[Opening page, pictures of model scenarios, still to come]


by Tobias Beis

Codex Exodites ...................3 The Exodites ........................4 Exodite Armies ....................5 Exodite Highborn .............6 Household Guard.............7 Exodite Seer .....................8 Shamans ...........................9 Dragoons ........................10 Dragon Knights .............10

Outriders ........................ 11 Wind Knights ................. 11 Wild Hunters .................. 12 Bladedancers................. 13 Exodite Militia ................ 14 Dragon Militia................. 14 Megadon......................... 15 Terrorwing...................... 16 Exodite Wargear ............ 17

Exodite Army List ............. 19 HQ ................................... 20 Elites ............................... 22 Troops ............................ 23 Fast Attack ..................... 25 Heavy Support ............... 26 Reference .......................... 27 The Exodite Warhost ........ 28

The Games Workshop Logo, the two-headed/Imperial Eagle, Eldar, Avatar of Khaine, Farseer, Warlock, Autarch, Howling Banshee, Fire Dragon, Striking Scorpion, Shining Spear, Guardian, Guardian Jetbike, Vyper, Grav Tank, Fire Prism, Wave Serpent, Wraithlord, Exarch, Eldar Warhost, Warhammer, the Warhammer 40.000 Logo, and all related trademarks, logos, places, names, creatures, races, and race insignia/symbols/logos, vehicles, weapons, units, characters products, illustrations and depictions from the Warhammer 40.000 universe are either ®, TM and/or © Games Workshop Ltd. 2000-2007. All contents are used without permission of the owner for non-commercial purpose and free access for anyone. It is not meant to be sold. If you paid to gain access to this book, you have been tricked.


The Exodites are the cousins of the Craftworld Eldar. They are less advanced an rely on technology much less than the Eldar living among the stars but yet they are no less dangerous and still one of the most advanced races of the galaxy. Codex: Exodites is a guide to collecting and playing (and maybe some day modeling and painting) an Exodite army for the Warhammer 40,000 game. THE WARHAMMER 40,000 GAME
To play an Exodite army in the universe of the 41st millenium you need the Warhammer 40,000 rulebook. If you want to use the Exodite Army to full effect you also need Codex: Eldar, because some Exodite troops are available in this codex but their rules are not written out due to copyright reasons. This codex is a fanwork and you will need your opponent’s agreement to play an Exodite army by the rules in this codex. If your opponent does not agree on using this book, there is a short guide on how to use your miniatures built for use with this codex by the rules of Codex: Eldar.

The codex is split into four main sections that deal with different aspects of the Exodites: The Exodites The first section gives you a close look at the Eldar of the Maiden Worlds. The society, culture, history and methods of warfare. Exodite Armies In the second section every character, troop type and creature in the Exodite army is listed. Each unit is examined with a detailed description and special rules as well as unique equipment are explained here. Exodite Army List The third section contains the complete Exodite army list categorizing Exodite units into HQ, Elites, Troops, Fast Attack and Heavy Support. Here you can pick your units and find their point costs to field an army of Exodites. It also contains a short guide on how to play your Exodite army by the rules of Codex: Eldar if an opponent does not agree on using this book. The Exodite Warhost The last section will contain pictures of Exodite conversions and guides how to build or paint them and what models you can use to create the individual Exodite units. This section is soon to come.

Exodites are a fast and close combat heavy force with little, but powerful fire support and the for the Eldar race typical mighty psykers enhance their troops’ effectivity even further. The whole army can be compiled of Troops mounted on different kinds of creatures ranging from agressive beasts to huge, even more aggressive beasts. The downside of the Exodite army is that their troops are low in numbers and can only rely on sporadic fire support. If you like armies consisting mostly of cavalry formations, the feeling of a savage tribe combined with the highly advanced technology of the eldar or simply are interested in reptiles or dinosaurs, Exodites are an excellent choice for you. You can also convert your army with other creatures as mounts, you can use whatever you see fit to customize your army to match your taste.

While Codex: Exodites contains enough information to build and field an Exodite Warhost there is more to learn about the possibilities open for your arms. For inspriation, more information on the Exodites and their history or Citadel Miniatures you can use to convert your ermy from or discuss your army with other players: www.games-workshop.com www.40konline.com z11.invisionfree.com/Work_In_Progress www.lexicanum.com German players can also visit the following websites: www.gw-fanworld.net www.lexicanum.de



[fluff section, still to come]


This section of the codex details the units of the Exodite army, their special rules and wargear. Each entry gives a description of the unit and details the unit’s rules to use them in your games of Warhammer 40,000. Each entry is broken up into several categories: Special Rules: These are rules that apply to the unit individually and make the unit indivdual. These rules always apply to that unit. Wargear: Many Exodite units have individual wargear detailed in their entry. These items are only used by Exodites and most of them are exclusive to the unit they are listed with. Some of this wargear is automatically included in that unit while other items are optional, this is detailed in the army list in the next section of the codex.

Some Exodite units have special rules common to many units. These rules are listed here: Exodites: Exodites are savage compared to most other races of the 41st millennium. They live in the wilderness of the Maiden World they made their home and know it better than anyone else. They know how to use their surroundings to their advantage and are trained at passing through the thickest undergrowth easily. To represent this every unit with the Exodites special rule adheres the universal special rule Move Through Cover. Exodites mounted on Pterosaurs instead gain the Skilled Rider special rule. As long as an Exodite unit is located in terrain or cover designated as woodland or something similar (such as jungle or swamps), it benefits from the Stealth universal special rule.



The Exodite society is ruled by noble dynasties. out of the terrain available and launch Several Exodite Highborn rule territories of devastating ambushes, flanking attacks or raids various sizes on one maiden world. In times of on the enemy forces. The Highborn themselves recieve excellent war the Highborn gather their armies formed combat training and ride ahead of their army on equally from trained warriors and hired or drafted civilians and lead them into battle. Based on their own favored mount to lead them into their knowledge of their home the Highborn form combat personally. Some wealthy Highborn strategies and plan ambushes on their enemies. favoring brute force over speed even ride on Guided by a skilled noble the Exodite army can monstrous Megadons. take any possible advantage over their enemies _________________________________________________________________________________________ WS Lord 6 Hero 5 Megadon Lord 6 BS S 5 3 4 3 5 6(3) T 3 3 6 W 3 2 4 I A 7 3 6 2 5 3/3 Ld 10 9 10 Sv 5+ 5+ 3+

SPECIAL RULES Independent Character, Exodites, Fleet Guerilla tactics: Exodite Lords are masters at ambushing and flank attacks. They know the terrain of their maiden world exactly and can coordinate their troop movements easily. For each Exodite Lord in your army you may reroll one reserve roll or one roll to determine from which side of the table an outflanking unit enters the the table per turn. Additionally at the beginning of the game, before scout movements are made, you may move one unit per Exodite Baron in your army 12 inches in any direction. The unit or units moved this way may not leave your deployment zone. Megadon Rider: Some of the more wealthy and eccentric Exodite Lords prefer larger mounts than others. A Megadon Lord rides a Megadon that changes the Lord’s unit type to Monstrous creature. The Megadon Lord gains the Furious Charge and Fearless universal special rules but loses the Independent Character and Fleet special rules. His regular attacks do not benefit from any close combat weapons the Lord is armed with but he gains 3 additional attacks with strength 3 that benefit from close combat weapons the Lord is armed with normally (including bonus attacks from being armed with two close combat weapons) as well as the Furious Charge special rule but not from the Monstrous Creature rules. WARGEAR Spirit Shield: A spirit shield charges the wearers armor with the psychic energy of the world spirit and makes it almost indestructible. A model with a spirit shield treats its armour save as an invulnerable save.


Exodite Lords maintain a retinue of Warriors that servants and are sheltered in quarters suitable guards the Lord’s household and escorts for a noble. members of the noble Family in battle. The Enemies who have fought Exodites before know and respect the elite of the Highborn, as they can Household Guard is recruited from the best warriors of the Lord’s army and is adopted to the deliver swift and devastating strikes together with noble house. As part of the Lord’s house the their masters. Depending on their Master’s retinue enjoys many privileges at the court. They preference the Household retinue will fight on have access to the best equipment and training, foot or attack from the backs of their wide are allowed to call for the household’s personal selection of mounts. _________________________________________________________________________________________ WS BS S Househ.-Guard 5 3 3 Guard Captain 6 4 3 SPECIAL RULES Exodites, Fleet T 3 3 W 1 1 I 6 6 A Ld Sv 2 8 5+ 3 9 5+




Exodite Seers, like all Eldar psykers, belong to troops with the help of their knowledge of the the most potent Psykers in the galaxy. They future. draw psychic energy directly from the World The Seer’s range of powers is very similar to that Spirit that surrounds them anywhere on the of the Craftworlds’ Farseers. They can predict planet. With this strong bond the Seer can the near future or focus energy to lay waste to unleash powerful psychic attacks or guide their enemy troops. _________________________________________________________________________________________ WS BS S 5 4 3 T 3 W 3 I 5 A Ld Sv 1 10 4+


SPECIAL RULES Exodites, Fleet, Independent Character Psyker: The Exodite Seer counts as a Psyker and has access to the psychic powers Executioner, Fortune, Heal, Improve, and Restore. WARGEAR Spirit Hood: Exodite Seers wear helmets or coronets created from wraithbone that conceal the psyker’s spirit’s presence in the Warp. If a Seer suffers a Perils of the Warp attack, the Spirit Hood prefents it on a d6 roll of 4+. Spirit Armour: Forged from the world spirit’s wraithbone structure a Spirit Armour projects a psychic force field around it’s wearer. Spirit Armour grants its wearer a 4+ invulnerable save. Spirit Resonance: A Seer can use stones containing spirits from the World Spirit to enhance their connection to the World Spirit. A Seer with Spirit Resonance may use two psychic Powers per turn, the Seer may not use the same power twice though. Spirit Token: Many Seers carry a small token of wraithbone that channels the Seer’s psychic energy. A Seer using a Spirit Token rolls 3d6 and must use the lowest two rolls for all psychic test.



The Shamans of the Exodites are exceptionally gifted psykers able to reverse the effects of some potentially lethal hits on another Eldar. Their powers are able to close and heal wounds instantly and painlessly. Shamans accompany squads several different Exodite troops to make sure losses are minimized. A few rare individuals are very gifted and mastered handling the Worl Spirit’s restorative powers and can heal troops much more efficiently than regular Shamans do. The rare and precious talents of these Shamans, known as Master Healers are reserved to the most important troops of a Highborn’s warhost, which is usually his personal retinue. _________________________________________________________________________________________ WS BS S Shaman 3 3 3 Master Healer 3 3 3 SPECIAL RULES Exodites, Fleet T 3 3 W 1 1 I 4 4 A Ld Sv 1 8 4+ 1 9 4+


Psyker: Shamans posess the Heal Psychic Power. Master Healers have the Psychic Power Restore.

Executioner The Seer projects his spirit away from his body to attack an enemy. This psychic power is used in the shooting phase instead of firing a weapon. Choose an enemy model in line of sight and within 24” of the seer. Place a round marker of the size of the Seer’s base in contact with the chosen model. The Seer and the model or unit he is in contact with immediately resolve an extra combat phase as if the Seer were in place of the marker. The Seer counts as charging and attacks with an initiative of 1. He benefits from all wargear he is armed with but no psychic powers. After the combat has been resolved remove the marker and continue the shooting phase as normal. If the marker was wounded the Seer takes no damage. Heal Shamans conjure the psychic energy of the World Spirit to heal the wounds of his companions. Healer is a permanently active Power and does not require a Psychic test to work. The psyker’s unit benefits from the Feel no Pain universal special rule but rolls to ignore unsaved wounds suffer a -2 penalty to the rolled number. Improve The Seer’s power flows through the bodies of his brethren and empowers them to supernatural feats. Choose a unit within 6” of the Seer. All models of the chosen unit gain +1 on one of the following characteristics: weapon skill, strength, attacks or initiative. If used for the strength bonus on a megadon or megadon lord, choose wether the regular or the Riders attacks are improved. Isha’s Grace The Seer concentrates on the future to foresee the enemy’s attacks. Choose an Exodite unit within 6” of the Seer. This unit may reroll any failed saves until the start of the next Exodite turn. Restore Master Healers are much more familiar with the World Spirit’s healing energies. The psyker’s unit benefits from the Feel no Pain universal special rule.


Dragoons are the elite of the highborn’s warhost and are only outmatched in martial skill by their master’s personal retinue. Exodite dragoons are excellent riders and utilize laser lances or similar versions of these weapons to charge the enemy and break even heavily fortified lines. _________________________________________________________________________________________ I 6 7 A Ld Sv 2 8 3+ 3 9 3+

WS BS S T W Dragoon 5 3 3(4) 3(4) 1 Dragoon Master 6 4 3(4) 3(4) 1 SPECIAL RULES Exodites

WARGEAR Wraithbone Harness The more wealthy or privileged Exodites can afford additional armour for their dragons. These are helmets or harnesses forged from wraithbone to fit the mount. A wraithbone harness improves the armour save of a model on an exodite mount by 1.


Exodites mostly swore off technology. They almost entirely renounce vehicles but rather rely on animalic mounts, both for transport and battle. The most common and most popular mount of the Exodites is known as Dragon. Dragons are sturdy and fast bipedal, predatory reptiles which are versatilely employable but these creatures are best known for their use in combat. Mounted most commonly by Dragon Knights, they almost always appear between the ranks of any Exodite Warhost. Dragon Knights are the common cavalry troops of the Exodite warhost. Knights are trained and equipped for a similar role as Dragoons, though less skilled than Dragoons they still are an efficient assault troop to be reckoned with. Being more numerous than dragoons, Dragon Knights can launch comparably massive Cavalry charges and devastate whole flanks. _________________________________________________________________________________________ WS BS S T W Dragon Knight 4 3 3(4) 3(4) 1 Master Knight 5 4 3(4) 3(4) 1 SPECIAL RULES Exodites I 5 6 A Ld Sv 2 8 4+ 3 9 4+



Outriders are mounted on the more agile not intended for a prolonged melee fight, but can Raptors and scout ahead of the Exodite warhost deliver quick and deadly strikes against small or patrol the wilderness of the Maiden World. units or destroy enemy vehicles with Haywire Outriders usually are the first to fight, aiming for grenades. the enemy’s artillery or heavy fire units. They are _________________________________________________________________________________________ WS BS S Outrider 5 3 3 Master Outrider 6 4 3 T 3 3 W 1 1 I 6 7 A Ld Sv 3 8 5+ 4 9 5+

SPECIAL RULES Exodites, Hit & Run, Scouts


Wind knights ride Pterosaurs. Armed with potent Often Wind Knights dash down upon the short range weaponry they swoop across the battlefield from the sky in the middle of the battle battlefield to distract and wear down enemy to strike exactly where they are needed or to troops. distract and confuse enemy troops. They dash out of cover to deliver a precise salvo and immediately turn around to take cover, even before the enemy can return fire. _________________________________________________________________________________________ WS BS S Wind Knight 4 3 3 Wind Master 5 4 3 SPECIAL RULES Exodites, Deep Strike T 3 3 W 1 1 I 5 6 A Ld Sv 1 8 5+ 2 9 5+



Wild Hunters are Exodite trappers, they are they face. These cloaks grant them better usually hunting animals for consumption as well protection than the usual Exodite armors. as for beasts of burden, and mounts. They When In times of war Wild Hunters infiltrate territories held by the enemy to set traps and ambush their hunting Wild Hunters imitate the hunting rituals forces or simply spy at them. of the predators of their world instead of just waiting and shooting their prey like hunters of With their poisoned blades Wild Hunters fight most races would. set traps and ambush animals tougher enemy infantry and can even bring down to tranquilize or kill them with various poisons or resilient enemies such as Plague Marines or a pair of sharp blades. They wear coats or even large monstrosities like Carnifexes. cloaks made of the hides of the toughest prey _________________________________________________________________________________________ WS BS S Hunter 4 3 3 Huntmaster 5 4 3 SPECIAL RULES Exodites, Fleet, Infiltrate Trappers: Wild Hunters infiltrate the enemy territory and set traps to hinder their advance. For each infiltrating unit of Wild Hunters you may mark a piece of difficult or dangerous terrain that is no larger than 9”x9” as a trap. Any enemy unit moving into, out of or through the trap must roll for dangerous terrain in addition to any other difficult or dangerous terrain check they have to take. WARGEAR Dragonhide Cloak: All Wild Hunters wear cloaks made of the hide of dragons or other particularly resilient animal they brought down personally. A Dragonhide Cloak improves the wearer’s armor save by 1. This bonus is already included in the Wild Hunters’ profile. Hunting Blades: Each Wild Hunter is armed with a pair of poisoned swords or knives called Hunting Blades. For the hunt these blades are only covered in a tranquilizing poison to bring animals down with and either tame them or kill them with a clean knife to prevent contamination of the flesh, for the battle they are covered in deadly poisons though. Hunting Blades count as a pair of poison weapons that wound on a 4+. Cobra’s Teeth: Huntmasters sometimes use specialized blades with hollow chambers filled with a corrosive poison that can eaven eat through armour. These weapons have to be wielded with extreme caution so the wearer doesn’t injure himself. Regular Hunters are not skilled enough to wield these dangerous weapons effectively. Cobra’s Teeth count as a pair of poison weapons that wound on a 2+ and have the rending special rule. T 3 3 W 1 1 I 5 6 A Ld Sv 1 8 4+ 2 9 4+



Like the Harlequins bladedancers are performers using their unnaturally graceful dances in battle. In times of peace they perform their dances on celebrations and rituals. The blade dance is a graceful and dangerous spectacle of whirling blades shining in the light of the evening sun and flying bodies between them. The blade dance knows four different styles, the Hawk’s Talons, the Hail of Blades, the Whirling Tempest and the Dragon claws. Only a master of all four styles may call themselves a Bladedancer. In the battle these dances are used to confuse and elude the enemy. The bladedancers know how to use the same motion to dodge an attack and strike back fiercely. __________________________________________________________________________________________ WS BS S Bladedancer 5 3 3 Warsinger 6 3 3 T 3 3 W 1 1 I 6 7 A Ld Sv 1 9 5+ 2 10 5+

SPECIAL RULES Counter-Attack, Exodites, Fleet Dances: In combat Bladedancers perform elusive dances to confuse their opponents and deal out devastating strikes. Bladedancers are almost permanently in motion and change their dance style for different effects. Because the carefully choreographed dances would be disturbed by anyone not proficient at them, the unit may not be joined by independent characters. Bladedancers receive a 4+ invulnerable save against attacks in close combat. At the beginning of each assault phase you may pick one of the following dances for the Bladedancer unit. The dance stays in effect until the next assault phase starts. You may not pick the same dance on two consecutive turns: Hawk’s Talons: The Bladedancers use wide swings to deliver precise and powerful strikes against their opponents’ weak spots. The Bladedancers’ attacks count as rending attacks. Hail of Blades: Extremely fast movements and complicated manoeuvres grant the Bladedancers +1 attack each. Whirling Tempest: The Bladedancers move in unpredictable patterns making them hard to hit. Models directing attacks toward the Bladedancer unit lose one attack in each assault phase. Dragon Claws: The Bladedancers sink their blades deep into their opponents’ flesh. The Bladedancers add +2 to the result of their rolls to wound. Whistling Storm: The blade dance teaches the dancers to move with unnatural swiftness. Bladedancers can run relentlessly without being stopped or hindered in any way. Bladedancers ignore difficult terrain when moving. Further, when a Bladedancer unit is running it is always treated as having rolled the highest possible distance. This means they always run up to 6 inches.



Like all Eldar Exodites suffer from a decreasing Most units use heavy weapons, either mounted population and their armed forces are low in on a grav platform or even on the back of a large numbers. In times of war civilians are recruited animal to maintain mobility in the squad. Assault Militia however prefer light special weapons to or volunteer to fight with the Exodite Warhost. decimate the enemy with before assaulting. These militia support the Lord’s troops either with heavy fire or by attacking and tying enemies Militia squads are often accompanied by a in close combat. Militia is deployed in large Shaman who uses the world spirit’s psychic squads including a few Eldar armed with special energy to heal squad members. weapons suiting their designated role in the battlefield. _________________________________________________________________________________________ WS BS S 3 3 3 T 3 W 1 I 4 A Ld Sv 1 8 5+


SPECIAL RULES Exodites, Fleet WARGEAR Heavy Weapon Mount: Militia squads often utilize heavy weapons to give covering fire to the advancing Exodite troops. To maintain mobility these weapons are usually mounted on a powerful animal’s back, or in technologically more advanced Exodite Warhosts even on grav platforms. A heavy weapon on a Heavy Weapon Mount may be fired using the Relentless universal special rule.

(a possible illustration has already been found but a permission from the creator is still missing)

Almost all Exodites are skilled at riding dragons, some Militia who in their civilian life work a lot with Dragons, such as Dragon herders or caravan traders, will form cavalry units if they are called to arms. These light cavalry units are known as Dragon Militia. Dragon Militia are fielded equally as ranged fire and close combat units. Thanks to their mounts and their ranged weaponry Dragon Militia are effective in both combat styles. They most commonly decimate opponents in a hail of fire before assaulting and taking the rest of them out with blades, claws and teeth. _________________________________________________________________________________________ I 4 A Ld Sv 2 8 4+

WS BS S T W Dragon Militia 3 3 3(4) 3(4) 1 SPECIAL RULES Exodites


Megadons are considered the most fearsome Usually a Megadon keeps charging forward while creatures the Exodites offer by many of their its riders deliver covering fire until it can break enemies. into the enemy lines and impale enemy troops Megadons are large, monstrous reptiles that are with its horns, crush them under its feet or mounted by one or two Exodites who lead the ferociously tear them apart with its claws and aggressive creature to battle and fire heavy teeth. weapons mounted on the howdah on its back. __________________________________________________________________________________________ WS BS S T 4 3 6(3) 6 W 4 I A Ld Sv 4 3/2 10 3+


SPECIAL RULES Fearless, Furious Charge Riders: The Megadon’s riders are armed with power weapons and use them in an assault. In close combat the Megadon makes two extra attacks with a strength of 3 that count as power weapon attacks and don’t benefit from the Monstrous Creature special rules. They do benefit from the Furious Charge special rule though. WARGEAR Megadon Glaive: Some Megadon Riders carry polearms with large powerblades, that cannot be used effectively on foot or from the back of a smaller animal. These weapons usually take the shape of large scythes or glaives. The Ridersattacks of a Megadon armed with a Megadon Glaive count as powerfist attacks instead of power weapons.


Terrorwings are large avian creatures that can the enemy and hunt for heavy units, such as carry a by human standards heavy load without tanks but can also be equipped to attack infantry being impared in their speed significantly. units. Whatever their purpose a swarm of Terrorwings Exodites herd these animals to equip them with a heavy weapon and an Exodite Rider on their can quickly change their position in the battlefield back to fire the weapon. to adapt to almost any unexpected situation that Terrorwings are the mobile fire support of the might occur during the battle and strike wherever Exodite warhost. They often are used to flank they are needed. __________________________________________________________________________________________ WS BS S 4 3 5 T 5 W 2 I 4 A Ld Sv 2 10 4+


SPECIAL RULES Exodites, Fearless Rending Beak: Terrorwings have strong beaks or mouthes filled with razorsharp teeth. In close combat a Terrorwing counts as armed with a rending weapon. Flying: Terrorwings are fast and for their size surprisingly agile creatures. Terrorwings count as Eldar Jetbikes but do not benefit from the Turbo Boost special rule and don’t gain the +1 bonus to their toughness value bikes usually grant.




