codex: eldar exodites for warhammer 40,000 5th edition
DESCRIPTION
This is a fan-made Codex representing the forces of the Eldar Exodites in battle, for use in the 5th Edition Warhammer 40,000 game. I'd love to hear your feedback on this Codex!TRANSCRIPT
ELDAR EXODITES 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 ??
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 ??
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 ??
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.
INTRODUCTION 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.
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 fully-
converted and well painted Exodite army taking the field!
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.
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.
THE EXODUS
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.
EXODITE WORLDS
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.
SPIRIT STONES
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.
EXODITE SOCIETY
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.
EXODITE MYTHOLOGY
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 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 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 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 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 FALL OF THE ELDAR
Much has been written about the abrupt ending of the galaxy-
spanning 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.
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.
“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
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”.
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 Effect
1-2 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.
3-4 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.)
5-6 Obey: The Beasts remain loyal to the Exodites, the
influence of the Dragonsingers remaining strong.
The Beasts continue to act normally this Turn.
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 Effect
1-2 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.
3-4 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.)
5-6 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.
EXODITE WARGEAR
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 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+.
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
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
DRAGON KING
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.
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!
Dragon King
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.
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.
WS BS S T W I A Ld Sv
6 6 3 3 3 6 4 10 3+
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.
DRAGON PRINCE
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.
Dragon Prince
Special Rules
Independent Character, Jungle Born, Dragonhide
DRAGONSINGER
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.
Dragonsongs
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.
Instruments
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.
WS BS S T W I A Ld Sv
5 5 3 3 2 5 3 9 3+
KINDRED GUARD
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
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.
SPIRITSINGER
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.
Spiritsinger
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.
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+
WS BS S T W I A Ld Sv
4 4 3 3 2 5 2 9 3+
Spiritsinger Melodies
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.
Spiritsinger Harmonies
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.
DRAGON KNIGHTS
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
SPECIAL RULES
Jungle Born, Dragonhide
MEI’NLY KURIM-WE
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.
Mei’nly Kurim-we
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.
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+
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+
WS BS S T W I A Ld Sv
3 3 3 3 1 4 1 8 3+
DRAGONWARDERS
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.
Dragonwarder
Herdwarden
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
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+
NOBLE KNIGHTS
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 SPECIAL RULES
Jungle Born, Dragonhide
SUNDERED KNIGHTS
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.
Sundered Knight
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.
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+
WS BS S T W I A Ld Sv
4 0 3 3 1 4 2 8 4+
RAPTORS
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.
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
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.
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.
Trichedon
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.
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+
WS BS S T W I A Ld Sv
3 0 4 5 2 3 1 6 4+
DRAKES
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.
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 DRAKE
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!
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.
Great Drake
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
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+
WS BS S T W I A Ld Sv
5 3 6 6 3 5 3 9 3+
SAILBACKS
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.
Even more deadly is the Firemouth, a larger and more foul-
tempered 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.
Sailback
Firemouth
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
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+
MEGADON
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
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
WS BS S T W I A Ld Sv
3 3 6 6 3 3 2 6 4+
3 3 7 7 4 2 2 6 3+
3 3 8 8 5 1 2 6 2+
CARNOSAUR
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.
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.
Carnosaur
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.
WS BS S T W I A Ld Sv
5 0 8 6 3 4 3 8 4+
OUTCAST RANGERS 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
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
WS BS S T W I A Ld Sv
3 4 3 3 1 4 1 8 5+
WAR WALKERS 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.
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.
War Walker
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.
WS BS S Front
Armour
Side
Armour
Rear
Armour I A
3 3 5 10 10 10 4 2
KNIGHT SUIT
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.
Knight Suit
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.
WS BS S Front
Armour
Side
Armour
Rear
Armour I A
3 3 10 12 11 11 4 3
HARLEQUINS
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
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
WS BS S T W I A Ld Sv
5 4 3 3 1 6 2 9 -
5 4 3 3 1 6 2 9 -
5 4 3 3 1 6 2 9 -
5 4 3 3 1 6 3 10 -
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
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.
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’n-
Ish. 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.
Dyann Al’Athar
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”.
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
WS BS S T W I A Ld Sv
7 6 3 3 3 6 4 10 3+
EL’IYSA ISHMAL
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.
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.
El’Iysa Ishmal
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.
WS BS S T W I A Ld Sv
4 4 3 3 3 4 1 10 3+
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 pointy-
earned 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
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.
Lir'Kurom Fürte
SPECIAL RULES
Independent Character, Jungle Born, Dragonhide,
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”.
WS BS S T W I A Ld Sv
6 6 6 6 3 5 4 10 3+
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 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.
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.
HQ
0-1 Dragon King 75 points
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.
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 50 points
Dragon Prince
Unit Type: Cavalry
Wargear: Dragon Lance, Dragonhide Cloak
Special Rules
Independent Character, Jungle Born, Dragonhide
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 200 points
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
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.
El’Iysa Ishmal 250 points
El’Iysa Ishmal
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.
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.
WS BS S T W I A Ld Sv
6 6 3 3 3 6 4 10 3+
WS BS S T W I A Ld Sv
5 5 3 3 2 5 3 9 3+
WS BS S T W I A Ld Sv
7 6 3 3 3 6 4 10 3+
WS BS S T W I A Ld Sv
6 6 3 3 3 6 4 10 3+
WS BS S T W I A Ld Sv
6 6 3 3 3 6 4 10 3+
WS BS S T W I A Ld Sv
4 4 3 3 3 4 1 10 3+
Lir'Kurom Fürte 190 points
Lir'Kurom Fürte
Unit Type: Monstrous Creature, Unique
Wargear: Bright Lance, Dragonhide Cloak, Dragon Helm
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.
