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    EXODITESby Tobias Beis

    Codex Exodites ...................3The Exodites........................4Exodite Armies ....................5

    Exodite Highborn .............6 Household Guard.............7 Exodite Seer .....................8 Shamans ...........................9 Dragoons ........................10 Dragon Knights .............10

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

    Exodite Army List ............. 19HQ ................................... 20Elites ...............................22Troops ............................ 23Fast Attack .....................25Heavy Support ...............26

    Reference ..........................27The Exodite Warhost ........28

    The Games Workshop Logo, the two-headed/Imperial Eagle, Eldar, Avatar of Khaine, Farseer, Warlock, Autarch, HowlingBanshee, Fire Dragon, Striking Scorpion, Shining Spear, Guardian, Guardian Jetbike, Vyper, Grav Tank, Fire Prism, WaveSerpent, Wraithlord, Exarch, Eldar Warhost, Warhammer, the Warhammer 40.000 Logo, and all related trademarks, logos,places, names, creatures, races, and race insignia/symbols/logos, vehicles, weapons, units, characters products, illustrationsand depictions from the Warhammer 40.000 universe are either , TM and/or Games Workshop Ltd. 2000-2007.

    All contents are used without permission of the owner for non-commercial purpose and free access for anyone. It is notmeant to be sold. If you paid to gain access to this book, you have been tricked.

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    CODEX EXODITES

    The Exodites are the cousins of the Craftworld Eldar. They are less advanced an rely on technology much lethan the Eldar living among the stars but yet they are no less dangerous and still one of the most advanced raceof the galaxy. Codex: Exodites is a guide to collecting and playing (and maybe some day modeling andpainting) an Exodite army for the Warhammer 40,000 game.

    THE WARHAMMER 40,000 GAMETo play an Exodite army in the universe of the41st millenium you need the Warhammer 40,000rulebook. If you want to use the Exodite Army tofull effect you also need Codex: Eldar, becausesome Exodite troops are available in this codexbut their rules are not written out due tocopyright reasons. This codex is a fanwork andyou will need your opponents agreement to playan Exodite army by the rules in this codex. Ifyour opponent does not agree on using thisbook, there is a short guide on how to use yourminiatures built for use with this codex by therules of Codex: Eldar.

    WHY COLLECT AN EXODITE ARMY?Exodites are a fast and close combat heavyforce with little, but powerful fire support and thefor the Eldar race typical mighty psykersenhance their troops effectivity even further. The

    whole army can be compiled of Troops mountedon different kinds of creatures ranging fromagressive beasts to huge, even more aggressivebeasts.The downside of the Exodite army is that theirtroops are low in numbers and can only rely onsporadic fire support.If you like armies consisting mostly of cavalryformations, the feeling of a savage tribecombined with the highly advanced technologyof the eldar or simply are interested in reptiles ordinosaurs, Exodites are an excellent choice foryou. You can also convert your army with other

    creatures as mounts, you can use whatever yousee fit to customize your army to match yourtaste.

    INSERT IMAGE ORFLAVOUR TEXT

    HOW THIS BOOK WORKSThe codex is split into four main sections thatdeal with different aspects of the Exodites:

    The ExoditesThe first section gives you a close look at theEldar of the Maiden Worlds. The society, culture,history and methods of warfare.

    Exodite ArmiesIn the second section every character, troop typeand creature in the Exodite army is listed. Eachunit is examined with a detailed description andspecial rules as well as unique equipment areexplained here.

    Exodite Army ListThe third section contains the complete Exoditearmy list categorizing Exodite units into HQ,Elites, Troops, Fast Attack and Heavy Support.Here you can pick your units and find their pointcosts to field an army of Exodites. It alsocontains a short guide on how to play yourExodite army by the rules of Codex: Eldar if anopponent does not agree on using this book.

    The Exodite WarhostThe last section will contain pictures of Exoditeconversions and guides how to build or paintthem and what models you can use to create theindividual Exodite units. This section is soon tocome.

    FIND OUT MOREWhile Codex: Exodites contains enough

    information to build and field an Exodite Warhostthere is more to learn about the possibilitiesopen for your arms. For inspriation, moreinformation on the Exodites and their history orCitadel Miniatures you can use to convert yourermy from or discuss your army with otherplayers:

    www.games-workshop.comwww.40konline.com

    z11.invisionfree.com/Work_In_Progresswww.lexicanum.com

    German players can also visit the followingwebsites:

    www.gw-fanworld.netwww.lexicanum.de

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    THE EXODITES[fluff section, still to come]

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    EXODITE HIGHBORN

    The Exodite society is ruled by noble dynasties.Several Exodite Highborn rule territories ofvarious sizes on one maiden world. In times ofwar the Highborn gather their armies formedequally from trained warriors and hired or draftedcivilians and lead them into battle. Based ontheir knowledge of their home the Highborn formstrategies and plan ambushes on their enemies.Guided by a skilled noble the Exodite army cantake any possible advantage over their enemies

    out of the terrain available and launchdevastating ambushes, flanking attacks or raidson the enemy forces.The Highborn themselves recieve excellentcombat training and ride ahead of their army ontheir own favored mount to lead them intocombat personally. Some wealthy Highbornfavoring brute force over speed even ride onmonstrous Megadons.