Blast Cannon
The blast cannon is a larger, far more powerful version of a lasblaster. The blast cannon is reminiscent of the Hawk’s Talon in both look and function. Some exodites also use a more primitve variant of the Eldar shuriken cannon. Range S AP Type Blast cannon 24“ 5 5 Assault 3

Exodites using less advanced technologies than their starfaring relatives most commonly use laser technology instead of the more powerful shuriken weapons. The most common weapon of the Exodite warhost is the Lasblaster. Though being less powerful than the Craftworld Eldar shuriken weapons, Lasblasters have the advantage of a higher range. Some exodites having advanced also use primitive shuriken weapons similar to shuriken catapults. These weapons are very similar to lasblasters in their effect. Lasblasters can either be represented by the appropriate model or a shuriken catapult. (Designer’s note: this is to allow players without access to the materials to convert enough lasblasters and blast cannons for a whole army to build an Exodite warhost) Lasblasters use the profile below. Range S AP Type Lasblaster 24“ 3 6 Assault 2

Blast Pistol
A pistol form of the Lasblaster, this is an ancient weapon replaced on the Craftworlds with the more powerful shuriken pistol. The Exodites, who don’t have these weapons, still favour this for close combat troops. Range S AP Type Blast Pistol 12“ 3 6 Pistol

Fusion Spear
Fusion spears are a variant of the Eldar fusion gun built in a similar riding lance like shape as laser lances. Fusion spears work the same way as laser lances, except they have strength 8 and roll an additional D6 for armour penetration on an assault and when fired have the following profile: Range S AP Type Fusion spear 6“ 8 1 Assault 1 Melta

Shock lance
Shock lances are a more powerful version of the laser lance. Shock lances work the same way as laser lances, except they have strength 7 on an assault and when fired have the following profile: Range S AP Type Laser lance 12“ 7 4 Assault 1 Lance

Laser Lance
A Laser Lance is used to deliver an intense short ranged laser blast while charging into close combat. Exodites using all kinds of Lances to herd the different Megasaurs of the maiden worlds. Each turn they charge models with laser lances are treated as if they were armed with power weapons with a strength of 6. Additionally Laser lances may be fired as ranged weaposn in the shooting phase. If fired this way laser lances use the profile below. Range S AP Type Laser lance 6“ 6 4 Assault 1, Lance

Soulblades are ancient weapons that come in a wide variety of types. They are crafted with a spirit stone crafted into the blade. A model armed with a soulblade may reroll any failed to wound rolls in close combat. Additionally a Soulblade counts as a power weapon.

Spirit Spear
Some exodite psykers wield a spear shaped variant of the typical witchblade. These must be wielded in two hands but can be thrown over short distances and then return to the wielder. Spirit spears count as witchblades. They must be wielded in two hands and when used don’t grant additional attacks for two close combat weapons. When thrown the spirit spear also always wounds on a 2+ and uses three times the wielder’s strength to penetrate armour and has the profile listed below. Type Range S AP Spirit spear 12“ X 6 Assault 1


Exodites employ various animals as cavalry mounts to charge to battle on. Traditionally the animals used are some form of large reptiles or dinosaurs, but not every maiden world is ihabited by these creatures. An Exodite army may as well use animals of different kinds. Instead of Pterosaurs they might use large birds, or sabertooth cats instead of Dragons and a more slender kind of cat for Raptors. Instead of a Megadon a kind of Mammoth might be employed. In this codex the animals used as mounts or warbeasts are each given a specific name according to the traditional image of Exodites, but this should not stop you from using anything else suitable.

The most popular of Exodite mounts is known as Dragon. A fast but resilient bipedal, carnivorous reptile. These creatures have a thick hide that can even protect them from small caliber gunfire. Most mounted Exodite troops are mounted on Dragons, which not only carry them into combat swiftly but also deliver attacks with their claws and teeth, effectively increasing the rider’s efficiency in close combat. The Dragon mount confers a +1 bonus to the rider’s strength, toughness, attack and armour save values and changes its unit type to cavalry. Attacks using a fusion spear, laser- or shock lance do not gain the strength bonus from the dragon mount. Attacks using a weapon multiplying the wielders strength add the dragon’s strength bonus after the base strength value has been multiplied.

Pterosaurs are flying reptiles that are employed for their sheer speed and mobility. A pterosaur does not have any valuable abilities for close-up combat, but it can traverse great distances and hindering terrain easily through the air and evade enemy fire with nimble manoeuvres. Pterosaurs are usually used for close range firefights, where the riders dash forward to hail the enemy with fire and then retreat into cover before enemy troops can return fire. The Pterosaur mount changes the rider’s unit type to Eldar-Jetbike. A model mounted on a Pterosaur does not recieve the bonus to toughness bikes usually grant and is not allowed to use the turbo boost special rule.

Raptors are of similar build as Dragons, though lighter and even faster. They are not as tough as Dragons but make up for this disadvantage with wild agility. Raptors being more nimble than Dragons are commonly used by Scout troops for quick and silent manoeuvres. The Raptor mount confers a +1 bonus to the rider’s weapon skill and initiative values, adds +2 to the rider’s attacks and changes its unit type to cavalry.





EXODITE LORD EXODITE HERO 0-1 MEGADON LORD WS 6 5 6 BS S 5 3 4 3 5 6(3) T 3 3 6 W 3 2 4 I A 7 3 6 2 5 3/3 Ld 10 9 10 Sv 5+ 5+ 3+ 60 points 50 points 110 points May replace close combat weapon with one of the following: Power weapon .................................10 points Soulblade .........................................15 points Laser lance (mounted only) .............20 points Shock lance (mounted only) ............30 points Fusion spear (mounted only) ...........40 points • A Megadon Lord may replace his close combat weapon with one of the following: Laser lance ......................................20 points Shock lance .....................................30 points Fusion spear ....................................40 points Megadon glaive................................30 points • A Lord or Hero may be given one of the following: Dragon mount ..................................30 points Raptor mount ...................................30 points Pterosaur mount ..............................20 points Dragonhinde cloak .............................5 points • One highborn per army may be given a Spirit shield at +20 points. If the model’s save is 3+ the spirit shield costs +30 points instead. • A Lord or Hero on a mount may be given the follwing: Wraithbone harness.......................... 5 Points

Lord Hero Megadon Lord Unit size 1

Unit type Lord and Hero: - Infantry Megadon Lord: - Monstrous Creature Wargear Blastpistol, close combat grenades, haywire grenades



Special Rules Lord and Hero: Exodites, Fleet, Independent Character Megadon Lord: Exodites, Fearless, Furious Charge Options • May replace shuriken pistol with the following: Lasblaster.................................. no extra cost

EXODITE SEER WS BS S 5 4 3 T 3 W 3 I 5 A Ld Sv 1 10 4+

55 points • May be given any of the following: Spirit resonance ...............................20 points Spirit token .......................................10 points • May be given one of the following mounts: Dragon mount ..................................30 points Raptor mount ...................................30 points Pterosaur mount ..............................20 points • The Seer must buy between one and four psychic powers from the following list: Isha’s grace......................................10 points Heal..................................................10 points Executioner ......................................30 points Improve ............................................15 points • A Seer with the psychic power Heal may be given the following psychic power: Restore ............................................30 points

Seer Unit size 1 Unit type Infantry

Wargear Blastpistol, witchblade, spirit hood, spirit armour Special Rules Exodites, Fleet, Independent Character Options • May replace witchblade with the following: Spirit spear ........................................ 3 points


0-1 HOUSEHOLD GUARD WS BS S T W I A Ld Sv Househ.-Guard 5 3 3 3 1 6 2 8 5+ Guard Captain 6 4 3 3 1 6 3 9 5+ One Exodite Highborn (Lord or Hero) in the army may recieve a Household guard unit as a retinue. Unit size 3-9 Unit type Infantry Wargear Lasblasters, plasma grendades Special Rules Exodites, Fleet Character One model of the Household guard may be upgraded to a guard captain at +15 points. The guard captain may exchange his close combat weapon for a Soulblade at +10 points. If the unit is mounted he may exchange his close combat weapon with a shock lance at +15 points or a fusion spear at +25 points. 18 points/model The unit may be accompanied by a dragon mounted Shaman at +38 points or dragon mounted Master healer at +68 points. See the entry in the HQ section for their wargear and options. Options • Any number of household guard may replace their close combat weapon with the following: Power weapons....................... 4 points/model Laser lance (mounted only)... 10 points/model • If the Highborn is riding on a mount, the household guard must be given the same mount: Dragon mount........................ 20 points/model Raptor mount......................... 20 points/model Pterosaur mount.................... 10 points/model • If the household guard is mounted the wholeunit may be given the following: Wraithbone Harness ............ 5 points/model • If the household guard is mounted up to two household guard may replace their close combat weapon with the following: Shock lance........................... 15 points/model Fusion spear.......................... 25 points/model

SHAMAN MASTER HEALER WS BS S T W I A Ld Sv Shaman 3 3 3 3 1 4 1 8 4+ Master healer 3 3 3 3 1 4 1 9 4+ A Shaman can only be bought as upgrade character for another unit. The shaman does not occupy a slot in the force organization chart. Unit type Infantry Wargear Blastpistol, close combat weapon, spirit armour Psychic powers Shaman: Heal Master healer: Restore

18 points/model 48 points/model Special Rules Exodites, Fleet, Psyker Options • May replace close combat weapon with one of the following: Witchblade........................................15 points Spirit spear .......................................18 points • If the unit the shaman is attached to is mounted the shaman must be given the same mont: Dragon mount...................................20 points Raptor mount....................................20 points Pterosaur mount...............................15 points


0-1 DRAGOONS WS 5 6 3 3 BS S T 3 3(4) 3(4) 4 3(4) 3(4) 3 3(4) 3(4) 3 3(4) 3(4) W 1 1 1 1 I 6 7 4 4 A Ld Sv 2 8 3+ 3 9 3+ 2 8 4+ 2 9 4+ 35 points/model Character One Dragoon may be upgraded to a dragoon master at +15 points. The dragoon master may replace his laser lance with a shock lance at +5 points or a fusion spear at +15 points. The unit may be accompanied by a dragon mounted Shaman at +38 points or dragon mounted Master healer at +68 points. See the entry in the HQ section for their wargear and options. Options • Up to two models may replace their laser lance with one of the following: Shock lance ............................ 5 points/model Fusion spear ......................... 15 points/model • The whole unit may recieve the following: Plasma grenades ......................1 point/model Dragoon Dragoon Master Shaman Master Healer Unit size 3-10 Unit type Cavalry Wargear Laser lances, lasblasters, dragon mount with wraithbone harness (bonuses already included in the profile) Special rules Exodites

WILD HUNTERS WS BS S Hunter 4 3 3 Huntmaster 5 4 3 Unit size 5-10 Unit type Infantry T 3 3 W 1 1 I 5 6 A Ld Sv 1 8 4+ 2 9 4+

16 points/model Wargear Hunting blades, dragonhide cloaks Special rules Exodites, Fleet, Infiltrate, Trappers Character One Hunter may be upgraded to a huntmaster at +16 points. The huntmaster may exchange his hunting blades for Cobra’s Teeth at +10 points.

0-1 BLADEDANCERS WS BS S Bladedancer 5 3 3 Warsinger 6 4 3 Unit size 5-10 Unit type Infantry Wargear Two close combat weapons, plasma grenades T 3 3 W 1 1 I 6 7 A Ld Sv 1 9 5+ 2 10 5+

18 points/model Special rules Counter-Attack, Dances, Exodites, Fleet, Whistling Storm Character One Bladedancer may be upgraded to a Warsinger at +16 points. The Warsinger may exchange one of his close combat weapons for a power weapon at +10 points or a soulblade at +15 points.


See Codex Eldar


DRAGON KNIGHTS WS Dragon Knight 4 Master Knight 5 Shaman 3 Unit size 3-10 Unit type Cavalry Wargear Laser lances, lasblasters, dragon (bonuses already included in the profile) Special rules Exodites Character mount BS S T 3 3(4) 3(4) 4 3(4) 3(4) 3 3(4) 3(4) W 1 1 1 I 5 6 4 A Ld Sv 2 8 4+ 3 9 4+ 2 8 4+ 25 points/model One dragon knight may be upgraded to a master knight at +15 points. The dragoon master may replace his laser lance with a shock lance at +5 points or a fusion spear at +15 points. The unit may be accompanied by a dragon mounted Shaman at +38 points. See the entry in the HQ section for his wargear and options. Options • Up to two models may replace their laser lance with one of the following: Shock lance ........................... 5 points/model Fusion spear ........................ 15 points/model • The whole unit may recieve the following: Plasma grenades ......................1 point/model

DRAGON MILITIA WS BS S T W 3 3 3(4) 3(4) 1 3 3 3(4) 3(4) 1 I 4 4 A Ld Sv 2 8 4+ 2 8 4+

19 points/model

Dragon Militia Shaman Unit size 3-9 Unit type Cavalry

Special rules Exodites Character The unit may be accompanied by a dragon mounted Shaman at +38 points. See the entry in the HQ section for his wargear and options. Options • Every third Dargon Militia may replace their lasblasters with the following: Blast cannon ........................... 5 points/model

Wargear Two Lasblasters (count as twin-linked), dragon mount (bonuses already included in the profile)


See codex eldar


MILITIA WS BS S 3 3 3 3 3 3 T 3 3 W 1 1 I 4 4 A Ld Sv 1 8 5+ 1 8 4+ 8 points/model Militia Shaman Unit size 10-20 Unit type Infantry Wargear Lasblasters Special rules Exodites, Fleet Character The unit may be accompanied by a Shaman at +18 points. See the entry in the HQ section for his wargear and options. Options • Two Militia must be upgraded to a weapon team with a weapon mount with one of the following weapons: Brightlance .......................................30 points Scatter laser.....................................15 points Blast cannon ......................................3 points Starcannon.......................................25 points • The whole squad may be upgraded to assault militia at no extra cost. The whole squad replaces their lasblasters with blastpistols and close combat weapons. They do not have a weapon mount but up to two militia may replace their weapons with the following: Fusion gun .............................. 6 points/model Flamer..................................... 6 points/model



OUTRIDERS WS Outrider 5 Master Outrider 6 Shaman 4 Unit size 3-10 Unit type Cavalry Wargear Blastpistol, close combat weapon, haywire grenades, plasma grenades, raptor mount (bonuses already included in the profile) BS 3 3 3 S 3 3 3 T 3 3 3 W 1 1 1 I 6 7 5 A Ld Sv 3 8 5+ 4 9 5+ 3 8 4+ 22 points/model Special rules Exodites, Hit & Run, Scouts Character One outrider may be upgraded to a master outrider at +16 points. The master outrider may exchange his close combat weapon for a power weapon at +10 points or a soulblade at +15 points. The unit may be accompanied by a raptor mounted Shaman at +38 points. See the entry in the HQ section for his wargear and options.

WIND KNIGHTS WS Wind Knight 4 Wind Master 5 Shaman 3 Unit size 3-9 Unit type Jetbikes Wargear Two lasblasters (count as twin-linked), pterosaur mount Special rules Deep Strike, Exodites BS 3 3 3 S 3 3 3 T 3 3 3 W 1 1 1 I 5 6 4 A Ld Sv 1 8 5+ 2 9 5+ 1 8 4+

20 points/model Character One wind knight may be upgraded to a wind master at +16 points. The master outrider may exchange his lasblasters for a scatter laser at +20 points or a blast cannon at +10 points. The unit may be accompanied by a pterosaur mounted Shaman at +33 points. See the entry in the HQ section for his wargear and options. Optionen • Every third wind knight may replace his lasblasters with one of the following: Scatter laser.......................... 20 points/model Blast cannon ........................... 5 points/model


MEGADON WS BS S T 4 3 6(3) 6 W 4 I A Ld Sv 4 3/2 10 3+ 60 points Options • The Megadon may be given one of the following: Brightlance .......................................35 points Scatter laser.....................................20 points Blast cannon ......................................5 points Starcannon.......................................30 points • The Megadon may be given the following: Megadon glaive................................15 points Megadon Unit size 1 Unit type Monstrous creature Special rules Fearless, Furious Charge

TERRORWINGS WS BS S 4 3 5 T 5 W 2 I 4 A Ld Sv 2 10 4+

30 points Wargear • The Terrorwing is armed with one of the following: Brightlance .......................................30 points Scatter laser.....................................15 points Blast cannon ......................................3 points Starcannon.......................................25 points Special rules Exodites, Fearless, Flying, Rending beak

Terrorwing Unit size 1-3 Unit type Jetbikes



WS Bladedancer 5 Warsinger 6 Dragon Knight 4 Master Knight 5 Dragon Militia 3 Dragoon 5 Dragoon Master 6 Exodite Lord 6 Exodite Hero 5 Megadon Lord 6 Exodite Seer 5 Househ.-Guard 5 Guard Captain 6 Megadon 4 Militia 3 Outrider 5 Master Outrider 6 Shaman 3 Master Healer 3 Terrorwing 4 Wild Hunter 4 Huntmaster 5 BS S T 3 3 3 4 3 3 3 3(4) 3(4) 4 3(4) 3(4) 3 3(4) 3(4) 3 3(4) 3(4) 4 3(4) 3(4) 5 3 3 4 3 3 5 6(3) 6 4 3 3 3 3 3 4 3 3 3 6(3) 6 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 5 5 3 3 3 4 3 3 W 1 1 1 1 1 1 1 3 2 4 3 1 1 4 1 1 1 1 1 2 1 1 I A Ld Sv 6 1 9 5+ 7 2 10 5+ 5 2 8 4+ 6 3 9 4+ 4 2 8 4+ 6 2 8 3+ 7 3 9 3+ 7 3 10 5+ 6 2 9 5+ 5 3/3 10 3+ 5 1 10 4+ 6 2 8 5+ 6 3 9 5+ 4 3/2 10 3+ 4 1 8 5+ 6 3 8 5+ 7 4 9 5+ 4 1 8 4+ 4 1 9 4+ 4 2 10 4+ 5 1 8 4+ 6 2 9 4+

Brightlance Blast cannon Blast pistol Flamer Fusion gun Fusion spear Lasblaster Laser lance Scatter laser Shock lance Spirit spear Starcannon Range 36“ 24“ 12“ Template 12“ 6“ 24“ 6“ 36“ 12“ 12“ 36“ S 8 5 3 4 8 8 3 6 6 7 X 6 AP 2 5 5 5 1 1 5 4 6 4 6 2 Type Heavy 1, Lance Assault 3 Pistol Assault 1 Assault 1, Melta Assault 1, Melta Assault 2 Assault 1, Lance Heavy 4 Assault 1, Lance Assault 1 Heavy 2


Not always will your opponents agree on using fanwork rules or house rules, as they are usually called, such as this codex. Also you might want to play at tournaments at which house rules are never permitted, except for possible house rules written by the tournament organizers. In these situations your Exodite miniatures might seem useless, but in fact they are not at all. All you need is Codex: Eldar, the following guide and a brief explanation to your opponent. If you are not allowed to play by the rules of this codex you can still play a so called count-as army. This means using an existing official codex to represent a different army or individual units. In this case you use the rules of certain Eldar units to represent your Exodites. The following list gives you a guide on how to possibly represent your Exodite army with Codex: Eldar and which Eldar units could represent which Exodite units. You can of course choose different units to represent your exodite models, if you see it fit. The most important thing to do is that you explain to your opponent which model uses which rules.

Bladedancers Banshees Banshees are quick, acrobatic and have a lot of special rules and wargear making them suitable to represent your Bladedancers. Their power weapons can be explained as a part of their dance that lets them hit enemies with unnatural precision and strike their armours’ weak spots. The Exarch powers provide with wonderful special rules to describe Bladedancer dances. Wild Hunters Striking Scorpions Wild hunters are a bit of a different units than Striking Scorpions but there are certain characteristics they have in common. Both are an infiltrating close combat unit, and have a comparatively high armor save. So the Wild Hunters’ dragonhide cloaks represent the 3+ armour save and the strength bonus from scorpion chainswords would be the equivalent for the poisoned hunting blades. Don’t worry about the missing shuriken pistols, the cloaks are big enough to hide a set of pistols and your opponents will hardly mind about them. Harlequins Harlequins Harlequins are directly chosen from Codex Eldar and thus are no problem to use in a counts-as army.

Exodite Lord Autarch The Autarch makes an excellent choice to represent your Exodite Lord. The Autarch‘s options make it possible to represent your Lord in any combination. A fusion gun and a laser lance in combination with a jetbike for example would represent a Lord on dragon with a fusion spear. And even the Master Strategist special rule makes an excellent replacement for the Guerilla Tactics special rule. Megadon Lord Avatar The Avatar is a base no Exodite count-as army should miss. The eldar army list does not contain many nonvehicle units with monstrous statistics. If you have a Megadon Lord, the Avatar is the best choice to represent him. If your Megadon Lord is armed with a fusion spear, you even have something to explain the screaming blade. Exodite Seer Farseer The Exodite Seer and the Eldar Farseer are almost identical in statistics and even carry extremely similar equipment. The psychic powers available are similar too. Improve for example could be replaced by Doom and Executioner would be Mind War. Shaman Warlock Your Shamans can be represented by warlocks with conceal as a replacement for their healing powers. Similar to Shamans Warlocks can be added to many different troops.

Militia Guardians Little if any explanation at all is needed here. Militia have all the options to represent a guardian or storm guardian squad. Dragon Militia/Wind Knights Guardian Jetbikes Both Dragon Militia and Wind Knights have the exact weaponry at their disposal to represent Guardian Jetbike rules. Like with the Exodite Lord the Jetbike will represent the Dragon mounts. The fact that a jetbike ignores terrain when passing over can be explained by the Exodites knowing their homeworld have no problems in tight terrain. In case of Wind Knights the pterosaur can represent a jetbike without any problems of explanation. Rangers Rangers Like Harlequins, Rangers are originally listed in Codex: Eldar and thus are no problem to use.


Dragoons/Dragon Knights Shining Spears Shining spears are basically the high tech version of Dragon Knights. As before the Dragon mounts represent Jetbikes and laser lances are the same equipment in both armies. Terrorwings Vypers Many players dislike the idea of using the rules of a vehicle for a creature, but it is an acceptable stretch. Vypers are fast, flying weapon platforms, basically the same as a Terrorwing. To make sure your terrorwing can be used as a Vyper without any opponent minding about lacking WYSIWYG (What You See Is What You Get), you can convert your Terrorwing rider with a pair of Shuriken Catapults or Lasblasters.

Missing additions With these quite limited choices it’s not always easy to put together an effective battle force. Since there are Eldar Craftworlds that are working closely together with Exodites, such as Saim-Hann and Biel Tan, you can use regular Eldar units in your counts-as Exodite force with the explanation that these are allied forces from a Craftworld. The most commonly needed units will be transports such as Serpents or specialized striking units, like Fire Prism tanks or Fire Dragons. You could also make conversions if you can think up an Exodite equivalent to the Eldar Unit you need. For example a large winged creature such as a Warhammer dragon with the respective weaponry could represent an Eldar grav tank or a herd of slamanders for Fire Dragons.

Megadon Wraithlord The wraithlord is a large, tough monstrous creature that can be equipped with heavy weapons. It is basically the same as a Megadon, except it’s a lot tougher and stronger, but also more expensive. Your Megadon can represent a wraithlord with the respective weaponry. A megadon glaive would be a wraithsword in that case.


[modeling and painting section still to come]


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