Void-Dancer Troupe

InfiltrationRecon
KILL GRADE [8]
12345
23568

What to Know

Introducing the Void-Dancer Troupe! This 8-model Harlequin kill team is a fast, fragile, and highly mobile force that excels in melee. Their unique Saedath rule lets you choose between Epic (melee-focused) or Melodrama (shooting-focused) allegories, granting Balanced weapons to key operatives. With 7" Move, 4+ Save, and low wounds, they rely on speed and tricks like Rising Crescendo (Dash after Charge) and Prismatic Blur (defensive re-rolls) to outmaneuver foes. Their Panoply rule reduces enemy Piercing and enhances climbing, while operatives like the Death Jester and Shadowseer add ranged support and psychic tricks. Get ready for a dance of death!

Core Abilities

Unusual Shooting
Shadowseer: Hallucinogen grenade [Seek Light]Shadowseer: Mirror of Minds: psychic damage to enemy within 8"
Unusual Melee
Firefight Ploy: Murderous Entrance: immediate extra strike after charge and hit.
Super Conceal
Out of Order Movement
Activation Manipulation
Operative: Fog Of Dreams: Prevents enemy activation until conditions met or last to activate.
APL Modifiers
Neuro disruptor [Stun]Shadowseer: Hallucinogen grenade [Stun]
Bitter Demise
Death Mask: Add 1 to Tragedy tally when operative with ACCOLADE is incapacitated.
Block Rerolls
Damage Reduction
Strategic Ploy: Cegorach's Jest: roll D6 to block opponent's normal strike, ignoring damage.Firefight Ploy: Domino Field: allocate defence dice to block all matching attack dice.

Faction Rules

  • Saedath: Select allegory for Accolade rule; assign Pivotal Role and Accolade via Strategic Gambits.
  • Epic: Incapacitate enemy in melee for Balanced melee weapons.
  • Melodrama: Incapacitate enemy in shooting for Balanced ranged weapons.
  • Harlequin's Panoply: Worsen enemy Piercing by 1; treat climb as 2"; ignore control range for movement.

Strategic Ploys

  • Rising Crescendo: Dash after charge in same activation
  • Darting Salvo: Shoot during Reposition action
  • Prismatic Blur: Reroll one defence dice when shot
  • Cegorach's Jest: Block opponent's strike on D6 roll

Firefight Ploys

  • The Curtain Falls: End fight sequence and fall back after critical hit
  • Murderous Entrance: Convert success to strike after charging
  • Elusive Target: Cannot be targeted while concealed in cover
  • Domino Field: One defense die blocks all matching attack dice

Equipment

  • Shrieker Toxin Rounds: Once per turning point, gives Devastating 1 to shuriken pistol or shrieker cannon (focused).
  • Wraithbone Talisman: Once per turning point, discard one fail to turn another into a success when shooting, fighting, or retaliating.
  • Death Mask: Gain 1CP after three friendly operatives with ACCOLADE are incapacitated.
  • Understudy's Mask: Once per battle, give PIVOTAL ROLE to an operative if the original PIVOTAL ROLE operative is incapacitated.

Rules Commentary

Q:
Does 'Once per turning point' in the PLAYER operative's Luck of the Laughing God rule mean I can only use this rule once during each turning point, no matter how many friendly operatives have that rule?
A:
Yes.

Operative Selection

  • 1 Void-Dancer Troupe 💀 LEAD PLAYER operative with one option from each of the following:
    • Fusion pistol, neuro disruptor or shuriken pistol
    • Blade, caress, embrace, kiss or power weapon
  • 7 Void-Dancer Troupe 💀 operatives selected from the following list:
    • DEATH JESTER
    • PLAYER with one option from each of the following:
      • Fusion pistol, neuro disruptor or shuriken pistol
      • Blade, caress, embrace or kiss
    • SHADOWSEER with hallucinogen grenade and one of the following options:
      • Neuro disruptor; miststave
      • Shuriken pistol; miststave

Other than PLAYER operatives, your kill team can only include each operative on this list once. Your kill team can only include up to one fusion pistol and up to one neuro disruptor.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment