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EXODITES

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

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EXODITES
byTobiasBeis

Codex Exodites ...................3 Outriders ........................ 12 Exodite Army List ............. 20


The Exodites ........................4 Wind Knights ................. 12 HQ ................................... 21
Exodite Armies ....................5 Wild Hunters .................. 13 Elites ............................... 24
Exodite Highborn .............6 Exodite Militia ................ 14 Troops ............................ 25
Carnosaur Lord ................6 Dragon Militia................. 14 Fast Attack ..................... 27
Household Guard.............7 Megadon......................... 15 Heavy Support ............... 28
Exodite Seer .....................8 Carnosaurus .................. 16 Reference .......................... 29
Shamans ...........................9 Terrorwing...................... 17 Cousins of the Eldar......... 30
Dragoons ........................11 Exodite Wargear ............ 18 The Exodite Warhost ........ 32
Dragon Knights .............11

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All contents are used without permission of the owner for non-commercial purpose and free access for anyone. It is not
meant to be sold. If you paid to gain access to this book, you have been tricked.

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CODEXEXODITES
TheExoditesarethecousinsoftheCraftworldEldar.Theyarelessadvancedanrelyontechnologymuchless
thantheEldarlivingamongthestarsbutyettheyarenolessdangerousandstilloneofthemostadvancedraces
of the galaxy. Codex: Exodites is a guide to collecting and playing (and maybe some day modeling and
painting)anExoditearmyfortheWarhammer40,000game.

THEWARHAMMER40,000GAME HOWTHISBOOKWORKS
To play an Exodite army in the universe of the The codex is split into four main sections that
41st millenium you need the Warhammer 40,000 deal with different aspects of the Exodites:
rulebook. If you want to use the Exodite Army to
The Exodites
full effect you also need Codex: Eldar, because
The first section gives you a close look at the
some Exodite troops are available in this codex
Eldar of the Maiden Worlds. The society, culture,
but their rules are not written out due to
history and methods of warfare.
copyright reasons. This codex is a fanwork and
you will need your opponent’s agreement to play Exodite Armies
an Exodite army by the rules in this codex. If In the second section every character, troop type
your opponent does not agree on using this and creature in the Exodite army is listed. Each
book, there is a short guide on how to use your unit is examined with a detailed description and
miniatures built for use with this codex by the special rules as well as unique equipment are
rules of Codex: Eldar. explained here.
Exodite Army List
WHYCOLLECTANEXODITEARMY? The third section contains the complete Exodite
Exodites are a fast and close combat heavy army list categorizing Exodite units into HQ,
force with little, but powerful fire support and the Elites, Troops, Fast Attack and Heavy Support.
for the Eldar race typical mighty psykers Here you can pick your units and find their point
enhance their troops’ effectivity even further. The costs to field an army of Exodites. It also
whole army can be compiled of Troops mounted contains a short guide on how to play your
on different kinds of creatures ranging from Exodite army by the rules of Codex: Eldar if an
agressive beasts to huge, even more aggressive opponent does not agree on using this book.
beasts.
The downside of the Exodite army is that their The Exodite Warhost
troops are low in numbers and can only rely on The last section will contain pictures of Exodite
sporadic fire support. conversions and guides how to build or paint
If you like armies consisting mostly of cavalry them and what models you can use to create the
formations, the feeling of a savage tribe individual Exodite units. This section is soon to
combined with the highly advanced technology come.
of the eldar or simply are interested in reptiles or
dinosaurs, Exodites are an excellent choice for FINDOUTMORE
you. You can also convert your army with other While Codex: Exodites contains enough
creatures as mounts, you can use whatever you information to build and field an Exodite Warhost
see fit to customize your army to match your there is more to learn about the possibilities
taste. open for your arms. For inspriation, more
information on the Exodites and their history or
Citadel Miniatures you can use to convert your
ermy from or discuss your army with other
players:
www.games-workshop.com
INSERT IMAGE OR www.40konline.com
z11.invisionfree.com/Work_In_Progress
FLAVOUR TEXT www.lexicanum.com

German players can also visit the following


websites:
www.gw-fanworld.net
www.lexicanum.de

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[fluff section, still to come]
THEEXODITES

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EXODITEARMIES
This section of the codex details the units of the
Exodite army, their special rules and wargear.
Each entry gives a description of the unit and EXODITESPECIALRULES:
details the unit’s rules to use them in your games Some Exodite units have special rules common
of Warhammer 40,000. Each entry is broken up to many units.
into several categories: These rules are listed here:
Exodites: Exodites are savage compared to
Special Rules: These are rules that apply to the other Eldar. They live their lives in close touch
unit individually and make the unit individual. with nature in the wilderness of the Maiden
These rules always apply to that unit. World they made their home and know it better
Wargear: Many Exodite units have individual than anyone else. They know how to use their
wargear detailed in their entry. These items are surroundings to their advantage and are trained
only used by Exodites and most of them are at passing through the thickest undergrowth
exclusive to the unit they are listed with. Some of easily. To represent this every unit with the
this wargear is automatically included in that unit Exodites special rule adheres the universal
while other items are optional, this is detailed in special rules Stealth and Move Through Cover.
the army list in the next section of the codex. Terrorwings and Exodites mounted on
Pterosaurs instead of Move Through Cover
gain the Skilled Rider special rule.


INSERT IMAGE OR FLAVOUR TEXT

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EXODITEHIGHBORN
The Exodite society is ruled by noble dynasties.
Guided by a skilled noble the Exodite army can
Several Exodite Highborn rule territories of take any possible advantage over their enemies
various sizes on one maiden world. In times of out of the terrain available and launch
war the Highborn gather their armies formed devastating ambushes, flanking attacks or raids
on the enemy forces.
equally from trained warriors and hired or drafted
civilians and lead them into battle. Based on The Highborn themselves recieve excellent
their knowledge of their home the Highborn formcombat training and ride ahead of their army on
strategies and plan ambushes on their enemies. their own favored mount to lead them into
combat personally.
_________________________________________________________________________________________

WS BS S T W I A Ld Sv
Lord 6 5 3 3 3 6 3 10 5+
Hero 5 4 3 3 2 6 2 9 5+

SPECIAL RULES
Independent Character, Exodites, Fleet

Guerilla tactics: Exodite Lords are masters at


ambushing and flank attacks. They know the
terrain of their maiden world exactly and can
coordinate their troop movements easily. For
each Exodite Lord in your army you may reroll
one reserve roll or one roll to determine from
which side of the table an outflanking unit enters
the the table per turn. Additionally at the
beginning of the game, before scout movements
are made, you may move one unit per Exodite
Highborn or Carnosaur Lord in your army 12
inches in any direction. The unit or units moved
this way may not leave your deployment zone.

WARGEAR
Spirit Shield: A spirit shield charges the
wearers armor with the psychic energy of the
world spirit and makes it almost indestructible.
The spirit shield however isn’t powerful enough
to surround a whole Megadon. A model with a
spirit shield treats its armour save as an
invulnerable save.

CARNOSAURLORD
Some eccentric and exceptionally wealthy the creatures commonly known as Carnosaurus
Highborn are not satisfied with a normal Dragonfor them to ride in battle.
mount. They seek for larger, more powerful and The sight of a decorated Exodite noble on the
more fearsome beasts to use as mounts. They back of a monstrous and ferocious mount such
hire hunters to tame unusual or rare variations of
as a carnosaurus inspires courage to his allies
and fear to his enemies.
_________________________________________________________________________________________

WS BS S T W I A Ld Sv SPECIAL RULES
Carnosaur Lord 6 5 7 6 4 5 5 10 3+ Fearless, Fleet, Furious Charge, Guerilla
tactics

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HOUSEHOLDGUARDS
Exodite Lords maintain a retinue of Warriors that servants and are sheltered in quarters suitable
guards the Lord’s household and escorts for a noble.
members of the noble Family in battle. The Enemies who have fought Exodites before know
Household Guard is recruited from the best and respect the elite of the Highborn, as they can
warriors of the Lord’s army and is adopted to the deliver swift and devastating strikes together with
noble house. As part of the Lord’s house the their masters. Depending on their Master’s
retinue enjoys many privileges at the court. They preference the Household retinue will fight on
have access to the best equipment and training, foot or attack from the backs of their wide
are allowed to call for the household’s personal selection of mounts.
_________________________________________________________________________________________

WS BS S T W I A Ld Sv
Househ.-Guard 5 3 3 3 1 6 1 8 5+
Guard Captain 6 4 3 3 1 6 2 9 5+

SPECIAL RULES
Exodites, Fleet

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EXODITESEER
Exodite Seers, like all Eldar psykers, belong to troops with the help of their knowledge of the
the most potent Psykers in the galaxy. They future.
draw psychic energy directly from the World The Seer’s range of powers is very similar to that
Spirit that surrounds them anywhere on the of the Craftworlds’ Farseers. They can predict
planet. With this strong bond the Seer can the near future or focus energy to lay waste to
unleash powerful psychic attacks or guide their enemy troops.
_________________________________________________________________________________________

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

SPECIAL RULES
Exodites, Fleet, Independent Character

Psyker: The Exodite Seer counts as a Psyker


and has access to the psychic powers
Executioner, Fortune, Improve, and Restore.

WARGEAR
Spirit Hood: Exodite Seers wear helmets or
coronets created from wraithbone that conceal
the psyker’s spirit’s presence in the Warp. If a
Seer suffers a Perils of the Warp attack, the
Spirit Hood prefents it on a d6 roll of 4+.

Spirit Armour: Forged from the world spirit’s


wraithbone structure a Spirit Armour projects a
psychic force field around it’s wearer. Spirit
Armour grants its wearer a 4+ invulnerable save.

Spirit Resonance: A Seer can use stones


containing spirits from the World Spirit to
enhance their connection to the World Spirit. A
Seer with Spirit Resonance may use two psychic
Powers per turn, the Seer may not use the same
power twice though.

Spirit Token: Many Seers carry a small token of


wraithbone that channels the Seer’s psychic
energy. A Seer using a Spirit Token rolls 3d6
and must use the lowest two rolls for all psychic
test.

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SHAMANS
The Shamans of the Exodites are exceptionally A few rare individuals are very gifted and
gifted psykers able to reverse the effects of mastered handling the Worl Spirit’s restorative
some potentially lethal hits on another Eldar. powers and can heal troops much more
Their powers are able to close and heal wounds efficiently than regular Shamans do. The rare
instantly and painlessly. Shamans accompany and precious talents of these Shamans, known
squads several different Exodite troops to makeas Master Healers are reserved to the most
sure losses are minimized. important troops of a Highborn’s warhost, which
is usually his personal retinue.
_________________________________________________________________________________________

WS BS S T W I A Ld Sv
Shaman 3 3 3 3 1 4 1 8 4+
Master Healer 3 3 3 3 1 4 1 9 4+

SPECIAL RULES
Exodites, Fleet

Psyker: Shamans posess the Heal Psychic


Power. Master Healers have the Psychic Power
Restore.

INSERT IMAGE

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EXODITEPSYCHICPOWERS
Exodite psykers are among the most powerful psykers in the galaxy. Their powers focus on
warding, guiding and healing Exodite warriors. The most commonly used powers of these are
healing powers, practiced by many Shamans, and taught by the much more proficient Master
Healers. Only the most powerful of exodite Psylers, the Seers wield powers beyond simple
healing. They can empower their kin or destroy their enemies with a thought.
All psychic powers available to Shamans, Master Healers and Seers are listed below.

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

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DRAGOONS
Dragoons are the elite of the highborn’s warhost
Exodite dragoons are excellent riders and utilize
and are only outmatched in martial skill by their
laser lances or similar versions of these weapons
master’s personal retinue. to charge the enemy and break even heavily
fortified lines.
_________________________________________________________________________________________

WS BS S T W I A Ld Sv
Dragoon 5 3 3(4) 3(4) 1 6 2 8 3+
Dragoon Master 6 4 3(4) 3(4) 1 6 3 9 3+

SPECIAL RULES
Exodites

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

DRAGONKNIGHTS
Exodites mostly swore off technology. They Knights, they almost always appear between the
almost entirely renounce vehicles but rather rely
ranks of any Exodite Warhost.
on animalic mounts, both for transport and Dragon Knights are the common cavalry troops
battle. The most common and most popular of the Exodite warhost. Knights are trained and
mount of the Exodites is known as Dragon. equipped for a similar role as Dragoons, though
Dragons are sturdy and fast bipedal, predatory less skilled than Dragoons they still are an
reptiles which are versatilely employable but efficient assault troop to be reckoned with. Being
these creatures are best known for their use inmore numerous than dragoons, Dragon Knights
combat. Mounted most commonly by Dragon can launch comparably massive Cavalry charges
and devastate whole flanks.
_________________________________________________________________________________________

WS BS S T W I A Ld Sv
Dragon Knight 4 3 3(4) 3(4) 1 5 2 8 4+
Master Knight 5 4 3(4) 3(4) 1 6 3 9 4+

SPECIAL RULES
Exodites
INSERT IMAGE

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OUTRIDERS
Outriders are mounted on the more agile not intended for a prolonged melee fight, but can
Raptors and scout ahead of the Exodite warhost deliver quick and deadly strikes against small
or patrol the wilderness of the Maiden World. units or destroy enemy vehicles with Haywire
Outriders usually are the first to fight, aiming for grenades.
the enemy’s artillery or heavy fire units. They are
_________________________________________________________________________________________

WS BS S T W I A Ld Sv
Outrider 5 3 3 3 1 6 3 8 5+
Master Outrider 6 4 3 3 1 7 4 9 5+

SPECIAL RULES
Exodites, Hit & Run, Scouts

INSERT IMAGE

WINDKNIGHTS
Wind knights ride Pterosaurs. Armed with potent Often Wind Knights dash down upon the
short range weaponry they swoop across the battlefield from the sky in the middle of the battle
battlefield to distract and wear down enemy to strike exactly where they are needed or to
troops. distract and confuse enemy troops.
They dash out of cover to deliver a precise salvo
and immediately turn around to take cover, even
before the enemy can return fire.
_________________________________________________________________________________________

WS BS S T W I A Ld Sv
Wind Knight 4 3 3 3 1 5 1 8 5+
Wind Master 5 4 3 3 1 6 2 9 5+

SPECIAL RULES
Exodites, Deep Strike
INSERT IMAGE

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WILDHUNTERS
Wild Hunters are Exodite trappers, they are they face. These cloaks grant them better
usually hunting animals for consumption as well protection than the usual Exodite armors.
as for beasts of burden, and mounts. They When In times of war Wild Hunters infiltrate territories
hunting Wild Hunters imitate the hunting rituals held by the enemy to set traps and ambush their
of the predators of their world instead of just forces or simply spy at them.
waiting and shooting their prey like hunters of With their poisoned blades Wild Hunters fight
most races would. set traps and ambush animals tougher enemy infantry and can even bring down
to tranquilize or kill them with various poisons or resilient enemies such as Plague Marines or
a pair of sharp blades. They wear coats or even large monstrosities like Carnifexes.
cloaks made of the hides of the toughest prey
_________________________________________________________________________________________

WS BS S T W I A Ld Sv
Hunter 4 3 3 3 1 5 1 8 4+
Huntmaster 5 4 3 3 1 6 2 9 4+

SPECIAL RULES
Exodites, Fleet, Infiltrate

Trappers: Wild Hunters infiltrate the enemy


territory and set traps to hinder their advance.
For each infiltrating unit of Wild Hunters you may
mark a piece of difficult or dangerous terrain that
is no larger than 9”x9” as a trap. Any enemy unit
moving into, out of or through the trap must roll
for dangerous terrain in addition to any other
difficult or dangerous terrain check they have to
INSERT IMAGE take.

WARGEAR
Dragonhide Cloak: All Wild Hunters wear cloaks
made of the hide of dragons or other particularly
resilient animal they brought down personally. A
Dragonhide Cloak improves the wearer’s armor
save by 1. This bonus is already included in the
Wild Hunters’ profile.

Hunting Blades: Each Wild Hunter is armed


with a pair of poisoned swords or knives called
Hunting Blades. For the hunt these blades are
only covered in a tranquilizing poison to bring
animals down with and either tame them or kill
them with a clean knife to prevent contamination
of the flesh, for the battle they are covered in
deadly poisons though. Hunting Blades count as
a pair of poison weapons that wound on a 4+.

Cobra’s Teeth: Huntmasters sometimes use


specialized blades with hollow chambers filled
with a corrosive poison that can eaven eat
through armour. These weapons have to be
wielded with extreme caution so the wearer
doesn’t injure himself. Regular Hunters are not
skilled enough to wield these dangerous
weapons effectively. Cobra’s Teeth count as a
pair of poison weapons that wound on a 2+ and
have the rending special rule.

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EXODITEMILITIA
Like all Eldar Exodites suffer from a decreasing Most units use heavy weapons, often either
population and their armed forces are low in mounted on a primitive grav platform or even on
numbers. In times of war civilians are recruited the back of a large animal because the weapons
or volunteer to fight with the Exodite Warhost. are often too large to carry by hand. Assault
These militia support the Lord’s troops either Militia however prefer light special weapons to
with heavy fire or by attacking and tying enemies decimate the enemy with before assaulting.
in close combat. Militia is deployed in large Militia squads are often accompanied by a
squads including a few Eldar armed with special Shaman who uses the world spirit’s psychic
weapons suiting their designated role in the energy to heal squad members.
battlefield.
_________________________________________________________________________________________

WS BS S T W I A Ld Sv
Militia 3 3 3 3 1 4 1 8 5+

SPECIAL RULES
Exodites, Fleet

Weapon Mounts:
Exodite Militia sometimes carry their heavy
weaponry on weapon mounts. Wether a player
models their militia with their heavy weapons in
hand or on a weapon mount, is entirely up to
that player’s decision. If the weapon is mounted,
the weapon mount may be placed on its own
base and the model equipped with the weapon
should either be clearly designated as the firer.
For all purposes the militia designated as the
firer is counted as the militia armed with the
weapon and lines of sight are always drawn
from and to the model. The weapon mount
model is treated as a wholly decorative model
and should simply be moved to one side if it is in
the way.

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

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

SPECIAL RULES
Exodites

14
MEGADON
Megadons roam the grasslands and steppes of monsters but in fact they are surprisingly fast and
the Exodite worlds in herds, and can be found maneuverable.
grazing most of the time. They are the largest The most common Megadons are horned
and most resilient creatures the Exodites offer. reptiles, remotely reminiscent of a rhinoceros but
They are usually not very intelligent and thus also different types have been spotted in battle,
very easy to herd with a few well placed laser armoured creatures with wrecking-ball like
lance shocks. Exodites keep herds of Megadons maces at the tip of their tail or large spiked
for various reasons: as beasts of burden, food monsters. They are usually mounted by one or
supply, source for clothing material and two Exodites who lead the creature to battle and
sometimes as warbeasts. fire heavy weapons mounted on the howdah on
Megadons are massive behemoths of muscle its back.
and scaly skin that when galopping can rush Often a Megadon keeps charging forward while
forward and crash into enemy lines with an its riders deliver covering fire until it can break
almost unstoppable force. Their usually bulky into the enemy lines and impale enemy troops
shape makes them seem like slow lumbering with its horns and crush them under its feet.
__________________________________________________________________________________________

WS BS S T W I A Ld Sv
Megadon 3 3 6 7 4 2 2 10 3+

SPECIAL RULES
Fearless, Furious Charge

WARGEAR
Megadon Glaive: Some Megadon and
Carnosaur Riders carry polearms with large
powerblades, that cannot be used effectively on
foot or from the back of a smaller animal. These
weapons usually take the shape of large scythes
or glaives and add to the power of the creature
considerably. A megadon armed with a megadon
glaive adds +2 to its strength.

15
CARNOSAURUS
Carnosaurs are one of the most intimidating ferocious attitude. Their main purpose is to
creatures in the Exodite bestiary. They are large, charge forward and attack the enemy in close
carnivorous and intelligent reptiles that prey on combat where their razor sharp claws, heavy
megadon herds or hunt smaller creatures for clawed feet and their strong bite come to bear.
food. The most common form of carnosaurus Additionally the riders carry weapons like shock
closely resembles the dragons most Exodites lances or megadon glaives to aid the giant
use as mounts. warbeast.
Carnosaurus are not as easy to herd as Some Carnosaurus also carry a heavy weapon
megadons and thus are less common in an on their backs to deliver covering fire for each
Exodite force, they also offer little uses beyond other or other Exodite troops, they however
that as a warbeast. Though some eccentric cannot carry an equally heavy array of weapons
Exodite lords keep them for jousting as a special as Megadons do because it would easily throw
attraction in a dragon knight tournament. At war them off balance and their slender backs simply
Exodites make use of the Carnosaurus’s don’t offer the space for more than one weapon.
__________________________________________________________________________________________

WS BS S T W I A Ld Sv
Carnosaurus 4 3 7 6 3 4 4 10 3+

SPECIAL RULES
Fearless, Fleet, Furious Charge

INSERT IMAGE

16
TERRORWING
Terrorwings are large avian creatures that can the enemy and hunt for heavy units, such as
carry a by human standards heavy load without tanks but can also be equipped to attack infantry
being impared in their speed significantly. units.
Exodites herd these animals to equip them with Whatever their purpose a swarm of Terrorwings
a small but effective assortment of weapons and can quickly change their position in the battlefield
one or two Exodite riders on their back to fire to adapt to almost any unexpected situation that
them. might occur during the battle and strike wherever
Terrorwings are the mobile fire support of the they are needed.
Exodite warhost. They often are used to flank
__________________________________________________________________________________________

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

SPECIAL RULES
Exodites, Fearless

Rending Beak: Terrorwings have strong beaks


or mouthes filled with razorsharp teeth. In close
combat a Terrorwing counts as armed with a
rending weapon.

Flying: Terrorwings are fast and for their size


surprisingly agile creatures. Terrorwings count as
Eldar Jetbikes but do not benefit from the Turbo
Boost special rule and don’t gain the +1 bonus to
their toughness value bikes usually grant.
INSERT IMAGE Weapon Mounts: Terrorwings carry sevaral
weapons but often only one rider. The weapons
in this case are linked to each other so the rider
may fire them all at once or in case of more
technologically advanced Exodites one of the
weapons is activated by psychic commands of
the rider over a relay in his helmet while the other
is fired by hand. In some cases the Terrorwing
simply carries two riders, each firing one of the
weapons. Regardless of the model’s actual
number of riders a Terrorwing is always treated
as having two riders for the purpose of firing
weapons.

INSERT FLAVOUR TEXT

17
EXODITEWARGEAR
WEAPONS

Blast Cannon Lasblaster


The blast cannon is a larger, far more powerful Exodites using less advanced technologies than
version of a lasblaster. The blast cannon is their starfaring relatives most commonly use
reminiscent of the Hawk’s Talon in both look and laser technology instead of the more powerful
function. Some exodites also use a more shuriken weapons. The most common weapon of
primitve variant of the Eldar shuriken cannon. the Exodite warhost is the Lasblaster. Though
Range S AP Type being less powerful than the Craftworld Eldar
Blast cannon 24“ 5 5 Assault 3 shuriken weapons, Lasblasters have the
advantage of a higher range. Some exodites
Blast Pistol having advanced also use primitive shuriken
A pistol form of the Lasblaster, this is an ancient weapons similar to shuriken catapults. These
weapon replaced on the Craftworlds with the weapons are very similar to lasblasters in their
more powerful shuriken pistol. The Exodites, effect. Lasblasters can either be represented by
who don’t have these weapons, still favour this the appropriate model or a shuriken catapult.
for close combat troops. (Designer’s note: this is to allow players without
Range S AP Type access to the materials to convert enough
Blast Pistol 12“ 3 5 Pistol lasblasters and blast cannons for a whole army
to build an Exodite warhost) Lasblasters use the
Fusion Spear profile below.
Fusion spears are a variant of the Eldar fusion Range S AP Type
gun built in a similar riding lance like shape as Lasblaster 24“ 3 5 Assault 2
laser lances. Fusion spears work the same way
as laser lances, except they have strength 8 and Shock lance
roll an additional D6 for armour penetration on Shock lances are a more powerful version of the
an assault and when fired have the following laser lance. Shock lances work the same way as
profile: laser lances, except they have strength 7 on an
Range S AP Type assault and when fired have the following profile:
Fusion spear 6“ 8 1 Assault 1 Melta Range S AP Type
Laser lance 12“ 7 4 Assault 1 Lance
Laser Lance
A Laser Lance is used to deliver an intense short Soulblade
ranged laser blast while charging into close Soulblades are ancient weapons that come in a
combat. Exodites use many kinds of Lances to wide variety of types. They are crafted with a
herd the different Megasaurs of the maiden spirit stone crafted into the blade. A model armed
worlds. Each turn they charge models with laser with a soulblade may reroll any failed to wound
lances are treated as if they were armed with rolls in close combat. Additionally a Soulblade
power weapons with a strength of 6. Additionally counts as a power weapon.
Laser lances may be fired as ranged weaposn in
the shooting phase. If fired this way laser lances Spirit Spear
use the profile below. Some exodite psykers wield a spear shaped
Range S AP Type variant of the typical witchblade. These must be
Laser lance 6“ 6 4 Assault 1, Lance wielded in two hands but can be thrown over
short distances and then return to the wielder.
Spirit spears count as witchblades. They must be
wielded in two hands and when used don’t grant
additional attacks for two close combat weapons.
When thrown the spirit spear also always
wounds on a 2+ and uses three times the
wielder’s strength to penetrate armour and has
the profile listed below.
Range S AP Type
Spirit spear 12“ X 6 Assault 1

18
EXODITEMOUNTS
Exodites employ various animals as cavalry mounts to charge to battle on. Traditionally the animals
used are some form of large reptiles or dinosaurs, but not every maiden world is ihabited by these
creatures. An Exodite army may as well use animals of different kinds. Instead of Pterosaurs they
might use large birds, or sabertooth cats instead of Dragons and a more slender kind of cat for
Raptors. Instead of a Megadon a kind of Mammoth might be employed. In this codex the animals used
as mounts or warbeasts are each given a specific name according to the traditional image of Exodites,
but this should not stop you from using anything else suitable.

Dragon Pterosaur
The most popular of Exodite mounts is known as Pterosaurs are flying reptiles that are employed
Dragon. A fast but resilient bipedal, carnivorous for their sheer speed and mobility. A pterosaur
reptile. These creatures have a thick hide that does not have any valuable abilities for close-up
can even protect them from small caliber gunfire. combat, but it can traverse great distances and
Most mounted Exodite troops are mounted on hindering terrain easily through the air and evade
Dragons, which not only carry them into combat enemy fire with nimble manoeuvres. Pterosaurs
swiftly but also deliver attacks with their claws are usually used for close range firefights, where
and teeth, effectively increasing the rider’s the riders dash forward to hail the enemy with fire
efficiency in close combat. The Dragon mount and then retreat into cover before enemy troops
confers a +1 bonus to the rider’s strength, can return fire. The Pterosaur mount changes
toughness, attack and armour save values and the rider’s unit type to Eldar-Jetbike. A model
changes its unit type to cavalry. Attacks using a mounted on a Pterosaur does not recieve the
fusion spear, laser- or shock lance do not gain bonus to toughness bikes usually grant and is
the strength bonus from the dragon mount. not allowed to use the turbo boost special rule.
Attacks using a weapon multiplying the wielders
strength add the dragon’s strength bonus after Raptor
the base strength value has been multiplied. Raptors are of similar build as Dragons, though
lighter and even faster. They are not as tough as
Dragons but make up for this disadvantage with
wild agility. Raptors being more nimble than
Dragons are commonly used by Scout troops for
quick and silent manoeuvres. The Raptor mount
confers a +1 bonus to the rider’s weapon skill
and initiative values and a +2 two bonus to his
attack value and changes its unit type to cavalry.
A model on a raptor mount may not carry any
laser lances, shock lances, fusion spears or
weapons with the heavy type.

INSERT IMAGE OR FLAVOUR TEXT

19
EXODITEARMYLIST
The following pages contain an army list that USING THE ARMY LISTS
enables you to field an Exodite army and fight To make a choice, look in the relevant section of
battles using the scenarios included in the the army list and decide what unit you want to
Warhammer 40,000 rulebook. It also provides have in your army, how many models there will
you with the basic information you'll need in be in it, and which upgrades you want (if any).
order to field an Exodite army in using Codex Remember that you cannot field models that are
Eldar without any unofficial rules. equipped with weapons or wargear not shown on
the model. Once this is done subtract the points
The army list is split into five sections. All the
value of the unit from your total points, and then
squads, creatures, and characters in the army
go back and make another choice. Continue
are placed into one of these depending upon
doing this until you have spent all your points.
their role on the battlefield. Each model is also
Then you're ready to do battle!
given a points value, which varies depending on
how effective that model is in battle. Before you
choose an army, you will need to agree with your ARMY LIST ENTRIES
opponent upon a scenario and the total number Each army list entry consists of the following:
of points each of you will spend. Then you can
Unit Name: The type of unit, which may also
proceed to pick your army as described below.
show a limitation on the maximum number of
choices you can make of that unit type.
USING A FORCE ORGANISATION CHART
Profile: These are the characteristics of that unit
The army lists are used in conjunction with the
type, including its points cost. Where the unit has
force organisation chart from a scenario. Each
different warriors, there may be more than one
chart is split into five categories that correspond
profile.
to the sections in the army list, and each
category has one or more boxes. Each box Unit size: This shows the number of models in
indicates that you may make one choice from the unit, or the number of models you may take
that section of the army list, while a dark-toned for one choice from the force organisation chart.
box means that you must make a choice from Often this is a variable amount, in which case it
that section. Note that unless a model or vehicle shows the minimum and maximum unit size.
forms part of a squad or squadron, it is a single
Wargear: This is the unit's standard wargear.
choice from what is available to your army.
Where models in a unit possess different
equipment, this will be noted. Where equipment
is noted as 'All' every model comes equipped
with it in addition to any additional equipment
they may be described as having.
Special Rules: This is where you'll find any
special rules that apply to the unit. See the
Forces of the Cult section for the details of these
rules.
Options: This lists the different weapons and
equipment options for the unit and any additional
points for taking these options. It may also
include an option to upgrade the squad to
include a character.

20
HQ
EXODITE LORD 60 points
EXODITE HERO 50 points

WS BS S T W I A Ld Sv
Lord 6 5 3 3 3 6 3 10 5+ • May replace close combat weapon with one of
Hero 5 4 3 3 2 6 2 9 5+ the following:
Power weapon .................................10 points
Unit size Soulblade .........................................15 points
1 Laser lance (mounted only) ...............5 points
Shock lance (mounted only) ............10 points
Unit type Fusion spear (mounted only) ...........20 points
Infantry
• May be given one of the following:
Wargear Dragon mount ..................................30 points
Blastpistol, close combat weapon, plasma Raptor mount ...................................30 points
grenades, haywire grenades Pterosaur mount ..............................20 points
Dragonhinde cloak .............................5 points
Special Rules
Exodites, Fleet, Guerilla Tactics, Independent • One Highborn per army may be given a Spirit
Character shield at +20 points. If the model’s save is 3+
the spirit shield costs +30 points instead.
Options
• May replace Blastpistol with the following: • A Highborn on a mount may be given the
Lasblaster.................................. no extra cost follwing:
Wraithbone harness.......................... 5 Points

0-1 CARNOSAUR LORD 150 points

WS BS S T W I A Ld Sv
Carnosaur Lord 6 5 7 6 4 5 5 10 3+ Options
• May be given any of the following:
Unit size Lasblaster ..........................................2 points
1 Wraithbone harness........................ 15 Points

Unit type • A Carnosaur Lord may replace his close


Monstrous creature combat weapon with one of the following:
Soulblade .........................................15 points
Wargear Shock lance .......................................3 points
Close combat weapon, plasma grenades Fusion spear ....................................10 points
Megadon glaive................................30 points
Special Rules
Fearless, Fleet, Furious Charge, Guerilla Tactics

21
HQ
0-1 HOUSEHOLD GUARD 18 points/model

WS BS S T W I A Ld Sv The unit may be accompanied by a Shaman at


Househ.-Guard 5 3 3 3 1 6 1 8 5+ +18 points or Master healer at +48 points. See
Guard Captain 6 4 3 3 1 6 2 9 5+ the entry in the HQ section for their wargear and
Shaman 3 3 3 3 1 4 1 8 4+ options.
Master healer 3 3 3 3 1 4 1 9 4+
One Exodite Highborn (Lord or Hero) in the Options
army may recieve a Household guard unit as a • Any number of household guard may replace
retinue. their close combat weapon with the following:
Power weapons....................... 5 points/model
Unit size Laser lance (mounted only)..... 5 points/model
3-9
• If the Highborn is riding on a mount, the
Unit type household guard must be given the same
Infantry mount:
Dragon mount........................ 20 points/model
Wargear Raptor mount......................... 20 points/model
Blastpistols or Lasblasters, close combat Pterosaur mount.................... 10 points/model
weapons, plasma grendades
• If the household guard is mounted the
Special Rules wholeunit may be given the following:
Exodites, Fleet Wraithbone Harness................ 5 points/model

Character • If the household guard is mounted up to two


One model of the Household guard may be household guard may replace their close
upgraded to a guard captain at +15 points. The combat weapon with the following:
guard captain may exchange his close combat Shock lance........................... 10 points/model
weapon for a Soulblade at +10 points. If the unit Fusion spear.......................... 20 points/model
is mounted he may exchange his close combat
weapon with a shock lance at +15 points or a
fusion spear at +25 points.

22
HQ
EXODITE SEER 55 points

WS BS S T W I A Ld Sv
Seer 5 4 3 3 3 5 1 10 4+
• May be given any of the following:
Unit size Spirit resonance ...............................20 points
1 Spirit token .......................................10 points

Unit type • May be given one of the following mounts:


Infantry Dragon mount ..................................30 points
Raptor mount ...................................30 points
Wargear Pterosaur mount ..............................20 points
Blastpistol, witchblade, spirit hood, spirit armour
• The Seer must buy between one and four
Special Rules psychic powers from the following list:
Exodites, Fleet, Independent Character Isha’s grace......................................20 points
Executioner ......................................30 points
Options Improve ............................................15 points
• May replace witchblade with the following: Restore ............................................15 points
Spirit spear ........................................ 3 points

SHAMAN 18 points/model
MASTER HEALER 48 points/model

WS BS S T W I A Ld Sv Special Rules
Shaman 3 3 3 3 1 4 1 8 4+ Exodites, Fleet, Psyker
Master healer 3 3 3 3 1 4 1 9 4+
A Shaman can only be bought as upgrade Options
character for another unit. The shaman does not • May replace close combat weapon with one of
occupy a slot in the force organization chart. the following:
Witchblade........................................15 points
Unit type Spirit spear .......................................18 points
Infantry
• If the unit the shaman is attached to is mounted
Wargear the shaman must be given the same mont:
Blastpistol, close combat weapon, spirit armour Dragon mount...................................20 points
Raptor mount....................................20 points
Psychic powers Pterosaur mount...............................15 points
Shaman:
Heal
Master healer:
Restore

23
ELITES
0-1 DRAGOONS 45 points/model

WS BS S T W I A Ld Sv Character
Dragoon 5 3 3(4) 3(4) 1 6 2 8 3+ One Dragoon may be upgraded to a dragoon
Dragoon Master 6 4 3(4) 3(4) 1 6 3 9 3+ master at +15 points. The dragoon master
Shaman 3 3 3(4) 3(4) 1 4 2 8 4+ may replace his laser lance with a shock lance
Master Healer 3 3 3(4) 3(4) 1 4 2 9 4+ at +5 points or a fusion spear at +15 points.

Unit size The unit may be accompanied by a dragon


3-10 mounted Shaman at +38 points or dragon
mounted Master healer at +68 points. See the
Unit type entry in the HQ section for their wargear and
Cavalry options.

Wargear Options
Laser lances, lasblasters, dragon mount with • Up to two models may replace their laser lance
wraithbone harness (bonuses already included with one of the following:
in the profile) Shock lance ............................ 5 points/model
Fusion spear ......................... 15 points/model
Special rules
Exodites • The whole unit may recieve the following:
Plasma grenades ......................1 point/model

WILD HUNTERS 10 points/model

WS BS S T W I A Ld Sv Wargear
Hunter 4 3 3 3 1 5 1 8 4+ Hunting blades, dragonhide cloaks, plasma
Huntmaster 5 4 3 3 1 6 2 9 4+ grenades

Unit size Special rules


5-10 Exodites, Fleet, Infiltrate, Trappers

Unit type Character


Infantry One Hunter may be upgraded to a huntmaster at
+16 points. The huntmaster may exchange his
hunting blades for Cobra’s Teeth at +10 points.

0-1 HARLEQUINS See Codex Eldar

24
TROOPS
DRAGON KNIGHTS 25 points/model

WS BS S T W I A Ld Sv One dragon knight may be upgraded to a


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

0-2 RANGERS See codex eldar

INSERT IMAGE OR FLAVOUR TEXT

25
TROOPS
MILITIA 10 points/model

WS BS S T W I A Ld Sv
Militia 3 3 3 3 1 4 1 8 5+ Character
Shaman 3 3 3 3 1 4 1 8 4+ The unit may be accompanied by a Shaman at
+18 points. See the entry in the HQ section for
Unit size his wargear and options.
10-20
Options
Unit type • Two Militia may replace their Lasbalsters with
Infantry one of the following weapons:
Blast cannon ......................................3 points
Wargear Brightlance .......................................30 points
Lasblasters Exodite Missile Launcher .................20 points
Scatter laser.....................................15 points
Special rules Starcannon.......................................25 points
Exodites, Fleet

DRAGON MILITIA 15 points/model

WS BS S T W I A Ld Sv
Dragon Militia 3 3 3(4) 3(4) 1 4 2 8 4+ Special rules
Shaman 3 3 3(4) 3(4) 1 4 2 8 4+ Exodites

Unit size Character


3-9 The unit may be accompanied by a dragon
mounted Shaman at +38 points. See the entry in
Unit type the HQ section for his wargear and options.
Cavalry
Options
Wargear • Every third Dargon Militia may replace their
Lasblasters, dragon mount (bonuses already lasblaster with the following:
included in the profile) Blast cannon ........................... 5 points/model

26
FASTATTACK
OUTRIDERS 24 points/model

WS BS S T W I A Ld Sv
Outrider 5 3 3 3 1 6 3 8 5+ Special rules
Master Outrider 6 3 3 3 1 7 4 9 5+ Exodites, Hit & Run, Scouts
Shaman 4 3 3 3 1 5 3 8 4+
Character
Unit size One outrider may be upgraded to a master
3-10 outrider at +16 points. The master outrider may
exchange his close combat weapon for a power
Unit type weapon at +10 points or a soulblade at +15
Cavalry points.

Wargear The unit may be accompanied by a raptor


Blastpistol, close combat weapon, haywire mounted Shaman at +38 points. See the entry in
grenades, plasma grenades, raptor mount the HQ section for his wargear and options.
(bonuses already included in the profile)

WIND KNIGHTS 20 points/model

WS BS S T W I A Ld Sv Character
Wind Knight 4 3 3 3 1 5 1 8 5+ One wind knight may be upgraded to a wind
Wind Master 5 3 3 3 1 6 2 9 5+ master at +16 points. The master outrider may
Shaman 3 3 3 3 1 4 1 8 4+ exchange his lasblasters for a scatter laser at
+20 points or a blast cannon at +10 points.
Unit size
3-9 The unit may be accompanied by a pterosaur
mounted Shaman at +33 points. See the entry in
Unit type the HQ section for his wargear and options.
Jetbikes
Optionen
Wargear • Every third wind knight may replace his
Lasblasters, pterosaur mount lasblaster with one of the following:
Blast cannon ........................... 5 points/model
Special rules Brightlance ............................ 35 points/model
Deep Strike, Exodites Exodite Missile Launcer ........ 25 points/model
Scatter laser.......................... 20 points/model
Starcannon............................ 30 points/model

27
HEAVYSUPPORT
MEGADON HERD 80 points

WS BS S T W I A Ld Sv
Megadon 3 3 6 7 4 2 2 10 3+ Special rules
Fearless, Furious Charge
Unit size
1-3 Options
• Each Megadon may replace its laser lance with
Unit type one of the following:
Monstrous creature Blast cannon ........................... 5 points/model
Brightlance ............................ 35 points/model
Wargear Exodite Missile Launcer ........ 25 points/model
• Each Megadon is armed with a laser lance and Fusion Spear......................... 15 points/model
one of the following: Megadon glaive..................... 20 points/model
Blast cannon ............................................ free Scatter laser.......................... 20 points/model
Brightlance ............................30 points/model Shock lance ............................ 5 points/model
Exodite Missile Launcer ........20 points/model Starcannon............................ 30 points/model
Scatter laser ..........................15 points/model
Starcannon............................25 points/model

CARNOSAURUS 90 points

WS BS S T W I A Ld Sv Options
Carnosaurus 4 3 7 6 3 4 4 10 3+ • The Carnosaurus may be given one of the
following:
Unit size Blast cannon ......................................5 points
1 Brightlance .......................................35 points
Exodite Missile Launcer ...................25 points
Unit type Scatter laser.....................................20 points
Monstrous creature Starcannon.......................................30 points

Wargear • The Carnosaurus may replace its shock lance


Shock lance with one of the following:
Megadon glaive................................15 points
Special rules Fusion Spear....................................10 points
Fearless, Fleet, Furious Charge

TERRORWINGS 40 points

WS BS S T W I A Ld Sv
Terrorwing 4 3 5 5 2 4 2 10 4+ Special rules
Exodites, Fearless, Flying, Rending Beak,
Unit size Weapon Mounts
1-3
Options
Unit type • Each Terrorwing may replace their Lasblaster
Jetbikes with the following:
Blast cannon ......................................5 points
Wargear
• Each Terrorwing is armed with a Lasblaster • Each Terrorwing may be given one of the
and one of the following: following:
Blast cannon ......................................3 points Power Weapon ................................15 points
Brightlance .......................................30 points Laser Lance .......................................5 points
Exodite Missile Launcer ...................20 points Shock Lance ....................................10 points
Scatter laser .....................................15 points Fusion Spear....................................20 points
Starcannon.......................................25 points

28
REFERENCE
TROOPTYPES
WS BS S T W I A Ld Sv
Carnosaurus 4 3 7 6 3 4 4 10 3+
Dragon Knight 4 3 3(4) 3(4) 1 5 2 8 4+
Master Knight 5 4 3(4) 3(4) 1 6 3 9 4+
Dragon Militia 4 3 3(4) 3(4) 1 4 2 8 4+
Dragoon 5 3 3(4) 3(4) 1 6 2 8 3+
Dragoon Master 6 4 3(4) 3(4) 1 6 3 9 3+
Exodite Lord 6 5 3 3 3 6 3 10 5+
Exodite Hero 5 4 3 3 2 6 2 9 5+
Carnosaur Lord 6 5 7 6 4 5 5 10 3+
Exodite Seer 5 4 3 3 3 5 1 10 4+
Househ.-Guard 5 3 3 3 1 6 1 8 5+
Guard Captain 6 4 3 3 1 6 2 9 5+
Megadon 3 3 6 7 4 2 2 10 3+
Militia 3 3 3 3 1 4 1 8 5+
Outrider 5 3 3 3 1 6 3 8 5+
Master Outrider 6 3 3 3 1 7 4 9 5+
Shaman 3 3 3 3 1 4 1 8 4+
Master Healer 3 3 3 3 1 4 1 9 4+
Terrorwing 4 3 5 5 2 4 2 10 4+
Wild Hunter 4 3 3 3 1 5 1 8 4+
Huntmaster 5 4 3 3 1 6 2 9 4+

MOUNTBONUSES
WS BS S T W I A Ld Sv
Dragon - - +1 +1 - - +1 - +1
Raptor +1 - - - - +1 +2 - -
Pterosaur - - - - - - - - -

RANGEDWEAPONS
Range S AP Type
Brightlance 36“ 8 2 Heavy 1, Lance
Blast cannon 24“ 5 5 Assault 3
Blast pistol 12“ 3 5 Pistol
Ex. Missile Launcher (Krak) 48“ 8 3 Heavy 1
Ex. Missile Launcher (Splinter) 48“ 4 5 Heavy 1, Blast
Flamer Template 4 5 Assault 1
Fusion gun 12“ 8 1 Assault 1, Melta
Fusion spear 6“ 8 1 Assault 1, Melta
Lasblaster 24“ 3 5 Assault 2
Laser lance 6“ 6 4 Assault 1, Lance
Scatter laser 36“ 6 6 Heavy 4
Shock lance 12“ 7 4 Assault 1, Lance
Spirit spear 12“ X 6 Assault 1
Starcannon 36“ 6 2 Heavy 2

29
COUSINSOFTHEELDAR
Not always will your opponents agree on using Shaman Warlock
fanwork rules or house rules, as they are usually Your Shamans can be represented by warlocks
called, such as this codex. Also you might want with conceal as a replacement for their healing
to play at tournaments at which house rules are powers. Similar to Shamans Warlocks can be
never permitted, except for possible house rules added to many different troops.
written by the tournament organizers. In these
situations your Exodite miniatures might seem
useless, but in fact they are not at all. All you
need is Codex: Eldar, the following guide and a ELITES
brief explanation to your opponent. Bladedancers Banshees
If you are not allowed to play by the rules of this Banshees are quick, acrobatic and have a lot of
codex you can still play a so called count-as special rules and wargear making them suitable
army. This means using an existing official to represent your Bladedancers. Their power
codex to represent a different army or individual weapons can be explained as a part of their
units. In this case you use the rules of certain dance that lets them hit enemies with unnatural
Eldar units to represent your Exodites. The precision and strike their armours’ weak spots.
following list gives you a guide on how to The Exarch powers provide with wonderful
possibly represent your Exodite army with special rules to describe Bladedancer dances.
Codex: Eldar and which Eldar units could
Wild Hunters Striking Scorpions
represent which Exodite units. You can of course
choose different units to represent your exodite Wild hunters are a bit of a different units than
models, if you see it fit. The most important thing Striking Scorpions but there are certain
to do is that you explain to your opponent which characteristics they have in common. Both are
model uses which rules. an infiltrating close combat unit, and have a
comparatively high armor save. So the Wild
Hunters’ dragonhide cloaks represent the 3+
armour save and the strength bonus from
HQ scorpion chainswords would be the equivalent
for the poisoned hunting blades. Don’t worry
Exodite Lord Autarch
about the missing shuriken pistols, the cloaks are
The Autarch makes an excellent choice to big enough to hide a set of pistols and your
represent your Exodite Lord. The Autarch‘s opponents will hardly mind about them.
options make it possible to represent your Lord
in any combination. A fusion gun and a laser Harlequins Harlequins
lance in combination with a jetbike for example Harlequins are directly chosen from Codex Eldar
would represent a Lord on dragon with a fusion and thus are no problem to use in a counts-as
spear. And even the Master Strategist special army.
rule makes an excellent replacement for the
Guerilla Tactics special rule.
Carnosaur Lord Avatar
The Avatar is a base no Exodite count-as army
should miss. The eldar army list does not contain
many non-vehicle units with monstrous statistics.
If you have a Carnosaur Lord, the Avatar is the
best choice to represent him. If your Carnosaur
Lord is armed with a fusion spear, you even INSERT IMAGE OR
have something to explain the Wailing Doom.
Exodite Seer Farseer
FLAVOUR TEXT
The Exodite Seer and the Eldar Farseer are
almost identical in statistics and even carry
extremely similar equipment. The psychic
powers available are similar too. Improve for
example could be replaced by Doom and
Executioner would be Mind War.

30
TROOPS HEAVYSUPPORT
Militia Guardians Megadon, Carnosaur Wraithlord
Little if any explanation at all is needed here. The wraithlord is a large, tough monstrous
Militia have all the options to represent a creature that can be equipped with heavy
guardian or storm guardian squad. weapons. It is basically the same as a Megadon,
except it’s a lot tougher and stronger, but also
Dragon Militia/Wind KnightsGuardian Jetbikes
more expensive. Your Megadon can represent a
Both Dragon Militia and Wind Knights have the wraithlord with the respective weaponry. A
exact weaponry at their disposal to represent megadon glaive would be a wraithsword in that
Guardian Jetbike rules. Like with the Exodite case.
Lord the Jetbike will represent the Dragon
mounts. The fact that a jetbike ignores terrain
when passing over can be explained by the
Exodites knowing their homeworld have no RARE EXODITE UNITS AND ALLIES
problems in tight terrain. In case of Wind Knights
the pterosaur can represent a jetbike without any FROMAMONGTHESTARS
problems of explanation. Missing additions
Rangers Rangers With these quite limited choices it’s not always
Like Harlequins, Rangers are originally listed in easy to put together an effective battle force.
Codex: Eldar and thus are no problem to use. Since there are Eldar Craftworlds that are
working closely together with Exodites, such as
Saim-Hann and Biel Tan, you can use regular
Eldar units in your counts-as Exodite force with
FASTATTACK the explanation that these are allied forces from
a Craftworld. The most commonly needed units
Dragoons/Dragon Knights Shining Spears
will be transports such as Serpents or
Shining spears are basically the high tech specialized striking units, like Fire Prism tanks or
version of Dragon Knights. As before the Dragon Fire Dragons. You could also make conversions
mounts represent Jetbikes and laser lances are if you can think up an Exodite equivalent to the
the same equipment in both armies. Eldar Unit you need. For example a large winged
Terrorwings Vypers creature such as a Warhammer dragon with the
Many players dislike the idea of using the rules respective weaponry could represent an Eldar
of a vehicle for a creature, but it is an acceptable grav tank or a herd of slamanders for Fire
stretch. Vypers are fast, flying weapon platforms, Dragons.
basically the same as a Terrorwing. To make
sure your terrorwing can be used as a Vyper
without any opponent minding about lacking
WYSIWYG (What You See Is What You Get),
you can convert your Terrorwing rider with a pair
of Shuriken Catapults or Lasblasters.

31
THEEXODITEWARHOST
[modeling and painting section still to come]

32

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