    _________________________________________________________________________________________

    WS BS S T W I A Ld SvLord 6 5 3 3 3 7 3 10 5+Hero 5 4 3 3 2 6 2 9 5+Megadon Lord 6 5 6(3) 6 4 5 3/3 10 3+

    SPECIAL RULESIndependent Character, Exodites, Fleet

    Guerilla tactics: Exodite Lords are masters atambushing and flank attacks. They know theterrain of their maiden world exactly and cancoordinate their troop movements easily. Foreach Exodite Lord in your army you may rerollone reserve roll or one roll to determine fromwhich side of the table an outflanking unit entersthe the table per turn. Additionally at thebeginning of the game, before scout movementsare made, you may move one unit per ExoditeBaron in your army 12 inches in any direction.The unit or units moved this way may not leaveyour deployment zone.

    Megadon Rider: Some of the more wealthy andeccentric Exodite Lords prefer larger mountsthan others. A Megadon Lord rides a Megadonthat changes the Lords unit type to Monstrouscreature. The Megadon Lord gains the Furious Charge and Fearless universal special rules butloses the Independent Character and Fleet special rules. His regular attacks do not benefitfrom any close combat weapons the Lord isarmed with but he gains 3 additional attacks withstrength 3 that benefit from close combatweapons the Lord is armed with normally(including bonus attacks from being armed withtwo close combat weapons) as well as theFurious Charge special rule but not from theMonstrous Creature rules.

    WARGEARSpirit Shield: A spirit shield charges the

    wearers armor with the psychic energy of theworld spirit and makes it almost indestructible. Amodel with a spirit shield treats its armour saveas an invulnerable save.

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    HOUSEHOLD GUARDS

    Exodite Lords maintain a retinue of Warriors thatguards the Lords household and escortsmembers of the noble Family in battle. TheHousehold Guard is recruited from the bestwarriors of the Lords army and is adopted to thenoble house. As part of the Lords house theretinue enjoys many privileges at the court. Theyhave access to the best equipment and training,are allowed to call for the households personal

    servants and are sheltered in quarters suitablefor a noble.Enemies who have fought Exodites before knowand respect the elite of the Highborn, as they candeliver swift and devastating strikes together withtheir masters. Depending on their Masterspreference the Household retinue will fight onfoot or attack from the backs of their wideselection of mounts.

    _________________________________________________________________________________________

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    WS BS S T W I A Ld SvHouseh.-Guard5 3 3 3 1 6 2 8 5+Guard Captain 6 4 3 3 1 6 3 9 5+

    SPECIAL RULESExodites, Fleet

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    EXODITE SEER

    Exodite Seers, like all Eldar psykers, belong tothe most potent Psykers in the galaxy. They

    draw psychic energy directly from the WorldSpirit that surrounds them anywhere on theplanet. With this strong bond the Seer canunleash powerful psychic attacks or guide their

    troops with the help of their knowledge of thefuture.

    The Seers range of powers is very similar to thatof the Craftworlds Farseers. They can predictthe near future or focus energy to lay waste toenemy troops.

    _________________________________________________________________________________________

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

    SPECIAL RULESExodites, Fleet, Independent Character

    Psyker: The Exodite Seer counts as a Psykerand has access to the psychic powersExecutioner , Fortune , Heal , Improve , andRestore .

    WARGEARSpirit Hood: Exodite Seers wear helmets orcoronets created from wraithbone that concealthe psykers spirits presence in the Warp. If aSeer suffers a Perils of the Warp attack, theSpirit Hood prefents it on a d6 roll of 4+.

    Spirit Armour: Forged from the world spiritswraithbone structure a Spirit Armour projects apsychic force field around its wearer. SpiritArmour grants its wearer a 4+ invulnerable save.

    Spirit Resonance: A Seer can use stonescontaining spirits from the World Spirit toenhance their connection to the World Spirit. ASeer with Spirit Resonance may use two psychicPowers per turn, the Seer may not use the samepower twice though.

    Spirit Token: Many Seers carry a small token ofwraithbone that channels the Seers psychicenergy. A Seer using a Spirit Token rolls 3d6and must use the lowest two rolls for all psychictest.

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    DRAGOONS

    Dragoons are the elite of the highborns warhostand are only outmatched in martial skill by their

    masters personal retinue.

    Exodite dragoons are excellent riders and utilizelaser lances or similar versions of these weapons

    to charge the enemy and break even heavilyfortified lines._________________________________________________________________________________________

    WS BS S T W I A Ld SvDragoon 5 3 3(4) 3(4) 1 6 2 8 3+Dragoon Master6 4 3(4) 3(4) 1 7 3 9 3+

    SPECIAL RULESExodites

    WARGEARWraithbone HarnessThe more wealthy or privileged Exodites canafford additional armour for their dragons. Theseare helmets or harnesses forged fromwraithbone to fit the mount. A wraithboneharness improves the armour save of a modelon an exodite mount by 1.

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    DRAGON KNIGHTS

    Exodites mostly swore off technology. Theyalmost entirely renounce vehicles but rather relyon animalic mounts, both for transport andbattle. The most common and most popularmount of the Exodites is known as Dragon.Dragons are sturdy and fast bipedal, predatoryreptiles which are versatilely employable butthese creatures are best known for their use incombat. Mounted most commonly by Dragon

    Knights, they almost always appear between theranks of any Exodite Warhost.Dragon Knights are the common cavalry troopsof the Exodite warhost. Knights are trained andequipped for a similar role as Dragoons, thoughless skilled than Dragoons they still are anefficient assault troop to be reckoned with. Beingmore numerous than dragoons, Dragon Knightscan launch comparably massive Cavalry chargesand devastate whole flanks.

    _________________________________________________________________________________________

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    WS BS S T W I A Ld SvDragon Knight4 3 3(4) 3(4) 1 5 2 8 4+Master Knight5 4 3(4) 3(4) 1 6 3 9 4+

    SPECIAL RULESExodites

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    OUTRIDERS

    Outriders are mounted on the more agileRaptors and scout ahead of the Exodite warhost

    or patrol the wilderness of the Maiden World.Outriders usually are the first to fight, aiming forthe enemys artillery or heavy fire units. They are

    not intended for a prolonged melee fight, but candeliver quick and deadly strikes against small

    units or destroy enemy vehicles with Haywiregrenades.

    _________________________________________________________________________________________

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    WS BS S T W I A Ld SvOutrider 5 3 3 3 1 6 3 8 5+Master Outrider6 4 3 3 1 7 4 9 5+

    SPECIAL RULESExodites, Hit & Run, Scouts

    WIND KNIGHTS

    Wind knights ride Pterosaurs. Armed with potentshort range weaponry they swoop across thebattlefield to distract and wear down enemytroops.They dash out of cover to deliver a precise salvoand immediately turn around to take cover, evenbefore the enemy can return fire.

    Often Wind Knights dash down upon thebattlefield from the sky in the middle of the battleto strike exactly where they are needed or todistract and confuse enemy troops.

    _________________________________________________________________________________________

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

    SPECIAL RULESExodites, Deep Strike

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    WILD HUNTERS

    Wild Hunters are Exodite trappers, they areusually hunting animals for consumption as well

    as for beasts of burden, and mounts. They Whenhunting Wild Hunters imitate the hunting ritualsof the predators of their world instead of justwaiting and shooting their prey like hunters ofmost races would. set traps and ambush animalsto tranquilize or kill them with various poisons ora pair of sharp blades. They wear coats orcloaks made of the hides of the toughest prey

    they face. These cloaks grant them betterprotection than the usual Exodite armors.

    In times of war Wild Hunters infiltrate territoriesheld by the enemy to set traps and ambush theirforces or simply spy at them.With their poisoned blades Wild Hunters fighttougher enemy infantry and can even bring downresilient enemies such as Plague Marines oreven large monstrosities like Carnifexes.

    _________________________________________________________________________________________

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

    SPECIAL RULESExodites, Fleet, Infiltrate

    Trappers: Wild Hunters infiltrate the enemyterritory and set traps to hinder their advance.For each infiltrating unit of Wild Hunters you maymark a piece of difficult or dangerous terrain thatis no larger than 9x9 as a trap. Any enemy unitmoving into, out of or through the trap must rollfor dangerous terrain in addition to any otherdifficult or dangerous terrain check they have totake.

    WARGEARDragonhide Cloak: All Wild Hunters wearcloaks made of the hide of dragons or otherparticularly resilient animal they brought downpersonally. A Dragonhide Cloak improves thewearers armor save by 1. This bonus is alreadyincluded in the Wild Hunters profile.

    Hunting Blades: Each Wild Hunter is armedwith a pair of poisoned swords or knives calledHunting Blades. For the hunt these blades areonly covered in a tranquilizing poison to bringanimals down with and either tame them or killthem with a clean knife to prevent contaminationof the flesh, for the battle they are covered indeadly poisons though. Hunting Blades count asa pair of poison weapons that wound on a 4+.

    Cobras Teeth: Huntmasters sometimes usespecialized blades with hollow chambers filledwith a corrosive poison that can eaven eatthrough armour. These weapons have to bewielded with extreme caution so the wearerdoesnt injure himself. Regular Hunters are notskilled enough to wield these dangerousweapons effectively. Cobras Teeth count as apair of poison weapons that wound on a 2+ andhave the rending special rule.

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    BLADEDANCERS

    Like the Harlequins bladedancers are performersusing their unnaturally graceful dances in battle.

    In times of peace they perform their dances oncelebrations and rituals. The blade dance is agraceful and dangerous spectacle of whirlingblades shining in the light of the evening sun andflying bodies between them.

    The blade dance knows four different styles, theHawks Talons, the Hail of Blades, the Whirling

    Tempest and the Dragon claws. Only a master ofall four styles may call themselves aBladedancer. In the battle these dances are usedto confuse and elude the enemy. Thebladedancers know how to use the same motionto dodge an attack and strike back fiercely.

    __________________________________________________________________________________________

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    WS BS S T W I A Ld Sv Bladedancer 5 3 3 3 1 6 1 9 5+Warsinger 6 3 3 3 1 7 2 10 5+

    SPECIAL RULESCounter-Attack, Exodites, Fleet

    Dances: In combat Bladedancers performelusive dances to confuse their opponents anddeal out devastating strikes. Bladedancers arealmost permanently in motion and change theirdance style for different effects. Because thecarefully choreographed dances would bedisturbed by anyone not proficient at them, theunit may not be joined by independentcharacters. Bladedancers receive a 4+invulnerable save against attacks in closecombat. At the beginning of each assault phaseyou may pick one of the following dances for theBladedancer unit. The dance stays in effect untilthe next assault phase starts. You may not pickthe same dance on two consecutive turns:Hawks Talons: The Bladedancers use wideswings to deliver precise and powerful strikesagainst their opponents weak spots. TheBladedancers attacks count as rending attacks.Hail of Blades: Extremely fast movements andcomplicated manoeuvres grant the Bladedancers+1 attack each.Whirling Tempest: The Bladedancers move inunpredictable patterns making them hard to hit.Models directing attacks toward the Bladedancerunit lose one attack in each assault phase.Dragon Claws: The Bladedancers sink theirblades deep into their opponents flesh. TheBladedancers add +2 to the result of their rolls towound.

    Whistling Storm: The blade dance teaches thedancers to move with unnatural swiftness.Bladedancers can run relentlessly without beingstopped or hindered in any way. Bladedancersignore difficult terrain when moving. Further,when a Bladedancer unit is running it is alwaystreated as having rolled the highest possibledistance. This means they always run up to 6inches.

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    TERRORWING

    Terrorwings are large avian creatures that cancarry a by human standards heavy load without

    being impared in their speed significantly.Exodites herd these animals to equip them witha heavy weapon and an Exodite Rider on theirback to fire the weapon.Terrorwings are the mobile fire support of theExodite warhost. They often are used to flank

    the enemy and hunt for heavy units, such astanks but can also be equipped to attack infantry

    units.Whatever their purpose a swarm of Terrorwingscan quickly change their position in the battlefieldto adapt to almost any unexpected situation thatmight occur during the battle and strike whereverthey are needed.

    __________________________________________________________________________________________

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

    SPECIAL RULESExodites, Fearless

    Rending Beak: Terrorwings have strong beaksor mouthes filled with razorsharp teeth. In closecombat a Terrorwing counts as armed with arending weapon.

    Flying: Terrorwings are fast and for their sizesurprisingly agile creatures. Terrorwings countas Eldar Jetbikes but do not benefit from theTurbo Boost special rule and dont gain the +1bonus to their toughness value bikes usuallygrant.

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    EXODITE WARGEAR

    WEAPONS Blast CannonThe blast cannon is a larger, far more powerfulversion of a lasblaster. The blast cannon isreminiscent of the Hawks Talon in both look andfunction. Some exodites also use a moreprimitve variant of the Eldar shuriken cannon.

    Range S AP TypeBlast cannon 24 5 5 Assault 3

    Blast PistolA pistol form of the Lasblaster, this is an ancientweapon replaced on the Craftworlds with themore powerful shuriken pistol. The Exodites,who dont have these weapons, still favour thisfor close combat troops.

    Range S AP TypeBlast Pistol 12 3 6 Pistol

    Fusion SpearFusion spears are a variant of the Eldar fusiongun built in a similar riding lance like shape aslaser lances. Fusion spears work the same wayas laser lances, except they have strength 8 androll an additional D6 for armour penetration onan assault and when fired have the followingprofile:

    Range S AP TypeFusion spear 6 8 1 Assault 1 Melta

    Laser LanceA Laser Lance is used to deliver an intense shortranged laser blast while charging into closecombat. Exodites using all kinds of Lances toherd the different Megasaurs of the maidenworlds. Each turn they charge models with laserlances are treated as if they were armed withpower weapons with a strength of 6. AdditionallyLaser lances may be fired as ranged weaposn inthe shooting phase. If fired this way laser lancesuse the profile below.

    Range S AP TypeLaser lance 6 6 4 Assault 1, Lance

    LasblasterExodites using less advanced technologies thantheir starfaring relatives most commonly uselaser technology instead of the more powerfulshuriken weapons. The most common weapon ofthe Exodite warhost is the Lasblaster. Thoughbeing less powerful than the Craftworld Eldarshuriken weapons, Lasblasters have theadvantage of a higher range. Some exoditeshaving advanced also use primitive shurikenweapons similar to shuriken catapults. Theseweapons are very similar to lasblasters in theireffect. Lasblasters can either be represented bythe appropriate model or a shuriken catapult.(Designers note: this is to allow players without access to the materials to convert enough lasblasters and blast cannons for a whole army to build an Exodite warhost ) Lasblasters use theprofile below.

    Range S AP TypeLasblaster 24 3 6 Assault 2

    Shock lanceShock lances are a more powerful version of thelaser lance. Shock lances work the same way aslaser lances, except they have strength 7 on anassault and when fired have the following profile:

    Range S AP TypeLaser lance 12 7 4 Assault 1 Lance

    SoulbladeSoulblades are ancient weapons that come in awide variety of types. They are crafted with aspirit stone crafted into the blade. A model armedwith a soulblade may reroll any failed to woundrolls in close combat. Additionally a Soulbladecounts as a power weapon.

    Spirit SpearSome exodite psykers wield a spear shapedvariant of the typical witchblade. These must bewielded in two hands but can be thrown overshort distances and then return to the wielder.Spirit spears count as witchblades. They must bewielded in two hands and when used dont grantadditional attacks for two close combat weapons.When thrown the spirit spear also alwayswounds on a 2+ and uses three times thewielders strength to penetrate armour and hasthe profile listed below.

    Range S AP TypeSpirit spear 12 X 6 Assault 1

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    EXODITE MOUNTSExodites employ various animals as cavalry mounts to charge to battle on. Traditionally the animalsused are some form of large reptiles or dinosaurs, but not every maiden world is ihabited by thesecreatures. An Exodite army may as well use animals of different kinds. Instead of Pterosaurs theymight use large birds, or sabertooth cats instead of Dragons and a more slender kind of cat forRaptors. Instead of a Megadon a kind of Mammoth might be employed. In this codex the animals usedas 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.

    DragonThe most popular of Exodite mounts is known asDragon. A fast but resilient bipedal, carnivorousreptile. These creatures have a thick hide thatcan even protect them from small caliber gunfire.Most mounted Exodite troops are mounted onDragons, which not only carry them into combatswiftly but also deliver attacks with their clawsand teeth, effectively increasing the riders

    efficiency in close combat. The Dragon mountconfers a +1 bonus to the riders strength,toughness, attack and armour save values andchanges its unit type to cavalry. Attacks using afusion spear, laser- or shock lance do not gainthe strength bonus from the dragon mount.Attacks using a weapon multiplying the wieldersstrength add the dragons strength bonus afterthe base strength value has been multiplied.

    PterosaurPterosaurs are flying reptiles that are employedfor their sheer speed and mobility. A pterosaurdoes not have any valuable abilities for close-upcombat, but it can traverse great distances andhindering terrain easily through the air and evadeenemy fire with nimble manoeuvres. Pterosaursare usually used for close range firefights, wherethe riders dash forward to hail the enemy with fire

    and then retreat into cover before enemy troopscan return fire. The Pterosaur mount changesthe riders unit type to Eldar-Jetbike. A modelmounted on a Pterosaur does not recieve thebonus to toughness bikes usually grant and isnot allowed to use the turbo boost special rule.

    RaptorRaptors are of similar build as Dragons, thoughlighter and even faster. They are not as tough asDragons but make up for this disadvantage withwild agility. Raptors being more nimble thanDragons are commonly used by Scout troops for

    quick and silent manoeuvres. The Raptor mountconfers a +1 bonus to the riders weapon skilland initiative values, adds +2 to the ridersattacks and changes its unit type to cavalry.

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    EXODITE ARMY LIST

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    HQ

    EXODITE LORDEXODITE HERO0-1 MEGADON LORD

    60 points50 points110 points

    WS BS S T W I A Ld SvLord 6 5 3 3 3 7 3 10 5+Hero 5 4 3 3 2 6 2 9 5+MegadonLord

    6 5 6(3) 6 4 5 3/3 10 3+

    Unit size 1

    Unit typeLord and Hero:- Infantry

    Megadon Lord:- Monstrous Creature

    Wargear Blastpistol, close combat weapon, plasmagrenades, haywire grenades

    Special RulesLord and Hero:

    Exodites, Fleet, Independent Character

    Megadon Lord:Exodites, Fearless, Furious Charge

    Options May replace shuriken pistol with the following:

    Lasblaster.................................. no extra cost

    May replace close combat weapon with one ofthe following:

    Power weapon .................................10 pointsSoulblade .........................................15 pointsLaser lance (mounted only) .............20 pointsShock lance (mounted only) ............30 pointsFusion spear (mounted only) ...........40 points

    A Megadon Lord may replace his close combatweapon with one of the following:

    Laser lance ......................................20 pointsShock lance .....................................30 points

    Fusion spear ....................................40 pointsMegadon glaive................................30 points

    A Lord or Hero may be given one of thefollowing:

    Dragon mount ..................................30 pointsRaptor mount ...................................30 pointsPterosaur mount ..............................20 pointsDragonhinde cloak .............................5 points

    One highborn per army may be given a Spiritshield at +20 points. If the models save is 3+the spirit shield costs +30 points instead.

    A Lord or Hero on a mount may be given thefollwing:

    Wraithbone harness.......................... 5 Points

    EXODITE SEER 55 points

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

    Unit size 1

    Unit typeInfantry

    Wargear Blastpistol, witchblade, spirit hood, spirit armour

    Special RulesExodites, Fleet, Independent Character

    Options

    May replace witchblade with the following:Spirit spear ........................................ 3 points

    May be given any of the following:Spirit resonance ...............................20 pointsSpirit token .......................................10 points

    May be given one of the following mounts:Dragon mount ..................................30 pointsRaptor mount ...................................30 pointsPterosaur mount ..............................20 points

    The Seer must buy between one and fourpsychic powers from the following list:

    Ishas grace......................................10 pointsHeal..................................................10 pointsExecutioner ......................................30 pointsImprove ............................................15 points

    A Seer with the psychic power Heal may begiven the following psychic power:Restore ............................................30 points

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    HQ

    0-1 HOUSEHOLD GUARD 18 points/model

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

    One Exodite Highborn (Lord or Hero) in thearmy may recieve a Household guard unit as aretinue.

    Unit size3-9

    Unit typeInfantry

    WargearLasblasters, plasma grendades

    Special RulesExodites, Fleet

    CharacterOne model of the Household guard may beupgraded to a guard captain at +15 points. Theguard captain may exchange his close combatweapon for a Soulblade at +10 points. If the unitis mounted he may exchange his close combat

    weapon with a shock lance at +15 points or afusion spear at +25 points.

    The unit may be accompanied by a dragonmounted Shaman at +38 points or dragonmounted Master healer at +68 points. See theentry in the HQ section for their wargear andoptions.

    Options Any number of household guard may replace

    their close combat weapon with the following:Power weapons.......................4 points/modelLaser lance (mounted only)...10 points/model

    If the Highborn is riding on a mount, thehousehold guard must be given the samemount:

    Dragon mount........................20 points/modelRaptor mount.........................20 points/modelPterosaur mount....................10 points/model

    If the household guard is mounted thewholeunit may be given the following:

    Wraithbone Harness ............ 5 points/model

    If the household guard is mounted up to twohousehold guard may replace their close

    combat weapon with the following:Shock lance...........................15 points/modelFusion spear..........................25 points/model

    SHAMANMASTER HEALER

    18 points/model48 points/model

    WS BS S T W I A Ld SvShaman 3 3 3 3 1 4 1 8 4+Master healer 3 3 3 3 1 4 1 9 4+

    A Shaman can only be bought as upgradecharacter for another unit. The shaman does notoccupy a slot in the force organization chart.

    Unit typeInfantry

    WargearBlastpistol, close combat weapon, spirit armour

    Psychic powersShaman:

    HealMaster healer:

    Restore

    Special RulesExodites, Fleet, Psyker

    Options May replace close combat weapon with one of

    the following:Witchblade........................................15 pointsSpirit spear .......................................18 points

    If the unit the shaman is attached to is mountedthe shaman must be given the same mont:

    Dragon mount...................................20 pointsRaptor mount....................................20 pointsPterosaur mount...............................15 points

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    TROOPS

    DRAGON KNIGHTS 25 points/model

    WS BS S T W I A Ld SvDragon 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+Shaman 3 3 3(4) 3(4) 1 4 2 8 4+

    Unit size3-10

    Unit typeCavalry

    WargearLaser lances, lasblasters, dragon mount

    (bonuses already included in the profile)Special rulesExodites

    Character

    One dragon knight may be upgraded to amaster knight at +15 points. The dragoonmaster may replace his laser lance with ashock lance at +5 points or a fusion spear at+15 points.

    The unit may be accompanied by a dragonmounted Shaman at +38 points. See the entry inthe HQ section for his wargear and options.

    Options Up to two models may replace their laser lance

    with one of the following:

    Shock lance ...........................5 points/modelFusion spear ........................15 points/model

    The whole unit may recieve the following:Plasma grenades......................1 point/model

    DRAGON MILITIA 19 points/model

    WS BS S T W I A Ld SvDragonMilitia

    3 3 3(4) 3(4) 1 4 2 8 4+

    Shaman 3 3 3(4) 3(4) 1 4 2 8 4+

    Unit size3-9

    Unit typeCavalry

    WargearTwo Lasblasters (count as twin-linked), dragonmount (bonuses already included in the profile)

    Special rulesExodites

    CharacterThe unit may be accompanied by a dragonmounted Shaman at +38 points. See the entry inthe HQ section for his wargear and options.

    Options Every third Dargon Militia may replace their

    lasblasters with the following:Blast cannon ...........................5 points/model

    RANGERS See codex eldar

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    TROOPS

    MILITIA 8 points/model

    WS BS S T W I A Ld SvMilitia 3 3 3 3 1 4 1 8 5+Shaman 3 3 3 3 1 4 1 8 4+

    Unit size10-20

    Unit typeInfantry

    WargearLasblasters

    Special rulesExodites, Fleet

    CharacterThe unit may be accompanied by a Shaman at+18 points. See the entry in the HQ section forhis wargear and options.

    Options Two Militia must be upgraded to a weapon

    team with a weapon mount with one of thefollowing weapons:

    Brightlance .......................................30 pointsScatter laser.....................................15 pointsBlast cannon ......................................3 pointsStarcannon.......................................25 points

    The whole squad may be upgraded to assaultmilitia at no extra cost. The whole squadreplaces their lasblasters with blastpistols and

    close combat weapons. They do not have aweapon mount but up to two militia mayreplace their weapons with the following:

    Fusion gun ..............................6 points/modelFlamer.....................................6 points/model

    INSERT IMAGE OR FLAVOUR TEXT

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    FAST ATTACK

    OUTRIDERS 22 points/model

    WS BS S T W I A Ld SvOutrider 5 3 3 3 1 6 3 8 5+Master Outrider6 3 3 3 1 7 4 9 5+Shaman 4 3 3 3 1 5 3 8 4+

    Unit size3-10

    Unit typeCavalry

    Wargear

    Blastpistol, close combat weapon, haywiregrenades, plasma grenades, raptor mount(bonuses already included in the profile)

    Special rulesExodites, Hit & Run, Scouts

    CharacterOne outrider may be upgraded to a masteroutrider at +16 points. The master outrider mayexchange his close combat weapon for a powerweapon at +10 points or a soulblade at +15points.

    The unit may be accompanied by a raptor

    mounted Shaman at +38 points. See the entry inthe HQ section for his wargear and options.

    WIND KNIGHTS 20 points/model

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

    Unit size3-9

    Unit typeJetbikes

    WargearTwo lasblasters (count as twin-linked), pterosaurmount

    Special rulesDeep Strike, Exodites

    CharacterOne wind knight may be upgraded to a windmaster at +16 points. The master outrider mayexchange his lasblasters for a scatter laser at+20 points or a blast cannon at +10 points.

    The unit may be accompanied by a pterosaurmounted Shaman at +33 points. See the entry inthe HQ section for his wargear and options.

    Optionen Every third wind knight may replace his

    lasblasters with one of the following:Scatter laser..........................20 points/modelBlast cannon ...........................5 points/model

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    HEAVY SUPPORT

    MEGADON 60 points

    WS BS S T W I A Ld SvMegadon 4 3 6(3) 6 4 4 3/2 10 3+

    Unit size1

    Unit typeMonstrous creature

    Special rulesFearless, Furious Charge

    Options The Megadon may be given one of the

    following:Brightlance .......................................35 pointsScatter laser.....................................20 pointsBlast cannon ......................................5 pointsStarcannon.......................................30 points

    The Megadon may be given the following:Megadon glaive................................15 points

    TERRORWINGS 30 points

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

    Unit size1-3

    Unit typeJetbikes

    Wargear The Terrorwing is armed with one of the

    following:Brightlance .......................................30 pointsScatter laser.....................................15 pointsBlast cannon ......................................3 pointsStarcannon.......................................25 points

    Special rulesExodites, Fearless, Flying, Rending beak

    INSERT IMAGE OR FLAVOUR TEXT

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    REFERENCETROOP TYPES

    WS BS S T W I A Ld SvBladedancer 5 3 3 3 1 6 1 9 5+Warsinger 6 4 3 3 1 7 2 10 5+Dragon Knight4 3 3(4) 3(4) 1 5 2 8 4+Master Knight5 4 3(4) 3(4) 1 6 3 9 4+Dragon Militia3 3 3(4) 3(4) 1 4 2 8 4+Dragoon 5 3 3(4) 3(4) 1 6 2 8 3+Dragoon Master6 4 3(4) 3(4) 1 7 3 9 3+Exodite Lord 6 5 3 3 3 7 3 10 5+Exodite Hero 5 4 3 3 2 6 2 9 5+Megadon Lord 6 5 6(3) 6 4 5 3/3 10 3+Exodite Seer 5 4 3 3 3 5 1 10 4+Househ.-Guard5 3 3 3 1 6 2 8 5+Guard Captain 6 4 3 3 1 6 3 9 5+Megadon 4 3 6(3) 6 4 4 3/2 10 3+Militia 3 3 3 3 1 4 1 8 5+Outrider 5 3 3 3 1 6 3 8 5+Master Outrider6 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+

    RANGED WEAPONS Range S AP Type

    Brightlance 36 8 2 Heavy 1, LanceBlast cannon 24 5 5 Assault 3Blast pistol 12 3 5 PistolFlamer Template 4 5 Assault 1Fusion gun 12 8 1 Assault 1, MeltaFusion spear 6 8 1 Assault 1, MeltaLasblaster 24 3 5 Assault 2Laser lance 6 6 4 Assault 1, LanceScatter laser 36 6 6 Heavy 4Shock lance 12 7 4 Assault 1, LanceSpirit spear 12 X 6 Assault 1Starcannon 36 6 2 Heavy 2

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    COUSINS OF THE ELDAR

    Not always will your opponents agree on usingfanwork rules or house rules, as they are usuallycalled, such as this codex. Also you might want toplay at tournaments at which house rules are neverpermitted, except for possible house rules written bythe tournament organizers. In these situations yourExodite miniatures might seem useless, but in factthey are not at all. All you need is Codex: Eldar, thefollowing guide and a brief explanation to youropponent.

    If you are not allowed to play by the rules of thiscodex you can still play a so called count-as army.This means using an existing official codex torepresent a different army or individual units. In thiscase you use the rules of certain Eldar units torepresent your Exodites. The following list gives youa guide on how to possibly represent your Exoditearmy with Codex: Eldar and which Eldar units couldrepresent which Exodite units. You can of coursechoose different units to represent your exoditemodels, if you see it fit. The most important thing todo is that you explain to your opponent which modeluses which rules.

    HQExodite Lord Autarch

    The Autarch makes an excellent choice to representyour Exodite Lord. The Autarchs options make itpossible to represent your Lord in any combination. Afusion gun and a laser lance in combination with a

    jetbike for example would represent a Lord on dragonwith a fusion spear. And even the Master Strategistspecial rule makes an excellent replacement for theGuerilla Tactics special rule.

    Megadon Lord AvatarThe Avatar is a base no Exodite count-as army shouldmiss. The eldar army list does not contain many non-vehicle units with monstrous statistics. If you have a

    Megadon Lord, the Avatar is the best choice torepresent him. If your Megadon Lord is armed with afusion spear, you even have something to explain thescreaming blade.

    Exodite Seer FarseerThe Exodite Seer and the Eldar Farseer are almostidentical in statistics and even carry extremely similarequipment. The psychic powers available are similartoo. Improve for example could be replaced by Doom and Executioner would be Mind War .

    Shaman WarlockYour Shamans can be represented by warlocks withconceal as a replacement for their healing powers.Similar to Shamans Warlocks can be added to manydifferent troops.

    ELITESBladedancers BansheesBanshees are quick, acrobatic and have a lot of specialrules and wargear making them suitable to representyour Bladedancers. Their power weapons can beexplained as a part of their dance that lets them hitenemies with unnatural precision and strike theirarmours weak spots. The Exarch powers providewith wonderful special rules to describe Bladedancerdances.

    Wild Hunters Striking ScorpionsWild hunters are a bit of a different units than Striking

    Scorpions but there are certain characteristics theyhave in common. Both are an infiltrating close combatunit, and have a comparatively high armor save. Sothe Wild Hunters dragonhide cloaks represent the 3+armour save and the strength bonus from scorpionchainswords would be the equivalent for the poisonedhunting blades. Dont worry about the missingshuriken pistols, the cloaks are big enough to hide aset of pistols and your opponents will hardly mindabout them.

    Harlequins HarlequinsHarlequins are directly chosen from Codex Eldar andthus are no problem to use in a counts-as army.

    TROOPSMilitia GuardiansLittle if any explanation at all is needed here. Militiahave all the options to represent a guardian or stormguardian squad.

    Dragon Militia/Wind Knights Guardian JetbikesBoth Dragon Militia and Wind Knights have the exactweaponry at their disposal to represent Guardian

    Jetbike rules. Like with the Exodite Lord the Jetbikewill represent the Dragon mounts. The fact that a jetbike ignores terrain when passing over can beexplained by the Exodites knowing their homeworldhave no problems in tight terrain. In case of WindKnights the pterosaur can represent a jetbike withoutany problems of explanation.

    Rangers RangersLike Harlequins, Rangers are originally listed inCodex: Eldar and thus are no problem to use.

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    FAST ATTACKDragoons/Dragon Knights Shining SpearsShining spears are basically the high tech version of Dragon Knights. As before the Dragon mountsrepresent Jetbikes and laser lances are the sameequipment in both armies.

    Terrorwings VypersMany players dislike the idea of using the rules of avehicle for a creature, but it is an acceptable stretch.Vypers are fast, flying weapon platforms, basicallythe same as a Terrorwing. To make sure yourterrorwing can be used as a Vyper without anyopponent minding about lacking WYSIWYG (WhatYou See Is What You Get), you can convert yourTerrorwing rider with a pair of Shuriken Catapults orLasblasters.

    HEAVY SUPPORTMegadon WraithlordThe wraithlord is a large, tough monstrous creaturethat can be equipped with heavy weapons. It isbasically the same as a Megadon, except its a lottougher and stronger, but also more expensive. YourMegadon can represent a wraithlord with therespective weaponry. A megadon glaive would be awraithsword in that case.

    RARE EXODITE UNITS AND ALLIESFROM AMONG THE STARSMissing additionsWith these quite limited choices its not always easy

    to put together an effective battle force. Since thereare Eldar Craftworlds that are working closelytogether with Exodites, such as Saim-Hann and BielTan, you can use regular Eldar units in your counts-asExodite force with the explanation that these are alliedforces from a Craftworld. The most commonly neededunits will be transports such as Serpents or specializedstriking units, like Fire Prism tanks or Fire Dragons.You could also make conversions if you can think upan Exodite equivalent to the Eldar Unit you need. Forexample a large winged creature such as aWarhammer dragon with the respective weaponrycould represent an Eldar grav tank or a herd of

    slamanders for Fire Dragons.

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    THE EXODITE WARHOST[modeling and painting section still to come]