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8/14/2019 Codex Exodites 0.2
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EEXXOODDIITTEESS
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[Opening page, pictures of model scenarios, still to come]
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EXODITESbyTobiasBeis
Codex Exodites ...................3The Exodites........................4Exodite Armies ....................5
Exodite Highborn .............6Household Guard.............7Exodite Seer .....................8Shamans ...........................9Dragoons ........................10Dragon Knights .............10
Outriders ........................ 11Wind Knights ................. 11Wild Hunters .................. 12Bladedancers................. 13Exodite Militia ................ 14Dragon Militia................. 14Megadon......................... 15Terrorwing...................... 16Exodite 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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THEEXODITES[fluff section, still to come]
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EXODITEHIGHBORN
The Exodite society is ruled by noble dynasties.Several Exodite Highborn rule territories of
various 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 raids
on 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 Sv
Lord 6 5 3 3 3 7 3 10 5+Hero 5 4 3 3 2 6 2 9 5+
Megadon Lord 6 5 6 6 4 5 5 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 FuriousChargeand Fearlessuniversal special rules butloses the Independent Characterspecial rule.
WARGEARSpirit Shield: A spirit shield charges thewearers armor with the psychic energy of theworld spirit and makes it almost indestructible.The spirit shield however isnt powerful enoughto surround a whole Megadon. A model with aspirit shield treats its armour save as aninvulnerable save.
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HOUSEHOLDGUARDS
Exodite Lords maintain a retinue of Warriors thatguards the Lords household and escorts
members 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 Sv
Househ.-Guard 5 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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EXODITESEER
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 Sv
Seer 5 4 3 3 3 5 1 10 4+
SPECIAL RULESExodites, Fleet, Independent Character
Psyker: The Exodite Seer counts as a Psyker
and has access to the psychic powersExecutioner, Fortune, Improve, and Restore.
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. Spirit
Armour 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 psychic
test.
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SHAMANS
The Shamans of the Exodites are exceptionallygifted psykers able to reverse the effects of
some potentially lethal hits on another Eldar.Their powers are able to close and heal woundsinstantly and painlessly. Shamans accompanysquads several different Exodite troops to makesure losses are minimized.
A few rare individuals are very gifted andmastered handling the Worl Spirits restorative
powers and can heal troops much moreefficiently than regular Shamans do. The rareand precious talents of these Shamans, knownas Master Healers are reserved to the mostimportant troops of a Highborns warhost, whichis usually his personal retinue.
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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 PsychicPower. Master Healers have the Psychic PowerRestore.
EXODITEPSYCHICPOWERSExecutionerThe Seer projects his spirit away from his bodyto attack an enemy. This psychic power is usedin the shooting phase instead of firing a weapon.Choose an enemy model in line of sight andwithin 24 of the seer. Place a round marker ofthe size of the Seers base in contact with thechosen model. The Seer and the model or unithe is in contact with immediately resolve an extracombat phase as if the Seer were in place of the
marker. The Seer counts as charging andattacks with an initiative of 1. He benefits from allwargear he is armed with but no psychic powers.After the combat has been resolved remove themarker and continue the shooting phase asnormal. If the marker was wounded the Seertakes no damage.
HealShamans conjure the psychic energy of theWorld Spirit to heal the wounds of hiscompanions. Healer is a permanently activePower and does not require a Psychic test to
work. The psykers unit benefits from the Feel noPain universal special rule but rolls to ignoreunsaved wounds suffer a -2 penalty to the rollednumber.
ImproveThe Seers power flows through the bodies ofhis brethren and empowers them tosupernatural feats. Choose a unit within 6 ofthe Seer. All models of the chosen unit gain +1on one of the following characteristics: weaponskill, strength, attacks or initiative. If used forthe strength bonus on a megadon or megadon
lord, choose wether the regular or the Ridersattacks are improved.
Ishas GraceThe Seer concentrates on the future to foreseethe enemys attacks. Choose an Exodite unitwithin 6 of the Seer. This unit may reroll anyfailed saves until the start of the next Exoditeturn.
RestoreMaster Healers are much more familiar with theWorld Spirits healing energies. The psykers
unit benefits from the Feel no Pain universalspecial rule.
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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 Sv
Outrider 5 3 3 3 1 6 3 8 5+Master Outrider 6 4 3 3 1 7 4 9 5+
SPECIAL RULESExodites, Hit & Run, Scouts
WINDKNIGHTS
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.
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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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WILDHUNTERS
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 Sv
Hunter 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 bring
animals 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.
__________________________________________________________________________________________
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 RULES
Counter-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 phase
you 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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EXODITEMILITIA
Like all Eldar Exodites suffer from a decreasingpopulation and their armed forces are low in
numbers. In times of war civilians are recruitedor volunteer to fight with the Exodite Warhost.These militia support the Lords troops eitherwith heavy fire or by attacking and tying enemiesin close combat. Militia is deployed in largesquads including a few Eldar armed with specialweapons suiting their designated role in thebattlefield.
Most units use heavy weapons, often eithermounted on a primitive grav platform or even on
the back of a large animal because the weaponsare often too large to carry by hand. AssaultMilitia however prefer light special weapons todecimate the enemy with before assaulting.Militia squads are often accompanied by aShaman who uses the world spirits psychicenergy to heal squad members.
_________________________________________________________________________________________
WS BS S T W I A Ld Sv
Militia 3 3 3 3 1 4 1 8 5+
SPECIAL RULESExodites, Fleet
Weapon Mounts:Exodite Militia usually carry their heavyweaponry on weapon mounts. Wether a playermodels their militia with their heavy weapons inhand or on a weapon mount, is entirely up tothat players decision. If the weapon is mounted,the weapon mount may be placed on a 40mmbase and the model equipped with the weaponshould either be placed on the same base or beclearly designated as the firer. For all purposesthe weapon mount model is counted as themilitia armed with the weapon and lines of sightare always drawn from and to the weaponmount. The militia designated as the firer, if on aseparate base is treated as a wholly decorativemodel and should simply be moved to one sideif it is in the way.
DRAGONMILITIA
Almost all Exodites are skilled at riding dragons,some Militia who in their civilian life work a lotwith Dragons, such as Dragon herders orcaravan traders, will form cavalry units if they arecalled to arms. These light cavalry units areknown as Dragon Militia.
Dragon Militia are fielded equally as ranged fireand close combat units. Thanks to their mountsand their ranged weaponry Dragon Militia areeffective in both combat styles. They mostcommonly decimate opponents in a hail of firebefore assaulting and taking the rest of them outwith blades, claws and teeth.
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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
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MEGADON
Megadons are considered the most fearsomecreatures the Exodites offer by many of their
enemies. They are usually not very intelligentand thus very easy to herd with a few wellplaced laser lance shocks. Exodites keep herdsof Megadons for various reasons: as beasts ofburden, food supply, source for clothing materialand sometimes as warbeasts.Megadons can have different variations. Most ofthem are either large predatory creatures thatmove with a remarkable agility or hornedbehemoths that when galopping can rush
forward and crash into enemy lines with analmost unstoppable force.
Generally megadons can be described as large,monstrous reptiles that are mounted by one ortwo Exodites who lead the creature to battle andfire heavy weapons mounted on the howdah onits back.Usually a Megadon keeps charging forward whileits riders deliver covering fire until it can breakinto the enemy lines and impale enemy troopswith its horns, crush them under its feet orferociously tear them apart with its claws andteeth.
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WS BS S T W I A Ld SvMegadon 4 3 6 6 4 4 4 10 3+
SPECIAL RULESFearless, Fleet, Furious Charge
WARGEARMegadon Glaive: Some Megadon Riders carrypolearms with large powerblades, that cannot beused effectively on foot or from the back of asmaller animal. These weapons usually take theshape of large scythes or glaives and add to thepower of the creature considerably. A megadon
armed with a megadon glaive adds +2 to itsstrength.
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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 small but effective assortment of weapons andone or two Exodite riders on their back to firethem.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.
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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 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.
Weapon Mounts: Terrorwings carry sevaralweapons but often only one rider. The weaponsin this case are linked to each other so the ridermay fire them all at once or in case of moretechnologically advanced Exodites one of theweapons is activated by psychic commands ofthe rider over a relay in his helmet while theother is fired by hand. In some cases theTerrorwing simply carries two riders, each firingone of the weapons. Regardless of the modelsactual number of riders a Terrorwing is alwaystreated as having two riders for the purpose of
firing weapons.
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EXODITEWARGEAR
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 Type
Blast cannon 24 5 5 Assault 3
Blast PistolA pistol form of the Lasblaster, this is an ancient
weapon 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 Type
Blast Pistol 12 3 5 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 on
an assault and when fired have the followingprofile:
Range S AP Type
Fusion 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. Additionally
Laser lances may be fired as ranged weaposn inthe shooting phase. If fired this way laser lancesuse the profile below.
Range S AP Type
Laser 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. These
weapons 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 withoutaccess to the materials to convert enoughlasblasters and blast cannons for a whole armyto build an Exodite warhost) Lasblasters use theprofile below.
Range S AP Type
Lasblaster 24 3 5 Assault 2
Shock lanceShock lances are a more powerful version of the
laser 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 Type
Laser 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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EXODITEMOUNTSExodites 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 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.
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 boostspecial 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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EXODITEARMYLIST
The following pages contain an army list that
enables you to field an Exodite army and fightbattles using the scenarios included in theWarhammer 40,000 rulebook. It also provides
you with the basic information you'll need inorder to field an Exodite army in using CodexEldar without any unofficial rules.
The army list is split into five sections. All the
squads, creatures, and characters in the armyare placed into one of these depending upontheir role on the battlefield. Each model is also
given a points value, which varies depending onhow effective that model is in battle. Before you
choose an army, you will need to agree with youropponent upon a scenario and the total numberof points each of you will spend. Then you can
proceed to pick your army as described below.
USING A FORCE ORGANISATION CHART
The army lists are used in conjunction with the
force organisation chart from a scenario. Eachchart is split into five categories that correspondto the sections in the army list, and each
category has one or more boxes. Each boxindicates that you may make one choice from
that section of the army list, while a dark-tonedbox means that you must make a choice fromthat section. Note that unless a model or vehicle
forms part of a squad or squadron, it is a singlechoice from what is available to your army.
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USING THE ARMY LISTS
To make a choice, look in the relevant section ofthe army list and decide what unit you want tohave in your army, how many models there will
be in it, and which upgrades you want (if any).Remember that you cannot field models that areequipped with weapons or wargear not shown onthe model. Once this is done subtract the points
value of the unit from your total points, and thengo back and make another choice. Continuedoing this until you have spent all your points.
Then you're ready to do battle!
ARMY LIST ENTRIESEach army list entry consists of the following:
Unit Name: The type of unit, which may also
showa limitation on the maximum number ofchoices you can make of that unit type.
Profile: These are the characteristics of that unit
type, including its points cost. Where the unit has
different warriors, there may be more than oneprofile.
Unit size: This shows the number of models in
the unit, or the number of models you may take
for one choice from the force organisation chart.Often this is a variable amount, in which case itshows the minimum and maximum unit size.
Wargear: This is the unit's standard wargear.
Where models in a unit possess differentequipment, this will be noted. Where equipment
is noted as 'All' every model comes equippedwith it in addition to any additional equipment
they may be described as having.
Special Rules: This is where you'll find anyspecial rules that apply to the unit. See theForces of the Cult section for the details of theserules.
Options: This lists the different weapons and
equipment options for the unit and any additionalpoints for taking these options. It may also
include an option to upgrade the squad toinclude a character.
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HQ
EXODITE LORDEXODITE HERO0-1 MEGADON LORD
60 points50 points130 points
WS BS S T W I A Ld Sv
Lord 6 5 3 3 3 7 3 10 5+Hero 5 4 3 3 2 6 2 9 5+Megadon Lord 6 5 6 6 4 5 5 10 3+
Unit size1
Unit typeLord and Hero:- Infantry
Megadon Lord:- Monstrous Creature
WargearBlastpistol, close combat weapon, plasmagrenades, haywire grenades
Special RulesLord and Hero:
Exodites, Fleet, Independent Character
Megadon Lord:Exodites, Fearless, Fleet, Furious Charge
Options
May replace Blastpistol 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) ...............5 pointsShock lance (mounted only) ............10 pointsFusion spear (mounted only) ...........20 points
A Megadon Lord may replace his close combatweapon with one of the following:
Soulblade .........................................15 pointsLaser lance ........................................3 points
Shock lance .....................................10 pointsFusion spear ....................................20 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 Lord or Hero per army may be given aSpirit shield 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 Sv
Seer 5 4 3 3 3 5 1 10 4+
Unit size1
Unit typeInfantry
WargearBlastpistol, 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 pointsExecutioner ......................................30 pointsImprove ............................................15 pointsRestore ............................................15 points
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ELITES
0-1 DRAGOONS 45 points/model
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 7 3 9 3+Shaman 3 3 3(4) 3(4) 1 4 2 8 4+Master Healer 3 3 3(4) 3(4) 1 4 2 9 4+
Unit size3-10
Unit typeCavalry
Wargear
Laser lances, lasblasters, dragon mount withwraithbone harness (bonuses already includedin the profile)
Special rulesExodites
CharacterOne Dragoon may be upgraded to a dragoonmaster at +15 points. The dragoon mastermay replace his laser lance with a shock lanceat +5 points or a fusion spear at +15 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
Up to two models may replace their laser lancewith 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
WILD HUNTERS 10 points/model
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+
Unit size5-10
Unit typeInfantry
WargearHunting blades, dragonhide cloaks
Special rulesExodites, Fleet, Infiltrate, Trappers
CharacterOne Hunter may be upgraded to a huntmaster at+16 points. The huntmaster may exchange hishunting blades for Cobras Teeth at +10 points.
0-1 HARLEQUINS See Codex Eldar
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TROOPS
DRAGON KNIGHTS 25 points/model
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+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 lancewith 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 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+Shaman 3 3 3(4) 3(4) 1 4 2 8 4+
Unit size3-9
Unit typeCavalry
WargearLasblasters, dragon mount (bonuses alreadyincluded 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 theirlasblaster with the following:
Blast cannon ...........................5 points/model
0-1 BLADEDANCERS 18 points/model
WS BS S T W I A Ld Sv
Bladedancer 5 3 3 3 1 6 1 9 5+Warsinger 6 4 3 3 1 7 2 10 5+
Unit size5-10
Unit typeInfantry
WargearTwo close combat weapons, plasma grenades
Special rulesCounter-Attack, Dances, Exodites, Fleet,Whistling Storm
CharacterOne Bladedancer may be upgraded to aWarsinger at +16 points. The Warsinger mayexchange one of his close combat weapons for apower weapon at +10 points or a soulblade at+15 points.
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TROOPS
MILITIA 8 points/model
WS BS S T W I A Ld Sv
Militia 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 may replace their Lasbalsters withone of the following weapons:
Blast cannon ......................................3 pointsBrightlance .......................................30 pointsExodite Missile Launcher.................20 pointsScatter laser.....................................15 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
0-2 RANGERS See codex eldar
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FASTATTACK
OUTRIDERS 22 points/model
WS BS S T W I A Ld Sv
Outrider 5 3 3 3 1 6 3 8 5+Master Outrider 6 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 Sv
Wind 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 size
3-9
Unit typeJetbikes
WargearLasblasters, pterosaur mount
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 hislasblaster with one of the following:
Blast cannon ...........................5 points/modelBrightlance ............................35 points/modelExodite Missile Launcer........25 points/modelScatter laser..........................20 points/modelStarcannon............................30 points/model
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HEAVYSUPPORT
MEGADON 60 points
WS BS S T W I A Ld Sv
Megadon 4 3 6 6 4 4 4 10 3+
Unit size1
Unit typeMonstrous creature
WargearLaser lance
Special rules
Fearless, Furious Charge
Options
The Megadon may be given one of thefollowing:
Blast cannon ......................................5 pointsBrightlance .......................................35 pointsExodite Missile Launcer...................25 pointsScatter laser.....................................20 pointsStarcannon.......................................30 points
