This section describes how all Harlequins specialised wargear works in the game. These rules tend to be more detailed than those included in the WH40K rulebooks, and supercede them if they are different. Any items not listed here function exactly as described in the WH 40K rulebook.
Note 1: The Harlequins can carry several different types of grenades that are used when they charge into an assault (hallucinogen, tanglefoot and plasma). A unit may only use one grenade type at a time, and you must declare which you are using before moving the charging unit. Note, that if two or more Harlequin units charge the same enemy, they may use different grenade types (a rather devastating tactic if you can manage it!).
Note 2: It is possible for a Harlequin to combine the effects of several different masks (the Mask of Fear, Dread Mask and Rictus Mask). Having more than one mask type means that the character's mask is programmed to cycle through a wider range of images and psychic manipulations, each of which is designed to illicit a different type of horror from the enemy!
Note 3: Some Harlequin characters may be armed with two special close combat weapons, for example a Harlequins' Kiss and a power weapon. You may only use the special rules for one close combat weapon (in this example either wound on a 2+ or ignore armour saves) though you still gain +1 attack for a second close combat weapon.