Orion and Ariel


Orion and Ariel are the Rhi and Rhianna of Lothlorien. Orion is the Chosen of Kurnous, and Ariel is the most powerful Ard Ban Draoi in the Realm.

Orion..............................................................................260 points + 120 points wargear

Orion is dedicated to protecting the flora and fauna of the Realm, and to the protection of the Kindred. This does not mean that he is against the use of the Kindred's natural resources or hunting, he is considered to be a great hunter in his own right. He leads the Kindred of Lothlorien in battle and serves when called upon in the Sluagh (The Great Hosting of the Realm).

Orion in battle is a supernatural force that strikes fear into the hearts of his enemies, but as a ruler he is just and fair and is beloved of all his people.  He is their Great Protector and Guide.

M WS BS S T W I A Ld
5 8 7 5 5 5 9 5 10

Weapons: The Spear of Kurnous.

Armour: The Cloak of Isha

Wargear: Orion may have up to three Wargear cards, which must always be The Spear of Kurnous, the Cloak of Isha, and the Horn of the Wild Hunt.

Special Rules
Chosen of Kurnous While the battle rages, Orion becomes the Wild Hunter himself, sprouting antlers from his head and bellowing like a mighty stag.

Causes Fear Orion causes fear as described in the Warhammer 40,000 rulebook.

Wild Charge May add +d6" to any charge move.

Feral Savagery Orion is subject to frenzy and is immune to all psychology and Break tests.

Divine Aura This gives Orion a psychic save of 4+ against the effects of any psychic power directed at him.

Leadership If Orion is your army leader, he has a strategy rating of 3, and all the usual rules for commanders apply, except for the following: Orion may never join or lead any unit when in the form of Kurnous.

The Spear of Kurnous

50 points

When Orion takes on the Aspect of Kurnous and goes forth to battle he takes up the great hunting spear of Kurnous from his secret shrine. This spear is so huge that no ordinary Kindred could wield it. Only Orion with the strength and stature of Kurnous can use it.  The hunting spear can be thrown like a missile weapon and always returns to Orion's hand, enabling him to use it again the next turn and/or wield in the hand-to-hand combat phase. When thrown, it has a range of 8". There is no long or short range. Roll to hit as normal using Orion's BS. If the spear hits an independent model, roll a number of dice equal to the original Wound characteristic of the target (ie if the model has 4 wounds, roll 4 dice), each dice that scores 4+ causes a wound, thus the spear may actually impale a migthy character or creature and slay it outright.  If it hits a squad / unit, roll a dice for each model in the squad up to a maximum of 4 dice. Each score of 4+ causes a wound on a model in the squad.  In hand-to-hand combat, roll close combat as usual.  The Spear allows no armour saves. The Spear of Kurnous vs. Daemons: The Spear negates all daemonic saves and wounds daemons automatically.

Orion only

 

The Horn of the Wild Hunt

25 points

Orion carries an enormous hunting horn crafted from the horn of a mighty aurochs, the gigantic wild ox of the forest of the homeworld. Orion may blow the horn in the psychic phase. The sound echoes over the battlefield. When the Horn is sounded, all enemies within 12" of Orion become filled with impending doom and must test for terror.orion may not sound the Horn if he is in hand-to-hand combat. The blast from the horn uses psychic energy and may be nullified as if it was cast by a psyker of an equal level to the one nullifying it, thus it always needs a 4+ to nullify.

Orion only

 

The Cloak of Isha

40 points

The Cloak of Isha was woven from the leaves of the Sacred rowan trees of the Grove of Isha by the original Queen Ariel herself during the time of legend. When Orion goes forth to battle, he wears the Cloak of Isha as his only protection. This gives Orion a 4+ unmodified save vs. all attacks. This is NOT an armour save, and saves against every kind of attack, icluding weapons and psychic attacks that give no save.

Orion only

Ariel..............................................................................192 points + 50 points wargear

Ariel is the Rhian of Lothlorien and presides over the Rhiad together with Orion. Ariel trained with the Ban Draoi of Caer Draoi for many a Beltaine. She carries the great treasures of the Ard Seer of Isha, the ancient Eldar goddess of nature.

Ariel's training was long and hard, as she was Chosen to be the Rhian, but more than this she is the Ard Seer of Isha and the Caretaker of her people.  In times of Peace she is both Orion's Rhian and the Seer of the Temple of Isha.  In times of war she accompanies Orion and their forces in battle using her talents as a Farseer to aid their cause.

M WS BS S T W I A Ld
5 7 7 4 5 4 9 3 10

Weapons: shuriken pistol

Armour: Dodge (see special rules, 4+ unmodified save).

Wargear: Ariel may have up to four Wargear cards, one of which must always be The Wand of Wych Elm.

Ariel may be given additional equipment chosen from the Assault Weapons, Special Weapons, and Grenades sections of the Wargear list.

Ariel is equipped with a Warp Jump Generator that follows the same rules as a Warp Spider's Jump Generator.

Special Rules

Ard Ban Draoi (Farseer) Ariel is an Ard Ban Draoi (Farseer) with a psychic mastery level of 4.

Dodge Ariel can dodge hand-to-hand combat blows and shooting on a roll of 4, 5, or 6 on a d6. This roll to dodge is never modified by savings throw modifiers. If she is attacked by a template weapon, her dodge will take her just outside the edge of the template.

The Wand of Wych Elm

50 points

This is a long, twisted, and gnarled staff cut from the legendary Wych Elm tree in the time of legend. The wand allows Ariel to use one psychic power without expending any Warp cards. Before the battle, you must declare which of your psychic powers is attuned to the wand. This psychic power can only be cast using the wand, but will not require Warp cards. You may attune a psychic power of any level to the wand. The wand is never drained of power during the battle, so a drain energy/power card of any kind has no effect on it.

Ariel only


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