PS: Crescendo is a musical term so i’m leaving as it is

Edit: the other 5..

2) 3 Troupes, 2 units of Skyweavers, 3 Starweavers, 1 unit of Voidweavers Restrictions: – each Troupe must take one of the formation Starweavers as a Dedicated Transport

Special rules: – emissary of Cegorach (if the troup master is your warlord, you can reroll his harlequin’s warlord trait)

– the aerial walk (one Troup from this formation can use his Hit&Run to embark in a free Starweaver from this formation. If the Hit&Run rolled distance is enough to move all models within 2″ of the Starweaver the Troupe can embark immediately. If a consolidation movement is enough to move all models within 2″ of a free Starweaver from this formation the Troupe can embark immediately) !!!

3) “company of actors” 1 Troupe, 1 DJ, 1 SS Restrictions: – all models from this formation must deployed as a single unit. DJ & SS can’t leave the unit

Special rules: – crusader – heralds of the Laughing’s God (any models with the Eldar or Dark Eldar faction (friend or foe) within 6″ from one or more models of this formation gain the crusader special rule)

4) “Cegorach’s jest” 1 Troupe, 1 unit of Skyweavers, 1 unit of Voidweavers Restrictions:none

Special rules: – pressing Crescendo (from the beginning of turn 2, all units in this formation with the Fleet special rule can Run and Charge in the same turn)

5) “way of heroes” 1 DS, 1 SS, 1 Solitaire Restrictions:none

Special rules: – Infiltrate – shrouded – stealth – a lonesome path (models from this formation cannot join other units and no one can join them)

6) “Faolchu’s Blade” 2 units of Skyweavers, 1 unit of Voidweavers Restrictions:none

Special rules: – the Wings of Faolchù (you may reroll failed cover saves while jinking with units of this formation)

Let me known if you need any clarification on the leaked DJ & SS pages

Edit2 : I’m reading on another forum (GW Tilea) that “pressing Crescendo” if the special rule for the Harlquins’ detachment. The other rule is “emissary of Cegorach”

















Harlequin Warlord Traits:

– DJ and SS can roll a D6 on the BRB tables or a D3 (that’s not a typo) on the Harlequins ones – The Troupe master can roll a D6 on every tables (BRB & codex)

“Light” table 1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1 2) 4+ inv for the the warlord 3) the warlord and his unit can add 1″ every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc) 4) you can add 4 to any roll to steal the initiative 5) before deployment, choose up to D3 units from your primary detachment. every unit gain one of: deep strike, infiltrate, scout (choose as you like) 6) immediately after deployment and after scout moves, you can remove from the table your warlord and/or up to other D3 friendly units with the Harlequins faction within 12″ of the warlord. Any units removed this way may immediately deployed using normal deploiment rules or put in Reserve

“twilight” table 1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1 2) 4+ inv for the the warlord 3) the warlord and his unit can add 1″ every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc) 4) if the mission use variable lenght, you can add or substract 2 to the roll to determine if the game ends 5) any to-wound roll of 6 made by the warlord in close combat (or any to-wound roll of 5+ while making a Kiss of Death attack) gain the Instant Death special rule 6) once per game your warlord and his unit can make a “mirror leap” instead of moving: they can move 24″, moving over other models and terrains like in open terrain but cannon end over other models or in impassable terrains. They cannot charge in the same turn

“darkness” table 1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1 2) 4+ inv for the the warlord 3) the warlord and his unit can add 1″ every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc) 4) enemy units in base contact with the warlord or his unit must roll an additional D6 while taking Fear or Morale tests 5) at the end of the game, before declaring the winner, you can move one time only your warlord and his unit like in the movement phase, than they can run or shoot like in the shooting phase, and, next, if you so desire, can charge and fight a single turn of combact like in the assault phase (the adversary can overwath and fight normally). If your warlord is locked in combat at the end of the game, he and his unit can only choose to fight an additional turn of combat. If the warlord unit is embarked, it can disembark but the transport cannot move or shoot. After the warlord and his unit have done this extra action the game end (finally I may say…) 6) if your warlord is removed from play while in a challenge, the players roll out immediately: if you win the roll out or if it is a tie the adversary of your warlord is removed as well













A lot of information is being released on the new Harlequin codex, including the new formations and all the Warlord Traits. There are three different groups of Warlord Traits, and thus far I am thinking the Darkness table is where I am at. Take a look at the latest information coming out.Please remember that this is early codex information. There is a little room for error.