codex: eldar exodites for warhammer 40,000 5th edition

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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!

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Page 1: Codex: Eldar Exodites for Warhammer 40,000 5th Edition
Page 2: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.

Page 3: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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

Page 4: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.

Page 5: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.

Page 6: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.

Page 7: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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

Page 8: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.

Page 9: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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

Page 10: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.

Page 11: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 12: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 13: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.

Page 14: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 15: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 16: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 17: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 18: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 19: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 20: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 21: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 22: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 23: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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

Page 24: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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

Page 25: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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 -

Page 26: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.

Page 27: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 28: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 29: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 30: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.

Page 31: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 32: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 33: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 34: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 35: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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+

Page 36: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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

Page 37: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

THE EXODITE WARHOST

This section will eventually contain photos of Exodite models, conversion guides & examples of paint jobs.

Page 38: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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)

Page 39: Codex: Eldar Exodites for Warhammer 40,000 5th Edition

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.