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By Matthew Forish
Introduction The Eldar Exodites The Exodus Exodite Worlds Spirit Stones Exodite Society Beliefs of the Exodites The World Spirit Exodite Mythology The Eldar Pantheon The Tears of Isha The Swords of Vaul The War in Heaven The Fall of the Eldar Forces of the Exodites Exodite Special Rules Tranquil Beast Reaction Table Ferocious Beast Reaction Table Exodite Wargear
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Unit Entries Dragon King Dragon Prince Dragonsinger Kindred Guard Spiritsinger Dragon Knights Mei’nly Kurim-we Dragonwarders Noble Knights Sundered Knights Raptors Drakes Great Drake Trichedons Megadon Carnosaur Outcast Rangers War Walkers Harlequins
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Dyann Al’Athar El’Iysa Ishmal Lir’Kurom Fürte Exodite Army List HQ Elites Troops Fast Attack Heavy Support The Exodite Warhost HQ Elites Troops Fast Attack Heavy Support Exodites in Competitive Play Reference
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NOT PRODUCED BY GAMES WORKSHOP
This document is in no way official, nor endorsed by Games Workshop. Many of the names, terms, etc. found in this document are the copyrighted intellectual property of Games Workshop, and are used without permission. No challenge is intended to Games Workshop or their intellectual properties – this is merely the work of longstanding fan and enthusiast of the Warhammer 40,000 and Necromunda tabletop battle game systems. You need a copy of the Warhammer 40,000 5th Edition Rulebook to use the contents of this document.
THE WARHAMMER 40,000 GAME
The Warhammer 40,000 rulebook contains the rules you need to fight battles with your Citadel miniatures in the war-torn universe of the 41st millennium. Every army has its own codex book that works with these rules and allows you to turn your collection of miniatures into an army organised and ready for battle. This codex describes the untamed forces of the Eldar Exodites, details the army, and displays miniatures and conversions that you can collect.
HOW THIS BOOK WORKS
This codex is split into five main sections that deal with different aspects of the army: The Eldar Exodites The first section introduces the Eldar Exodites and their part in the Warhammer 40,000 universe. It includes details of how they fled from the catastrophic times of the Fall, how they fared after these tumultuous times, and the state of the Exodite worlds in the present time period. It also presents a detailed background on Exodite beliefs and spiritualism, as well as their ways of war. Forces of the Exodites Each and every character, troop type, vehicle, beast and monstrous creature in the Exodite army is examined in the second section. You will find a full description, alongside complete rules and details of any unique powers they possess or specialist wargear they carry into battle. Also in the section, you will find a listing of special rules and wargear that apply to numerous units in the Exodite army. Exodite Army List The army list takes all of the troops presented in the previous section and arranges them so you can choose a force for your games. The army list categorises the units you can pick into HQ, Troops, Elites, Fast Attack and Heavy Support choices. Each troop type also has a points value to help you pit your force against an opponent’s in a game of Warhammer 40,000. The Exodite Warhost In this section you will see photographs and read details of the many conversion possibilities for representing units available to the Exodite army. Suggestions for color schemes and embellishments may also be found here. Exodites in Competitive Play While this codex presents a balanced and playable army list for the Eldar Exodites, it is by no means official and it is unlikely that you will be able to obtain permission to use it in a tournament or competitive league. While it is by no means the primary scope of this document, it would be quite a pity to spend a good deal of time lovingly converting and painting a beautiful Exodite army, only to be unable to use it in a competitive setting if the urge strikes. With this in mind, the final section of this codex presents suggestions for fielding the various Exodite units as a “Counts As” force using the rules for standard craftworld Eldar. Note that you will need to own a copy of the official Eldar Codex in order to use the ideas presented in this section, as no actual rules are given.
WHY COLLECT AN EXODITE ARMY?
A typical Exodite force consists of numerous cavalry units, able to deliver a fierce and deadly assault en masse, or attack along an extended front. These powerful units are supported by specialised units of beasts that can use their bestial abilities to take down tough or numerous opponents. These are likewise backed up by enormous creatures capable of tearing open a battle tank or bringing down the largest of foes. These strengths are balanced by the fact that an Exodite army will tend to be outnumbered by most other forces, requiring their commander to maneuver them carefully to avoid excessive losses before they can reach close combat, where they will generally excel. The Exodites are quite an interesting army to play, and not for the beginner. You will need to convert many of the models for the army, which requires some skill and much patience. However, there are few sights as breathtaking as a fullyconverted and well painted Exodite army taking the field!
FIND OUT MORE
This codex is an unofficial supplement for the Warhammer 40,000 game system created by Games Workshop. If you would like to learn more about Warhammer 40,000 or any of their other fantastic games, you should visit their website: www.games-workshop.com
THE ELDAR EXODITES
Living at the edges of the known galaxy, on worlds seeded with life in ancient days, the Exodites are the most rustic and reclusive members of the once-proud and dominant Eldar race. Their worlds are volcanically active, covered in lush, vibrant jungles teeming with gigantic reptilian creatures. The Exodites are the hardiest members of their race, their lives filled with self-imposed hardship and toil, and plagued by conflict against both their environment and the myriad enemies who regard their fertile worlds with envious eyes.
Since they were first settled, the Exodite worlds have not changed a great deal. The Eldar that live there have learned how to cultivate crops and harvest other natural resources. The craftworld Eldar regard the Exodites as rustic and rather simple folk, vigorous and wild in a way that is quite unlike their own introverted societies. In turn, the Exodites regard the craftworlders as narrow-minded, strict and arrogant. Craftworlders and Exodites travel within each other's realms, but their different outlook and way of life means that they have their own concerns. The Exodite worlds are untamed and often dangerous planets. Mighty rivers roar unchecked over their natural flood plains. Massive forests and jungles stretch over thousands of miles of virgin woodland. The few meager settlements co-exist with wild beasts of all kinds. The Exodites are too few to disturb the balance of nature. Their settlements are small and thinly scattered. Many are occupied only for a few months of the year, because on many worlds the Exodites are nomadic, moving with the seasons and the herds. They time their migrations so that they arrive at their camps in the late summer to collect crops planted in the spring, remaining until it is time to plant the following year's crop and move on. The wild creatures that inhabit the Exodite worlds are many and varied. Most of the Exodite worlds are now home to large herds of megadons and other gigantic beasts. It is likely that these creatures are native to the region, but that the early settlers spread them throughout the worlds so that they are now common. The Exodites follow the herds as they graze the endless grasslands of the great plains. By carefully managing the herds the Eldar live upon them, eating their flesh, drinking their blood and utilising their hides to make clothing and leather. Although this lifestyle is in many respects a primitive one, the Exodites have many advanced technologies and are familiar with all the sophisticated materials used on the Craftworlds. It is by choice that they live as they do, and their way of life has proven every bit as successful as that of the other Eldar.
During the Fall the degeneration of the Eldar did not go wholly without resistance. Some, the more prescient, began to openly criticise the laxity of their fellow citizens, and to warn against the effect of pleasure cults. Soon the general collapse of society convinced even the most resolute amongst them that there would be no end to the reign of death and depravity. Some decided to leave the Eldar worlds, and settle new planets free of creeping corruption. These Eldar are known as the Exodites. Of all the Eldar race they were uniquely far-sighted. Amongst a race naturally indulgent and hedonistic they were reviled as dour fanatics obsessed with misery and gloom. There were some whose dire premonitions were perhaps yet another form of insanity, simply one more conceit taken to inhuman extremes. Others were genuine survivalists who chose exile over degradation and destruction. In an assortment of spacecraft the Exodites abandoned their homes. Many died out in open space. Some reached new worlds only to be slain by marauding Orks or slavering predators. Many more survived. For the most part they headed eastwards as far away from the main concentration of Eldar worlds as they could reach. Upon the fringes of the galaxy the Exodites made new homes. The worlds they settled were savage and life was often hard for a people unused to physical work and self-denial. When the final cataclysm erupted most of the Exodite worlds were far from the epicentre and survived. Many craftworlds rode out the psychic shock wave, but the Exodites had already reached places of safety - or else they perished with the rest of their race and have been forgotten.
Like their craftworld cousins, every Exodite wears a shining gem or polished stone upon his breast. This psycho-receptive crystal is called a waystone, and is attuned solely tot he mind of its owner. Its purpose is to capture the psychic energy of the Eldar when it is released at the moment of death, becoming a spirit stone. As such energies carry with them a large part of an Eldar's sense of identity, personality, and memories, it is quite correct to think of this psychic energy as a soul. If an Eldar's spirit is not captured by his waystone it is sucked into the nightmarish depths of the Warp. To a Human, such a fate means nothing, for virtually no Human mind is strong enough to retain a sense of consciousness after death - the psychic energy of the Human mind being paltry compared to that of an Eldar. Yet for an Eldar to enter the Realm of Chaos as a conscious spirit represents the ultimate horror. In the Warp there is nowhere an Eldar spirit can hide from the predations of Slaanesh; the nemesis of the Eldar waits to consume them as it did their ancestors. To perish in this way is the ultimate fear for the Eldar. it is little wonder that the Eldar prize their spirit stones more than life itself, and will go to incredible lengths to preserve and recover them.
The Exodites are a tribal people. Each tribe, or kindred as they are known, owes allegiance to a local noble kindred who in turn owes fealty to the planet's Dragon King and his royal kindred. As there are relatively few Eldar there are few territorial disputes. The kindreds live within substantial areas which easily meet their grazing and cultivation requirements. Open wars between kindreds are rare but skirmishes between rival young Dragon Knights are common. Although not openly warlike, the Exodites are a robust, self-confident people and they possess the legendary pride of the Eldar race. Knights frequently try to steal away a rival's beasts or may attempt to move their herds over the grazing areas of other kindreds. Such matters are seen as part of a Knight's training, and the dangers of death or serious injury are an accepted part of a young warrior's life. These raids and occasional deaths do not embitter the kindreds, and it is notable that no matter how hard fought their disputes might be no Eldar would despoil or steal the crops of a rival kindred even though these lie unprotected for months at a time. War and battle is not uncommon on the worlds of the Exodites. Ork raids are a constant threat and human settlers are no respecters of Eldar territory. Amongst the most persistent foes are the human settlers of the Knight Worlds which lie closely intermingled with the planets of the Exodites. The human Knight Lords are aggressive, warlike people whose determined independence makes it impossible for even the Imperium to control them. Like the Exodites they are descendants of ancient settlers, raised amidst constant danger and proud of their autonomy. Their fierce war machines are a common sight on the Exodite worlds. Battles between these giant war machines and valiant Exodite warriors are always hard-fought and destructive, but the Eldar are capable of aggression too. They use the Webway to reach the Knight Worlds where their raids are often so devastating that entire planets are subsequently abandoned.
BELIEFS OF THE EXODITES
While the Eldar of the craftworlds have all but abandoned the worship of the old Eldar pantheon, the Exodites hold to a traditional veneration and worship of these gods and goddesses. Though it is generally agreed that only the Avatars of Khaine and the enigmatic Laughing God survived the great cataclysm, the Exodites teach that some of their gods allowed a small measure of their power to follow them as they fled the Fall. Whether this is true or not is uncertain, but it is evident that there is some power in the highly musical ceremonies and rituals performed by the Exodites. Some Imperial scholars who are knowledgeable about such things suggest that perhaps the strong belief of the Exodites, coupled with the psychic nature of their race and the psycho-reactive nature of the world spirits that encompass their worlds, produce a powerful psychic resonance that they tap into on an unconscious level through their prayers and music. Music is, in fact, at the very center of the Exodites’ belief system. It is through music that they invoke the ancient power of their fallen gods. They perform musical ceremonies and rituals to help them produce more bountiful harvests, guide them to the richest hunting grounds, and even aid them in battle. Most kindreds will have at least one Dragonsinger, highly empathic Exodites who use their music to soothe and train the many creatures the Exodites rely on for their daily survival, and lend courage and strength to their fellows when they ride to war. Some Exodites are more closely attuned to the psychic resonance of the world spirits, and are able to commune with the souls contained within through even stranger songs and rituals. These unusual individuals are known as Spiritsingers, and are revered among the kindreds for their ability to draw on the power of the world spirit and the knowledge of the ancestors who rest therein.
THE WORLD SPIRIT
When an Exodite dies his spirit stone is retrieved and his body is taken beneath the earth into one of the great tribal barrows. They are laid to rest there and their spirit stones are broken upon the altars of the world spirit. Very similar to the infinity circuits of the craftworlds, the world spirit is a complex psychic energy grid that extends under the entire surface of every Exodite world, stretching between the tribal barrows, stone circles and standing stones. These important places are where the spirit world and the material world can interact, where the spirits of the dead can flow together, and where the living can talk to the dead if they have the power. The stone circles and standing stones are made from psychically interactive crystal. These towering stones are gigantic spirit stones that anchor psychic power into the earth. The links between them form part of the Eldar webway, but the paths from the webway into the world spirits are well hidden and protected. The most potent link in the entire world spirit network is the royal circle of the planet's Dragon King. This impressive structure consists of a system of concentric circles connected by avenues of megalithic spirit stones. The royal circle is supported by outlying menhirs that carry power throughout the entire planet and focus the energy of the world upon that one spot.
The Exodites pass down their history in a rich, ritualistic form of oral tradition. To the outsider, these tales are wondrous, fantastical and nearly unbelievable. The trained ear, however, can glean much from these records of ancient times. Many of these stories relate to the gods of the Eldar pantheon, especially those who took an active role in cultivating the ancient Eldar civilisation.
THE SWORDS OF VAUL
Isha and Kurnous suffered the fiery torments of Khaine's confinement for countless years. Bound with bonds of flame and scorching iron, the god and goddess were cast into a burning pit out of the sight of mortals and gods. Of all the gods only Vaul the Smith pleaded for them, and eventually he swore an oath to Khaine that he would make a hundred swords in exchange for their release, for Vaul was the greatest swordsmith of all eternity and a single blade forged by his hand was of incalculable value. A date was fixed one year hence for the completion of the bargain. When the time came for Vaul to deliver the weapons, he had still one unfinished blade. To conceal the shortfall, Vaul took an ordinary mortal blade and mixed it amongst his own work. At first Khaine was so pleased with the weapons that he failed to spot the deception. Only when Isha, Kurnous and Vaul were far away did he discover the forgery. He roared with anger, calling Vaul a cheat and crying out for vengeance. This was the beginning of the long struggle between Khaine and Vaul, which is called the War in Heaven.
THE ELDAR PANTHEON
The principle characters in the mythology of the Exodites are the gods. The chief and oldest of all the gods is Asuryan, the Phoenix King. His first brother is Kaela Mensha Khaine, which means bloody-handed Khaine. Khaine is the god of both war and murder, and he symbolises wanton destruction and martial prowess. Third of the greatest gods is Vaul, the crippled smith god who is often depicted chained to his own anvil. Isha is the goddess of the harvest, and it is from Isha that the Eldar race is descended. Kurnous, the god of the hunt, is the father of the Eldar race, and is often depicted in conjunction with hounds, hawks and other trappings of the hunt. The youngest goddess is Lileath the Maiden, who is mistress of dreams and fortune. The third in the trinity of Eldar goddesses is Morai-Heg, the Crone, an ancient and withered creature who holds the fates of mortals inside a skin rune pouch. Cegorach, the Laughing God, was the trickster and artist of the Eldar pantheon.
THE WAR IN HEAVEN
The War in Heaven lasted for years, and there are many tales of the battles between the gods and their many servants. Gods took sides and changed sides, struck bargains of mutual support and broke them, and the heavens shook with the noise of battle. Asuryan refused to take sides, for he had begun to regret his hasty anger with Isha and despaired of the war god's destruction. Vaul reforged the final blade, the sword that he had failed to finish for Khaine, and he made it the mightiest sword of all. He called it Anaris, which means dawnlight, and with this weapon in his hand he strode to do battle with Khaine. The fight was long and Vaul did Khaine much hurt. Anaris darted as swift and deadly as lightning, but in the end Khaine overpowered the smith god and toppled him from heaven. It was as a result of this long battle that Vaul is said to have suffered the injuries which left him crippled. Khaine chained Vaul to his own anvil with chains of iron and the War in Heaven was won by the war god.
THE TEARS OF ISHA
The Eldar race was born as the mortal children of Isha, the goddess of the harvest, and Kurnous, the god of the hunt. Lileath, Isha's daughter, dreamed that Khaine would be torn into a hundred pieces by a great mortal army. When Khaine learned of this, he flew into a tempestuous rage and resolved to destroy the Eldar race. He pursued them through the universe, trapping and slaying many before Asuryan heard the weeping of Isha and so learned of Khaine's plan. To save the few who remained, Asuryan placed a great barrier between mortals and gods, dividing them for all eternity. This went very hard with Isha, who now wept all the more because her mortal children had been separated from her. Isha and Kurnous pleaded with Vaul the Smith to help them. Vaul knew that Asuryan would never change his mind, but his heart was softened by Isha's plea. From her tears Vaul forged the spirit stones, by means of which Isha could see and talk to her children. One day Khaine overheard Isha as she spoke to her children and he immediately told Asuryan. The Phoenix King was very angry that his commands had been disobeyed. He told Khaine that as Isha and Kurnous had betrayed him, Khaine could do with them as he wished. This suited Khaine very well, as he still feared that Lileath's prophecy would be fulfilled. He made the god and goddess his prisoners, and though he could not slay them he ensured that they endured constant torment and confinement.
THE FALL OF THE ELDAR
Much has been written about the abrupt ending of the galaxyspanning civilisation created by the Eldar. Their pride and arrogance, coupled with their technological and cultural achievements led them into depths of decadence and depravity, the limits of which only the Eldar mind is capable of understanding. In time, the echoes of the depraved thoughts and actions of so many Eldar coalesced in the Warp to form the Chaos god known as Slaanesh, whose birth pangs were the death-knell of the Eldar civilisation. Most of the Eldar gods were slain in this cataclysm. Only Cegorach, the Laughing God, survived unharmed, while Khaine was rent into many fragments and driven out of the Warp forever.
FORCES OF THE EXODITES
This section of the book details the forces at the disposal of an Exodite World – their weapons, the units, and the historical ‘special characters’ that you can choose, such as Dyann Al’Athar – the ‘Great Warrior King’ of Bai’n-Ish or El’Iysa Ishmal – ‘The Voice of the Mother’. Each entry describes the unit and gives the rules to use them in your games of Warhammer 40,000. The rules are broken up into categories: Special Rules: These are rules that make each unit exceptional. These always apply to that unit. Wargear: Almost all Exodite units have typical wargear mentioned in their description. Some is automatically included with that unit, whereas other items of wargear are optional – this is detailed in the army list. “Raise your voices in the song of battle my kinsmen, ride with me to war. Drive these mon-keigh back, defend your homes, your honor and the World Spirit herself!” -Dyann Al’Athar, Dragon King of Bai’n-Ish Melodies and Harmonies: Spiritsingers have access to special Psychic Powers known as Melodies and Harmonies. These powerful abilities are only usable by Spiritsingers, and they are described in detail in the Spritsinger entry. Dragonsongs and Instruments: Dragonsingers sing strange songs or play finely crafted instruments that have curious effects on their allies and enemies. These strange musical abilities are only available to Dragonsingers, and they are described in detail in the Dragonsinger entry.
“Though the birth pangs of She Who Thirsts tore through the heart of the old empire, we blessed chosen few, to whom the maiden granted the gift of foresight through our dreams, were already safely out of reach of her terrible appetite. Praise be to Lileath.” -Excerpt from an old Exodite hymn to their goddess of dreams and fortune, known as Lileath. Much is lost in the translation.
EXODITE SPECIAL RULES
These Special Rules apply to many different units in the Exodite army. They are presented here for convenience, and to avoid needing to repeat them in each unit entry where they are applicable. Jungle Born: All Exodite units with this special rule, including Monstrous Creatures and Vehicles, have the Move Through Cover special rule, but only in relation to jungle and forest terrain. In addition, Jungle Born models may roll 2D6 and choose the highest whenever they Run, as long as they begin their Run move within jungle or forest Terrain. Dragonhide: Due to the thick, scaly hides of the various Dragons, all Exodite units with this special rule benefit from a 6+ invulnerable save in addition to their normal Armour Save. Exodite Beasts: When the Exodites ride to war, they are able to summon aid in the form of the myriad creatures that flourish on their lush worlds. These creatures are collectively known as Beasts. You may include up to one Exodite Beast unit in your army for each Dragonsinger also included in the army. Beast units will fight for the Exodites just like normal units as long as they remain within 18" of a Dragonsinger. Any Beast unit that is not within 18” of a Dragonsinger at the start of its turn must take a Leadership test unless they are locked in Combat. If the test is passed, they may act normally that turn. If the test is failed, roll on the appropriate Beast Reaction table to determine how the Beasts will act. Beast units that are already Falling Back when this test is required automatically fail and count as having rolled a “Flee” result on their respective table. Exodite Beasts that have gone to ground roll on the Beast Reaction Tables as normal, and will act accordingly if they roll “Flee”, “Lurk” or “Rampage. Exodite Beasts that are Falling Back may always attempt to Regroup as long as they are within 18" of a Dragonsinger and in coherency, even if they are below 50% of their original strength and/or there are enemies within 6”.
Ferocious Beast Reaction Table
(Raptor Packs, Carnosaurs, Firemouths)
Add +1 to rolls on this chart if the Beast unit has already fought in Close Combat during the battle. D6 1-2 Effect Flee: The Beasts find the noise of battle to be too troublesome and begin to Fall Back. They may not attempt to Regroup unless they begin the Turn within 18" of a Dragonsinger. Lurk: The Beasts immediately begin to Fall Back toward the nearest Terrain that will offer them cover. When they arrive they will position themselves as tightly as possible inside or behind the Terrain, finding safety in numbers. They may not attempt to Regroup unless they begin the Turn within 18" of a Dragonsinger. The Beast unit will defend themselves in Combat if Assaulted, and count as being Fearless while they are Lurking. (Beast units that are still Lurking at the end of the battle are treated just like units that are Falling Back.) Rampage: The Beasts howl with rage and launch themselves at whatever looks edible. The Beast unit will move as quickly as possible toward the nearest other unit, be it friend or foe, and will assault if possible. Any Combats are worked out as normal, with the Beast unit being controlled by the opponent of the player whose unit has been Assaulted. The Beast unit counts as being Fearless while they are on a Rampage, and will continue to fight and charge additional units as long as they are on a Rampage. At the start of the Exodite Turn, if a Dragonsinger is within 18" of a Rampaging Beast unit and neither the Dragonsinger nor the Beast unit is currently locked in Combat, the Dragonsinger may take a Leadership test. If he is successful, the Beast unit's Rampage will end and they may be controlled as normal from that Turn on. If the test is failed, the Beast unit will continue their Rampage. Beast units that are still on a Rampage at the end of the battle are treated like units that are Falling Back.
Tranquil Beast Reaction Table
(Trichedons, Drakes, Great Drake, Sailbacks)
Subtract -1 from rolls on this chart if the Beast unit has already fought in Close Combat during the battle. D6 1-2 Effect Flee: The Beasts find the noise of battle to be too troublesome and begin to Fall Back. They may not attempt to Regroup unless they begin the Turn within 18" of a Dragonsinger. Lurk: The Beasts immediately begin to Fall Back toward the nearest Terrain that will offer them cover. When they arrive they will position themselves as tightly as possible inside or behind the Terrain, finding safety in numbers. They may not attempt to Regroup unless they begin the Turn within 18" of a Dragonsinger. The Beast unit will defend themselves in Combat if Assaulted, and count as being Fearless while they are Lurking. (Beast units that are still Lurking at the end of the battle are treated just like units that are Falling Back.) Obey: The Beasts remain loyal to the Exodites, the influence of the Dragonsingers remaining strong. The Beasts continue to act normally this Turn. 5-6
Many weapons and other items of wargear are common to a number of Exodite units. Rather than repeat them in each unit entry, the most common items are presented here for ease of reference. Drake Lance: The drake lance is an extremely powerful dragon lance, used only for battle. It is said that a drake lance contains the fiery breath of a great drake, which may be unleashed on the enemies of the Exodites. On any turn in which they initiate an assault, a model armed with a Drake Lance counts as having a Strength 7 power weapon. In addition, it may be used as a ranged weapon with the profile given below. Once per battle, the drake lance may be used as either a flamer or a melta bomb. Range: 6” S: 7 AP: 3 Assault 1, Lance Dragon Lance: The dragon lance is the most common weapon used by the dragon knights. Consisting of a long, sharply-bladed pole, a dragon lance is capable of delivering a shock strong enough to goad even the largest and most stubborn megadon, or kill a man-sized target. On any turn in which they initiate an assault, a model armed with a dragon lance adds +1 to their Strength value. In addition, it may be used as a ranged weapon with the profile given below. Range: 6” S: 4 AP: 6 Assault 1
Dragon Helm: Reserved for only the most skilled members of the Exodite nobility, a dragon helm is both a badge of honor and a protective ward. The psychic matrix in the helm allows the wearer to better deflect incoming fire. A model wearing a dragon helm may always take their armour save against weapons of AP 3 or worse. Weapons of AP 2 or better negate their armour save as normal. Note that this does not improve their armour save, it merely allows them to roll an armour save when it might normally have been negated. Dragonhide Cloak: Many members of the Exodite nobility wear cloaks made of toughened dragonhide, usually the skin of a megadon. The process for creating these cloaks is long and complicated, as the dragonhide is very tough but must be made supple as well in order to be worn as a cloak. A model wearing a dragonhide cloak increases their dragonhide invulnerable save from 6+ to 5+.
Hunting Drake: Some fortunate Exodites are able to locate an unhatched drake egg, raising the hatchling as a pet and hunting companion. The primal intelligence and friendly nature of these creatures, coupled with the empathy of the Exodites, allows them to form a strong bond with their owners. A model with a hunting drake gains +1 to both their Initiative value and their Attacks, and counts as being equipped with assault grenades. A hunting drake is too small to be individually targeted, and may not be attacked in any way. It is removed along with its owner. Laser Lance: The laser lance is a powerful weapon which delivers an intense energy blast at short ranges. On any turn in which they initiate an assault, a model armed with a laser lance counts as having a Strength 6 power weapon. In addition, it may be used as a ranged weapon with the profile given below. Range: 6” S: 6 AP: 4 Assault 1, Lance
A Dragon King is the sovereign ruler of an Exodite World. His word is law and the loyalty of his subjects absolute. The Dragon King is ultimately responsible for the safety and prosperity of his people, and it is to him they look for guidance in the face of adversity and strife. When faced with war, most Dragon Kings prefer to lead from the front astride their dragon mount, trusting in his subjects to follow his example as he rides forth to battle. The Dragon King will often carry some of the most precious and ancient equipment available to the Exodites. These will usually be relics brought away from the Eldar homeworlds during the Exodus, and the power they wield can make him an unstoppable force in battle. WS BS S T W I A Ld Sv 6 6 3 3 3 6 4 10 3+ When it is time for a new Dragon King to be chosen, he will be elected by the many Barons, Chieftains and Herdwardens from among the ranks of the Dragon Princes. This ensures that only the strongest and noblest of Exodites will be chosen for this honourable and crucial role. The choice is carefully weighed in a council that may stretch into weeks of deliberation and debate. The outcome of these elections is very important, as a Dragon King will retain his position for the remainder of his life. If a corrupt individual were to somehow be elected, removing him from his position would constitute treason and likely precipitate civil war between his supporters and his opposition – something the Exodites would not risk lightly! Vaul’s Sigil: One of the most potent artifacts brought by the Exodites as they fled the Eldar Empire, the Sigil is able to project a nigh impenetrable aura around its wearer. However, it is only capable of storing enough energy for a single use before needing to be recharged upon an Alter of Vaul - a ritualistic process that takes days. Once per battle, the wearer may negate a single Wound, regardless of the source. This may be done after taking Armour Saves, and may be used against attacks that cause Instant Death, those that ignore Armour Saves or other Saves, etc. The Wound is completely negated, as if it never happened, so it does not count for Combat Resolution, Force Weapons, Pinning Weapons, etc.
SPECIAL RULES Independent Character, Jungle Born, Dragonhide Sovereignty: The Dragon King of an Exodite World commands absolute loyalty from his subjects, and they trust in him for their security at all times. All Dragon Princes, Kindred Guard, Noble Knight Kindreds, Dragon Knight Kindreds and Dragonwarder Kindreds within 12” of the Dragon King may use his Leadership for any Morale and Pinning Tests they are required to take. WARGEAR Armour of Vaul: A powerful relic from before the time of The Fall, the Armour of Vaul is a potent protection against attack, combining the power of Eldar technology with the strength of the Eldar mind to form a nearly-impenetrable barrier. The wearer gains a 2+ Armour Save and a 3+ Invulnerable Save. These saves cannot be further improved. Blade of Vaul: An ancient artifact brought with the Exodites from the Eldar Homeworlds, the Blade of Vaul is very potent. It is said that the blade is so sharp it can cleave the soul from the body. The Blade of Vaul is treated as both a power weapon and a rending weapon that adds +1 to the wielder's Strength. If a model suffers any unsaved wounds from the Blade of Vaul and survives, it must take a Leadership test at the end of the assault phase. If the test is failed, the victim is removed from play with no saves of any kind allowed. Shield of Vaul: The unbreakable Shield of Vaul is a relic of ancient Eldar technology, and its protective aura is capable of reducing the power of an attack, turning a deadly blow into minor injury. A model carrying the Shield of Vaul gains the Eternal Warrior special rule.
The Relics of Vaul
These powerful relics are heirlooms of a forgotten age, brought with the Exodites as they fled their homeworlds seeking solace in the unknown wilderness of space. These artifacts glow with power, increasing in intensity as they are brought closer together. If the Dragon King is equipped with all four of the Relics of Vaul (the Armour of Vaul, the Blade of Vaul, the Shield of Vaul and Vaul’s Sigil), then he gains the following additional benefits. The Dragon King may re-roll any failed Armour or Invulnerable Saves. The Dragon King may add an additional +1 to his Strength value (for a total bonus of +2). The Dragon King becomes immune to shooting attacks of Strength 3 or lower - they simply cannot harm him. Weapons with no Strength Value or Strength X will affect him as normal.
Barons of the wealthiest, most influential noble kindreds are known as Dragon Princes. These are among the strongest and most experienced warriors and leaders on an Exodite world, and it is from their ranks that a Dragon King will be elected. In times of war, it will fall to the Dragon Princes to lead small raiding parties or even entire contingents of Exodite warriors into battle, under the coordination of the Dragon King and his royal kindred.
WS BS S T W I A Ld Sv 5 5 3 3 2 5 3 9 3+
Special Rules Independent Character, Jungle Born, Dragonhide
Dragonsingers are very important to the Exodite kindreds. They are highly empathic and have an affinity for the various creatures that the Exodites ride and lead into battle. They are able to keep these beasts under control in the confusion of combat, directing them against their foes in defense of their worlds. Dragonsingers are also able to use their abilities to create powerful, musically-based psychic effects that can bolster the Exodites in battle and hamper their foes. During times of relative peace and harmony, the Dragonsingers are responsible for ensuring that the proper musical rituals are performed at various times throughout the harvest and hunting cycles. Their music is intended to invoke the power of their fallen gods to protect their people and guide them to prosperity. Dragonsingers are drawn from the various kindreds, and so their profile, equipment and special rules are based on the unit they accompany. In addition, they are given either a Dragonsong or instrument which they will use to bolster their kindred in battle. The details of these are given below. Note that for game purposes Dragonsingers are not considered psykers, and the effects of their Dragonsongs and instruments are not considered psychic powers.
Ballad of the Beast: This powerful Dragonsong weaves its way into the minds of the primal beasts that accompany the Exodites to war, instilling them with a greater sense of purpose and duty. When rolling on the Beast Reaction Table, any Beast unit within 36” of a Dragonsinger with the Ballad of the Beast may add or subtract 1 from their roll. Dirge of Foreboding: The Dragonsinger's verses carry with them a sense of dread and terror that are difficult for enemies to ignore. All enemy units within 12" of at least one Dragonsinger with the Dirge of Foreboding suffer a -1 penalty to their Ld for all Morale and Pinning Tests (to a minimum of 1). Prelude of Hope: The lyrics of this Dragonsong remind the Exodites of their heritage and destiny as rightful rulers of their worlds, and the galaxy as a whole. All friendly units within 12” of a Dragonsinger with the Prelude of Hope roll 3D6 and pick any two when taking morale and pinning tests.
Dragon Harp: In the hands of a skilled Dragonsinger, a dragon harp is capable of creating the most pure tones imaginable. The Exodites find the sound of this music very heartening. All friendly units within 12” of a Dragonsinger with a Dragon Harp may attempt to regroup even if below half strength. Hunting Horn: In peaceful times, the loud, blasting call of the hunting horn is the herald of the Great Hunt. During times of war, its call rouses the Exodites to hunt their enemies unto death. All friendly units within 6” of a Dragonsinger with a Hunting Horn at the start of the Assault Phase add an additional +1 to their Attacks if they launch an Assault. War Drum: A skilled Dragonsinger is able to beat out a complicated rhythm on the war drum that is capable of confusing lesser beings, while at the same time lending greater coordination to the Exodites. All friendly units within 6” of a Dragonsinger with a War Drum at the start of the Assault Phase are treated as if they were equipped with assault grenades.
The kindred of a Dragon King or Dragon Prince are invariably among the most skilled and seasoned warriors the Exodites have to offer. They will often have access to the most powerful weapons and armour available. When the Exodites ride to war, it is the Kindred Guard who are tasked with protecting their lords as they lead the charge. Their ferocity and determination on the battlefield are matched only by their loyalty to their lord.
Kindred First Knight
WS BS S T W I A Ld Sv 4 4 3 3 1 5 2 8 3+ 4 4 3 3 2 5 2 9 3+
SPECIAL RULES Jungle Born, Dragonhide
Bodyguard: First Knight is a special position of honor in a Kindred Guard. He is tasked with protecting his lord at all costs. Once per phase, if the character leading the Kindred Guard suffers a wound, it may be allocated to the First Knight. This must be done before any saving throws are attempted.
Some Exodites are more closely attuned to the psychic resonance of the world spirits, and are able to commune with the souls contained within through strange songs and rituals. These unusual individuals are known as Spiritsingers, and are revered among the kindreds for their ability to draw on the power of the world spirit and the knowledge of the ancestors who rest therein. Spiritsingers are so rare that they are generally given a high place of honor among their kind, and most will ride to battle only when all of the kindreds band together under the banners of the Dragon King himself. At other times, they are generally found among the stone circles and menhirs of the world spirit, communing with their ancestors in order to better advise and guide the Exodite nobility in the best path for the security and prosperity of their world. In addition to being able to commune with the dead, the Spiritsingers are also powerful psykers, able to draw on the power of the world spirits and their ancient, fallen gods in order to disrupt and demoralize their enemies.
WS BS S T W I A Ld Sv 4 4 3 3 2 5 2 9 3+
SPECIAL RULES Jungle Born, Dragonhide WARGEAR Mark of Isha: Some Spiritsingers are marked out by the goddess Isha in some way. This will generally be a birthmark in the shape of the tear-laden eye of Isha. These remarkable individuals benefit from the protection of the goddess’ power. A Spiritsinger with the Mark of Isha who suffers a Perils of the Warp attack will ignore the attack on a D6 roll of 3+. Rune Armour: All Spiritsingers wear a wraithbone breastplate shaped into runic forms that ward off enemy attacks. A model wearing rune armour has a 4+ invulnerable save. (This is in addition to their normal 3+ armour save.)
Singing Spear: The singing spear is a psychically-charged weapon similar to the witchblade, but it can also be thrown at opponents (it returns automatically to the user’s hand). The spear can be used in close combat, but it requires two hands and so the wielder cannot gain the extra attack from an extra hand weapon. Like witchblades, singing spears wound on a 2+, but when rolling to damage a vehicle they have a Strength of 9. When thrown, singing spears have the following profile: Range: 12” S: X AP: 6 Assault 1
Tear of Isha: These ancient artifacts once allowed the Eldar to speak directly with the goddess Isha after the great barrier was set between gods and mortals. A measure of her power remains within, aiding the Spiritsinger in drawing on the powers of the gods. A Spiritsinger with a Tear of Isha rolls 3D6 and discards the highest roll when taking a Psychic test. You must use the lowest two rolls.
Melodies are the most powerful musical abilities available to a Spiritsinger, and require a great deal of skill and concentration to sing properly. These are treated exactly like psychic powers in all respects. Unless otherwise noted these powers work as described in the Warhammer 40,000 rulebook, are used at the start of the Exodite turn and do not require the Spiritsinger to have a line of sight to the target. Hymn to Asuryan: The Spiritsinger’s song is loud and pure, calling upon the power of Asuryan, the Phoenix King, to smite the enemy with his wrath. This Melody is used during the Shooting phase instead of firing a weapon. The Exodite player draws a straight line 3D6” long extending out from the Spiritsinger in any direction. Any non-vehicle enemy unit touched by this line will suffer D3 S6 AP3 hits. Any target with an Armour Value touched by this line will suffer a glancing hit on a roll of 4 or 5, and a penetrating hit on a roll of 6. Independent characters that have not joined a unit are unaffected by this power. Maiden’s Lullaby: Drawing on the power of Lileath, the maiden goddess and dreamer of dreams, the Spiritsinger uses their music to lull the enemy into a sleepy, dream-like state. The Spiritsinger may target any non-vehicle unit within 24”, which must take a Pinning test with a -1 penalty to their Leadership. This power may even affect units which are normally immune to pinning, and abilities which allow a unit to automatically pass pinning or Leadership tests are ignored. Nocturne of Shadow: The Spiritsinger intones a complicated, dreamy and pensive tune that draws on the power of the world spirit to create a supernatural darkness, blotting out the sun to sow confusion among the enemy and provide concealment to the Dragon Knights as they advance. The Night Fighting rules will be in effect until the start of the next Exodite turn. This power may not be used on two consecutive turns. Prelude of Fate: This song is intended to invoke the power of Morai-Heg in order to influence the fate of the Spiritsinger’s allies. Nominate one Exodite unit with a model within 12” of the Spiritsinger. The nominated unit gains D3+3 re-rolls that it may use for any to hit rolls, to wound rolls, armour saves or Leadership tests. Any unused re-rolls are lost at the start of the next Exodite turn.
Harmonies are lesser musical abilities that the Spiritsinger may use to enhance their already-potent Melodies. These are not treated as psychic powers, but rather simple special abilities, and so they do not require Psychic tests and may not be affected by wargear or special abilities that affect psychic powers. Chorus: The Spritsinger is able to expand and project their songs, allowing them to carry further. A Spiritsinger with the Chorus Harmony may add D6” to the range of one of the following Melodies each turn: Hymn to Asuryan, Maiden’s Lullaby or Prelude of Fate. If the target is out of range after adding D6”, the power automatically fails. (Roll the Psychic test as normal however, as the Spiritsinger may suffer a of Perils of the Warp attack.) Dissonance: The Spiritsinger is able to combine the tones of their music together in a way that is unnerving and painful to other psykers. Any enemy psyker within 12” of a Spiritsinger with the Dissonance Harmony must re-roll any successful Psychic Tests. Refrain: The Spiritsinger is able to weave their music together in a repetitive manner, allowing them to invoke their powers more frequently. A Spiritsinger with the Refrain Harmony who successfully casts a Melody may attempt to cast an additional Melody during the same turn, adding +1 to the Psychic Test. Further successful Melodies may continue generating additional casting attempts, adding a further +1 to each additional Psychic Test (so the third Melody would be at +2, and the fourth at +3) until they have cast all of the Melodies that they know. No Melody may be cast more than once each turn.
Eldar Exodites are virtually born into the saddle, with every member of a kindred learning to ride a dragon at a very early age. For the Exodite kindreds, dragons provide transportation, companionship and a considerable advantage in combat. Each dragon knight kindred consists of an extended family group of Eldar who work together in mutual support, both in their agricultural pursuits as well as on the field of battle. The rigors of life on the Exodite worlds ensure that the Eldar who call them home are capable warriors. Through defending their herds, participating in inter-kindred rivalries and engaging in ritualistic duels and jousts, the dragon knights hone their skills and sharpen their wits. Each dragon knight carries a long and elegant lance with which they guide their herd of megadons along the migration trails and protect them from predators. In times of war, these same lances are turned upon their enemies, combined with the devastating effect of a charging pack of vicious dragons. In a universe teeming with advanced technology and terrible alien horrors, the heavy cavalry of the Exodites remain surprisingly effective. The ferocity of the dragon knights’ defense of their lands and herds is matched only by the fury of the dragons upon which they ride.
Dragon Knight Chieftain
WS BS S T W I A Ld Sv 3 3 3 3 1 4 1 8 3+ 4 3 3 3 1 5 2 8 3+
SPECIAL RULES Jungle Born, Dragonhide
Young Mei’nly was born into the Dem-Gillath knight kindred on the world of Kur’Liras. Her father Ya-nus, the kindred’s Chieftain, was a firm and strict leader who followed the oldest traditions to the letter. This included the outdated tradition forbidding females of the Kur’Liran kindreds from undertaking any roles other than child rearing, which could be traced back many centuries to a time when a plague had nearly wiped out the Exodites of Kur’Liras. This was rather unfortunate for Mei’nly, who at a very young age discovered a distinct aptitude for music and a strong talent for calming the many beasts of her kindred’s herds. It was obvious to all by Ya-nus that the child was destined to be a Dragonsinger, perfectly suited, but he would not yield. After others of the kindred, including Mei’nly’s mother, petitioned Ya-nus to allow her to follower her apparent destiny, he forbid her from ever singing or playing music, and declared that she would be banished from the kindred if she ever attempted to use her beastcalming abilities. Rather than endure such a punishing stifling of her natural gifts, Mei’nly ran away, banishing herself into exile. While wandering in the wilderness of Kur’Liras, she came across an entire clutch of unhatched and unattended Drake eggs. Watching the eggs for days without sleeping, Mei’nly guessed that the queen which laid the eggs must have been killed along with her flight, so she determined to see them all safely hatched. After a frantic hatching, with Mei’nly standing in for the drake flight which would normally be in attendance, the little drakes were all hatched and fed safely. Most of them flew off on their own, but a small flight – the ones who had been nearest Mei’nly during the hatching, stayed with her and adopted her as a surrogate “mother”. Eventually, Mei’nly found her way to another, far less hidebound group of Dragon Knights, a kindred known as Bein-dan. Fay’Lar, the chieftain of her new kindred, petitioned the Dragon King of Kur’Liran to allow them to adopt her as one of their own. Their petition was granted, and after undertaking many years of training she was finally allowed to realize her true potential as a Dragonsinger for her new kindred.
WS BS S T W I A Ld Sv 3 3 3 3 1 4 1 8 3+
SPECIAL RULES Jungle Born, Dragonhide
Drakesinger: Mei’nly counts as a Dragonsinger, but is not given a Dragonsong or Instrument. Instead, she and her unit are treated as if they are each accompanied by a Hunting Drake as described in the Wargear section. In addition, any unit of Drakes within 6” of Mei’nly at the start of the Assault Phase gains the Furious Charge special rule for the remainder of the turn.
While most Exodite kindreds are concerned with the cultivation of their crops and defense of their own herds, there are a small number of kindreds on each world who concern themselves with a larger scope of protection and vigilance. These kindreds are known as dragonwarders, and they are charged with patrolling the Exodite worlds, keeping watch over the other kindreds and warning them of danger, whether it be vicious predators, natural disasters or even invasion by outsiders. In order to fulfill their duties, the dragonwarders rely on the support of the other kindreds in the form of food, clothing and other necessities. In return, they keep watch over the travelling herds, warding off the larger predators and assisting the dragon knights in the defense of their charges. They also keep watch for signs of invasion, dangerous storms, volcanic eruptions and other threats to the Exodite kindreds and their way of life. More so than even the other kindreds, the dragonwarders share an extremely strong empathic bond with the creatures of their worlds, and some are even able to tame and ride pterosaurs. These large winged beasts bear the dragonwarders aloft to ride on the back of the wind, gaining a significant aerial advantage.
WS BS S T W I A Ld Sv 3 4 3 3 1 4 1 8 4+ 3 4 3 3 1 5 2 8 4+
SPECIAL RULES Jungle Born, Dragonhide, Scouts, Hit & Run, Skilled Riders Way of the Hunter: Herdwardens are the oldest and wisest of the Dragonwarders, and their many long years of experience allow them to hone their hunting and leadership abilities to a razor edge. The best Herdwardens are able to effectively direct the actions of their fellow Dragonwarders while pursuing their own separate target. During the Shooting Phase, a Herdwarden may take a Leadership test. If this test is passed, the Herdwarden may fire at a different target than the rest of his unit. All other rules for Shooting apply as normal. WARGEAR Drake Arrows: Some Herdwardens carry specially prepared arrows that focus their psychic energies into an intense fiery tip that is capable of burning through nearly anything. A Herdwarden with drake arrows may choose to fire his wraithbow normally, or using the profile given below. Range: 18” S: 8 AP: 1 Assault 1, Melta
Pterasaurs: Some dragonwarder kindreds make use of specially trained pterasaurs as mounts, allowing them to soar over a battlefield and rain death upon their enemies from on high. A unit of dragonwarders which upgrades their mounts to pterasaurs becomes Unit Type: Jump Infantry. Swarm Arrows: These special arrows are designed to break apart in flight, splintering into thousands of tiny but potent shards of psycho-reactive material that are capable of decimating lightly-armoured infantry. A Herdwarden with swarm arrows may choose to fire his wraithbow normally, or using the profile given below. Range: 24” S: 3 AP: Assault 6, Pinning
Wraithbow: Exodite wraithbows are crafted from pure wraithbone and psychically attuned to their bearer. Hurling shafts of psychically-charged wraithbone over great distances, wraithbows are deadly in the hands of a highly skilled marksman. A wraithbow is a ranged weapon with the profile given below. Range: 24” S: 3 AP: 6 Rapid Fire, Rending
The noble kindreds are the ruling class of the Exodites, with each kindred holding sway over a number of dragon knight kindreds as well as owning their own lands and maintaining their own herds. Through ties of blood and lineage, the noble kindreds are able to influence the chieftains of the dragon knights, helping to keep their rivalries down to an acceptable level of hostility and ensuring a generally peaceful political climate on the Exodite worlds. Due to their position of authority and responsibility, the noble kindreds are expected to be among the first to respond in times of need, such as an invasion by outsiders. To ensure they are prepared, the noble knights spend a good deal of their time training and honing their abilities. As a result, the noble kindreds are amongst the most potent and experienced warriors on an Exodite world.
Noble Knight Baron
WS BS S T W I A Ld Sv 4 4 3 3 1 5 2 8 3+ 4 4 3 3 2 5 2 9 3+
SPECIAL RULES Jungle Born, Dragonhide
A dragon knight shares a strong empathic bond with his dragon mount, making them a formidable team in combat. However, the attachment that grows from such a strong bond can be powerful and deep, and the severing of that bond devastating. It is not uncommon for an Exodite who has lost his dragon in battle to descend into a despairing grief, drifting away from his kindred and seeking an honourable death, worthy of the memory of his fallen companion. When an Exodite world is threatened by attack or invasion from outsiders, these pitiable loners will band together as if by instinct. They sweep out of the depths of the jungle; aid unlooked for, seeking to drive off the invaders. They desire to spare their brethren from their dismal fate and to protect the peaceful tranquility of their homeworlds. Most of all they wish to lay down their lives in defense of their homes and kin, their honorable sacrifice a fitting memorial.
WS BS S T W I A Ld Sv 4 0 3 3 1 4 2 8 4+
SPECIAL RULES Fearless, Fleet of Foot, Furious Charge, Infiltrate, Jungle Born, The Sundered The Sundered: Those who have been driven to despair by the loss of their dragon mount would do anything to prevent others from sharing their fate. If at the start of any Assault phase a unit of Sundered Knights is within 12" of any Exodite unit that is Type: Cavalry (or a dragonwarder kindred riding pterosaurs), the Sundered Knights gain the Preferred Enemy and Rage special rules until the end of that Assault phase.
WARGEAR Poisoned Blades: Sundered knights will often coat small blades in poisons derived from the native flora and fauna of their worlds, the better to sow agony and death amongst those who seek to harm their brethren and despoil their world. Poisoned Blades are poisoned close combat weapons, wounding on a 4+ as described in the Warhammer 40,000 Rulebook.
Raptors are smaller, more agile cousins of the dragons ridden by the Exodite dragon knights. What they lack in size and strength, they make up for in ferocity and tenacity. Led by their pack leaders, raptors strike quickly and with a primitive cunning. Despite their smaller size, a pack of raptors is easily capable of bringing down a large megadon, or even a carnosaur. WS BS S T W I A Ld Sv 4 0 3 3 1 4 2 6 5+ 5 0 4 3 1 4 3 7 5+ When the Exodites ride to battle, their dragonsingers call out to the various beasts that inhabit their worlds, and the raptors are among those that answer this strange call for aid. The bond between the dragonsinger and the raptor pack is tenuous at best, however. Should the link to the pack be disrupted, they may flee the field of battle or even attack nearby Eldar.
Raptor Pack Leader
SPECIAL RULES Jungle Born, Dragonhide, Exodite Beasts
Trichedons are thick-hided creatures, somewhat larger and heavier than a horse. They are typically docile creatures, but when roused are capable of defending themselves with their sharp horns and bony head-crests. WS BS S T W I A Ld Sv 3 0 4 5 2 3 1 6 4+ Though not particularly fast or agile, a herd of trichedons is capable of building up a tremendous amount of momentum, plowing through nearly anything in their path and shaking the earth with their thunderous, stomping gait.
SPECIAL RULES Jungle Born, Dragonhide, Exodite Beasts, Furious Charge, Thunderous Charge Thunderous Charge: Trichedons are large and ponderous creatures, and generally not very aggressive. When agitated however, they are capable of building up an incredible momentum, slamming into anything in their path, goring with their horns and stomping flat anything unfortunate enough to be caught underfoot. Trichedons ignore the effects of difficult terrain when assaulting (i.e. they are not slowed and do not reduce their Initiative). In addition, on any turn in which they assault into combat, a unit of Trichedons increases their Assault Bonus from +1 to +D3 Attacks.
Drakes are small, winged lizards which inhabit the Exodite worlds. They travel in large groupings known as flights, which provide mutual protection for the tiny creatures, essential in such an inhospitable environment. Drake flights can be seen flitting among the jungles and coastlines of the Exodite worlds, hunting and fishing for their food and always moving – the better to avoid the many large beasts that share their worlds. WS BS S T W I A Ld Sv 3 3 2 3 3 5 3 8 6+ 4 3 3 3 4 5 4 9 6+ Though small, drakes are among the more intelligent creatures that inhabit the Exodite worlds. Their flights, invariably led by the fertile female queen, display a coordination unrivalled by any other non-sentient creature known to the Eldar. Of the beasts which answer the call of the dragonsingers, the drakes do so the most willingly, and are likely to continue helping their friends even if the dragonsingers are incapacitated.
Drake Wing Queen’s Wing
SPECIAL RULES Jungle Born, Dragonhide, Exodite Beasts, Fleet of Wing, Hit & Run, Swarm, Loyal Fiery Breath: Drakes are capable of breathing small gouts of flame. Alone, an individual drake’s flame is not powerful enough to be considered more than a minor threat. However, entire wings of drakes have been known to work together to burn their targets, using coordinated flight patterns that result in an attack much more dangerous than the sum of its parts. Each Drake Wing and Queen’s Wing is able to breathe fire, which is treated as a ranged weapon with the profile given below. Drakes are also treated as having assault grenades in combat. Range: Template S: 4 AP: 5 Assault 1
Loyal: Among the creatures which answer the call of the dragonsingers, none are more reliable than the tiny drakes. They have been known to continue attacking an enemy force even after the Exodites who called them have been slain or driven off. They tend to be even more dedicated in the presence of domesticated members of their own kind. When rolling on the Beast Reaction table, a Drake Flight may roll 2D6 and choose either result. In addition, a Drake Flight that is within 24” of a Hunting Drake adds +1 to their Leadership.
Great drakes are enormous creatures which closely resemble their much-smaller drake cousins. A typical adult will be between twelve and twenty meters in length from the end of its long snout to the tip of its sharp-bladed tail, with a wingspan of roughly ten to fifteen meters. Like its smaller kin, the great drake is very intelligent, and capable of breathing gouts of searing flame, though its version is quite a bit hotter! WS BS S T W I A Ld Sv 5 3 6 6 3 5 3 9 3+ When facing powerful or numerous enemies, the Exodite dragonsingers will bend their will towards attracting a great drake to fight for them. A great drake on the attack is a remarkable sight to behold, hurling infantry and lighter vehicles about with equal ease, burning a swathe through the heart of the battle lines and striking fear into the hearts of those unfortunate enough to fall under its gaze.
SPECIAL RULES Jungle Born, Dragonhide, Exodite Beasts, Winged Winged: Great Drakes are born aloft on broad, leathery wings. A great drake moves like Jump Infantry, as described in the Warhammer 40,000 rulebook.
Fiery Breath: Like the smaller drake cousins, the great drake is able to breathe gouts of searing flame. Naturally, the flame produced by such a large creature is quite a bit more potent. This is treated as a ranged weapon, with the profile given below. The Great Drake is also treated as having assault grenades in combat. Range: Template S: 6 AP: 4 Assault 1
Sailbacks are another of the exotic species of large reptiles that are common to many Exodite worlds. They are characterized by the tall, sail-like crest that stands out along their backs. Possessed of the same naturally tough hides as many of the other beasts found on these worlds, the Sailbacks are made even more dangerous by their ability to produce corrosive poisons which they can spit at distant targets. WS BS S T W I A Ld Sv 3 3 4 4 2 3 1 6 4+ 4 3 5 4 2 3 2 6 4+ Even more deadly is the Firemouth, a larger and more foultempered variety of Sailback, whose poisons are even more corrosive and whose temperament matches their typical fiery-red colouration. Where most Sailbacks are content to hunt quietly in the jungles, becoming aggressive only when threatened, the Firemouths are known to aggressively attack anything they perceive to be a threat or competition.
SPECIAL RULES Jungle Born, Dragonhide, Exodite Beasts WARGEAR Corrosive Venom: Sailbacks produce a highly acidic poison that they are able to both infuse into their powerful bites, as well as spit over impressive distances. They use this poison primarily for hunting and defence, but when called to war by the Exodites, it is used to deadly affect as a sort of biological artillery. Sailbacks treat their close combat attacks as being Poisoned Weapons (4+) with the Rending ability. In addition, each Sailback may make a shooting attack using the profile given below. (Against vehicles, the shooting attack counts as having a Strength of 4.) Range: 36” S: X AP: 6 Assault 1, Barrage, Poisoned (4+), Rending
Firemouths: Firemouths are a larger, more ferocious variety of the Sailback species. Their venoms are stronger and more deadly, and they are somewhat more aggressive. Firemouths have the improved profile shown above. In addition, their Corrosive Venom is improved to being a Poisoned Weapon (3+) with the Rending ability in close combat, and uses the profile given below when shooting. (Against vehicles, the shooting attack counts as having a Strength of 5.) Range: 36” S: X AP: 5 Assault 1, Barrage, Poisoned (3+), Rending
The term megadon refers not to a single species, but to a number of very large creatures that inhabit the Exodite worlds. The smallest megadons are roughly the same size as the standard Imperial Rhino transport, while the largest varieties are more comparable to a superheavy battle tank. The Exodite kindreds guide vast herds of these enormous creatures over their lands, leading them to feeding grounds and protecting them from the various predators that stalk the jungles of their verdant worlds. The Exodite Eldar rely on the megadons’ flesh for meat and leather, on their bones for tools WS 3 3 3 BS 3 3 3 S 6 7 8 T 6 7 8 W 3 4 5 I A Ld Sv 3 2 6 4+ 2 2 6 3+ 1 2 6 2+ and weapons, and on other parts for medicines and many other necessities. A megadon herd is regarded as a highly valuable commodity by the Exodites, and they take great care to ensure that no part of a slain megadon goes to waste. When great need arises, the Exodites are known to harness weapon-laden battle platforms to some of the less timid members of their herd. They are then ridden into battle, where their great size strikes fear into the hearts of the opposition, and their thick and durable hides provide them some measure of protection against the devastating weaponry they often face.
Megadon (small) Megadon (medium) Megadon (large)
SPECIAL RULES Jungle Born, Dragonhide, Furious Charge, Spooked, Gun Platform Gun Platform: When the Exodites ride a megadon into battle, it is arrayed with a specially constructed battle platform that is designed to allow the riders to fight on the move, automatically compensating for the bouncing and lumbering of such a large creature as it moves. A megadon may always fire its entire compliment of weapons once per Shooting phase, always counting as stationary. It must, of course, fire all of them at the same enemy target. Spooked: Though large, megadons tend to be easily spooked amongst the cacophony of battle. The Exodites riding a megadon do their best to keep it under control, but sometimes even their empathic guidance is not enough, especially when the megadon is wounded and in pain. At the end of any Shooting phase in which a megadon has suffered at least one wound, it must take a Morale check in the same manner as a unit which has lost 25% or more of its models. Add the megadon’s remaining wounds to its Leadership value for the purposes of this Morale test. For example, a megadon (Leadership 6) with 3 wounds remaining would have a Leadership value of 9. Thunderous Charge: Megadons are large and ponderous creatures, and generally not very aggressive. When agitated however, they are capable of building up an incredible momentum, slamming into anything in their path, smashing and goring with their natural weapons and stomping flat anything unfortunate enough to be caught underfoot. Megadons ignore the effects of difficult terrain when assaulting (i.e. they are not slowed and do not reduce their Initiative). In addition, on any turn in which it assaults into combat, a Megadon increases its Assault Bonus from +1 to +D3 Attacks.
Wraithbow: Exodite wraithbows are crafted from pure wraithbone and psychically attuned to their bearer. Hurling shafts of psychically-charged wraithbone over great distances, wraithbows are deadly in the hands of a highly skilled marksmen. A wraithbow is a ranged weapon with the profile given below. Range: 24” S: 3 AP: 6 Rapid Fire, Rending
The carnosaur is the largest and most dangerous land-based predator found on the Exodite worlds. A full-grown adult may stand between fifteen and twenty meters tall. Their mouths are filled with rows of razor-sharp teeth, capable of rending the extremely tough hides of the various megadon species. Carnosaurs are naturally very aggressive and territorial, and have been known to attack other carnosaurs, fully armed dragon-knight parties and even the occasional great drake. WS BS S T W I A Ld Sv 5 0 8 6 3 4 3 8 4+ In the desperation of battle, the Exodites are sometimes able to call upon the aid a nearby carnosaur, sending it crashing into the ranks of the enemy to sow confusion and fear as it searches hungrily for something edible. The risk here is that, due to the carnosaur’s volatile temperament and limited intelligence, they are very difficult to control. There have been occasions when an Exodite warhost has been caught unawares as a carnosaur turns upon them rather than attacking their foes.
SPECIAL RULES Jungle Born, Dragonhide, Exodite Beasts, Territorial, Predator Predator: Carnosaurs are among the largest and most dangerous predators on the Exodite worlds, capable of killing even the largest megadons and drakes with their powerful, tooth-filled jaws and sharp claws. Carnosaurs must re-roll any failed rolls to wound any Monstrous Creature.
Territorial: Carnosaurs are highly territorial, unwilling to share their chosen hunting grounds. Their natural urge is to chase off or kill any potential competition, especially creatures as large as or larger than themselves. If there is a visible Monstrous Creature within 12” of a Carnosaur when it is required to take its Leadership test for the Exodite Beasts special rule, the Carnosaur will automatically fail the Leadership test and count as having rolled a Rampage result on the beast reaction table. In addition, while on a Rampage the Carnosaur must always move at full speed towards the nearest visible Monstrous Creature within 12”, assaulting it if possible. If there are no visible Monstrous Creatures within 12” of the Carnosaur, it will follow the normal rules for a Rampage.
Many Eldar take the Path of the Outcast during their lives, becoming Rangers and leaving their Craftworlds to seek adventure in the wide universe. These Outcasts travel between the stars in their spacecraft, searching for Maiden Worlds to settle, and visiting the Exodite worlds where they may live amongst their distant cousins. Outcasts are common enough on the Exodite worlds, often seeking the patronage of one of the Exodite Kindreds. In return they fight alongside the kindred's warriors and, for a while at least, enjoy the freedom of mind which is impossible on the Craftworlds. Some Outcasts will settle permanently amongst the Exodites, or upon some uninhabited world, becoming the first settlers of a new Eldar colony. To the Exodites the Outcasts are strange romantic figures, the masters of a hidden lore and way of life which is arcane and archaic. They bring skills which the Exodites value highly, and so are always made welcome in the courts of the tribal Exodites.
Ranger SPECIAL RULES Fleet of Foot
WS BS S T W I A Ld Sv 3 4 3 3 1 4 1 8 5+
Masters of Stealth: In the right circumstances, Rangers have the ability to work their way into a forward position on the battlefield. Rangers (and Pathfinders) have the Infiltrate, Move Through Cover and Stealth special rules. Pathfinders: Some Rangers undertake permanent exile and become Pathfinders. Ranger squads that have been upgraded to Pathfinders may ignore difficult terrain. They have the Scouts special rule. Any cover save they use is improved by +2 instead of the usual +1 conferred by the Stealth rule. WARGEAR Ranger Long Rifle: The Ranger Long Rifle is a sniper rifle equipped with highly sophisticated sights. Any shooting roll to hit of a 6 counts as having AP 1. In a Pathfinder unit, any shooting roll to hit of 5+ counts as having AP 1. Range: 36” S: X AP: 6 Heavy 1, Sniper
While most Exodites ride dragons when guiding a herd or engaging in battle, some prefer to mount up on tall, graceful and deadly bipedal vehicles known as war walkers. What these machines lack in armour, they make up for with hard-hitting weaponry and manoeuverability. This makes them well suited both to herding dragons and acting as scouts and weapons platforms in battle. However, the pilot of a War Walker is not without protection, for the vehicle is equipped with an array of force fields that blur and distort its outline, making it as least as safe as a fully enclosed vehicle. Often the first thing an enemy will know about the presence of an Exodite force is a ripple in the terrain ahead followed by a blistering firestorm that efficiently eliminates the observer. WS BS S 3 3 5
Front Armour Side Armour Rear Armour
Being lightly built, squadrons of War Walkers rely on the use of their ranged weaponry to neutralise threats in order of priority. o aid them in herding dragons, Exodite War Walkers are invariably armed with a Laser Lance, which is backed up by a heavy weapon of some sort. They are quite effective in battle, owing to extremely advanced support systems, including piloting failsafes in the form of spirit stones. It is said that during battle the pilot of a War Walker enters a kind of meditative state. He becomes one with his craft, the machine effortlessly stalking through terrain as its twin weapons scythe through the foe. The sheer rate of fire a full squadron of War Walkers can provide is often enough to obliterate an entire platoon of enemy troops in a single volley.
I A 4 2
SPECIAL RULES Jungle Born, Scouts WARGEAR Spirit Stones: Some War Walkers and Knight Suits incorporate a large Spirit Stone. The essence within it can control the vehicle for short periods of time should the crew be disabled. If the War Walker suffers a “crew stunned” result it is automatically counted as a “crew shaken” result.
Knight suits are fast-moving, powerful war machines thirty to forty feet tall, controlled by a single warrior. In times of peace, they are used to help direct the largest animals in the Exodite dragon herds, those who would take little notice of the blasts from the lances of the dragon knights. When the Exodites go to war, their knight suits often march alongside the dragon knights. With their devastating array of weaponry, the mere gaze of a knight suit is said to bring death to its enemies. Among the varieties of knight suits, there are several types which are among the most common. These include the fire gales and towering destroyers, which are bipedal and mount an array of ranged and close combat weapons, as well as the swifter bright stallions, which mount an additional pair of legs to increase mobility make them steadier. Whatever form they take, the knight suits certainly add an imposing element to a force already teeming with massive creatures and ferocious beasts.
WS BS S Armour 3 3 10 12
I A 4 3
SPECIAL RULES Jungle Born, Scouts Agile: In the Shooting phase the Knight may divert some of the energy from its weapons to its legs, so it can either: fire all available weapons as normal fire a single weapon and move an extra D6" fire no weapons and move an extra 2D6"
WARGEAR Bright Stallion Leg Mountings: The Knight is fitted with two additional legs, allowing for greater speed and agility in battle. A Knight with Bright Stallion Leg Mountings adds an additional D6" to its movement when diverting energy from its weapons, so it can move an extra 2D6" or 3D6" respectively. In addition, when assaulting a Knight with Bright Stallion Leg Mountings move up to 12", and moves 3D6" when falling back. Knight Holofields: The Knight has a 5+ Invulnerable save. In addition, as long as the Knight has moved in the previous turn, this save is increased to 4+. After a turn where the Knight diverts full power to movement (firing no weapons and moving an extra 2D6"), this save is increased to 3+ in the subsequent turn.
For the warrior dancers of the Harlequins, there is no distinction between art and war. Followers of the cunning deity known as the Laughing God, they are the strangest and most inscrutable of all the Eldar. Their mastery of the physical arts twinned with their incredible speed makes the Harlequins the deadliest fighters of their race. Every moment is a performance, and they perform their legendary masques with puissant skill, flair and passion – their hallmark upon the field of battle. The Harlequins are not tied to any particular craftworld or Exodite world, but wander from world to world through the interspacial tunnels of the webway. They occasionally grace other Eldar with impressive performances and acrobatic displays, and are even rumoured to visit the cursed Dark Eldar in their twilight city of Commorragh. In these pageants each Harlequin plays the role of one of the figures from Eldar legend, and they act out stylised versions of Eldar mythic cycles. Harlequins wear exotic multi-coloured costumes at all times, and employ shimmering holo-suits they call dathedi. Similar in function to the holo-fields used by Eldar battle tanks, a holo-suit breaks up the outline of the wearer. Every time the wearer moves his outline explodes into a scintillating cloud of tiny fragments, and when he stops he coalesces into a solid image once again. The Harlequins never show their real faces but conceal them beneath a shifting mask that can assume any image at the will of the wearer. When the followers of the Laughing God go to war, their masks reflect the worst nightmares of those who gaze upon them.
Harlequin Shadowseer Death Jester Troupe Master SPECIAL RULES Fleet of Foot
WS 5 5 5 5
BS 4 4 4 4
S 3 3 3 3
T 3 3 3 3
W 1 1 1 1
I A Ld 6 2 9 6 2 9 6 2 9 6 3 10
Dance of Death: A Harlequin troupe coordinates its attacks with bewildering speed, dancing through the enemy ranks, leaving corpses in their wake. They have the Furious Assault and the Hit and Run special rules. WARGEAR Flip Belt: The anti-gravity flip belts of the Harlequins enable them to dart through the roughest terrain with their feet barely touching the ground. They ignore difficult terrain. Holo Suit: Harlequins use a sophisticated holo-suit to fragment their image and foil incoming fire and blows from their enemies. They benefit from a 5+ invulnerable save. Harlequin’s Kiss: A sharpened tube attached to the forearm, the Kiss can be punched into an enemy and the monofilament wire inside allowed to uncoil, reducing the target’s insides to a gory soup in an instant. A Harlequin’s Kiss counts as a close combat weapon. In addition, close combat attacks made by a model armed with a Harlequin’s Kiss have the Rending special rule. Fusion Pistol: This compact hand-held melta weapon has an elegance that belies its potency. It has the following profile: Range: 6” S: 8 AP: 1 Pistol, Melta
SHADOWSEERS Shadowseers are specialist psykers whose abilities are centered around confusion and fear. They add to the potency of their performances by releasing programmed hallucinations from their creidann grenade launcher backpacks. During the masques, the Shadowseers act as storytellers, forming scintillating phantoms that dance and duel in the air. In battle, they can force visions of unholy terror upon the foe or even remove the Harlequins’ presence from their minds altogether. Hallucinogen Grenades: The Shadowseer’s entire squad counts as armed with Plasma Grenades. Veil of Tears: A Shadowseer is a psyker and always has the Veil of Tears psychic power. This power is available permanently, so the Shadowseer does not need to take a Psychic test to use it. The Shadowseer uses her powers to confuse and terrify her foe. Any enemy unit wishing to target the Shadowseer or the unit she is with must roll 2D6x2. This is their spotting distance in inches. If the models are not within spotting range, they may not fire that turn. The Shadowseer and her unit can always be ignored by the enemy for the purpose of determining target priority.
DEATH JESTERS The Death Jesters are heavy weapon specialists, sinister warriors who stand apart from their fellow Harlequins and even from each other. Their costumes always feature skulls, bones and death’s head masks, and are often decorated with bones of their predecessors. Death Jesters have a morbid sense of humour, and their mocking laughter often heralds a messy and painful death. Shrieker Cannon: A Death Jester’s Shrieker Cannon fires shuriken impregnated with virulent genetic toxins, causing its victims to rupture and explode in spectacular fashion. It has the following profile: Range: 24” S: 6 AP: 5 Assault 3, Pinning
THE DANCE WITHOUT END
The plays and songs of the harlequins are full of subtle meanings and significances that only the Eldar can fully appreciate. The roles within each performance are always taken by the same players, thus the role of the Laughing God is always played by the Troupe Master himself, whilst that of Fate is played by the Shadowseer, Death by the Death Jester and so on. The majority of the roles are played by the Chorus and the Mimes, who make up the bulk of the Troupe. Having no individual names or identities they have become the players of the Troupe in a quite literal way. For example, Mimes never speak and always wear their expressive shape-shifting masks, never revealing their faces. Only one can play the part of She Who Thirsts – the silent and reclusive Harlequin known as the Solitaire. His role commands ultimate fear and respect, and also makes him the most dangerous of all Harlequins, for a Solitaire treads the Path of Damnation.
Dyann Al’Athar was destined to rule from the very beginning of his life. He was born on the eve of a great battle, during which his wise and revered sire, the Dragon King of Bai’n-Ish, was slain by the Imperial knight baron Lord Clauditus. With his last words, the King foretold that his son would become a warrior greater and wiser than even himself, and that he should be groomed as his eventual successor. He declared the name of Dyann Al’Athar with his dying breath, which, loosely translated, means “Great Warrior King.” The Eldar of Bai’n-Ish loved their King greatly and, after seeing off the knight barons after a long and bitter struggle, vowed that they would serve no King until the child came of age and could take his rightful place as their sovereign ruler. Such a succession was unheard of among the Exodites, but so great was their love for the old King that none dared to contend for the throne. Dyann Al’Athar was raised among the nobility, schooled in the ways of war as his father wished, and eventually assumed the mantle of Kingship among the people of Bai’n-Ish. WS BS S T W I A Ld Sv 7 6 3 3 3 6 4 10 3+ WARGEAR Spear of Kurnous: The Spear of Kurnous is a potent weapon carried by Dyann Al’Athar’s ancestors from their homeworld during the great exodus. In form and function it resembles the singing spears used by many Eldar psykers, however it pulses with power and fills the bearer with wild potency said to have been imbued by the great hunter-god himself in ages past. The wielder of the Spear of Kurnous gains the Furious Charge universal special rule. In addition, the Spear of Kurnous is a close combat weapon that always wounds on a roll of 2+, regardless of the target’s Toughness. When rolling to damage vehicles, the Spear of Kurnous counts as having a Strength of 10. When thrown, the Spear of Kurnous has the following profile: Range: 18” S: X AP: 5 Assault 1 Soon after ascending to his throne, Al’Athar was put to the test as the knight barons returned to again plunder the herds of Bai’nIsh. Led by none other than Lord Clauditus, the barons came in such force as had not been seen even in the memory of the oldest members of the nobility. Though faced with a seemingly insurmountable foe, Al’Athar took up his father’s armour and weapons and led his people to war in defense of their world and its spirits. The time had come for him to prove the prophecies of his dying father. Though the knight barons were great in number, Al’Athar and his people set upon them in the night, and in three hours of bloodshed and terrible destruction, the barons’ knight titans were reduced to rubble and their household guards scattered or slain. Few made their way offworld to tell of the devastation or the wrath of the new King of Bai’n-Ish, and Clauditus himself met his end at the tip of Al’Athar’s spear after his own knight was brought down. The Great Warrior King had come into his own, and the death of his father was duly avenged.
SPECIAL RULES Independent Character, Jungle Born, Dragonhide Absolute Sovereignty: On the world of Bai’n-Ish, Dyann Al’Athar holds absolute power, having led his kindreds to victory over the Imperial knight barons time and again. His warriors trust him with their lives, and his commands are obeyed without question. All Dragon Princes, Kindred Guard, Noble Knight Kindreds, Dragon Knight Kindreds and Dragonwarder Kindreds within 12” of the Dyann Al’Athar gain the Stubborn special rule, may use his Leadership for any Morale and Pinning Tests they are required to take, and may test to regroup even if they are below half strength or if there are enemies within 6”.
El’Iysa Ishmal is said to have been chosen at the time of her birth to be the voice of Isha amongst the Exodites, and beyond to the scattered peoples of the Eldar race. Unlike most of her kind, she has travelled extensively, having visited most of the Exodite worlds, many Craftworlds and Corsair fleets, and – it is whispered – even the dreaded city of Commorragh. El’Iysa is highly respected, and even feared, among the Eldar. Her voice is a reminder of what they have lost, but also of their hopes for the future. Her presence among them is a portent of great and terrible events, and even the mightiest Farseers cannot see what lies ahead on her path. Her footsteps are as the coming of doom to those around her, yet she is also a herald of victory, glory and hope for all Eldar. WS BS S T W I A Ld Sv 4 4 3 3 3 4 1 10 3+ Wherever she travels, El’Iysa speaks to the Eldar people, telling them of times past, and times yet to come. She reminds them of the dangers of She Who Thirsts, and the perils of slipping back into the time of terror before the Fall. She calls them to arms against enemies who would seek to eradicate the Eldar and supplant their rightful rule of the galaxy, and rides to battle alongside any of her kind willing to fight for the glory of the Eldar and the memory of their long-lost mother. What her ultimate goals may be is unknown, for she speaks only of those things which stir the hearts and move the hands of those around her. That she has some higher purpose for her people is beyond doubt for any who have heard her stirring voice, and they are willing to follow her to whatever end.
SPECIAL RULES Independent Character, Jungle Born, Dragonhide Chosen of Isha: El’Iysa has been marked out as the chosen voice of the goddess Isha, and as such benefits from her protection as she draws upon the power of the Warp. Whenever El’Iysa suffers a Perils of the Warp attack, she will ignore the attack on a D6 roll of 2+. Hatred of Nurgle: As the goddess Isha is the embodiment of life and fertility to the Exodites, so too does Nurgle represent death, decay and pestilence in all its forms. There are even whispers among some Eldar that Nurgle himself holds the goddess trapped within his twisted realm. If any living Eldar knows the truth of these myths, it is El’Iysa Ishmal. Though she has never spoken aloud on the matter, she nevertheless displays a deep-seated hatred of Nurgle and his followers, seeking to destroy them wherever they may be. El’Iysa and any unit she has joined are granted the Preferred Enemy rule in regards to any model with the Mark of Nurgle, and any Nurgle Daemons (i.e. Great Unclean Ones, Plaguebearers, Beasts of Nurgle, Nurglings, Ku’Gath, Epidemius, and Heralds of Nurgle.) High Spiritsinger: El’Iysa Ishmal is the most powerful Spiritsinger of her time, and as such she knows all of the Spritsinger Melodies and Harmonies. In addition, she may roll 2D6 and pick the highest for her Chorus Harmony, her Dissonance Harmony has its range increased to 18”, and when using the Refrain Harmony she ignores the first +1 modifier. (So her second power is cast normally, her third with a +1 modifier and her fourth with a +2 modifier.)
The Voice of Isha: In ancient days, Isha walked among her mortal children, the Eldar, and spoke with them in person. Later, she continued to commune with them via the Tears of Isha forged for her by Vaul. Always her voice has been a comfort to the Eldar people. It is said that El’Iysa speaks with the Voice of Isha herself, and her words stir the hearts of the Eldar in a way they cannot truly express. At the start of each Exodite turn, El’Iysa may choose to speak to a single unit of Kindred Guard, Noble Knights, Dragon Knights or Dragonwarders within 24”, granting the unit and any attached characters either the Furious Charge or Stubborn special rule until the start of the next Exodite turn. (Note that this may be El’Iysa’s own unit.) WARGEAR Staff of Sorrows: The Staff of Sorrows is a sacred relic passed down through the ages, always to a specially chosen Spiritsinger. It is said that the blade atop the staff was forged from the very first tear which Isha shed upon learning of her separation from her mortal children, the Eldar race. The Staff of Sorrows is treated as a Singing Spear, and in addition any model that suffers an unsaved Wound from the Staff of Sorrows (after all types of saves, i.e. Feel No Pain, etc.) must pass a Leadership test or be removed from play – no saves of any kind are allowed at this point, and immunity to Instant Death offers no protection. The model is simply removed from play.
LIR’KUROM FÜRTE, THE BEASTCALMER
Lir'Kurom Fürte is the Dragon King of Mai’n-Kurnou. His rise to the Kingship was an unusual one, as he was not raised amongst the Exodite nobility, but rather among the Dragonwarders. Serving as a Dragonsinger of such a kindred, he kept watch over the other kindreds and their herds, protecting them from the many dangers prevalent on their untamed world. After many years of relative peace and prosperity, the world of Mai’n-Kurnou fell under the gaze of the Ork Warlord Uzgrubb, who delighted in the chance to despoil the verdant world and subjugate its feral and seemingly primitive population of pointyearned lizard-riders. His Waaagh! struck swiftly and his Orks offered no quarter as they brutally slaughtered the Exodites and their herds alike. Lir’Kurom fought bravely during the initial struggles, but he was separated from his kindred during a battle and left behind, fighting his way through the Ork hordes. He lost his dragon along the way, and though it grieved him deeply, still he fought on, until he was at last alone in the jungle, the Orks having moved on. Unsure of what to do next, Lir’Kurom knelt at a nearby plinth of wraithbone, an extension of the World Spirit to the surface of the world, and prayed for guidance from his ancestors. As he did so, he heard a mighty roar from somewhere nearby, then saw a massive carnosaur stalking through the trees. It caught sight of him, and turned his way… As more and more Orks poured into the battle from the hulks and kruizers in orbit, all seemed lost. The Exodites gathered into one WS BS S T W I A Ld Sv 6 6 6 6 3 5 4 10 3+ mighty army and prepared to make their final glorious stand. Pouring out of the jungle, the massed ranks of dragon knights charged the Ork lines. For a time the Orks wavered, but soon they turned back and threw themselves into the fray with a deafening communal roar. It appeared that the Exodites would find nothing but death on the field of battle this day, and that their world would be lost and the spirits of their ancestors abandoned to the depredations of the Orks, or worse. The Dragon King and all of his kindred guard fell during the battle. When all seemed completely lost and hopeless, there came from the nearby jungle a tremendous and terrible sound, a roar so loud it carried over the din of battle and the racket of the Orks. All fell silent, looking toward that sound. Out of the jungle came a huge carnosaur, hurtling towards the Ork lines. On its back rode a tall figure, none other than Lir’Kurom Fürte, who had tamed the beast with his will alone. He carried a long lance which spat white-hot death into the ranks of the Orks, while the great beast upon which he rode smashed them aside, ripped them asunder, or devoured them. Following behind was a great host of various jungle beasts which quickly set upon the Ork hordes. With the arrival of this new enemy, the Orks found a terror they hadn’t known before, and they fell back. The Exodites followed, cutting them down in droves. Rallying around the carnosaur and its rider and surrounded by various other creatures, they drove most of the Orks off their world. When the battles were finally over, and the remaining Orks driven into the jungle and scattered, the Exodites made Lir'Kurom Fürte their new Dragon King.
SPECIAL RULES Independent Character, Sovereignty
Carnosaur Mount: Lir'Kurom Fürte rides to battle atop a large carnosaur, which he controls through sheer force of will. This carnosaur is not affected by the Territorial special rule. Due to riding the carnosaur, Lir'Kurom Fürte is treated as Unit Type: Monstrous Creature as noted in his profile. Lir'Kurom Fürte and his carnosaur mount are treated as a single model, with a single profile as shown above .
Predator: Carnosaurs are among the largest and most dangerous predators on the Exodite worlds, capable of killing even the largest megadons and drakes with their powerful, tooth-filled jaws and sharp claws. Lir'Kurom Fürte must re-roll any failed rolls to wound any Monstrous Creature. The Beastcalmer: Lir’Kurom Fürte is hailed as the most empathic Dragonsinger ever to live. His connection to the various beasts of his world is unparalleled. Lir’Kurom Fürte counts as being a Dragonsinger for the purposes of the Exodite Beasts special rule, and has the Ballad of the Beast Dragonsong, increasing its range to 48”.
EXODITE ARMY LIST
The following pages contain an army list that enables you to field an Exodite army and fight battles using the scenarios included in the Warhammer 40,000 rulebook. It also provides you with the basic information you’ll need in order to field an Exodite army in scenarios you’ve devised yourself, or that form part of a campaign. The army list is split into five sections. All the squads, creatures, vehicles and characters in the army are placed into one of these depending on their role on the battlefield. Each model is also given a points value, which varies depending on how effective that model is in battle. Before you choose an army, you will need to agree with your opponent upon a scenario and the total number of points each of you will spend. Then you can proceed to pick your army as described.
USING THE ARMY LISTS
To make a choice, look in the relevant section of the army list and decide what unit you want to have in your army, how many models there will be in it, and which upgrades you want (if any). Remember that you cannot field models that are equipped with weapons or wargear not shown on the model. Once this is done subtract the points value of the unit from your total points, and then go back and make another choice. Continue doing this until you have spent all your points. Then you’re ready to do battle!
ARMY LIST ENTRIES
Each army list entry consists of the following: Unit Name: The type of unit, which may also show a limitation on the maximum number of choices you can make of that unit type. Profile: These are the characteristics of that unit type, including its points cost. Where the unit has different warriors, there may be more than one profile. Number/Squad: This shows the number of models in the unit, or the number of models you may take for one choice from the force organisation chart. Often this is a variable amount, in which case it shows the minimum and maximum unit size. Weapons: These are the unit’s standard weapons. Options: This lists the different weapons and equipment options for the unit and any additional points for taking these options. It may also include an option to upgrade the squad to include a character. Special Rules: This is where you’ll find any special rules that apply to the unit. See the Forces of the Exodites section for the details of these rules.
USING A FORCE ORGANISATION CHART
The army lists are used in conjunction with the force organisation chart from a scenario. Each chart is split into five categories that correspond to the sections in the army list, and each category has one or more boxes. Each box indicates that you may make one choice from that section of the army list, while a dark-toned box means that you must make a choice from that section. Note that unless a model or vehicle forms part of a squad or a squadron, it is a single choice from what is available to your army.
0-1 Dragon King
Dragon King Unit Type: Cavalry Wargear: Dragon Lance, Dragonhide Cloak Special Rules Independent Character, Jungle Born, Dragonhide, Sovereignty Kindred Guard: The Dragon King may be accompanied by a Kindred Guard (see entry below). The Kindred Guard and the Dragon King are a single HQ choice. WS BS S T W I A Ld Sv 6 6 3 3 3 6 4 10 3+
Options: The Dragon King may be given any of the following: Armour of Vaul 30 points Dragon Helm 5 points Hunting Drake 15 points Shield of Vaul 35 points Vaul’s Sigil 15 points Upgrade Dragon Lance to Blade of Vaul 35 points Upgrade Dragon Lance to Laser Lance 5 points Upgrade Dragon Lance to Drake Lance 10 points
Dragon Prince Unit Type: Cavalry Wargear: Dragon Lance, Dragonhide Cloak Special Rules Independent Character, Jungle Born, Dragonhide WS BS S T W I A Ld Sv 5 5 3 3 2 5 3 9 3+
Kindred Guard: The Dragon Prince may be accompanied by a Kindred Guard (see entry below). The Kindred Guard and the Dragon Prince are a single HQ choice. Options: The Dragon Prince may be given any of the following: Dragon Helm 5 points Hunting Drake 15 points Upgrade Dragon Lance to Laser Lance 5 points Upgrade Dragon Lance to Drake Lance 10 points
Dyann Al’Athar WS BS S T W I A Ld Sv 7 6 3 3 3 6 4 10 3+
Special Rules Independent Character, Jungle Born, Dragonhide, Absolute Sovereignty Kindred Guard: Dyann Al’Athar may be accompanied by a Kindred Guard (he counts as a Dragon King, see entry below). The Kindred Guard and Dyann Al’Athar are a single HQ choice. Dragon King: As he is a Dragon King, you may not include another Dragon King in the same army as Dyann Al’Athar.
If you include Dyann Al’Athar in your army, you may not also include a Dragon King in the same army. Unit Type: Cavalry, Unique Wargear: Spear of Kurnous, Shield of Vaul, Vaul’s Sigil, Dragon Helm, Dragonhide Cloak
El’Iysa Ishmal WS BS S T W I A Ld Sv 4 4 3 3 3 4 1 10 3+
Special Rules Independent Character, Jungle Born, Dragonhide, Chosen of Isha, High Spiritsinger Kindred Guard: El’Iysa Ishmal may be accompanied by a Kindred Guard (see entry below). The Kindred Guard and El’Iysa Ishmal are a single HQ choice. Note that El’Iysa is not a Dragon King, and so her Kindred Guard may not include a Spiritsinger.
Unit Type: Cavalry, Unique Wargear: Staff of Sorrows, Tear of Isha High Spiritsinger: El’Iysa Ishmal is a Spiritsinger and knows all Spiritsinger Melodies and Harmonies.
Lir'Kurom Fürte WS BS S T W I A Ld Sv 6 6 6 6 3 5 4 10 3+
Special Rules Independent Character, Jungle Born, Dragonhide, Sovereignty, Carnosaur Mount, Predator, The Beastcalmer Dragon King: As he is a Dragon King, you may not include another Dragon King in the same army as Lir'Kurom Fürte. Note that he may not be accompanied by a Kindred Guard.
Unit Type: Monstrous Creature, Unique Wargear: Bright Lance, Dragonhide Cloak, Dragon Helm
Kindred First Knight Spiritsinger WS 4 4 4 BS 4 4 4 S 3 3 3 T 3 3 3 W 1 2 2 I A Ld Sv 5 2 8 3+ 5 2 9 3+ 5 2 9 3+
30 points per model
Options: Any Kindred, First Knight or Dragonsinger may be given any of the following: Dragon Helm 5 points Upgrade Dragon Lance to Laser Lance 3 points A Dragonsinger may be given one Dragonsong or Instrument from the following list: Dragonsongs Ballad of the Beast 15 points Dirge of Foreboding 20 points Prelude of Hope 20 points Instruments Dragon Harp 15 points Hunting Horn 25 points War Drum 15 points A Spiritsinger may be given any of the following: Mark of Isha 5 points Tear of Isha 10 points Replace Witchblade with Singing Spear 3 points A Spiritsinger must buy between one and four Spiritsinger Melodies from the following list: Hymn to Asuryan 15 points Maiden’s Lullaby 15 points Nocturne of Shadow 15 points Prelude of Fate 25 points A Spiritsinger may buy up to three Spiritsinger Harmonies from the following list: Chorus 5 points Dissonance 5 points Refrain 20 points
Squad: 2 to 5 Kindred Guard Unit Type: Cavalry Wargear: Dragon Lance, Dragonhide Cloak Special Rules Jungle Born, Dragonhide Retinue: A Kindred Guard may only be included as a retinue for certain HQ characters (this is noted in each appropriate character’s unit entry). The Kindred Guard and the character form a single unit, count as a single HQ choice, and follow all rules given for retinues in the Warhammer 40,000 Rulebook. Character: One model in the squad may be upgraded to a First Knight for +15 points. One model in the squad may be upgraded to a Dragonsinger for +5 points. If the Kindred Guard is led by a Dragon King, then one model in the squad may be upgraded to a Spiritsinger for +20 points. The Spiritsinger wears rune armour, and replaces his dragon lance with a witchblade.
Noble Knight Kindred
Noble Knight Baron WS BS S T W I A Ld Sv 4 4 3 3 1 5 2 8 3+ 4 4 3 3 2 5 2 9 3+
30 points per model
Options: The entire squad may be given dragonhide cloaks for +5 points per model. Any number of models may replace their dragon lance with a laser lance for +3 points per model. A Dragonsinger may be given one Dragonsong or Instrument from the following list: Dragonsongs Ballad of the Beast 15 points Dirge of Foreboding 20 points Prelude of Hope 20 points Instruments Dragon Harp 15 points Hunting Horn 25 points War Drum 15 points
Squad: 3 to 5 Noble Knights Unit Type: Cavalry Wargear: Dragon Lance Special Rules Jungle Born, Dragonhide Character: One model in the squad may be upgraded to a Baron for +10 points. The Baron may be accompanied by a hunting drake for +15 points. One model in the squad may be upgraded to a Dragonsinger for +5 points.
Trichedon Squad: 3 to 6 Trichedons Unit Type: Infantry WS BS S T W I A Ld Sv 3 0 4 5 2 3 1 6 4+
15 points per model
Wargear: Horns Special Rules Jungle Born, Dragonhide, Exodite Beasts, Furious Charge, Thunderous Charge
Harlequin Shadowseer Death Jester Troupe Master Squad: 5 to 10 harlequins Unit Type: Infantry Wargear: Shuriken Pistol, Close Combat Weapon, Flip Belt & Holo Suit Special Rules Dance of Death, Fleet of Foot WS 5 5 5 5 BS 4 4 4 4 S 3 3 3 3 T 3 3 3 3 W 1 1 1 1 I A Ld 6 2 9 6 2 9 6 2 9 6 3 10 Sv -
30 points per model
Character: One Harlequin may be upgraded to a Troupe Master for +20 points, replacing his close combat weapon with either a power weapon or a harlequin’s kiss for free. One Harlequin may be upgraded to a Death Jester for +10 points, replacing his weapon with a shrieker cannon. One Harlequin may be upgraded to a Shadowseer for +30 points. Options: Any model may exchange its close combat weapon for a Harlequin’s Kiss for +4 points per model. Up to two models may exchange their shuriken pistol for a fusion pistol for +10 points per model.
1+ Dragon Knight Kindred
Dragon Knight Chieftain WS BS S T W I A Ld Sv 3 3 3 3 1 4 1 8 3+ 4 3 3 3 1 5 2 8 3+
20 points per model
One model in the squad may be upgraded to a Dragonsinger for +5 points. One Dragon Knight Kindred in the army may instead upgrade a model to Mei’nly Kurim-we for +50 points. Options: A Dragonsinger may be given one Dragonsong or Instrument from the following list: Dragonsongs Ballad of the Beast 15 points Dirge of Foreboding 20 points Prelude of Hope 20 points Instruments Dragon Harp 15 points Hunting Horn 25 points War Drum 15 points Mei’nly Kurim-we is not given a Dragonsong or Instrument, instead she has the Drakesinger special rule.
Squad: 3 to 10 Dragon Knights Unit Type: Cavalry Wargear: Dragon Lance Special Rules Jungle Born, Dragonhide Character: One model in the squad may be upgraded to a Chieftain for +10 points. The Chieftain may replace his Dragon Lance with a Laser Lance for +3 points, and may be accompanied by a Hunting Drake for +15 points.
Raptor Pack Leader Squad: 3 to 12 Raptors Unit Type: Beast WS BS S T W I A Ld Sv 4 0 3 3 1 4 2 6 5+ 5 0 4 3 1 4 3 7 5+
12 points per model
Wargear: Rending Claws Special Rules Jungle Born, Dragonhide, Exodite Beasts Character: One model in the squad may be upgraded to a Pack Leader for +10 points.
0-2 Outcast Rangers
Ranger Squad: 3 to 10 Rangers Unit Type: Infantry Wargear: Ranger Long Rifle, Shuriken Pistol WS BS S T W I A Ld Sv 3 4 3 3 1 4 1 8 5+
19 points per model
Special Rules Fleet of Foot, Masters of Stealth, Pathfinders Options: Any squad of Rangers may be upgraded to Pathfinders at the cost of +5 points per model.
0-1 Sundered Knights
Sundered Knight WS BS S T W I A Ld Sv 4 0 3 3 1 4 2 8 4+
18 points per model
Special Rules Fearless, Fleet of Foot, Furious Charge, Infiltrate, Jungle Born, The Sundered Options: Any number of models may be given a poisoned blade for +7 points per model.
Squad: 1 to 10 Sundered Knights Unit Type: Infantry Wargear: Close Combat Weapon
Dragonwarder Herdwarden WS BS S T W I A Ld Sv 3 4 3 3 1 4 1 8 4+ 3 4 3 3 1 5 2 8 4+
15 points per model
One model in the squad may be upgraded to a Dragonsinger for +5 points. Options: A Dragonsinger may be given one Dragonsong or Instrument from the following list: Dragonsongs Ballad of the Beast 15 points Dirge of Foreboding 20 points Prelude of Hope 20 points Instruments Dragon Harp 15 points Hunting Horn 25 points War Drum 15 points Pterasaurs: One Dragonwarder Kindred in the army may upgrade their mounts to Pterasaurs for +20 points per model.
Squad: 3 to 10 Dragonwarders Unit Type: Cavalry Wargear: Wraithbow Special Rules Jungle Born, Dragonhide, Scouts, Hit & Run, Skilled Riders Character: One model in the squad may be upgraded to a Herdwarden for +10 points. The Herdwarden may be equipped with either Drake Arrows or Swarm Arrows for +10 points, and may be accompanied by a Hunting Drake for +15 points.
0-1 Drake Flight
Drake Wing Queen’s Wing WS BS S T W I A Ld Sv 3 3 2 3 3 5 3 8 6+ 4 3 3 3 4 5 4 9 6+
30 points per model
Special Rules Jungle Born, Dragonhide, Exodite Beasts, Fleet of Wing, Hit & Run, Swarm, Loyal Character: One model in the squad may be upgraded to a Queen’s Wing for +15 points.
Squad: 1 to 5 Drake Wings Unit Type: Jump Infantry Wargear: Claws, Fiery Breath
0-1 War Walker Kindred
WS BS S 3 3 5
Front Armour Side Armour Rear Armour
30 points per model
I A 4 2 Special Rules Jungle Born, Scouts Options: Each War Walker must be armed with one additional weapon chosen from the following list: Starcannon for +25 points; Eldar Missile Launcher for +20 points; Scatter Laser for +15 points; Shuriken Cannon for +5 points, Bright Lance for +30 points. The entire Kindred may be upgraded with Spirit Stones for +5 points per model.
Number: 1 to 3 War Walkers Type: Walker Wargear: Laser Lance
0-1 Great Drake
Great Drake WS BS S T W I A Ld Sv 5 3 6 6 3 5 3 9 3+
Wargear: Claws, Flaming Breath Special Rules Jungle Born, Dragonhide, Exodite Beasts, Winged
Unit Type: Monstrous Creature
Megadon (small) Megadon (medium) Megadon (large) WS 3 3 3 BS 3 3 3 S 6 7 8 T 6 7 8 W 3 4 5 I A Ld Sv 3 2 6 4+ 2 2 6 3+ 1 2 6 2+
90 points (small) 120 points (medium) 150 points (large)
Options: The Megadon may be armed with heavy weapons chosen from the following list: starcannon for +25 points; eldar missile launcher for +20 points; scatter laser for +15 points; shuriken cannon for +5 points, bright lance for +30 points. The number of heavy weapons that may be carried by a Megadon depends on its size. A small Megadon may carry up to one, a medium Megadon may carry up to two, and a large Megadon may carry up to three. In addition, the Megadon may be armed with a number of wraithbows for +5 points each. The number of wraithbows that may be carried by a Megadon depends on its size. A small Megadon may carry up to two, a medium Megadon may carry up to four, and a large Megadon may carry up to six.
Unit Type: Monstrous Creature Wargear: Megadons are armed with a variety of natural weapons which may include horns, tusks, sharp teeth, claws, spiked or clubbed tails, etc. These natural weapons are taken into account by their profiles and special rules. Special Rules Jungle Born, Dragonhide, Gun Platform, Furious Charge, Spooked, Thunderous Charge
Carnosaur WS BS S T W I A Ld Sv 5 0 8 6 3 4 3 8 4+
Wargear: Teeth, Jaws and a Bad Attitude! Special Rules Jungle Born, Dragonhide, Exodite Beasts, Territorial, Predator
Unit Type: Monstrous Creature
0-1 Sailback Pack
Sailback Firemouth Squad: 1-3 Sailbacks Unit Type: Infantry WS BS S T W I A Ld Sv 3 3 4 4 2 3 1 6 4+ 4 3 5 4 2 3 2 6 4+
25 points per model
Wargear: Claws, Corrosive Poison Special Rules Jungle Born, Dragonhide, Exodite Beasts Options: The entire unit may be upgraded to Firemouths for +10 points per model.
0-1 Knight Suit
Side Armour Rear Armour
WS BS S Armour 3 3 10 12
I A 4 3
Special Rules Agile, Jungle Born Options: The Knight may be armed with up to two weapons chosen from the following list: Heavy Pulse Laser for +60 points, Heavy Scatter Laser for +25 points, Heavy Shuriken Cannon for +10 points, Heavy Starcannon for +45 points, Knightlance for +50 points, Missile Pod for +40 points. The Knight may also be upgraded with Spirit Stones for +10 points, and/or Bright Stallion Leg Mounts for +15 points.
Number: 1 Knight Suit Type: Walker Wargear: 2 Dreadnought Close Combat Weapons
THE EXODITE WARHOST
This section will eventually contain photos of Exodite models, conversion guides & examples of paint jobs.
EXODITES IN COMPETETIVE PLAY
This section contains ideas for using your Exodite forces in a “Counts As” list using the Eldar Codex. This is aimed at using your Exodite models in Tournament or competitive League play, where unofficial rules such as those presented in this Codex are unwelcome. The list is organised according to the Force Organisation Chart as it relates to the Exodite Army List – some of the suggested “Counts As” units may come from different FOC slots. (i.e. Shining Spears are Fast Attack units, but are suggested to “Count As” either Dragon Knights or Noble Knights, which are Troops and Elites units.) Note that some units from Codex: Eldar are suggested as “Counts As” equivalents for multiple Exodite units. Where this is the case, extra care must be taken to ensure your opponent knows what each model is representing. Note that due to the nature of the “Counts As” system, some of the suggested units are less than ideal, but the list presented below should represent the best possible Eldar unit(s) to “Count As” each Exodite unit within these limitations. (For example, Striking Scorpions really don’t equate well to Trichedons, but they are the best of the available units.)
Exodite Unit Dragon King Dragon Prince Dyann Al'Athar El'Iysa Ishmal Lir'Kurom Fürte Kindred Guard Codex Eldar “Counts As” Unit Autarch on Jetbike Autarch on Jetbike Autarch on Jetbike Eldrad Ulthran or Farseer Wraithlord (with Brightlance) Farseer & Warlocks (on Jetbikes)
Exodite Unit Noble Knight Kindred Trichedon Herd Harlequin Troupe Codex Eldar “Counts As” Unit Shining Spears or Warlocks (on Jetbikes) Striking Scorpions Harlequin Troupe
Exodite Unit Dragon Knight Kindred Raptor Pack Outcast Rangers Sundered Knight Kindred Codex Eldar “Counts As” Unit Shining Spears Storm Guardians or Howling Banshees Rangers Striking Scorpions
Exodite Unit Dragonwarder Kindred Drake Flight War Walker Squadron Codex Eldar “Counts As” Unit Guardian Jetbike Squadron Swooping Hawks or Warp Spiders War Walker Squadron
Exodite Unit Megadon Carnosaur Great Drake Sailbacks/Firemouths Codex Eldar “Counts As” Unit Wraithlord (with Heavy Weapons) Wraithlord (with Wraithsword) Falcon (with two shuriken cannons) Support Weapon Battery (Shadow Weavers)
Inside you will find:
The Exodite Worlds. Information about the Exodites, the history of their mass exodus, their way of life and their beliefs. The Exodite Warhost. Information about the various troops and characters found within an Exodite Warhost, from the swift and deadly Dragon Knights, Dragonwarders and various members of the Exodite nobility to the various beast herds that accompany the Exodites into battle against their foes.
The Exodites are those Eldar who fled from the depravity that beset their race prior to the catastrophic Fall, seeking out new homes as far from the old Eldar empire as possible and forging a new and somewhat primitive culture Exodite Army List. An army list that allows based on hard work and self discipline in order to avoid repeating the mistakes that led to the fall. Most famous of you to field your Exodite Warhost in games of Warhammer 40,000. the Exodites are their deadly Dragon Knights.
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