Void-Dancer Troupe

Recon
KILL GRADE [5]
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What to Know

Introducing the Void-Dancer Troupe! A 3-4 operative Harlequin kill team that's lightning-fast (7" Move) but fragile (4+ Save, 8-9 Wounds). They're melee specialists with deadly close-combat weapons, enhanced by Saedath rules that grant BALANCED on kills. Unique tricks include climbing vertical distances as 2", blocking hits with Cegorach's Jest, and tactical retreats via The Curtain Falls. Domino Field makes them elusive, while Murderous Entrance punishes charges. Lead Player can switch allegories mid-battle. Dance through the killzone with precision and flair!

Core Abilities

Unusual Shooting
Unusual Melee
Firefight Ploy: Murderous Entrance: extra strike before opponent after charging.
Super Conceal
Out of Order Movement
Firefight Ploy: The Curtain Falls: free Fall Back during fight after critical success.
Activation Manipulation
APL Modifiers
Neuro disruptor [Stun]
Bitter Demise
Death Mask: Adds to Tragedy tally when operative with ACCLADE is incapacitated.Understudy's Mask: Transfers PIVOTAL ROLE when PIVOTAL ROLE operative is incapacitated.
Block Rerolls
Damage Reduction
Strategic Ploy: Cegorach's Jest: ignore opponent's strike on D6 roll less than Hit stat.Firefight Ploy: Domino Field: block all matching attack dice with one defence die.

Faction Rules

  • Harlequin's Panoply: Worsen enemy PIERCING by 1 when shooting, treat climbing vertical distance as 2".
  • Saedath, Epic: Gain BALANCED on melee weapons after incapacitating an enemy in combat.

Strategic Ploys

  • Cegorach's Jest: Roll D6 to block opponent's strike on normal success.

Firefight Ploys

  • The Curtain Falls: Fall back after a critical hit in fight
  • Murderous Entrance: Gain extra strike after charging in fight
  • Elusive Target: Cannot be targeted while concealed in cover
  • Domino Field: Block all matching attack dice with one defence die

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

  • Lead Player: 25 points. Ability: Lead the Performance – Once per battle, if this operative is in the killzone, change the ALLEGORY you selected for your kill team.
  • Death Jester: 25 points. Ability: Humbling Cruelty – When attacking, if damage is inflicted, target gains a token that reduces Move by 2" and worsens Hit by 1 until end of next activation.
  • Player: 25 points. Ability: Luck of the Laughing God – Once per turning point, can use a firefight ploy for 0CP if it specifies this operative.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment