TEXT: New Psychic Powers 
   
  Replace the Phantasmancy Discipline with this one: 
   
  D6 Psychic Power 
  0 
  Veil of Tears 
  Veil of Tears has a warp charge value of 7.  If manifested, select a visible friendly Harlequins unit within 3” of 
  the psyker.  The psyker and the target unit can reroll all failed saving throws. 
  1 
  Dance of Shadows 
  Dance of Shadows has a warp charge value of 7.  If manifested, select a visible friendly Harlequins unit within 
  18” of the psyker.  Enemy units must be within 12” of the target unit in order to be able to select it as a target in 
  the Shooting Phase. 
  2 
  Peal of Discord 
  Peal of Discord has a warp charge value of 7.  If manifested, all enemy units within 9” suffer 2D6 Strength 4, AP 
  0 hits as if hit with a shooting weapon. 
  3 
  Twilight Pathways 
  Twilight Pathways has a warp charge value of 6.  If manifested, select a visible friendly Harlequins unit within 3” 
  of the psyker.  That unit can immediately move as if it were its Movement phase.  You cannot use Twilight 
  Pathways on a unit more than once in each Psychic phase. 
  4 
  Fog of Dreams 
  Fog of Dreams has a warp charge value of 7.  If manifested, select a visible enemy unit within 18” of the 
  psyker.  Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls for that unit 
  that target Harlequin Infantry units. 
  5 
  Mirror of Minds 
  Mirror of Minds has a warp charge value of 8.  If manifested, select an enemy unit within 24” of the 
  psyker.  Then, both players roll a dice.  If the Harlequin player’s roll is equal to or higher than their opponent’s, 
  then the target unit suffers 1 mortal wound.  Repeat this process until the target is destroyed, or the enemy 
  player rolls a result that is higher than the Harlequin player’s roll. 
  6 
  Grand Procession 
  Grand Procession has a warp charge value of 9.  If manifested, all Harlequin units within 12” choose one of the 
  following benefits, which lasts until the end of this player turn (each unit can choose a different benefit):   
   
  Add 1 to all hit rolls in the Shooting Phase 
   
  Add 1 to all hit rolls in the Fight Phase 
   
  Add 4 to all charge rolls in the Charge Phase 
   
  When piling in and consolidating, the unit can move 6” instead of 3” 
   
  A Shadowseer automatically knows the 0 power as well as a number of powers in his data sheet. 
   
   
   
  
  Progression System 
   
  At the end of each mission the player will receive a certain number of Reward Points (RP) that can be used to 
  upgrade individual characters. 
   
  Requirement 
  Reward Points 
  Participate in Mission 
  2 
  Complete Mission 
  3* 
  Complete an Act (maximum 1 per mission) 
  4 
  Secondary Objectives 
  1 each 
  *this number may change in certain missions 
   
  Reward Points can be used to upgrade any character at the cost of a number of RP equal to the level they are being 
  upgraded to.  For example, to upgrade from level 2 to 3 would cost 3 RP. 
   
  All characters are assumed to start at Level 0, which means the first upgrade costs 1 RP. 
   
  Acts 
   
  If the Harlequins can perfectly orchestrate their movements and attacks their synergy will pay off even more.  At the 
  beginning of each Harlequin turn the Harlequin player can pick one Act that he will attempt to complete.  If completed, 
  the effects are activated as described. 
   
  Act / Requirements 
  Effect 
  Exposition 
   
   
  Requires at least 4 Harlequin units, or all original 
  units from start of game if less than 4 
   
  Every Troupe must end their turn at least 18” 
  away from where they started 
   
  Every Character must end their turn at least 12” 
  away from where they started 
   
  Any Solitaires must perform a Blitz 
   
  Any vehicles and bikes must Advance their full 
  distance 
  A Plan Revealed 
   
  For D3 turns: 
   
  All models in the Harlequin army can reroll 
  any Advance rolls and Charge rolls. 
   
