Kindred Lords
Troop Type | Points | WS | BS | S | T | W | I | A | Ld | Sv |
Lord | 75 | 6 | 6 | 4 | 4 | 3 | 7 | 3 | 10 | 4+ |
Hero | 45 | 5 | 5 | 3 | 4 | 2 | 6 | 2 | 9 | 4+ |
Weapons: Shuriken pistol and close combat weapon.
Options: The Lord or Hero may have up to 100 points worth of wargear chosen from the Inisfail Armoury.
Independent Character: Unless accompanied by a retinue (see below for points cost), the Lord or Hero is counted as an independent character (even when leading his retinue he is still counted as an independent character for purchasing wargear).
Wave Serpent: The Lord or Hero and his retinue may be mounted in a Wave Serpent (see the Wave Serpent entry below).
Or they may all be mounted on War Steeds at +3 points per figure. Troops mounted on War Steeds have cavalry movement and rules.
Lord's Retinue The Lord's Retinue may be made up of either Gaels or Swordmasters. The Hero's Retinue may only be made up of Gaels.
Squad: The retinue consists of between 5 and 10 warriors. Weapons: Gaels have either a Shuriken catapult or shuriken pistol and close combat weapon. Swordmasters have a power sword and shuriken pistol. Options: Any retinue mounted on War Steeds may be armed with a laser lance at +3 points per model. The Laser Lance doubles Initiative up to a maximum of 10 and adds +2 to Strength when charging. Swordmasters may not be armed with the Laser Lance. Standard Bearer: One Gael or Swordmaster may be upgraded to standard bearer at the cost of +18 points. The musician is armed with a shuriken pistol and carries a battle standard. Any Eldar Squads with models within 6" of the Standard Bearer may add +1 to their assault result score in an assault. In multiple combats you may only add +1 to the result score no matter how many different Eldar units are involved. Musician: One Gael or Swordmaster may be upgraded to a musician at the cost of +10 points. The musician is armed with a shuriken pistol and carries a musical instrument. Any Eldar Squads with models within 12" of the Musician may reroll failed Morale checks. Healer: One Gael or Swordmaster may be upgraded to a Healer at the cost of +20 points. The Healer is armed with a shuriken pistol and close combat weapon. The Healer allows you to ignore the first failed armour save in the Retinue each turn. |
Draoi
Troop Type | Points | WS | BS | S | T | W | I | A | Ld | Sv |
Draoi/Ban Draoi | 65 | 5 | 5 | 3 | 4 | 3 | 5 | 1 | 10 | 4+ Rune |
Draoi and Ban Draoi are powerful seers and accompany the warbands to battle, lending their powerful psychic abilities to the success of their Lords and the success of the Rhiad. They can see what was, what is, and what will be by scrying the future in battle, the Draoi are accompanied by a Draoi Acolyte bodyguard.
Weapons: Shuriken pistol and Witch Blade.
Bodyguard: The Draoi may be accompanied by up to ten Draoi Acolytes at an additional cost of +26 points per figure.
Wave Serpent: The Draoi and Draoi's Bodyguard may be mounted in a Wave Serpent (see the Wave Serpent entry below).
Options: The Draoi and the Draoi's retinue may all be mounted on War Steeds at +3 points per figure. Any retinue mounted on War Steeds may be armed with a laser lance at +3 points per model. The Laser Lance doubles Initiative up to a maximum of 10 and adds +2 to Strength when charging.
SPECIAL RULES Independent Character: Unless accompanied by one or more Acolytes, the Draoi is an independent character and follows all the rules for characters given in the Warhammer 40,000 (3rd edition) rules. Psychic Power - Eldritch Sight: At the start of every Eldar turn, the Draoi may attempt to use his Eldritch Sight to foresee the future. The Eldritch Sight allows the Draoi to choose a single enemy unit within 12" that he may force to take all dice rolls of one certain type (shooting rolls or armour saves) at -1 during the Eldar's turn and the following enemy turn. This lasts until the start of the next Eldar turn.
Draoi Acolytes: A Draoi may be accompanied by between 1 and 10 Acolytes. Weapons: Shuriken pistol and Witch Blade. Character: Draoi Acolytes are characters, but may not move on their own. They must remain in a unit with the Darkseer. |