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

April 5, 2018 | Author: forishm | Category: Armed Conflict
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This is a fan-made Codex representing the forces of the Eldar Exodites in battle, for use in the 7th Edition Warhammer 4...

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CODEX EXODITES By Matthew Forish

CONTENTS The Eldar Exodites Exodite Mythology Forces of the Exodites Exodite Wargear List Exodite King Kindred Prince Herdmaster Spiritsinger Worldsinger Dyann Al'Athar El'Iysa Ishmal Dragon Knight Kindred Mei'nly Kurim'We Raptor Pack Gate Wardens Outcast Rangers Noble Knight Kindred Sundered Knights

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Trichedon Herd Herdkeeper Kindred War Walker Kindred Drake Flight Great Drake Knight Construct Megadon Carnosaur Sailback Pack Lir'Kurom Fürte Colossal Megadon Immense Pterasaur Massive Carnosaur Verdant Jungle World Spirit Node Royal Kindred Carnosaur Pack Beast Herd

22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39

Appendix Levels of Alliance Warlord Traits Exodite Special Rules Exodite Wargear Ranged Weapons Melee Weapons Artifices of War Exodite Vehicle Equipment Armour Relics of the Exodus Beastsinger Ensemble Worldsinger Repertoire Spiritsinger Repertoire Melodies Harmonies Tactical Objectives Profiles

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NOT PRODUCED BY GAMES WORKSHOP This document is in no way official, nor endorsed by Games Workshop. Many of the names, terms, etc. found in this document are the copyrighted intellectual property of Games Workshop, and are used without permission. No challenge is intended to Games Workshop or their intellectual properties – this is merely the work of longstanding fan and enthusiast of the Warhammer 40,000 tabletop battle game system. You need a copy of the Warhammer 40,000 7th Edition Rulebook to use the contents of this document.

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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.

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 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.

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.

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.

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.

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.

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.

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EXODITE SOCIETY

BELIEFS OF THE EXODITES

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.

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.

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.

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.

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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 SWORDS OF VAUL Isha and Kurnous suffered the fiery torments of Khaine's confinement for countless years. Bound with bonds of flame and scorching iron, the god and goddess were cast into a burning pit out of the sight of mortals and gods. Of all the gods only Vaul the Smith pleaded for them, and eventually he swore an oath to Khaine that he would make a hundred swords in exchange for their release, for Vaul was the greatest swordsmith of all eternity and a single blade forged by his hand was of incalculable value. A date was fixed one year hence for the completion of the bargain. When the time came for Vaul to deliver the weapons, he had still one unfinished blade. To conceal the shortfall, Vaul took an ordinary mortal blade and mixed it amongst his own work. At first Khaine was so pleased with the weapons that he failed to spot the deception. Only when Isha, Kurnous and Vaul were far away did he discover the forgery. He roared with anger, calling Vaul a cheat and crying out for vengeance. This was the beginning of the long struggle between Khaine and Vaul, which is called the War in Heaven.

THE ELDAR PANTHEON The principle characters in the mythology of the Exodites are the gods. The chief and oldest of all the gods is Asuryan, the Phoenix King. His first brother is Kaela Mensha Khaine, which means bloody-handed Khaine. Khaine is the god of both war and murder, and he symbolises wanton destruction and martial prowess. Third of the greatest gods is Vaul, the crippled smith god who is often depicted chained to his own anvil. Isha is the goddess of the harvest, and it is from Isha that the Eldar race is descended. Kurnous, the god of the hunt, is the father of the Eldar race, and is often depicted in conjunction with hounds, hawks and other trappings of the hunt. The youngest goddess is Lileath the Maiden, who is mistress of dreams and fortune. The third in the trinity of Eldar goddesses is Morai-Heg, the Crone, an ancient and withered creature who holds the fates of mortals inside a skin rune pouch. Cegorach, the Laughing God, was the trickster and artist of the Eldar pantheon.

THE WAR IN HEAVEN The War in Heaven lasted for years, and there are many tales of the battles between the gods and their many servants. Gods took sides and changed sides, struck bargains of mutual support and broke them, and the heavens shook with the noise of battle. Asuryan refused to take sides, for he had begun to regret his hasty anger with Isha and despaired of the war god's destruction.

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.

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.

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.

THE FALL OF THE ELDAR Much has been written about the abrupt ending of the galaxyspanning civilisation created by the Eldar. Their pride and arrogance, coupled with their technological and cultural achievements led them into depths of decadence and depravity, the limits of which only the Eldar mind is capable of understanding. In time, the echoes of the depraved thoughts and actions of so many Eldar coalesced in the Warp to form the Chaos god known as Slaanesh, whose birth pangs were the death-knell of the Eldar civilisation. Most of the Eldar gods were slain in this cataclysm. Only Cegorach, the Laughing God, survived unharmed, while Khaine was rent into many fragments and driven out of the Warp forever.

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.

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FORCES OF THE EXODITES The following section details background and rules information that describe the forces used by the Eldar Exodites – their warriors, their companion creatures, their vehicles and the characters that lead them to battle. This section will enable you to forge your collection of Exodite miniatures into an army ready to fight battles in your games of Warhammer 40,000.

DATASHEETS Each Exodite unit in this book has a datasheet. These detail either Army List entries or Formations, providing all the rules information that you will need to use your models in your games of Warhammer 40,000. ARMY LIST ENTRIES Each Army List Entry contains the following information:

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3 4

5

6

9

7

8

11

10

1. Faction: The unit’s Faction is shown here by a symbol. All units that have this symbol, which is all the units described in this book, have the Exodites Faction.

3. Unit Name: Here you will find the name of the unit. 4. Points Cost: This is the points cost of the unit without any upgrades, used if you are choosing an army to a points value.

2. Battlefield Role: The unit’s Battlefield Role is shown here by a symbol. Units in this book have one of the following Battlefield Roles; HQ, Troops, Elites, Fast Attack, Heavy Support and Lord of War. The symbols for these Battlefield Roles are defined in Warhammer 40,000: The Rules.

5. Unit Description: This section provides a background description of the unit, detailing their particular strengths and weaknesses along with the tactics and methods they employ to wage war in the grim darkness of the 41 st Millennium.

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6. Unit Profile: This section will show the profile of any models the unit can include.

10. Special Rules: Any special rules that apply to models in the unit are listed here. Special rules that are unique to models in that unit are described in full here, whilst others are detailed either in the Appendix section of this book or in the Special Rules section of Warhammer 40,000: The Rules.

7. Unit Type: This refers to the unit type rules in Warhammer 40,000: The Rules. For example, a unit may be classed as Infantry, Cavalry or Vehicle, which will subject it to a number of rules regarding movement, shooting, assaults, etc.

11. Options: This section lists all of the upgrades you may add to the unit if you wish to do so, alongside the associated points cost for each. Where an option states that you may exchange one weapon ‘and/ or’ another, you may replace either or both, provided you pay the points cost for each. The abbreviation ‘pts’ stands for ‘points’ and ‘pts per model’ stands for ‘points per model’.

8. Unit Composition: This section will show the number and type of models that make up the basic unit, before any upgrades are taken. 9. Wargear: This section details the weapons and equipment the models in the unit are armed with, many of which are described in more detail in the Exodite Wargear section of this book. The cost for all the unit’s basic equipment is included in its points cost.

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12. Warlord Traits: Sometimes a character’s datasheet will have a specific Warlord Trait, in which case it will be listed here.

13. Relics of the Exodus: Some entries have unique items of wargear, the description and rules for which will be listed here.

FORMATIONS Formation datasheets are identified by this symbol. The rules for Formations can be found in Warhammer 40,000: The Rules. A Formation datasheet will list the Army List Entries which make up the Formation, any restrictions upon what it may include, and any special rules the Formation’s units gain.

“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

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EXODITE WARGEAR LIST These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the datasheets that follow may include wargear options from one of more of these lists – in each instance, the datasheet will tell you (in bold text) exactly which of these lists you may use. Rules for these items can be found in the Appendix.

MELEE WEAPONS

BEASTSINGER ENSEMBLE

A model may exchange its shock lance for one of the following: - Drake Lance 1 10 pts - Laser Lance 5 pts

Ballad of the Beast Crystal Fife Dirge of Foreboding Dragon Harp Hunting Horn Prelude of Hope War Drum

1

May not be taken by Chieftains

10 pts 10 pts 15 pts 15 pts 20 pts 15 pts 15 pts

KNIGHTLY VESTMENTS Dragon Helm Dragonhide Cloak Hunting Drake Shield of Champions Trichedon Mount 1 1

RELICS OF THE EXODUS

3 pts 5 pts 10 pts 10 pts 5 pts

Celestial Bow 1 Mistwalker Shroud Scale of the Cosmic Serpent Soulplate Armour Vaulsmith Blade 1 Vaul's Sigil

Exodite King and Kindred Prince only

1

WARDEN GEAR Drake Arrows 1 Hunting Drake Poisoned Blade 2 Pterasaur Mount 3 Shuriken Catapult Star Bolas Swarm Arrows 1

5 pts 10 pts 3 pts 10 pts free 5 pts 5 pts

1

May only be taken by a model with a wraithbow Replaces the model's hunting blade 3 Herdmaster only 2

8

Replaces one of the model's weapons

10 pts 30 pts 15 pts 40 pts 25 pts 15 pts

70 POINTS

EXODITE KING The Exodite King is the sovereign ruler of an Exodite World. His word is law and the loyalty of his subjects absolute. The 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 Exodite 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 outcome of these elections is very important, as the 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!

The 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 Exodite King to be chosen, he will be elected by the many Barons, Chieftains and Herdwardens from among the ranks of the Kindred 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.

Exodite King

WS 6

BS 6

WARGEAR  Shock Lance (pg 43)  Hunting Blade (pg 43)  Knight Armour (pg 45) SPECIAL RULES  Dragonhide (pg 41)  Independent Character  Jungle Born (pg 41)  Kindred Spirit (pg 41)  King of the World (pg 41)  Sovereignty

S 3

T 4

W 3

I 6

A 3

Ld 10

Sv 3+

Unit Type Heavy Cavalry (Character)

Unit Composition 1 Exodite King

Sovereignty: The King of an Exodite World commands absolute loyalty from his subjects, and they trust in him for their security at all times. Units entirely composed of models with the Kindred Spirit special rule that are within 12” of a model with this rule may use this model’s Leadership value for any Morale and Pinning tests they are required to take.

OPTIONS  May take items from the Melee Weapons, Knightly Vestments and/or Relics of the Exodus lists. 

May be given the Spirit Choir special rule

9

5 pts

50 POINTS

KINDRED PRINCE In times of war, it will fall to the Kindred Princes to lead small raiding parties or even entire contingents of Exodite warriors into battle, under the coordination of the Exodite King and his royal kindred.

Barons of the wealthiest, most influential noble kindreds are known as Kindred Princes. These are among the strongest and most experienced warriors and leaders on an Exodite world, and it is from their ranks that an Exodite King will be elected.

Kindred Prince

WS 5

BS 5

S 3

T 4

WARGEAR  Shock Lance (pg 43)  Hunting Blade (pg 43)  Knight Armour (pg 45)

W 3

I 6

A 3

Ld 9

Sv 3+

Unit Type Heavy Cavalry (Character)

SPECIAL RULES  Dragonhide (pg 41)  Independent Character  Jungle Born (pg 41)  Kindred Spirit (pg 41)

Unit Composition 1 Kindred Prince

OPTIONS  May take items from the Melee Weapons, Knightly Vestments and/or Relics of the Exodus lists. 

May be given the Spirit Choir special rule 5 pts

40 POINTS

HERDMASTER The Herdmaster is the highest ranking member of the order of herdkeepers. He owes fealty to none save the Exodite King himself, and acts to coordinate the efforts of the herdkeeper kindreds under his command. The Herdmaster of an Exodite world is chosen in much the same way as an Exodite King, with the Herdwardens of each herdkeeper kindred forming an electorate body to select the most experienced and capable leader to carry the burden and honour of the title.

Herdmaster

WS 4

BS 4

WARGEAR  Wraithbow (pg 43)  Hunting Blade (pg 43)  Warden Armour (pg 45)

S 3

T 4

W 2

I 5

A 2

Ld 9

When the Exodites ride to war, the Herdmaster is always at the fore, harrying enemy from adragonback, or soaring above the field on a pterasaur and raining wraithbow fire down onto their heads. They are experts at field craft, easily spotting the best avenues of attack or ambush through the twisting pathways of the most overgrown jungles. Many are the foes who have died at the hands of a Herdmaster without even his companions knowing from whence came the attack. Sv 4+

Unit Type Heavy Cavalry (Character)

SPECIAL RULES  Dragonhide (pg 41)  Independent Character  Hit & Run  Jungle Born (pg 41)  Kindred Spirit (pg 41)  Scouts  Split Fire

10

Unit Composition 1 Herdmaster

OPTIONS  May take items from the Warden Gear and/or Relics of the Exodus lists. 