  All models can Advance and fire Assault 
  and Heavy weapons with no penalty 
   
  Climatic Barrage 
   
   
  Requires at least 4 Harlequin units, or all original 
  units from start of game if less than 4 
   
  Every unit that has at least one ranged weapon 
  must shoot in the Shooting Phase and kill at least 
  one enemy model 
   
  Every Infantry and Biker unit must fight in the 
  Fight Phase and kill at least one enemy model 
  The Enemies Fall 
   
  For D3 turns: 
   
  Add 1 to all hit and wound rolls for all 
  Harlequin units 
   
  Assault and Heavy weapons become Pistol 
  weapons while an enemy is within 1” of the 
  model’s unit 
   
   
   
  
  Shadowseer’s Upgrades 
   
  Level 
  Upgrade 
  1 
  Psychic Knowledge.  The Shadowseer knows one additional psychic power. 
  2 
  Grand Shield.  The Shadowseer’s Shield from Harm special rule is extended from 6” to 12”. 
  3 
  Psychic Boon.  The Shadowseer adds 1 to all Psychic tests and Deny the Witch tests. 
  4 
  Loremaster.  The Shadowseer knows all the psychic powers of his discipline. 
  5 
  Psychic Master.  The Shadowseer can attempt to manifest one additional psychic power per Psychic phase, and Deny the 
  Witch one additional time per turn. 
   
  Troupe Masters’ Upgrades 
   
  Level 
  Light 
  Twilight 
  Dark 
  1 
  Luck of the Laughing God.  Reroll all hit, wound, and saving rolls of 1. 
  2 
  The Master and its Troupe 
  get a free turn before the 
  game starts. 
  Once per game in the Movement phase, this 
  Master and its Troupe may swap places with 
  another Master and its Troupe that is on the 
  table, as close as possible to the original 
  positions. 
  Enemy units within 1” of the Master roll 2d6 
  instead of 1d6 for their Morale tests. 
  3 
  Fractal Storm.  The Master has a 3+ invulnerable save. 
  4 
  The Master and its Troupe 
  can Deep Strike (9” 
  restriction). 
  Any wound rolls of 6+ by this Master in close 
  combat inflict D3 mortal wounds in addition to 
  their normal damage. 
  Once per game at the end of any battle 
  round after the first, this Master and its 
  Troupe get a free turn. 
  5 
  The Master and its Troupe 
  adds 1 to its Movement 
  stat, as well as 1 to any 
  Advance and Charge 
  rolls. 
  Once per game in the Movement Phase the 
  Master and its Troupe may move 24” ignoring 
  any terrain or models instead of normal 
  movement.  They cannot charge in the same 
  turn. 
  If this Master is removed as a casualty as the 
  result of a close combat attack, both players 
  roll off.  If the Master’s player wins the roll off 
  (reroll ties) then the model that inflicted the 
  final wound is removed as a casualty as well. 
   
  Death Jester’s Upgrades 
   
  Level Upgrade 
  1 
  Horrible Visions.  Any unit attacked by this model suffer a -2 penalty to their Leadership until the end of this game turn.  
  2 
  Rapid Shrieker.  The Death Jester may fire its Shrieker cannon twice in each Shooting Phase and in Overwatch. 
  3 
  Deadly Salvo.  When firing the Shrieker cannon, any hit rolls of 6+ are resolved with a Damage of 3 instead of 1. 
  4 
  Undeniable accuracy.  This model gains a +1 to all hit rolls and wound rolls when firing its Shrieker cannon. 
  5 
  Nightmarish Gaze.  Any units that attempt to charge this Death Jester suffer a -3 to their Charge rolls.  If they fail their 
  charge then the Death Jester can immediately fire at them as if it were the Shooting Phase. 
   
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/3) Narrative Games/MWG Narrative Games/Fates Encore/40k 8e - Fates Encore Rules.pdf