Datasheets/Asuryani/Serpent’s Brood
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Serpent’s Brood

Asuryani detachment

Serpent’s Brood

Playing their roles to perfection, the Harlequins embody the swift-striking fangs and deadly venoms of the Cosmic Serpent’s brood, dominating the stage of the battlefi…

12.5%
win rate
8
games
1%
faction share

Detachment ability

always on · no CP

Boons of the Brood

Weapons equipped by HARLEQUINS MOUNTED and HARLEQUINS VEHICLE models from your army have the [SUSTAINED HITS 1] ability.

Each time a HARLEQUINS unit from your army disembarks from a TRANSPORT, until the end of the turn, that unit’s weapons have the [SUSTAINED HITS 1] ability.

Full wording ▾

Playing their roles to perfection, the Harlequins embody the swift-striking fangs and deadly venoms of the Cosmic Serpent’s brood, dominating the stage of the battlefield with their swift and vicious performances.

Stratagems

6 · every one costs 1 CP

Battle Tactic 1Strategic Ploy 5

Movement

1CP

Weaving Stride

Strategic PloyYour 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".

InfantryFull rule ▾

Target: One HARLEQUINS INFANTRY unit from your army that is within 8" of that enemy unit.

Shooting

1CP

Venomous Wrath

Strategic PloyYour Shooting 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.

VehicleFull rule ▾

Target: One HARLEQUINS VEHICLE unit from your army that has not been selected to shoot this phase.

Charge

1CP

Striking Stride

Strategic PloyYour Charge phase.

Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.

Full rule ▾

Target: One HARLEQUINS unit from your army.

Fight

1CP

Fangs of the Brood

Battle TacticStart of the Fight phase.

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.

Full rule ▾

Target: One TROUPE unit from your army.

1CP

Weaver’s Coils

Strategic PloyEnd of your Fight 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".

MountedFull rule ▾

Target: One HARLEQUINS MOUNTED unit from your army that was eligible to fight this phase.

1CP

Skyward Lunge

Strategic PloyEnd of your opponent’s Fight phase.

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.

Mounted · VehicleFull rule ▾

Target: One HARLEQUINS VEHICLE or HARLEQUINS MOUNTED unit from your army.

Enhancements

4

EnhancementPtsWhat it does
Key of Ghosts20HARLEQUINS model only (excluding SOLITAIRE models). Models in the bearer’s unit have the Scouts 6" ability.
Weavers' Wail20TROUPE MASTER model only. Add 3 to the Strength and add 1 to the Attacks characteristics of the bearer’s melee weapons.
Fanged Leer10DEATH 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 Raiment25SHADOWSEER 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.