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Asuryani

Ghosts of the Webway

2 CP

Detachment Rules

Acrobatic Onslaught

Enhancements

Cegorach’s Coil

25 pts

This vicious monofilament lariat unspools from its wielder’s gauntlet in a heartbeat, lashing through the foe before retracting as they tumble into bloody chunks.

  • 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).

Mask of Secrets

15 pts

So terrifying and yet so captivating are the shifting aspects of this Harlequin’s psychoreactive mask that they can hypnotise foes or stop their hearts with fear.

  • 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.

Murder’s Jest

20 pts

This malevolent shrieker cannon catalyses its victims’ fear impulses into exaggerated bioelectric shocks, forcing them to scare themselves to death.

  • 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.

Mistweave

15 pts

Employing their psychic powers of illusion and obfuscation, this Shadowseer can cause their comrades to vanish from the foe’s perceptions.

  • SHADOWSEER* model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.

Stratagems

eitherPlayer

Staged Death

1 CP
CommandMovementShootingChargeFight

A feigned death and sudden, shocking return are as impactful as dismaying to the foe.

When:

Any phase.

Target:

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.

Effect:

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.

Restrictions:

Each model can only be targeted with this Stratagem once per battle.

Heroes’ Fall

1 CP
Fight

Though they may be slain, this step of the saedath calls on the players to act out the demise of tragic heroes who take their enemies with them to death.

When:

Fight phase, just after an enemy unit has selected its targets.

Target:

One HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect:

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.

Your Turn

Mocking Flight

1 CP
Movement

*The Harlequins tumble away in mock terror and panic before spinning back into the fight with cruel laughter and redoubled fury.*

When:

Your Movement phase, just after a HARLEQUINS unit from your army Falls Back.

Target:

That HARLEQUINS unit.

Effect:

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Opponent's Turn

Tricksters’ Retort

1 CP
Movement

To the Harlequins, the foe are simply unwitting dance partners, their every move matched with graceful aplomb.

When:

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target:

One TROUPE unit from your army that is within 8" of that enemy unit.

Effect:

Your unit can make a Normal move of up to 6".

Bloody Dance

1 CP
Charge

Enemies goaded into following the steps of the saedath come unwittingly on cue to their executions.

When:

End of your opponent’s Charge phase.

Target:

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.

Effect:

Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

Restrictions:

Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

Exit the Stage

1 CP
Fight

Players know when to fade back from the stage of war, ready to strike again when their moment comes.

When:

End of your opponent’s Fight phase.

Target:

One HARLEQUINS unit from your army that is not within Engagement Range of one or more enemy units.

Effect:

Remove your unit from the battlefield and place it into Strategic Reserves.