May be given the Beastsinger special rule 5 pts

75 POINTS

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 Exodite 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, using their songs to draw on the power of the world spirits and their ancient, fallen gods in order to disrupt and demoralize their enemies.

Spiritsinger

WS 4

BS 4

S 3

WARGEAR  Witchblade  Rune Armour (pg 45) SPECIAL RULES  Dragonhide (pg 41)  Independent Character  Jungle Born (pg 41)  Kindred Spirit (pg 41)  Psyker (Mastery Level 2)  Runemark PSYKER A Spiritsinger generates their powers from the Spiritsinger Melodies discipline (pg 49).

T 4

W 2

I 5

A 2

Ld 9

Sv -

Unit Type Heavy Cavalry (Character)

Unit Composition 1 Spiritsinger

Runemark: Spiritsingers are typically marked out at birth by some form of omen, often by a birthmark in the shape of the tear-laden eye of Isha, a moon-rune of Lileath or some other symbol related to the old Eldar gods. These remarkable individuals benefit from the protection of the fallen pantheon’s residual power. A model with the Runemark special rule always counts as having a higher Mastery level than the enemy Psyker when making Deny the Witch rolls. In addition, a model with the Runemark special rule gains the Adamantium Will special rule if they are part of a unit containing one or more models with the Spirit Choir special rule.

OPTIONS  May exchange his witchblade for one of the following: - Singing spear - Witch lance

5 pts 5 pts



May take a Gyrinx

10 pts



May take a Tear of Isha

20 pts



May be upgraded to be Mastery Level 3

20 pts

11

50 POINTS

WORLDSINGER Whereas Spiritsingers directly channel the energies of the World Spirit, the Worldsingers instead use their psychic connection to the World Spirit to commune with the natural world around them. Through their arcane songs, the Worldsingers are capable of manipulating plants to grow and even to move and attack at their command. They can also cause the ground to tremble with the fury of the World Serpent – that aspect of the World Spirit that resonates most strongly with the warlike and bloodthirsty aspects of the Exodites. When the Exodites ride to war, the Worldsingers will use their unusual abilities to cause the jungles about them to grow and writhe, covering the advance of the dragon knights and their bestial allies and entangling their foes with choking vines in which they are slowly suffocated. The tremors and earthshakes they can summon can slow all but the most sure footed of enemies, allowing the Dragon Knights to encircle and destroy them at their leisure.

Worldsinger

WS 4

BS 4

WARGEAR  Witchblade  Rune Armour (pg 45) SPECIAL RULES  Dragonhide (pg 41)  Independent Character  Jungle Born (pg 41)  Kindred Spirit (pg 41)  Psyker (Mastery Level 1)  Spirit Choir

S 3

T 4

W 2

I 5

A 2

Ld 9

Sv -

Unit Type Heavy Cavalry (Character)

Unit Composition 1 Worldsinger

PSYKER A Worldsinger always knows the Living Jungle and Fury of the World Serpent Psychic Powers as described in the Worldsinger Repertoire (pg 47).

OPTIONS  May exchange his witchblade for one of the following: - Singing spear - Witch lance 

May take a Gyrinx

12

5 pts 5 pts 10 pts

125 POINTS

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 Exodite 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.”

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.

The Eldar of Bai’n-Ish loved their King greatly. Thus, seeing off the knight barons after a long and bitter struggle, they vowed to serve no King until the child came of age and could take his rightful place as their 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.

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

WS 7

BS 6

S 3

WARGEAR  Hunting Blade (pg 43)  Knight Armour (pg 45)  Shield of Champions (pg 44)  Dragonheart Helm (pg 44)  Dragonhide Cloak (pg 44)

SPECIAL RULES  Absolute Sovereignty  Dragonhide (pg 41)  Independent Character  Jungle Born (pg 41)  Kindred Spirit (pg 41)  King of the World (pg 41)  Spirit Choir

WARLORD TRAIT  Wrath of Ancient Days

T 4

W 3

I 6

A 4

Ld 10

Sv 3+

Unit Type Heavy Cavalry (Character)

Unit Composition 1 (Unique)

SPECIAL RULES 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. Units entirely composed of models with the Kindred Spirit special rule that are within 12” of a model with this special rule may use this model’s Leadership value for any Morale and Pinning tests they are required to take, are treated as if they had the Stubborn special rule, and benefit from Heroic Morale as if they were joined by an Independent Character. RELICS OF THE EXODUS 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. When a model attacks with the Spear of Kurnous, it can use either of the profiles below. It can use both profiles in the same turn. Range 12” -

Str 10 +1

13

AP -

Type Assault 1, Fleshbane Melee, Armourbane, Fleshbane

150 POINTS

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 Ishmal

WS 4

BS 4

S 3

T 4

W 2

I 5

A 2

Ld 10

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. Sv 3+

Unit Type Heavy Cavalry (Character)

Unit Composition 1 (Unique)

Enemy 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.

WARGEAR  Rune Armour (pg 45)  Tear of Isha (pg 44) SPECIAL RULES  Dragonhide (pg 41)  Chosen of Isha  Enemy of Nurgle  Independent Character  Jungle Born (pg 41)  Kindred Spirit (pg 41)  Psyker (Mastery 3)  Runemark (pg 11)  The Voice of Isha

El’Iysa has the Hatred special rule against Daemons of Nurgle or models with the Mark of Nurgle. In addition, this rule in granted to all models in her unit with one or more of the following special rules: Ancient Doom, Kindred Spirit, Power From Pain.

Chosen of Isha: El’Iysa has been marked out as the chosen voice of the goddess Isha, and as such is protected from the perils of the Warp. El'Iysa Ishmal never suffers Perils of the Warp under any circumstances. PSYKER El’Iysa always knows all of the powers in the Spiritsinger Melodies discipline (pg 49). WARLORD TRAIT  Unbreakable Resolve

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 friendly unit within 18” that is composed entirely of non-vehicle models with one of more of the following special rules: Ancient Doom, Kindred Spirit, Power From Pain. The chosen unit, including any attached characters, are granted either the Furious Charge or Stubborn special rule until the start of the controlling player’s next turn. (Note that this may be El’Iysa’s own unit if you wish.)

RELICS OF THE EXODUS The Staff of Sorrows: The Staff of Sorrows is a sacred relic passed down through the ages. It is said that the blade atop the staff was forged from the first tear which Isha shed upon learning of her separation from her mortal children, the Eldar race. Range -

Str User

AP -

Type Melee, Armourbane, Fleshbane, Sorrowful

Sorrowful: Any model that suffers an unsaved Wound from the Staff of Sorrows but is not slain must pass a Leadership test or be removed from play. Each model removed from play in this way grants the Staff of Sorrows a single stored Warp Charge point, to a maximum of 3 points. Once per turn El’Iysa may draw a single stored Warp Charge point from the Staff and add them to her side’s Warp Charge total. All stored Warp Charge points in the Staff are lost if El’Iysa is slain.

14

50 POINTS

DRAGON KNIGHT KINDRED 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.

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.

Dragon Knight Chieftain Knightsinger

WS 4 4 4

BS 4 4 4

S 3 3 3

T 4 4 4

W 1 1 1

I 5 5 5

A 1 2 1

Ld 8 8 8

The ferocity of the dragon knights’ in defense of their lands and herds is matched only by the fury and tenacity of the dragons upon which they ride.

Sv 3+ 3+ 3+

Unit Type Heavy Cavalry Heavy Cavalry (Character) Heavy Cavalry (Character)

Unit Composition 2 Dragon Knights 1 Chieftain

WARGEAR  Shock Lance (pg 43)  Hunting Blade (pg 43)  Knight Armour (pg 45)

OPTIONS  May include up to seven additional Dragon Knights 

One Dragon Knight may replace his shock lance with a storm lance

5 pts

SPECIAL RULES  Beastsinger (Knightsinger only, pg 41)  Dragonhide (pg 41)  Jungle Born (pg 41)  Kindred Spirit (pg 41)  Spirit Choir (Knightsinger only, pg 41)



May upgrade one Dragon Knight to a Knightsinger

5 pts



The Knightsinger may take items from the Beastsinger Ensemble list.



The Chieftain may take items from the Melee Weapons and/or Knightly Vestments lists.



The Chieftain may be given the Spirit Choir special rule

15

15 pts per model

5 pts

50 POINTS

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.

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”.

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 beastsinger, perfectly suited, but he would not yield.

Eventually, Mei’nly found her way to another, far less hidebound group of Dragon Knights, a kindred known as Beindan. 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 beastsinger for her new kindred.

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.

Mei’nly Kurim-We

WS 4

BS 4

S 3

WARGEAR  Shock Lance (pg 43)  Hunting Blade (pg 43)  Knight Armour (pg 45)  Ballad of the Beast SPECIAL RULES . Beastsinger (pg 41) . Dependent . Dragonhide (pg 41) . Drakesinger . Jungle Born (pg 41) . Kindred Spirit (pg 41) . Spirit Choir (pg 41) Dependent: Mei’nly may be included in any detachment that also includes at least one unit of Dragon Knights, and never takes up a Force Organisation slot. She must begin the game attached to a unit of Dragon Knights and counts as part of the unit for all purposes for the duration of the game.

T 4

W 1

I 5

A 1

Ld 8

Sv 3+

Unit Type Heavy Cavalry (Character)

Drakesinger: Mei’nly is constantly accompanied by her small flight of drakes, which she has trained well to aid her kindred in their herding duties. In battle, they keep close watch over Mei’nly and her fellows, harrying their opponents with small gouts of flame and raking them with their sharp claws. As long as Mei’nly is in play, she and every model in her unit are treated as if they were accompanied by a Hunting Drake as described in the Wargear section. In addition, Mei’nly is treated as having Flaming Breath which she may fire in addition to her normal Shooting. Furthermore, any unit of Drakes within 6” of Mei’nly at the start of the Assault Phase gains the Rage special rule for the remainder of the turn.

16

Unit Composition 1 (Unique)

50 POINTS

RAPTOR PACK 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 quite capable of bringing down a large megadon, or even one of the mighty carnosaurs. When the Exodites ride to battle, their beastsingers 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 beastsinger and the raptor pack is tenuous at best, however. Should the link to the pack be disrupted, they are likely to flee the field of battle.

Raptor Pack Leader

WS 4 5

BS 0 0

WARGEAR  Natural Weapons (pg 43)  Scaly Hide (5+) (pg 45)

SPECIAL RULES  Dragonhide (pg 41)  Hunting Claws  Feral Instincts (pg 41)  Furious Charge (pg 41)  Jungle Born (pg 41)

S 3 4

T 3 3

W 1 1

I 6 6

A 2 3

Ld 6 7

Sv 5+ 5+

Unit Type Beast Beast (Character)

Unit Composition 2 Raptors 1 Pack Leader

Hunting Claws: Raptors have large, extremely sharp claws on one toe of each foot which they use to great effect as they leap onto their prey, tearing them apart in a flurry of kicks and slashes. On any Turn in which Raptors charge into combat, they treat their close combat Attacks as having the Rending special rule until the end of that Phase.

OPTIONS  May include up to nine additional Raptors

17

15 pts per model

60 POINTS

GATE WARDEN KINDRED A rare few Exodites do not share their kind’s typically high level of empathic connection to the natural world and its myriad creatures. Without this connection, these individuals find the normal life of the Exodite tribes to be dull and unfulfilling, as well as rather difficult, and will seek out the one calling truly befitting of this lack of affinity – the gate wardens. Gate wardens live apart from other Exodites, standing silent watch over the webway gates that connect their worlds with the rest of the scattered Eldar race and the galaxy as a whole. Despite the relative safety of webway travel, there are still various threats that may emerge from these gates, and it falls to the ever vigilant gate wardens to defend these vulnerable portals from the many terrors that threaten to emerge and engulf their worlds in the flames of war.

