Asuryani
Serpent’s Brood
Detachment Rules
Boons of the Brood
Enhancements
Key of Ghosts
20 ptsThis mystic wraithbone implement allows the bearer to slip onto the stage from the Webway even before the curtain’s rise, beginning their performance in full and furious flow.
- HARLEQUINS* model only (excluding SOLITAIRE models). Models in the bearer’s unit have the Scouts 6" ability.
Weavers' Wail
20 ptsA cruel weapon more often kept locked away, this ill-omened implement is said to resonate with the Cosmic Serpent’s own dismay at the suffering of its brood during the Fall.
- TROUPE MASTER* model only. Add 3 to the Strength and add 1 to the Attacks characteristics of the bearer’s melee weapons.
Fanged Leer
10 ptsThis cruel mask is worn when performing the Serpent’s Brood, and lends its wearer a supernatural degree of venom and spite.
- DEATH JESTER* model only. When using the bearer’s Cruel Amusement ability, you can select two of the abilities for its shrieker cannon to gain, instead of one.
Shedskin Raiment
25 ptsThis glittering cloak projects a grand illusion that falls away as its wearer sheds it like a discarded serpent’s hide, revealing a still-more dismaying reality beneath.
- SHADOWSEER* model only. After both players have deployed their armies, select up to three HARLEQUINS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Stratagems
eitherPlayer
Fangs of the Brood
1 CPMany are the heads of the brood, and many their fangs. As they spring and tumble over their foes, the Harlequins’ weapons echo the multiplicity of strikes unleashed by that mythic nest of snakes.
Start of the Fight phase.
One TROUPE unit from your army.
Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one.
Your Turn
Venomous Wrath
1 CPEmbodying the serpent that strikes with blinding swiftness, this grav-skimmer lunges suddenly into range and unleashes its full fury on the foe.
Your Shooting phase.
One HARLEQUINS VEHICLE unit from your army that has not been selected to shoot this phase.
After your unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Until the end of the turn, your unit is not eligible to declare a charge.
Striking Stride
1 CPSpringing between pillars and rubble, bounding forwards as though running on thin air, the Harlequins acrobatically hurl themselves into battle.
Your Charge phase.
One HARLEQUINS unit from your army.
Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
Weaver’s Coils
1 CPInescapable yet impossible to catch, this unit personifies the ever-winding and incorporeal coils of the Skyweavers of myth.
End of your Fight phase.
One HARLEQUINS MOUNTED unit from your army that was eligible to fight this phase.
If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6".
Opponent's Turn
Weaving Stride
1 CPMaintaining their blistering pace, these warriors respond to their foes’ steps in the saedath with their own gravity-defying motions.
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
One HARLEQUINS INFANTRY unit from your army that is within 8" of that enemy unit.
Your unit can make a Normal move of up to 6".
Skyward Lunge
1 CPLike a serpent rearing back to strike at its prey anew, the Harlequins sweep high and appear to quit the field, ready to descend in fury a moment later. 
End of your opponent’s Fight phase.
One HARLEQUINS VEHICLE or HARLEQUINS MOUNTED unit from your army.
If your unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.