Void-Dancer Troupe

InfiltrationRecon
KILL GRADE [8]
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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.