Gate Warden Gatekeeper

WS 4 4

BS 4 4

WARGEAR  Wraithbow (pg 43)  Hunting blade (pg 43)  Warden armour (pg 45)

SPECIAL RULES  Cunning Traps  Fleet  Infiltrate  Jungle Born (pg 41)  Kindred Spirit (pg 41)  Move Through Cover  Split Fire (Gatekeeper only)  Stealth

S 3 3

T 3 3

W 1 1

I 5 5

A 1 2

Ld 8 9

Sv 4+ 4+

Unit Type Infantry Infantry (Character)

Unit Composition 4 Gate Wardens 1 Gatekeeper

Cunning Traps: As they often operate apart from their kin, the gate wardens practice the arts of trapping and snaring, luring their foes in with the illusion of easy prey. Their mastery of field craft allows them to defeat far more numerous foes. Models charging a unit that includes any models with this rule do not gain bonus Attacks from charging. In addition, if at least one model with this rule is in jungle or forest terrain, any enemy unit that successfully charges the unit will suffer D3 automatic Hits at Strength 3 and AP -. These hits are resolved during the Fight subphase at the Initiative 10 step. Any vehicle Hit by this rule will always be hit on its Front Armour. If a Transport or Chariot is Hit by this rule the hit is resolved against the vehicle, not the occupants or the rider. OPTIONS  May include up to five additional Gate Wardens

15 pts per model



Any model may replace their hunting blade with a poisoned blade

3 pts



Any model may replace their wraithbow with a shuriken catapult

free



Up to three Gate Wardens may take a star bolas

5 pts



May upgrade one Gate Warden to a Gatekeeper

5 pts



The Gatekeeper may take items from the Warden Gear list.

18

60 POINTS

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

Ranger

WS 4

BS 4

WARGEAR  Ranger long rifle (pg 42)  Shuriken pistol (pg 42)  Mesh armour (pg 45)

S 3

T 3

W 1

I 5

A 1

Ld 8

warriors and, for a while at least, enjoy the freedom of mind which is impossible on the Craftworlds. Some 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 are always made welcome in the courts of the tribal Exodites.

Sv 5+

Unit Type Infantry

Unit Composition 5 Rangers

SPECIAL RULES  Ancient Doom  Battle Focus  Fleet  Infiltrate  Move Through Cover  Stealth

Ancient Doom: The Eldar loathe and fear She Who Thirsts above all else, for in Slaanesh they see their doom made manifest. A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule. Battle Focus: When the Eldar don their war masks, they enter a battle trance so focused that they flow across the battlefield like quicksilver, killing their foes without breaking stride. A unit that contains only models with the Battle Focus special rule can either Shoot and then Run, or Run and then Shoot, in the same Shooting Phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit. A model cannot Run if it fired a Heavy Weapon during the same Shooting Phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy Weapon in the same Shooting Phase unless it has the Relentless special rule. Models that cannot run gain no benefit from the Battle Focus special rule.

OPTIONS  May include up to five additional Rangers

15 pts per model

19

65 POINTS

NOBLE KNIGHT KINDRED 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.

Noble Knight Baron First Knight Noblesinger

WS 4 4 4 4

BS 4 4 4 4

S 3 3 3 3

WARGEAR  Shock Lance (pg 43)  Hunting Blade (pg 43)  Knight Armour (pg 45)

SPECIAL RULES  Beastsinger (Noblesinger only, pg 41)  Dragonhide (pg 41)  Jungle Born (pg 41)  Kindred Spirit (pg 41)  King’s Champion (First Knight only)  Spirit Choir (Noblesinger only, pg 41)

T 4 4 4 4

W 1 2 2 1

I 5 5 5 5

A 2 2 2 2

Ld 8 9 9 8

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.

Sv 3+ 3+ 3+ 3+

Unit Type Heavy Cavalry Heavy Cavalry (Character) Heavy Cavalry (Character) Heavy Cavalry (Character)

OPTIONS  May include up to seven additional Noble Knights 

Unit Composition 2 Noble Knights 1 Baron

18 pts per model

Any model may replace their shock lance with one of the following:  laser lance  drake lance

5 pts 15 pts



One Noble Knight may replace their shock lance with a storm lance

5 pts



Any Noble Knight may be given a shield of champions

5 pts per model



The entire Kindred may be given any of the following:  dragonheart helm  dragonhide cloak

3 pts per model 5 pts per model



The entire kindred may ride trichedon mounts



May upgrade one Noble Knight to a Noblesinger



The Noblesinger may take items from the Beastsinger Ensemble list.



If a Detachment or Formation includes an Exodite King, Dyann Al’Athar or Lir'Kurom Fürte, one Baron in the Detachment may be upgraded to a First Knight 5 pts



The Baron or First Knight may take items from the Melee Weapons and/or Knightly Vestments lists.



The Baron or First Knight may be given the Spirit Choir special rule

10 pts per model 5 pts

5 pts

King’s Champion: First Knight is a title of both great honour and duty. The First Knight is also known as the King’s Champion, and it is his duty to protect his King and other important personages, as well as accept any challenges on the King’s behalf, that the sovereign may keep his eyes on the greater conflict without suffering the dishonor of refusing single combat. Whilst the First Knight is still alive, the owning player automatically passes Look Out Sir! rolls for Independent characters in the First Knight’s unit, but any Wounds diverted in this fashion must be allocated to the First Knight. In addition, the First Knight must always accept a Challenge if he is able.

20

60 POINTS

SUNDERED KNIGHTS 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.

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, 4worthy of the memory of his fallen companion.

Sundered Knight

WS 4

BS 4

S 3

WARGEAR  Two Poisoned Blades (pg 43)  Knight Armour (pg 45) SPECIAL RULES  Fearless  Feel No Pain (5+)  Fleet  Infiltrate  Jungle Born (pg 41)  The Sundered  Pain of Loss

T 3

W 1

I 5

A 1

Ld 8

Sv 3+

Unit Type Infantry

Unit Composition 1 Sundered Knight

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. Sundered Knights may not be joined by any Independent Characters. All Sundered Knights may issue and accept challenges as if they were characters. If at the start of any Assault phase a unit of Sundered Knights is within 12" of any friendly models with the Kindred Spirit special rule, the Sundered Knights gain the Hatred, Rage and Rampage special rules until the end of that Assault phase, and must declare a charge if they are able. Pain of Loss: The loss of the sundered is so deep that it can be felt as a palpable aura of pain which they can direct fiercely into the hearts of their foes. Enemy models suffer a -1 penalty to their Toughness as long as they are in base contact with one or more models with this special rule (this does affect the victim’s Instant Death threshold).

OPTIONS  May include up to nine additional Sundered Knights 

Up to three Sundered Knights may take a star bolas

21

20 pts per model 5 pts

60 POINTS

TRICHEDON HERD 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.

Trichedon

WS 3

BS 0

S 4

T 5

W 2

I 3

A 1

Ld 6

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.

Sv 4+

Unit Type Beast

Unit Composition 3 Trichedons

WARGEAR  Natural Weapons (pg 43)  Scaly Hide (4+) (pg 45)

OPTIONS  May include up to seven additional Trichedons

SPECIAL RULES  Dragonhide (pg 41)  Feral Instincts (pg 41)  Furious Charge  Jungle Born (pg 41)  Ponderous  Thunderous Charge (pg 41)

Ponderous: Trichedons are large ponderous creatures that move with long strides but at a careful, measured gate.

20 pts per model

Trichedons do not have the Fleet special rule and may not Run. All other rules for Beasts apply to them normally.

22

65 POINTS

HERDKEEPER KINDRED 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.

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 herdkeepers, and they are charged with patrolling the Exodite worlds, keeping watch over the other kindreds and their herds and warning them of danger, whether it be predators, natural disasters or invasion by outsiders.

More so than even the other kindreds, the herdkeepers 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 herdkeepers aloft to ride on the back of the wind, gaining a significant aerial advantage.

In order to fulfill their duties, the herdkeepers 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

Herdkeeper Herdwarden Herdsinger

WS 4 4 4

BS 4 4 4

S 3 3 3

T 4 4 4

W 1 1 1

I 5 5 5

A 1 2 1

Ld 8 8 8

Sv 4+ 4+ 4+

Unit Type Heavy Cavalry Heavy Cavalry (Character) Heavy Cavalry (Character)

Unit Composition 2 Herdkeepers 1 Herdwarden

WARGEAR  Wraithbow (pg 43)  Hunting Blade (pg 43)  Warden Armour (pg 45)

OPTIONS  May include up to seven additional Herdkeepers 

Any model may replace their hunting blade with a poisoned blade

3 pts

SPECIAL RULES  Beastsinger (Herdsinger only, pg 41)  Dragonhide (pg 41)  Hit & Run  Jungle Born (pg 41)  Scouts  Split Fire (Herdwarden only)  Spirit Choir (Herdsinger only, pg 41)



Any model may replace their wraithbow with a shuriken catapult

free



Up to three Herdkeepers may take a star bolas

5 pts



The entire kindred may ride pterasaur mounts

10 pts per model



May upgrade one Herdkeeper to a Herdsinger



The Herdsinger may take items from the Beastsinger Ensemble list.



The Herdwarden may take items from the Warden Gear list.



The Herdwarden may be given the Spirit Choir special rule

23

17 pts per model

5 pts

5 pts

40 POINTS

WAR WALKER KINDRED 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. To aid them in herding dragons, Exodite War Walkers are invariably armed with either a shock lance or 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. ┌─ Armour ─┐

War Walker

WS 4

WARGEAR  Shock Lance (pg 43)  Power Field (pg 45)

SPECIAL RULES  Fleet  Jungle Born (pg 41)  Scouts

BS 4

S 5

Front

Side

Rear

10

10

10

I 5

A 2

HP 2

Unit Type Walker, Open-Topped

Unit Composition 1 War Walker

OPTIONS  May include up to two additional War Walkers

40 pts per model



Any War Walker may upgrade their shock lance to a laser lance

10 pts



Each War Walker must be equipped with one of the following:  Eldar missile launcher with plasma & starshot missiles . add flakk missiles  Scatter laser  Shuriken cannon  Bright lance

20 pts 10 pts 20 pts 15 pts 20 pts



The entire kindred may be given ghostwalk matrices

10 pts per model



Any War Walker may be given any of the following:  Spirit stones  Holo-fields

10 pts per model 15 pts per model

24

70 POINTS

DRAKE FLIGHT 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.

Drake Wing Queen’s Wing

WS 3 3

BS 3 3

S 2 2

T 3 3

W 3 4

I 5 5

A 3 4

Ld 8 9

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 level of coordination unrivalled by any other non-sentient creature known to the Eldar. Of the beasts which answer the call of the beastsingers, the drakes do so the most willingly, and are likely to continue helping their friends even if the beastsingers are incapacitated.

Sv 6+ 6+

Unit Type Jetpack Beast Jetpack Beast (Character)

Unit Composition 2 Drake Wings 1 Queen’s Wing

WARGEAR  Fiery Breath (pg 42)  Natural Weapons (pg 43)  Scaly Hide (6+) (pg 45)

Loyal: Among the creatures which answer the call of the beastsingers, 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.

SPECIAL RULES  Dragonhide (pg 41)  Feral Instincts (pg 41)  Hit & Run  Jungle Born (pg 41)  Loyal  Swarm

A unit of Drakes may re-roll all failed Morale and Pinning tests. A unit of Drakes that is Falling Back may attempt to Regroup normally if they are within 12" of a model with a Hunting Drake.

OPTIONS  May include up to three additional Drake Wings

20 pts per model

Designer’s note: Even though they don’t have actual jetpacks, Drake Flights have been given the Unit Type “Jetpack Beasts” rather than “Jump Beasts” because I feel the Jetpack rules better reflect the way they move and fight. As they are Beasts, they can move 12” in the Movement Phase and are unaffected by Difficult or Dangerous Terrain, they fall back 3D6”, and they have the Fleet special rule. As they are also a Jetpack Unit, their Movement benefits from the Skyborne rule (so they can move over all other models and terrain freely), the Thrust Move rule (so they can move in the Assault Phase) and have the Deep Strike rule (as well as Bulky and Relentless, which generally don’t come into play for them.)

25

150 POINTS

GREAT DRAKE When facing powerful or numerous enemies, the Exodite beastsingers 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 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!

Great Drake

WS 6

BS 3

WARGEAR  Blazing Breath (pg 42)  Natural Weapons (pg 43)  Scaly Hide (3+) (pg 45)

S 7

T 6

W 4

I 5

A 3

Ld 9

Sv 3+

SPECIAL RULES  Dragonhide (pg 41)  Feral Instincts  Jungle Born (pg 41)

26

Unit Type Flying Monstrous Creature

Unit Composition 1 Great Drake

180 POINTS

KNIGHT CONSTRUCT Knights 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 knights often march alongside the dragon knights. With their devastating array of weaponry, the mere gaze of a knight is said to bring death to its enemies. Among the varieties of knights, 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 knights certainly add an imposing element to a force already teeming with massive creatures and ferocious beasts.

Fire Gale Bright Stallion Towering Destroyer

WS 4 4 4

BS 4 4 4

S 9 9 10

WARGEAR  Shock Lance (pg 43) SPECIAL RULES  Agile (Bright Stallion only)  Fearless  Gun Platform (Towering Destroyer only, pg 41)  Jungle Born (pg 41) Agile: Bright Stallions are fitted with additional legs, allowing for greater speed and agility in battle. A model with this rule gains the Fleet special rule. In addition, a unit that contains only models with this special rule can either Shoot and then Run, or Run and then Shoot, in the same Shooting Phase. The unit must complete both actions before you move on to the next unit – otherwise the chance to make the second action is forfeit.

T 7 7 8

W 5 5 6

I 5 5 5

A 3 3 4

Ld 10 10 10

Sv 3+ 3+ 3+

Unit Type Monstrous Creature Monstrous Creature Monstrous Creature

Unit Composition 1 Fire Gale

OPTIONS  May be upgraded to one of the following:  Bright Stallion  Towering Destroyer

25 pts 50 pts



May be given jump jets

15 pts



May be given one of the following:  Knightlance, missile pod, pulse cannon or suncannon  Scattershield

30 pts 15 pts

May be given one of the following:  Shuriken cannon  Scatter laser or starcannon

15 pts 20 pts

If upgraded to a Towering Destroyer, may also be given up to two of the following:  Knightlance, missile pod, pulse cannon or suncannon  Scatter laser or starcannon  Scattershield or shuriken cannon

30 pts 20 pts 15 pts





27

100 POINTS

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.

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.

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 Exodites rely on the megadons’ flesh for meat and leather, on their bones for tools

Megadon (Small) Megadon (Medium) Megadon (Large)

WS 3 3 3

BS 3 3 3

WARGEAR  Natural Weapons (pg 43)  Scaly Hide (3+) (pg 45) SPECIAL RULES  Dragonhide (pg 41)  Gun Platform (pg 41)  Jungle Born (pg 41)  Skittish  Thunderous Charge (pg 41)

S 6 7 8

T 6 7 8

W 4 5 6

I 2 2 1

A 2 2 2

Ld 6 6 6

Sv 3+ 3+ 3+

Unit Type Monstrous Creature Monstrous Creature Monstrous Creature

Unit Composition 1 Megadon (Small)

Skittish: 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 any Morale test it makes (to a maximum of 10). For example, a megadon (Leadership 6) with 3 wounds remaining would have an effective Leadership value of 9.

OPTIONS  May be upgraded to one of the following:  Megadon (medium)  Megadon (large)

25 pts 50 pts



May be given one or more of the following, depending on size (small may have one, medium may have up to two and large may have up to three):  Knightlance, missile pod, pulse cannon or suncannon 30 pts  Scattershield 15 pts



May be given one or more wraithbows at 5 pts each, depending on size (small may have up to two, medium may have up to four and large may have up to six).



For every two wraithbows taken, up to one wraithbow may be upgraded to a flamer at 5 points each.

28

125 POINTS

CARNOSAUR The carnosaur is among the largest and most dangerous predators commonly found on the Exodite worlds. A full-grown adult may stand between five and ten 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.

Young Carnosaur Adult Carnosaur

WS 5 7

BS 0 0

S 6 7

T 6 7

W 4 5

I 4 5

A 4 5

Ld 8 9

In the desperation of battle, the Exodites are sometimes able to call upon the dubious aid of nearby carnosaurs, sending them crashing into the ranks of the enemy to sow confusion and fear as they search 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 their foes.

Sv 3+ 3+

Unit Type Monstrous Creature Monstrous Creature

Unit Composition 1 Young Carnosaur

WARGEAR  Natural Weapons (pg 43)  Scaly Hide (3+) (pg 45)

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 their own size or larger.

SPECIAL RULES  Apex Predator  Dragonhide (pg 41)  Feel No Pain (5+)  Feral Instincts (pg 41)  Jungle Born (pg 41)  Territorial

A unit containing one or more models with this special rule is treated as being Fearless whenever they are locked in combat. If a unit composed entirely of models with this special rule is forced to Fall Back for any reason and there is a Monstrous Creature, Flying Monstrous Creature, Gargantuan Creature, Flying Gargantuan Creature or any type of Vehicle within 12" and in Line of Sight, the unit will instead immediately attempt to charge the nearest Monstrous Creature, Flying Monstrous Creature or Vehicle that is in Line of Sight, be it friend or foe. (Note that models which are Swooping or Zooming are ignored for the purposes of this rule.) If the charge is successful, work out the combat during the next Assault phase, counting the Territorial unit as charging, and under the control of the opponent of the model that was charged until the combat comes to an end.

Apex 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.

OPTIONS  May be upgraded to an Adult Carnosaur

Whenever a model with this special rule rolls a 6 To Wound in close combat, that Attack has the Instant Death special rule.

29

40 pts

30 POINTS

SAILBACK PACK Even more deadly is the Firemouth, a larger and more foultempered variety of Sailback, whose poisons are even more corrosive and whose temperament matches their typical fieryred 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.

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.

Sailback Firemouth

WS 3 4

BS 3 3

S 4 4

WARGEAR  Natural Weapons (pg 43)  Corrosive Spit (Sailback only, pg 42)  Firemouth Spit (Firemouth only, pg 42)  Scaly Hide (4+) (pg 45)

T 4 4

W 2 2

I 3 3

A 1 2

Ld 6 6

Sv 4+ 4+

Unit Type Beast Beast

OPTIONS  May include up to two additional Sailbacks 

Unit Composition 1 Sailback

30 pts per model

The entire pack may be upgraded to Firemouths, replacing their corrosive spit with firemouth spit 10 pts per model

Corrosive Bite: The bite of a Sailback or Firemouth is infused with their corrosive venom, seeping through armour and eating away at flesh. SPECIAL RULES  Corrosive Bite  Dragonhide (pg 41)  Feral Instincts (pg 41)  Jungle Born (pg 41)

Attacks made by a Sailback have the Poisoned (4+) and Corrosive special rules. Attacks made by a Firemouth have the Poisoned (3+) and Corrosive special rules. Corrosive: Any model Wounded by an attack with this rule must pass two separate Armour or Invulnerable Saves to stop each Wound. Cover Saves may not be taken against Corrosive attacks.

30

200 POINTS

LIR’KUROM FÜRTE Lir'Kurom Fürte is the Exodite 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 herdkeepers. Serving as a Beastsinger 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.

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.

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-eared lizard-riders. His Waaagh! struck swiftly and his Orks offered no quarter as they brutally slaughtered the Exodites and their herds alike.

The Exodite 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 by 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.

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 huge carnosaur stalking through the trees. It caught sight of him, and turned his way…

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 King.

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

Lir'Kurom Fürte

WS 8

BS 6

S 8

T 8

W 6

I 5

A 6

Ld 10

Sv 3+

Unit Type Monstrous Creature (Character)

Unit Composition 1 (Unique)

WARGEAR  Bright Lance (pg 42)  Natural Weapons (pg 43)  Star Bolas (pg 43)  Knight Armour (pg 45)  Dragonheart Helm (pg 44)

Beastcalmer: Lir’Kurom Fürte is hailed as the most empathic Beastsinger ever to live. His connection to the various beasts of his world is unparalleled.

SPECIAL RULES  Apex Predator (pg 29)  Beastcalmer  Dragonhide (pg 41)  Huge Target  Independent Character  Jungle Born (pg 41)  King of the World (pg 41)  Sovereignty (pg 9)

Huge Target: Sitting astride his carnosaur mount, Lir’Kurom Fürte makes for a large and imposing figure, and is easily picked out amongst his kin and their various beastly allies.

As long as Lir’Kurom Fürte is on the table, all friendly units with the Feral Instincts special rule may re-roll all failed Morale and Pinning tests and may always attempt to Regroup normally. In addition, Lir'Kurom Fürte may join units with the Feral Instincts rule, but may still not join units that contain Monstrous Creatures.

Lir'Kurom Fürte may never attempt a Look Out, Sir! roll. WARLORD TRAIT  Master of Monsters

31

300 POINTS

COLOSSAL MEGADON Some species of megadons are quite long-lived and continue to grow throughout their lives, able to reach truly enormous size after hundreds of years of surviving the harsh conditions of the primal worlds they call home. Building a fighting platform large enough for one of these massive creatures requires a great deal of effort, as does training them for battle, and so they are a relatively rare sight, often only when the forces arrayed against them represent a cataclysmic threat.

Colossal Megadon

WS 3

BS 3

S 9

T 9

W 8

I 1

A 2

Ld 6

Handling these titanic monsters in the midst of combat often requires the combined efforts of an entire kindred of Exodite warriors, though this is a small price to pay for the combination of firepower and psychological effect that a colossal megadon can bring to bear on the enemy. The sight of such a tremendous beast is enough to send all but the bravest of foes fleeing in blind panic before the many guns mounted to its fighting platform even begin to fire.

Sv 3+

Unit Type Gargantuan Creature

Unit Composition 1 Colossal Megadon

WARGEAR  Natural Weapons (pg 43)  Scaly Hide (3+) (pg 45)

Defensive Fire: A colossal megadons is crewed by an entire kindred of Exodites, many often armed with wraithbows to defend their enormous mount from close assault by enemy troops.

SPECIAL RULES  Defensive Fire  Dragonhide (pg 41)  Jungle Born (pg 41)  Thunderous Charge (pg 41)

A Colossal Megadon may fire Overwatch when Assaulted, but only with its wraithbows. OPTIONS  May be given up to five of the following:  Knightlance, missile pod, pulse cannon or suncannon  Scattershield 

May be given up to ten wraithbows at 5 pts each.

32

30 pts 15 pts

275 POINTS

IMMENSE PTERASAUR The pterasaurs that inhabit the Exodite worlds are capable of growing to immense size if they live long enough. The oldest and largest of these are large enough to carry an entire kindred of Exodites into battle. The Exodites fit them with special harnesses which allow them to mount devastatingly powerful weapons to make these creatures even more deadly.

Immense Pterasaur

WS 5

BS 3

WARGEAR  Natural Weapons (pg 43)  Scaly Hide (4+) (pg 45) SPECIAL RULES  Dragonhide (pg 41)  Jungle Born (pg 41)

S 7

T 7

W 6

I 3

A 3

Ld 8

On most Exodite worlds, only a handful of trained pterasaurs live long enough to reach such massive proportions. A few worlds, however, boast much larger populations of these tremendous flying beasts – flocks of them blotting out the sun as they swarm in defense of their worlds.

Sv 4+

Unit Type Flying Gargantuan Creature

Unit Composition 1 Immense Pterasaur

OPTIONS  May be given up to three of the following:  Knightlance, missile pod, pulse cannon or suncannon  Scattershield 

May be given up to six wraithbows at 5 pts each.

33

30 pts 15 pts

350 POINTS

MASSIVE CARNOSAUR Carnosaurs compete fiercely for food and territory, and battles between them are very common. Generally the victor will feast on his vanquished rival. For a carnosaur to survive long enough to grow to truly massive proportions is quite a rarity, and such creatures are sometimes even hunted down and destroyed by the Exodites as the risk they pose to their herds is often deemed too great to allow them to abide.

Massive Carnosaur

WS 8

BS 0

WARGEAR  Natural Weapons (pg 43)  Scaly Hide (3+) (pg 45)

S 8

T 8

W 7

I 5

A 6

Ld 9

There are some great beasts, however, that manage to avoid such a fate. Perhaps their chosen hunting grounds never bring them to the notice of the migrant tribes. It is quite unusual, but not unheard of in times of great need for the Beastsingers to attract one of these extremely powerful and dangerous creatures to fight alongside them, though they risk shifting the beast’s attention to their lands when war has ended.

Sv 3+

Unit Type Gargantuan Creature

SPECIAL RULES  Apex Predator (pg 29)  Dragonhide (pg 41)  Feel No Pain (4+)  Feral Instincts (pg 41)  Jungle Born (pg 41)  Territorial (pg 29)

34

Unit Composition 1 Massive Carnosaur

15 POINTS

VERDANT JUNGLE These thick copses of vegetation impeded enemy movement and block lines of fire, while offering little in the way of obstruction for the Exodites and their beasts, who are quite at home among the twisting vines and heavy foliage. The trees themselves can become quite dangerous indeed when an Exodite Worldsinger is near, their vines and branches weaving a deadly dance to the sound of his ethereal singing.

The Exodites are masters of the dangerous environments on the hostile worlds they call home. When they move to do battle in defense of their homes, they will often lead the enemy into key positions in or near the dense jungles to which they are accustomed, which their foes often find very difficult. Their Worldsingers are even able to cause rapid growth, quickly summoning an overgrown copse where nothing grew before.

Composition: 1-3 sections of Verdant Jungle at 15 pts per section. Each section of Verdant Jungle is represented by an area of jungle trees, vines, etc. covering an area at most 6" long by 6” wide. Each section of Verdant Jungle must be placed within 12” of another section of Verdant Jungle from the same Fortification choice. Terrain Type: Difficult Terrain.

SPECIAL RULES Overgrown Undergrowth: Unless otherwise noted, when a piece of Verdant Jungle terrain is placed, roll a D3 to determine its Density. Models on the base of a Verdant Jungle model receive a cover save, regardless of whether or not they are 25% obscured. The cover save conferred by the Verdant Jungle, both for models in it and models in cover behind it, is based on its Density. (See table below.) Very Difficult Terrain: If a unit wishes to move into or through a Verdant Jungle, they must apply a Move Penalty based on its Density. (See table below.) The Move Penalty is subtracted from the total distance the unit rolls on its Difficult Terrain Test, to a minimum of 1”. Furthermore, this Move Penalty is in addition to the existing penalty for charging through Difficult Terrain (which is normally -2), and any total roll of 0 or less will result in a failed charge. Note that units which are not slowed by Difficult Terrain are not slowed by Very Difficult Terrain either. Density 1 2 3

35

Cover Save 5+ 4+ 3+

Move Penalty 0 -1 -2

25 POINTS

WORLD SPIRIT NODE When a battle takes place near a world spirit node, the Spiritsingers and Worldsingers are able to extend the reach of their powers by communing with the standing stones, their songs carrying across the psychic link and joined by the eerie sound of a ghostly choir of Exodite spirits that flock to the sound of the songs, lending their strength to the singer’s own in defense of their world and its world spirit.

The world spirit is a complex psychic energy grid which 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.

Composition: 1-3 World Spirit Nodes at 25 pts each. Each World Spirit Node is represented by a standing stone roughly 2” tall on a 40mm base. Each World Spirit Node may be placed separately anywhere you are allowed to deploy your fortifications. Terrain Type: Battlefield Debris.

SPECIAL RULES Ancestral Spirits: The spirits of the Exodites’ ancestors flow through these nodes, their voices lending courage to their descendants and kin, and whispering terrible secrets to their foes. Units with the Exodites, Harlequins, Eldar and Dark Eldar Factions add +1 to their Leadership while they are within 2” of a World Spirit Node. Units from any other Faction suffer a -1 penalty to their Leadership while they are within 2” of a World Spirit Node. Psychic Focus: A psyker with the Exodites faction within 12” of a World Spirit Node may determine line of sight and measure range from any point on the World Spirit Node rather than from their own position when declaring a target and resolving the effects of any psychic powers they cast. Only a single psyker may use the Psychic Focus rule of a given World Spirit Node each turn, and a psyker may not use more than one World Spirit Node as a Psychic Focus each turn.

36

ROYAL KINDRED When the fighting is at its most fierce, the king and his mightiest followers form an honorary grouping, a noble party of the greatest and most noble heroes amongst the many kindreds. They are shining examples of the ideals of the Exodites. As these individuals achieve victories and crush their foes together, their legends grow and their people revere them all the more, striving to follow their example.

When the Exodite King rides to battle, he is generally accompanied by a cadre of heroic nobles and advisors, the best a brightest his world has to offer. Exodite society is a feudal hierarchy of tribes led by strong leaders, who in turn owe fealty to strong nobles, who look to the king himself. Honour and glory are respected, and the greater the heroes that lead the kindreds, the more fiercely they will fight in turn.

FORMATION: 

1 Exodite King 1



1 Spiritsinger 2



1 Worldsinger



1-3 Kindred Princes



1 Noble Knight Kindred

1

Dyann Al’Athar or Lir'Kurom Fürte may be taken in place of the Exodite King.

SPECIAL RULES 

Crusader

COMMAND BENEFITS: Heroes Unmatched: If this Formation is chosen as your Primary Detachment, your Warlord may generate one extra Warlord Trait. This extra trait must be generated from the Exodite Warlord Traits table, and you may re-roll any duplicates. Lead by Example: Any friendly models with the Kindred Spirit special rule within 6” of one or more models from this Formation have the Crusader special rule. Martial Pride: Characters from this Formation may never refuse a Challenge.

2

El’Iysa Ishmal may be taken in place of the Spiritsinger.

RESTRICTIONS: 

All models in this formation must be deployed as a single unit, and none of the Independent Characters may leave the unit.



The Baron of the Formation’s Noble Knight Kindred must be upgraded to a First Knight.

37

CARNOSAUR PACK There are few things that such a pack of carnosaurs cannot bring down, making them quite a dangerous group which the Exodites will usually do their best to avoid altogether. When faced with invasion, however, they are oft tempted to call on the fury of a family of carnosaurs, knowing they will be more dangerous to their hapless enemy than to themselves, usually...

Although carnosaurs are solitary and territorial creatures and will generally attack even others of their kind, they do occasionally pair up to mate. Curiously, once a pair of carnosaurs has come together in this way, they will usually remain together until after their offspring have matured enough to begin hunting on their own.

FORMATION: 

2 Adult Carnosaurs



1-3 Young Carnosaur

SPECIAL RULES: Parental Fury: If one or more Young Carnosaurs from this Formation are slain, all Adult Carnosaurs from this Formation immediately gain the Hatred and Rage special rules for the remainder of the battle.

RESTRICTIONS: 

All models in this formation must be deployed as a single unit.

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BEAST HERD As they are the widest travelled, herdkeeper kindreds are often the first to witness the planetfall of enemy invasion upon an Exodite world. When encroachers are spotted, the herdkeepers will send their swiftest riders to bring tidings of the impending conflict before bending their will toward as many nearby beasts as possible in order to make a first strike.

The invaders are often caught off guard by the sudden onslaught and unexpected ferocity of the native beasts, buying precious time for the Exodites to bring additional forces to bear against their foes. These tactics have seen more than one invasion stalled before it could even begin, as the arrival of the dragon knights turns confusion to rout and withdrawal.

SPECIAL RULES

FORMATION:





1 Herdmaster



1-3 Herdkeeper Kindreds



0-1 Gate Warden Kindred



1-2 Raptor Packs



1-2 Drake Flights



1-2 Trichedon Herds



1-2 Sailback Packs



1-5 Megadons



0-1 Carnosaur 1



0-1 Colossal Megadon, Immense Pterasaur or Massive Carnosaur.

Scouts

COMMAND BENEFITS: Bestial Ambush: If this Formation is chosen as your Primary Detachment, you may successfully Seize the Initiative on a roll of 5+. Thundering Stampede: You may re-roll To Wound rolls of 1 for all Hammer of Wrath Attacks made by models in this Formation. Vanguard: Models from this Formation may not be held in Reserve unless required to do so by the Mission being played. Any friendly unit with the Kindred Spirit special rule that is held in Reserve may re-roll any failed Reserve rolls as long as the Herdmaster from this Formation was on the table at the beginning of the current turn.

1

A Carnosaur Pack Formation may be taken in place of the Carnosaur.

RESTRICTIONS: 

The Herdmaster must be given the Beastsinger special rule.



All Herdkeeper Kindreds include a Herdsinger.



Megadons from this Formation may not take any options except to upgrade their size to Medium or Large.



Colossal Megadons from Formation may not take options.

must

this any

39

APPENDIX This section of the book details main of the rules for using an army of Exodites in your games of Warhammer 40,000, including their unique Warlord Traits, wargear and Tactical Objectives. The profiles section at the end provides a list of unit and weapons profiles for reference during your games.

LEVELS OF ALLIANCE Models with the Exodites Faction have the following levels of alliance with other units from different Factions in the same army: Battle Brothers: Dark Eldar, Eldar, Harlequins Allies of Convenience: Tau Empire Desperate Allies: Armies of the Imperium, Orks Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Necrons, Tyranids

WARLORD TRAITS When generating Warlord traits for a Warlord with the Exodites Faction, you can either roll on one of the Warlord Traits tables in Warhammer, 40,000: The Rules or roll on the table below.

D6 WARLORD TRAIT 1 Ride Forth to Battle! The Warlord is adept at coordinating massed cavalry charges, ensuring the enemy are crushed beneath their dragons.

D6 WARLORD TRAIT 4 Champion of the Wild Hunt. The Warlord has participated in many wild hunts, and has personally slain all of the greatest beasts of their world. No monstrosity, living or mechanical, can stand before his might!

When the Warlord and his unit charge, you may roll 3D6 and choose the highest two when determining their charge range. In addition, all friendly Heavy Cavalry units within 6” of the Warlord when he declares his charge may also roll 3D6 and choose the highest two when determining their charge range if they declare a charge during this Assault phase, but after the Warlord has charged.

The Warlord has the Monster Hunter and Tank Hunter special rules. 5 Wrath of Ancient Days. The Warlord burns with a passion born of fury for what the Eldar have lost, his wrath is great and terrible to behold.

2 Impetuous. The Warlord is young and hot-tempered, eager to prove himself as a capable leader and warrior. His oath is sworn that the enemy will not escape!

The Warlord has the Furious Charge and Rage special rules. In addition, on the turn that he charges, he also has the Fear special rule.

The Warlord has the Counter-Attack, Crusader and Rampage special rules. In addition, the Warlord must always accept a challenge whenever possible – he may not refuse it or allow another character to accept it.

6 Master of Monsters. The Warlord has an affinity for communing with the greatest of beasts, able to compel them to greater feats of ferocity. All friendly Monstrous Creatures, Flying Monstrous Creatures, Gargantuan Creatures and Flying Gargantuan Creatures have the Hatred special rule as long as they are within 18” of the Warlord. You may re-roll this result if your army contains no Monstrous Creatures, Flying Monstrous Creatures, Gargantuan Creatures or Flying Gargantuan Creatures.

3 Unbreakable Resolve. The Warlord’s will cannot be shaken, his indomitable resolve is proof against terrors great and small, and his mind is an impenetrable fortress. The Warlord has the Adamantium Will and Stubborn special rules.

40

EXODITE SPECIAL RULES Special rules that are unique to particular units or Formations are presented on their datasheets. Other, more common, rules are simply listed by name – these are described in full in the Special Rules section of Warhammer 40,000: The Rules. DRAGONHIDE The various fighting beasts and riding mounts used by the Exodites possess thick, scaly hides which are very resilient.

HEAVY CAVALRY The riding beasts used by Exodite Dragon Knights are not quite as swift as the beasts ridden by the mounted troops of many other forces, but they are quite a bit stronger and more resilient, qualities their riders are able to exploit quite well in combat.

A model with this special rule has a 6+ Invulnerable Save.

Heavy Cavalry units follow the normal rules for Cavalry units, with the following exceptions. They do not have the Fleet special rule, and increase their Toughness by 1. (This is already taken into account in the units’ profiles.) In addition, Heavy Cavalry add +1 to their Strength for Hammer of Wrath Attacks.

BEASTSTINGER Some Exodites have a stronger affinity and empathic link to 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. In addition, they train in both song and various musical instruments that are able to enhance their empathic link, invoking various reactions in their minds of their primal allies.

JUNGLE BORN The Exodite worlds are harsh and dangerous jungles without exception and the Exodites quickly learn to master their environment as a matter of survival.

All Units with the Feral Instincts special rule may re-roll failed Morale and Pinning tests if they are within 12” of a model with this special rule.

A model with this special rule is not slowed by difficult terrain and does not suffer the penalty to its Initiative for charging through difficult terrain, provided that difficult terrain is made up of jungle or forest terrain. Models with this special rule also automatically pass Dangerous Terrain tests caused by jungle or forest terrain. In addition, models with this special rule also have the Stealth (Jungle, Forest) special rule. (Jungle and Forest terrain is defined as any terrain type made up predominately of trees, bushes and/or other plants, such as a Verdant Jungle or a Twisted Copse.)

GUN PLATFORM The largest Exodite constructs and designed as sturdy firing platforms, allowing their crew to safely survey the battle and direct their fire to where it will be the most effective. A model with this unit may always fire all of its ranged weapons in the Shooting Phase, and may split their fire between up to two separate targets if they wish to do so. FERAL INSTINCTS When the Exodites ride to war, they are able to summon aid in the form of the myriad creatures of their worlds. These creatures will fight ferociously for their Exodite masters as long as they remain empathically linked to a nearby beastsinger. If this link is lost, they are likely to flee from the cacophony of battle.

KING OF THE WORLD An Exodite King holds sway over an entire world, his word is law and his is the responsibility for the lives of his people. No Detachment or Formation may ever include more than one model with this special rule. If your Primary Detachment contains a model with this special rule, that model must be your Warlord.

Units with this special rule which are Falling Back may not attempt to Regroup unless they are within 12” of a friendly model with the Beastsinger special rule or they have had a charge declared against them. In addition, units with this rule may not be joined by Independent Characters unless otherwise noted.

SPIRIT CHOIR Spiritsingers often train those companions who are musically inclined to support their mystical songs, weaving a haunting harmony into their work which increases its potency.

KINDRED SPIRIT Exodite kindreds are more than just fighting units, they are close knit groups with blood ties and strong oaths of allegiance and kinship. Whereas the courage of many military units begins to falter as heavy losses are incurred, for the Exodites such calamity only steels their will and drives their determination. When renowned heroes ride to battle with their kin, they will follow the shining example of their knightly exemplars.

A model with this special rule may attempt to sing a Harmony once per turn, as described in the Spiritsinger Repertoire rules. A model with this special rule is not a Psyker unless they also have either the Psyker or Psyker Unit special rule. THUNDEROUS CHARGE Some of the beasts used by the Exodites in battle are large and ponderous, but are capable of building up an incredible momentum, smashing nearly anything in their path.

Any unit entirely composed of models with this special rule which has been reduced to 50% or less of its starting number may re-roll all failed Morale and Pinning tests. In addition, any unit entirely composed of models with this special rule gains the Stubborn special if there is one or more Independent Characters with the Kindred Spirit special rule joined to the unit and it has been reduced to 50% or less of its starting number. Do not count any Independent Characters which have joined the unit for either the starting number or current strength of the unit.

Models with this special rule are not slowed by difficult terrain and do not suffer the penalty to their Initiative for charging through difficult terrain. In addition, models with this special rule also have the Hammer of Wrath special rule, but make D3 Hammer of Wrath Attacks that hit automatically and are resolved at +1 Strength.

41

EXODITE WARGEAR This section of Codex: Exodites lists the weapons and equipment used by the warriors and vehicles of the Exodites, along with the rules for using them in your games of Warhammer 40,000.

RANGED WEAPONS Breath Weapons Drakes are capable of breathing small gouts of flame. An individual drake’s flame is not powerful enough to be more than a minor threat. However, entire wings of drakes have been known to work together to burn their targets, using coordinated patterns that result in a much more dangerous attack.

Laser Weapons Eldar lasers use psychically grown crystals to refine their already intense bursts to their optimum potency. Many Eldar consider the laser weapon the most elegant of all, exulting in the fact that their technological mastery extends even to light itself. Some heavier Eldar laser weapons are calibrated to send out a staccato series of blasts, whilst others narrow their focus to such a degree they can pierce any armour, no matter the thickness.

Like their smaller 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, and is capable of being sprayed over a large area, hurled as a great fireball or focused on a single target to varying effects.

Bright Lance Knightlance Pulse Cannon Scatter Laser

Breath weapons are Flamer weapons for the purposes of any special rules that interact with Flamer weapons as described in Warhammer 40,000: The Rules. Range Fiery Breath Blazing Breath Dispersed Fireball Focused

Template Template

18” 18”

Strength 4

AP 5

6 7 8

4 3 1

Type Assault 1 Assault 1, Torrent Assault 1, Blast Assault 1, Melta

Firemouth Spit

36”

Strength 3

4

AP -

-

Missile Type Airburst

Type Assault 2, Barrage, Blast, Corrosive, Poisoned (4+) Assault 2, Barrage, Blast, Corrosive, Poisoned (3+),

Impact

Strength 4 7 8

AP 4 4 3

Flamer

Template

Strength 4

AP 5

Strength 5

AP 4

48”

8

2

Type Heavy 1, Large Blast, Pinning Heavy 3

36”

Strength X

AP 6

Type Heavy 1, Sniper

Shuriken Weapons Shuriken weapons fire monomolecular bladed discs at an astonishing rate, each near invisible to the naked eye but hard enough to scythe through the foe with ease. This ammunition is stored as a solid core of plasti-crystal material. A series of highenergy impulses originate at the rear of the weapon and fly through the barrel at terrific speed. Each impulse detaches a monomolecular slice of the ammunition core and catapults it from the weapon’s barrel, allowing each of these instruments of war to fire up to a hundred bladed discs in a few seconds.

Type Heavy 1, Blast, Pinning Heavy 1, Skyfire Heavy 1, Pinning

Flamer Flamers are short-ranged weapons that spew out highly volatile clouds of liquid chemicals that ignite on contact with air. They are primarily used to scour the enemy from defended positions, as walls are no defence against blasts of superheated vapour. Range

Range 48”

Range Ranger Long Rifle

Eldar Missile Launcher Eldar missile launchers are elegant and well-balanced. They use complex chambered pods that contain several different kinds of ammunition, all but eliminating the need to reload in battle. Range 48” 48” 48”

Type Heavy 1, Lance Heavy 1, Lance Heavy 3 Heavy 4, Laser Lock

Ranger Long Rifle Ranger long rifles are precision implements designed for sniper fire. So armed, a Ranger can hit an enemy’s eye socket at a thousand paces.

Corrosive: Any model Wounded by an attack with this rule must pass two separate Armour or Invulnerable Saves to stop each Wound. Cover Saves may not be taken against Corrosive attacks.

Missile Type Plasma Missile Flakk Missile Starshot Missile

AP 2 2 2 6

Missile Pod The missiles fired by a missile pod can be configured to either explode on contact with the target, or to create widespread damage with a coordinated airburst.

Corrosive Spit Sailbacks produce highly corrosive venom they can or spit over a great distance. Firemouth venom is even more dangerous. Range 36”

Strength 8 10 9 6

Laser Lock: If a model is firing one or more weapons with this special rule and also one or more other weapons, roll To Hit with the weapon(s) with the Laser Lock special rue first. If the Laser Lock weapon(s) causes one or more hits, treat all weapons on the same model yet to fire this phase as being twin-linked for the rest of the phase. Note that all of the hits caused by the firer’s shooting attacks are still resolved simultaneously.

Cavalry Lances See pg 8.

Corrosive Spit

Range 36” 48” 60” 36”

Shuriken Pistol Shuriken Catapult Shuriken Cannon

Range 12” 12” 24”

Strength 4 4 6

AP 5 5 5

Type Pistol, Bladestorm Assault 2, Bladestorm Assault 3, Bladestorm

Bladestorm: When a weapon with this special rule rolls a 6 To Wound, the target is wounded automatically and the Wound is resolved at AP2.

Type Assault 1

42

Star Bolas The treladil, or star bolas, mounts three weighted plasma charges at the end of mesh-weave cords. These charges arm when the bolas is spun with sufficient vigour. The weapon is designed to be hurled in a scything arc, tangling about its target before its plasma charges explode with the fury of a dying sun. Star Bolas

Range 12”

Strength 6

AP 2

Wraithbow Exodite wraithbows are crafted from pure wraithbone and psychically attuned to their bearer. Hurling shafts of psychicallycharged wraithbone over great distances, wraithbows are deadly in the hands of a skilled marksman. Some highly skilled individuals are able to craft and use specialised arrows that allow additional effects. Swarm arrows are designed to break apart in flight, splintering into thousands of tiny shards of psycho-reactive material that are capable of devastating lightlyarmoured infantry. Drake arrows instead focus the psychic energies of the user into an intense fiery tip that is capable of burning through nearly anything.

Type Assault 1, Blast, One Use Only

Starcannon The Adepts of the Imperium have never really harnessed the full power of plasma technology; only the Eldar have truly mastered its potential. To the Eldar, it is further testament to the idiocy of Man that he has created a weapon that frequently maims or even kills the wielder. The sophisticated starcannons of the Eldar have no such flaws. Each weapon’s plasma core produces the incandescent heat of a star, but sophisticated containment fields ensure the gun’s exterior remains cool to the touch. Starcannon Suncannon

Range 36” 48”

Strength 6 6

AP 2 2

Wraithbow - Drake Arrows - Swarm Arrows

Range 24” 18” 18”

Strength 3 8 3

AP 6 1 -

Type Rapid Fire, Rending Assault 1, Melta Assault 2D6, Pinning

A model armed with drake arrows and/or swarm arrows may either fire their wraithbow normally, or use the profile given above for their special ammunition.

Type Heavy 2 Heavy 3, Blast

MELEE WEAPONS Cavalry Lances Exodite Dragon Knights carry long, dangerous lances which build up pulses of energy that can be released with explosive force on nearing their target. These are used on low-powered settings to deliver shocks strong enough to goad even the largest and most stubborn megadons. When powered up, they are capable of inflicting horrific injuries. Most Dragon Knights carry the simple Shock Lance, while the more experienced leaders and nobles will often carry more powerful Laser Lances. Storm Lances are used to deal with enemy vehicles. The Drake Lance is a rare weapon said to contain the fiery breath of a great drake, which may be unleashed upon the enemies of the Exodites. Drake Lance Drake Lance Laser Lance Laser Lance Shock Lance Shock Lance Storm Lance Storm Lance

Range 6” 6” 6” 6” -

Strength 8 8 6 +3 4 +1 3 User

AP 1 1 3 3 5 5 6 6

Natural Weapons Most of the feral beasts that inhabit the Exodite worlds possess sharp claws, vicious jaws or other natural weapons that are perfect for tearing through flesh. Natural Weapons

Type Assault 1, Lance Melee, Impact, Lance Assault 1, Lance Melee, Impact, Lance Assault 1

Poisoned Blade

Strength User

AP -

AP -

Type Melee, Shred

Range -

Strength User

AP -

Type Melee, Poisoned (3+), Specialist Weapon

Singing Spear When hurled by a psychic user, a singing spear can sunder both armour and flesh, and will always return to its wielder.

Melee, Impact, Concussive

Assault 1, Haywire Melee, Impact, Haywire

Singing Spear Singing Spear

Range 12” -

Strength 9 User

AP -

Type Assault 1, Fleshbane Melee, Armourbane, Fleshbane

Witch Lance The witch lance burns with the full fury of the psychic might of the wielder, threatening to ignite the very soul of the target.

Hunting Blade Used primarily for cleaning and dressing their kills in the field, the hunting blades used by the Exodites are able to flay the flesh from most creatures with ease when pressed to service in battle. Range -

Strength User

Poisoned Blade The Exodites coat these wickedly sharp blades in poisons derived from the native flora and fauna of the Exodite worlds, the better to sow agony and death amongst those who seek to encroach upon and despoil their homes.

Impact: In any Fight sub-phase in which the wielder is engaged but has not charged, this weapon uses the profile of a close combat weapon instead of the melee profile above.

Hunting Blade

Range -

Witch Lance Witch Lance

Type Melee, Shred

Range 6” -

Strength 6 +1/User*

AP -

Type Assault 1, Fleshbane Melee, Armourbane, Fleshbane, Soul Blaze

* The witch lance has two profiles for its Strength value. The first is used only on a turn in which a model charges, the second is used at all other times.

43

ARTIFICES OF WAR Dragonheart Helm

Scattershield

Reserved for only the most skilled members of the Exodite nobility, a dragonheart helm is both a badge of honor and a protective ward. The psychic matrix in the helm allows the wearer to redirect fatal blows to merely glance off their armour.

Used to protect precious Eldar war-constructs, a scattershield is a gigantic fan-shaped shield generator that converts the energy of incoming attacks into a blinding spray of multicoloured light.

A model wearing a dragonheart 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.

The bearer has a 5+ Invulnerable Save. Whenever the bearer passes one or more saving throws using its scattershield, all units (friend and foe) within 6” must test as if they had just been hit by a weapon with the Blind special rule – even those that are engaged in close combat. A unit that passes the Initiative test is immune to the Blind rule for the rest of the phase.

Dragonhide Cloak

Trichedon Mount

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.

Some Exodites eschew the swifter dragon mounts preferred by most of their kind in favor of the tremendous strength and stamina offered by trichedons. Though slower and more taciturn than dragons, they are still formidable mounts capable of crushing lesser creatures under their massive forms.

A model wearing a dragonhide cloak increases their dragonhide invulnerable save from 6+ to 5+.

A model mounted on a Trichedon gains the Thunderous Charge special rule but resolves their Hammer of Wrath Attacks at a fixed Strength of 5. A unit which contains any models mounted on Trichedons may not Run. All other rules for Heavy Cavalry apply to them normally.

Gyrinx The gyrinx is a feline creature kept as a companion and familiar by some Exodite psykers due to their ability to improve the psychic abilities of those they share an empathic bond with.

Shield of Champions Those Dragon Knights who have proven themselves as champions of the King’s Tournament, held only at the culmination of every thirteenth harvest, are allowed to carry a shield of champions. These ornate devices are intricately laced with psycho-reactive crystals that reduce the potential energy of incoming attacks, allowing the champion to shrug off blows that would fell even the mightiest of dragons.

A model with a gyrinx may re-roll any rolls of 1 when making a Psychic Test. A gyrinx is too small to be individually targeted, and may not be attacked in any way. It is removed along with its owner.

Hunting Drake Some fortunate Exodites are able to spirit an unhatched drake egg away from its carefully guarded nest, 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 owner and to coordinate well on the hunt or in battle.

A model carrying a shield of champions has the Feel No Pain (5+) special rule.

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 Eldar deities and protecting their companions from harm.

A model with a hunting drake gains +1 to both their Initiative value and their Attacks, and counts as being equipped with Assault Grenades when charging into close combat. 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.

A Tear of Isha is treated as a Psychic Hood. In addition, a model with a Tear of Isha may attempt to generate additional Warp Charge points during the controlling player’s Psychic Phase. Roll a D6, and consult the chart below:

Jump Jets Many Knights are fitted with powerful jump jets that allow them to make graceful leaps across the battlefield. A Knight equipped with jump jets changes its unit type to Jump Monstrous Creature.

D6 1-2

Effect No additional Warp Charge points are generated

3-5

1 additional Warp Charge point is generated

6

Pterasaur Mount Some herdkeeper 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 model mounted on a pterasaur becomes Unit Type: Jump Heavy Cavalry and gains the Jink special rule.

44

D3 additional Warp Charge points are generated, but the Tear of Isha is temporarily drained of its power and may not be used as a Psychic Hood or to generate additional Warp Charge points for the remainder of the battle.

EXODITE VEHICLE EQUIPMENT Ghostwalk Matrix

Power Field

A ghostwalk matrix utilises the knowledge and wisdom contained within a spirit stone to guide the vehicle on its path.

Power fields reroute a portion of the vehicle’s energy supply to project a glimmering shield of protection around the vehicle.

A vehicle with this upgrade has the Move Through Cover special rule.

A model with a power field has a 5+ invulnerable save.

Spirit Stones

Holo-fields

Some Eldar vehicles incorporate large spirit stones with a captive animus that can control the vehicle should it be disabled.

Harnessing kinetic energy to distort the vehicle’s silhouette, holo-fields prevent the foe from targeting vulnerable areas.

A vehicle with this upgrade ignores Crew Shaken results on a roll of 2+ and Crew Stunned results on a 4+. Roll immediately when the result is suffered.

A vehicle with holo-fields has a 5+ invulnerable save unless it is immobilised.

ARMOUR Knight Armour

Scaly Hide

The armour worn by Dragon Knights is made of thick armoured plates which are light but tough, with an underweave of psychoreactive material that reacts to the movement of the wearer. This combination provides excellent protection for the wearer, while still allowing a full range of movement.

Many of the beasts of the Exodite worlds are covered in thick, scaly hides that offer nearly as much protection as many types of armour, and are often even better at deflecting the lesser blows of more mundane weaponry and attacks. Scaly Hide confers an Armour Save equal to the number shown in brackets. For example, Scaly Hide (4+) would confer a 4+ Armour Save. Models with Scaly Hide may re-roll all rolls of 1 when making Armour Saves against Wounds with no AP value.

Knight Armour confers a 3+ Armour Save.

Mesh Armour Mesh armour is comprised of thousands of tiny pieces of thermoplas that harden on impact to form effective, lightweight armour.

Warden Armour The armour worn by Gate Wardens and Herdkeepers is similar to that of the Dragon Knights, but lighter and even more flexible.

Mesh Armour confers a 5+ Armour Save.

Warden Armour confers a 4+ Armour Save.

Rune Armour Eldar psykers fashion themselves elegant armour decorated with runes that offer protection against attacks both spiritual and physical in nature. Rune Armour grants the wearer a 4+ Invulnerable Save.

45

RELICS OF THE EXODUS These artefacts are items of incredibly rarity, ancient treasures that were carried away with the Exodites when they fled the coming calamity of The Fall. Only one of each of the following relics may be chosen per army.

Celestial Bow

Soulplate Armour

The Celestial Bow is an ancient wraithbow forged in the time before the fall. A masterwork of the artificer’s craft, it is both beautiful to behold, and extremely potent, shining brightly with the light of the Eldar of old.

A powerful relic of the ancient Eldar empire, Soulplate Armour 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.

Celestial Bow

Range 24”

Strength 4

AP 4

Type Rapid Fire, Blind, Master-Crafted, Rending

Soulplate Armour confers a 2+ Armour Save and grants the wearer a 4+ Invulnerable Save and the Eternal Warrior special rule.

A model armed with drake arrows and/or swarm arrows may either fire the Celestial Bow normally, or use the profiles for their special ammunition, with the addition of the Master-Crafted special rule.

Vaulsmith Blade An ancient artifact purported to have been crafted by one of the first Eldar smiths, trained by Vaul himself. It is said that the blade is so sharp it can cleave the soul from the body.

Mistwalker Shroud The fabric of this cloak seems to swallow any nearby light, surrounding the wearer and those around them in a dark mist. Stranger still, the wearer and their followers seem to be able to step through the shadows to appear where they are needed most. It is unclear whether this is due to some trick of the Webway, or something else entirely…

Vaulsmith Blade

Range -

Strength +1

AP 3

Type Melee, Soul Cleave

Soulcleave: Each To Wound roll of 6 made by a weapon with this special rule is resolved at AP2 and has the Instant Death special rule. In addition, when a model suffers one or more unsaved Wounds from this weapon, it must pass a Leadership test or be removed from play.

A model wearing the Mistwalker Shroud gains the Shrouded special rule. In addition, once per game, at the start of any friendly Movement phase, the bearer can use the Mistwalker Shroud to remove themself and their unit from the table, even if they are locked in combat. They then immediately arrive anywhere on the board using the rules for Deep Strike.

Vaul’s Sigil One of the most potent artifacts brought by the Exodites as they fled the Eldar empire, Vaul’s 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 Altar of Vaul - a ritualistic process that takes days.

Scale of the Cosmic Serpent The unbreakable Scale of the Cosmic Serpent is a relic of ancient Eldar technology. It takes the form of an ornate shield with a protective aura capable of reducing the power of an attack, turning a deadly blow to naught but a scratch.

Once per battle, the wearer of Vaul’s Sigil may negate a single Wound, regardless of the source. This may be done after taking Armour Saves and Feel No Pain rolls, 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 as an unsaved Wound for any purpose (i.e. combat resolution, Force Weapons, Pinning weapons, etc.).

A model carrying the Scale of the Cosmic Serpent gains the Feel No Pain (4+) special rule.

46

BEASTSINGER ENSEMBLE Ballad of the Beast

Hunting Horn

This powerful composition 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.

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 and their beasts to hunt their enemies unto death.

Friendly units with the Feral Instincts special gain the Stubborn special rule as long as they are within 12” of one or more models with the Ballad of the Beast.

All friendly units composed entirely of models with the Kindred Spirit special rule within 12” of a model with a Hunting Horn at the start of the Assault Phase gain the Rage special rule for the duration of that Assault Phase.

Crystal Fife Prelude of Hope

The shrill tones of this tiny flute sow confusion amongst the enemy, while the rapid and tremulous notes it produces lend speed to the Exodites as they slip away from their clumsy foes.

The lyrics of this song remind the Exodites of their heritage and destiny as rightful rulers of their worlds, and the galaxy as a whole.

All friendly units entirely composed of models with the Kindred Spirit special rule gain the Hit & Run special rule as long as they are within 12” of a model with a Crystal Fife

Dirge of Foreboding

All friendly units composed entirely of models with the Kindred Spirit special rule within 12” of a model with the Prelude of Hope roll 3D6 and pick any two when taking Morale, Regroup, Pinning and Fear tests.

The beastsinger’s verses carry with them a sense of dread and terror that are difficult for enemies to ignore.

War Drum A skilled beastsinger 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 enemy units within 12" of at least one model with the Dirge of Foreboding suffer a -1 Leadership penalty.

All friendly units composed entirely of models with the Kindred Spirit special rule within 12” of a model with a War Drum at the start of the Assault Phase are treated as if they were equipped with Assault Grenades when charging into close combat.

Dragon Harp In the hands of a skilled beastsinger, 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 entirely composed of models with the Kindred Spirit special rule within 12” of a model with a Dragon Harp may Regroup using a normal Leadership Test even if less than 25% of the unit’s models are still alive.

WORLDSINGER REPERTOIRE Exodite Worldsingers are able to commune with the natural world around them, their affinity flowing towards the vegetation of their worlds rather than the creatures most of their kind are attuned to. Through their arcane songs, the Worldsingers are capable of manipulating plants to grow and even to move and attack at their command. Fury of the World Serpent Warp Charge 1 The Worldsinger draws on the most bloodthirsty and war-like aspects of the World Spirit, unleashing its fury in a series of tremors that shake the ground with an otherworldly intensity, causing the ground to split and churning up rocks and debris, knocking the enemy from their feet and burying them under the shaking rubble.

Living Jungle Warp Charge 2 Singing softly on the breeze, the Worldsinger incites the trees, branches and vines to grow and writhe. The jungle twists across the land, ensnaring her foes and choking the life from them. If this power is manifested, you may immediately create a new area of Verdant Jungle with a Density of 1, which must be placed entirely within 18" of the Psyker and may not overlap any other terrain feature. Alternatively, you may increase the Density of up to D3 areas of Verdant Jungle within 18" of the Psyker by 1, to a maximum of 3.

Fury of the World Serpent is a beam power with the following profile: Fury of the World Serpent

Range 18”

Strength 3

AP 6

Type Assault 1, Strikedown

In addition, any enemy model in either a newly created Verdant Jungle or a Verdant Jungle which has just had its Density increased by this power must immediately make a Dangerous Terrain test. Any affected unit counts as being targeted by this power and so may attempt to Deny the Witch.

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SPIRITSINGER REPERTOIRE The mysterious Spiritsingers are able to use music and song to shape and guide their attunement to the world spirit, as well as their own psychic resonance, in order to manifest incredible psychic abilities. They are also able to skillfully weave harmonies sung by their companions into their main themes in order to subtly alter the workings of these powers, allowing them to bring about nearly limitless possibilities in support of their allies and to the detriment of their foes. declaring a target for the Melody. The model must choose a Harmony to attempt and then take a Leadership test on their own Leadership value. If the test is passed, the potential effects of the Melody are modified as described in the entry for the Harmony that was added. If the test was failed, the Melody is unaffected.

MUSICAL STRUCTURE The Melodies and Harmonies of the Spiritsingers are based on complex musical structures, highly ordered with strong tempos and specific compositions. Because of their strict order, their effects upon both the warp and realspace are far less attractive to the daemons of chaos than the castings of other mortals.

Any number of models with the Spirit Choir rule may attempt to add a Harmony to any Melody casting, but each type of Harmony may only be attempted once for any given Melody casting, whether it is successfully added to the Melody or not.

Spiritsingers only suffer Perils of the Warp if they roll three or more 6’s when taking a Psychic test. MELODIES Melodies are the primary musical abilities of the Spiritsingers, and are used in the same way as normal Psychic Powers. However, it is possible to enhance these Melodies with the Harmonies described below.

The Warp Charge cost of a Melody is increased by +1 for every two Harmonies added to it, rounding down. (Note that this means a Melody with only one Harmony added to it will incur no additional Warp Charge cost.) Once all desired Harmonies have been attempted, continue manifesting the Melody as normal, but with its final effects modified by any Harmonies successfully added to it.

HARMONIES Harmonies are lesser musical abilities that the Spiritsinger teaches to their companions in order to enhance their already potent Melodies.

Note that Harmonies are not considered Psychic Powers in any way, but rather a means for nearby models to alter and enhance the Melody Psychic Powers cast by the Spiritsingers.

A model with the Spirit Choir special rule may attempt to sing a Harmony once per turn. This is done when a Spiritsinger in the same unit attempts to manifest a Melody, immediately before

“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 Lileath, their goddess of dreams and fortune. Much is lost in the translation.

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MELODIES Primaris Power Call of the Hunter Warp Charge 1 The clarion call of the hunter invokes the spirit of Kurnous, driving the Exodites forward in pursuit of their foes.

3. Maiden’s Lullaby Warp Charge 2 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.

Call of the Hunter is a blessing which targets a friendly unit within 6” (and may be the Spiritsinger’s own unit). Whilst the power is in effect, the target unit may Run and Charge in the same turn.

Maiden’s Lullaby is a malediction that targets a single nonvehicle enemy unit within 12”. If the power is manifested, until the end of its next turn the target moves as if it is in difficult terrain, suffers a -1 penalty to both BS and WS and is reduced to Initiative 1.

1. Cadence of Khaine Warp Charge 1 The staccato rhythm of this war chant batters the foe with the fury of the bloody-handed god’s rage, building in tempo with each life that is claimed.

4. Nocturne of Shadow Warp Charge 1 The Spiritsinger intones a complicated, dreamy and pensive tune that draws on the power of the world spirit to create an area of supernatural darkness about them, blotting out the sun to sow confusion among the enemy and provide concealment to the Dragon Knights as they advance.

Cadence of Khaine is a witchfire power with the following profile: Cadence of Khaine

Range 12”

Strength 5

AP 3

Type Assault 6, Rising Tempo

Nocturne of Shadow is blessing that targets the psyker. Whilst the power is in effect, all units shooting at the Spiritsinger or any friendly unit within 6” of the Spiritsinger do so as if the Night Fighting rules are in effect. (i.e. the unit may gain the Stealth or Shrouded special rules, and units more than 36” away may not be targeted.)

Rising Tempo: For each unsaved wound caused by Cadence of Khaine, the target unit suffers a further hit at Strength 5 AP 3. Wounds caused by these hits do not generate additional hits.

5. Prelude of Fate Warp Charge 1 This song is intended to invoke the power of Morai-Heg in order to influence the fate of the Spiritsinger’s allies. Prelude of Fate is a blessing that targets a single friendly unit within 12” of the Spiritsinger. If the power is manifested, the affected unit gains 2D6 Fate Counters. Each Fate Counter that is removed allows the unit to re-roll a single die from any To Hit or To Wound roll, Armour Save or Leadership test made by the unit. Any unused Fate Counters are lost at the start of the next Exodite turn. 6. Song of the Forge Warp Charge 1 The sharp beat of the forge hammers punctuated this steady tune, a tribute to Vaul and his craft which is able to knit and regrow the wraithbone structures of Exodite vehicles, bringing damaged vehicles back to fighting form. Song of the Forge is a blessing which targets a single friendly vehicle unit within 12” of the Spiritsinger. If the power is manifested the target may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle. This is effective immediately.

2. Hymn to Asuryan Warp Charge 1 The Spiritsinger’s song is loud and pure, calling upon the power of Asuryan, the Phoenix King, to smite the enemy with his wrath. Hymn to Asuryan is a nova power with the following profile: Hymn to Asuryan

Range 6”

Strength 4

AP 4

Type Assault D6, Pinning

Vehicles and vehicle squadrons are not affected as above. Instead, every vehicle in range of the Hymn suffers a single hit with the Haywire special rule, with no further effects.

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HARMONIES Chorus The combined song is expanded and projected, allowing its sound to carry further amid the din of battle.

Refrain The performers flow together into a repetitive chanting, allowing them to increase the potency of their spiritsinging.

This Harmony doubles the range of the Melody it is being added to. A Crescendo Harmony added to the same Melody casting also doubles in range.

Refrain may only be added to a Melody that has already had at least one other Harmony added to it. The effect of this Harmony is dependent upon which Melody it is added to.

Crescendo The shared song reaches a powerful climactic moment which inspires confidence in those around them, calling them to stand firm in the face of the enemy.



When added to Call of the Hunter, the target unit may add an additional 1” to their roll for distance when they Run and/or Charge.



When added to Cadence of Khaine, the witchfire increases its shots to Assault 9.



When added to Hymn of Asuryan, the nova improves its profile to S5 AP3.



When added to the Maiden’s Lullaby, whilst the power is in effect, the target unit may not Fire Overwatch, Jink, Run or Turbo Boost. In addition, Characters in the unit suffer a -1 penalty to their Look Out Sir rolls.



When added to the Nocturne of Shadow, units in range of the power may re-roll any 1’s when making Cover Saves.



When added to the Prelude of Fate, you may add an additional D6 Fate Counters.



When added to the Song of the Forge, you may choose up to two of the options listed. You may choose the same option twice if applicable. (For example: if a vehicle squadron contains two immobilised models, or a vehicle has suffered two weapon destroyed results, etc.)

If Crescendo is added to a Melody, any friendly units within 6” of the Spiritsinger which are Falling Back may immediately attempt to Regroup. In addition any friendly units within 6” of the Spiritsinger which have Gone to Ground may take a Leadership Test. If the Test is passed, the unit immediately recovers. A unit that Regroups or recovers in this way may act normally afterward as if they had not previously been Falling Back or Gone to Ground. Dissonance The singers are able to combine the tones of their music together in a way that is unnerving and painful to other psykers. If a Melody is cast with the Dissonance Harmony, any successful Deny the Witch rolls must be re-rolled if the unit making the roll contains one or more models with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules, or if a model wearing a Psychic Hood is making a Deny the Witch roll in place of another unit.

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TACTICAL OBJECTIVES Codex: Exodites describes six Tactical Objectives to use in your games that are exclusive to Exodites players and reflect the bold and savage nature of their kindreds and beasts in battle. If your Warlord has the Exodites Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 1116) described in Warhammer 40,000: The Rules. If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Exodites player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the Exodites player instead generates the corresponding Exodites Tactical Objective, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally. D66 11 12 13 14 15 16

Result Lead by Example Honourable Combat Drive Them Off! Coordinated Charge Symphony of the Exodus Meat for the Beasts

11 - Lead by Example TYPE: EXODITES The Exodites respect strong leaders who fight at the forefront of battle, and those leaders take great pride and honour in slaying the most dangerous creatures and foes, their legend growing with each conflict.

14 – Coordinated Charge TYPE: EXODITES The Exodites pride themselves on their well-ordered charges, catching the enemy between the lances of several units of dragon knights all charging at once, supported by the claws and jaws of their primal allies.

When this Tactical Objective is generated, nominate one of your characters with the Kindred Spirit special rule and inform your opponent of your choice. Score 1 Victory Point at the end of the game if this character is still alive. Score D3 Victory Points at the end of the game if this character is still alive and has slain at least one enemy character in a challenge during the game. Characters that are not on the table or are Falling Back at the end of the game count as destroyed for purposes of this Tactical Objective.

Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed after two or more of your units with the Exodites Faction successfully charged the unit during your Assault Phase. 15 – Symphony of the Exodus TYPE: EXODITES The Spiritsingers and Worldsingers of the Exodites weave their verses together, creating a symphony that is at once beautiful and terrible, filling the Exodites with terrible purpose and instilling dread and confusion amongst their foes.

12 – Honourable Combat TYPE: EXODITES Nothing brings greater glory for an Exodite warrior than to slay mighty enemy heroes in single combat, and they will seek out as many such challengers as they can find to test their skills against.

Score 1 Victory Point at the end of your turn if your psykers with the Exodites Faction successfully manifested two or more psychic powers. Score D3 Victory Points at the end of your turn if your Spiritsingers successfully manifested two or more Melodies enhanced with two or more Harmonies each.

Score 1 Victory Point at the end of your turn if at least one enemy character was slain by one of your characters with the Kindred Spirit special rule in a challenge this turn. Score D3 Victory Points at the end of your turn if the enemy Warlord or least three enemy characters were slain by your characters with the Exodites Faction in challenges this turn.

16 – Meat for the Beasts TYPE: EXODITES As the primitive creatures of partake in battle, they become blood-crazed and driven to slaughter and consume to foe. The flesh of the enemy is their well-deserved reward for answering the call of the beastsingers.

13 – Drive Them Off! TYPE: EXODITES The Exodites often go to war in defense of their homes, and will fight bitterly to repel any invaders from their lands and send them reeling back from whence they came.

Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your Assault Phase while locked in combat only with units that have the Feral Instincts special rule.

Score 1 Victory Point at the end of your turn if at least one enemy unit that was either controlling or contesting an Objective Marker was completely destroyed during your turn.

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PROFILES HQ Exodite King Kindred Prince Herdmaster Spiritsinger Worldsinger Dyann Al’Athar El’Iysa Ishmal

WS 6 5 4 4 4 7 4

BS 6 5 4 4 4 6 4

S 3 3 3 3 3 3 3

T 4 4 4 4 4 4 4

W 3 3 2 2 2 3 2

Dragon Knight Chieftain Knightsinger Mei’nly Kurim-We Raptor Pack Leader Ranger

WS 4 4 4 4 4 5 4

BS 4 4 4 4 0 0 4

S 3 3 3 3 3 4 3

T 4 4 4 4 3 3 3

W 1 1 1 1 1 1 1

Noble Knight Baron First Knight Noblesinger Sundered Knight Trichedon

WS 4 4 4 4 4 3

BS 4 4 4 4 4 0

S 3 3 3 3 3 4

T 4 4 4 4 3 5

W 1 2 2 1 1 2

Herdkeeper Herdwarden Herdsinger Drake Wing Queen’s Wing Great Drake

WS 4 4 4 3 3 6

BS 4 4 4 3 3 3

S 3 3 3 2 2 7

T 4 4 4 3 3 6

Fire Gale Bright Stallion Towering Destroyer Megadon (Small) Megadon (Medium) Megadon (Large) Young Carnosaur Adult Carnosaur Sailback Firemouth

WS 4 4 4 3 3 3 5 7 3 4

BS 4 4 4 3 3 3 0 0 3 3

S 9 9 10 6 7 8 6 7 4 4

T 7 7 8 6 7 8 6 7 4 4

Lir'Kurom Fürte Colossal Megadon Massive Carnosaur

WS 8 3 8

BS 6 3 0

S 8 9 8

T 8 9 8

I 6 6 5 5 5 6 5

A 3 3 2 2 2 4 2

Ld 10 9 9 9 9 10 10

Sv 3+ 3+ 4+ 3+ 3+

Unit Type Heavy Cavalry (Character) Heavy Cavalry (Character) Heavy Cavalry (Character) Heavy Cavalry (Character) Heavy Cavalry (Character) Heavy Cavalry (Character) Heavy Cavalry (Character)

Ld 8 8 8 8 6 7 8

Sv 3+ 3+ 3+ 3+ 5+ 5+ 5+

Unit Type Heavy Cavalry Heavy Cavalry (Character) Heavy Cavalry (Character) Heavy Cavalry (Character) Beast Beast (Character) Infantry

Ld 8 9 9 8 8 6

Sv 3+ 3+ 3+ 3+ 3+ 4+

Unit Type Heavy Cavalry Heavy Cavalry (Character) Heavy Cavalry (Character) Heavy Cavalry (Character) Infantry Beast

Sv 4+ 4+ 4+ 6+ 6+ 3+

Unit Type Heavy Cavalry Heavy Cavalry (Character) Heavy Cavalry (Character) Jetpack Beast Jetpack Beast (Character) Flying Monstrous Creature

Sv 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+

Unit Type Monstrous Creature Monstrous Creature Monstrous Creature Monstrous Creature Monstrous Creature Monstrous Creature Monstrous Creature Monstrous Creature Beast Beast

Sv 3+ 3+ 3+

Unit Type Monstrous Creature (Character) Gargantuan Creature Gargantuan Creature

TROOPS I 5 5 5 5 6 6 5

A 1 2 1 1 2 3 1

ELITES I 5 5 5 5 5 3

A 2 2 2 2 1 1

FAST ATTACK W 1 1 1 3 4 4

I 5 5 5 5 5 5

A 1 2 1 3 4 3

Ld 8 8 8 8 9 9

HEAVY SUPPORT W 5 5 6 4 5 6 4 5 2 2

I 5 5 5 2 2 1 4 5 3 3

A 3 3 4 2 2 2 4 5 1 2

Ld 10 10 10 6 6 6 8 9 6 6

LORDS OF WAR W 6 8 7

I 5 1 5

A 6 2 6

Ld 10 6 9

VEHICLES ┌─ Armour ─┐

War Walker

WS 4

BS 4

S 5

Front

Side

Rear

10

10

10

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I 5

A 2

HP 2

Unit Type Walker, Open-Topped

Inside you will find: The Exodite Worlds. Information about the Exodites, the history of their mass exodus, their way of life and their beliefs.

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.

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The Exodite Warhost. Information about the various troops and characters found within an Exodite Warhost, from the swift and deadly Dragon Knights, Herdkeepers 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.

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