Kindred Guard 30 points per model
Kindred
First Knight
Spiritsinger
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.
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
WS BS S T W I A Ld Sv
6 6 6 6 3 5 4 10 3+
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+
4 4 3 3 2 5 2 9 3+
E L I T E S
Noble Knight Kindred 30 points per model
Noble Knight
Baron
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.
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
Trichedon Herd 15 points per model
Trichedon
Squad: 3 to 6 Trichedons
Unit Type: Infantry
Wargear: Horns
Special Rules
Jungle Born, Dragonhide, Exodite Beasts, Furious Charge,
Thunderous Charge
Harlequin Troupe 30 points per model
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
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.
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+
WS BS S T W I A Ld Sv
3 0 4 5 2 3 1 6 4+
WS BS S T W I A Ld Sv
5 4 3 3 1 6 2 9 -
5 4 3 3 1 6 2 9 -
5 4 3 3 1 6 2 9 -
5 4 3 3 1 6 3 10 -
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+
T ROOPS
1+ Dragon Knight Kindred 20 points per model
Dragon Knight
Chieftain
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.
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.
Raptor Pack 12 points per model
Raptor
Pack Leader
Squad: 3 to 12 Raptors
Unit Type: Beast
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 19 points per model
Ranger
Squad: 3 to 10 Rangers
Unit Type: Infantry
Wargear: Ranger Long Rifle, Shuriken Pistol
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 18 points per model
Sundered Knight
Squad: 1 to 10 Sundered Knights
Unit Type: Infantry
Wargear: Close Combat Weapon
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.
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+
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+
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+
WS BS S T W I A Ld Sv
3 4 3 3 1 4 1 8 5+
WS BS S T W I A Ld Sv
4 0 3 3 1 4 2 8 4+
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+
WS BS S T W I A Ld Sv
3 4 3 3 1 4 1 8 5+
FAS T A T T ACK
Dragonwarder Kindred 15 points per model
Dragonwarder
Herdwarden
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.
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.
0-1 Drake Flight 30 points per model
Drake Wing
Queen’s Wing
Squad: 1 to 5 Drake Wings
Unit Type: Jump Infantry
Wargear: Claws, Fiery Breath
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.
0-1 War Walker Kindred 30 points per model
War Walker
Number: 1 to 3 War Walkers
Type: Walker
Wargear: Laser Lance
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.
0-1 Great Drake 125 points
Great Drake
Unit Type: Monstrous Creature
Wargear: Claws, Flaming Breath
Special Rules
Jungle Born, Dragonhide, Exodite Beasts, Winged
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+
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+
WS BS S Front
Armour
Side
Armour
Rear
Armour I A
3 3 5 10 10 10 4 2
WS BS S T W I A Ld Sv
5 3 6 6 3 5 3 9 3+
HEAVY SUPPORT
90 points (small)
120 points (medium)
Megadon 150 points (large)
Megadon (small)
Megadon (medium)
Megadon (large)
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
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.
Carnosaur 85 points
Carnosaur
Unit Type: Monstrous Creature
Wargear: Teeth, Jaws and a Bad Attitude!
Special Rules
Jungle Born, Dragonhide, Exodite Beasts, Territorial, Predator
0-1 Sailback Pack 25 points per model
Sailback
Firemouth
Squad: 1-3 Sailbacks
Unit Type: Infantry
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 100 points
Knight Suit
Number: 1 Knight Suit
Type: Walker
Wargear: 2 Dreadnought Close Combat Weapons
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.
WS BS S T W I A Ld Sv
3 3 6 6 3 3 2 6 4+
3 3 7 7 4 2 2 6 3+
3 3 8 8 5 1 2 6 2+
WS BS S T W I A Ld Sv
5 0 8 6 3 4 3 8 4+
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+
WS BS S Front
Armour
Side
Armour
Rear
Armour I A
3 3 10 12 11 11 4 3
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.)
HQ
Exodite Unit Codex Eldar “Counts As” Unit
Dragon King Autarch on Jetbike
Dragon Prince Autarch on Jetbike
Dyann Al'Athar Autarch on Jetbike
El'Iysa Ishmal Eldrad Ulthran or Farseer
Lir'Kurom Fürte Wraithlord (with Brightlance)
Kindred Guard Farseer & Warlocks (on Jetbikes)
ELITES
Exodite Unit Codex Eldar “Counts As” Unit
Noble Knight Kindred Shining Spears or Warlocks (on Jetbikes)
Trichedon Herd Striking Scorpions
Harlequin Troupe Harlequin Troupe
TROOPS
Exodite Unit Codex Eldar “Counts As” Unit
Dragon Knight Kindred Shining Spears
Raptor Pack Storm Guardians or Howling Banshees
Outcast Rangers Rangers
Sundered Knight Kindred Striking Scorpions
FAST ATTACK
Exodite Unit Codex Eldar “Counts As” Unit
Dragonwarder Kindred Guardian Jetbike Squadron
Drake Flight Swooping Hawks or Warp Spiders
War Walker Squadron War Walker Squadron
HEAVY SUPPORT
Exodite Unit Codex Eldar “Counts As” Unit
Megadon Wraithlord (with Heavy Weapons)
Carnosaur Wraithlord (with Wraithsword)
Great Drake Falcon (with two shuriken cannons)
Sailbacks/Firemouths Support Weapon Battery (Shadow Weavers)
Exodites
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
based on hard work and self discipline in order to avoid
repeating the mistakes that led to the fall. Most famous of
the Exodites are their deadly Dragon Knights.
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.
Exodite Army List. An army list that allows
you to field your Exodite Warhost in games
of Warhammer 40,000.