The Megadon may be given one of thefollowing:
Megadon glaive................................20 pointsShock lance .......................................5 points
Fusion Spear....................................15 points
TERRORWINGS 32 points
WS BS S T W I A Ld Sv
Terrorwing 4 3 5 5 2 4 2 10 4+
Unit size1-3
Unit type
Jetbikes
Wargear
Each Terrorwing is armed with a Lasblasterand one of the following:
Blast cannon ......................................3 pointsBrightlance .......................................30 pointsExodite Missile Launcer ...................20 pointsScatter laser.....................................15 pointsStarcannon.......................................25 points
Special rulesExodites, Fearless, Flying, Rending Beak,Weapon Mounts
Options
Each Terrorwing may replace their Lasblaster
with the following:Blast cannon ......................................5 points
Each Terrorwing may be given one of thefollowing:
Power Weapon ................................15 pointsLaser Lance .......................................5 pointsShock Lance ....................................10 pointsFusion Spear....................................20 points
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REFERENCETROOPTYPES WS BS S T W I A Ld Sv
Bladedancer 5 3 3 3 1 6 1 9 5+
Warsinger 6 4 3 3 1 7 2 10 5+
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 3 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 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.-Guard 5 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 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+
RANGEDWEAPONSRange 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)
Ex. Missile Launcher (Splinter)
48
48
8
4
3
5
Heavy 1
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
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COUSINSOFTHEELDAR
Not always will your opponents agree on using
fanwork rules or house rules, as they are usuallycalled, such as this codex. Also you might wantto play at tournaments at which house rules arenever permitted, except for possible house ruleswritten by the tournament organizers. In thesesituations your Exodite miniatures might seemuseless, but in fact they are not at all. All youneed is Codex: Eldar, the following guide and abrief explanation to your opponent.
If you are not allowed to play by the rules of thiscodex you can still play a so called count-asarmy. This means using an existing officialcodex to represent a different army or individual
units. In this case you use the rules of certainEldar units to represent your Exodites. Thefollowing list gives you a guide on how topossibly represent your Exodite army withCodex: 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 thingto do is that you explain to your opponent whichmodel uses which rules.
HQExodite Lord Autarch
The Autarch makes an excellent choice torepresent your Exodite Lord. The Autarchsoptions make it possible to represent your Lordin any combination. A fusion gun and a laserlance in combination with a jetbike for examplewould represent a Lord on dragon with a fusionspear. And even the Master Strategist specialrule makes an excellent replacement for theGuerilla Tactics special rule.
Megadon Lord Avatar
The Avatar is a base no Exodite count-as armyshould miss. The eldar army list does not containmany non-vehicle units with monstrous statistics.If you have a Megadon Lord, the Avatar is thebest choice to represent him. If your MegadonLord is armed with a fusion spear, you evenhave something to explain the screaming blade.
Exodite Seer Farseer
The Exodite Seer and the Eldar Farseer arealmost identical in statistics and even carryextremely similar equipment. The psychicpowers available are similar too. Improve for
example could be replaced by Doom andExecutionerwould be Mind War.
Shaman Warlock
Your Shamans can be represented by warlockswith conceal as a replacement for their healingpowers. Similar to Shamans Warlocks can beadded to many different troops.
ELITESBladedancers Banshees
Banshees are quick, acrobatic and have a lot ofspecial rules and wargear making them suitableto represent your Bladedancers. Their powerweapons can be explained as a part of their
dance that lets them hit enemies with unnaturalprecision and strike their armours weak spots.The Exarch powers provide with wonderfulspecial rules to describe Bladedancer dances.
Wild Hunters Striking Scorpions
Wild hunters are a bit of a different units thanStriking Scorpions but there are certaincharacteristics they have in common. Both arean infiltrating close combat unit, and have acomparatively high armor save. So the WildHunters dragonhide cloaks represent the 3+armour save and the strength bonus from
scorpion chainswords would be the equivalentfor the poisoned hunting blades. Dont worryabout the missing shuriken pistols, the cloaks arebig enough to hide a set of pistols and youropponents will hardly mind about them.
Harlequins Harlequins
Harlequins are directly chosen from Codex Eldarand thus are no problem to use in a counts-asarmy.
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TROOPSMilitia Guardians
Little if any explanation at all is needed here.Militia have all the options to represent aguardian or storm guardian squad.
Dragon Militia/Wind KnightsGuardian Jetbikes
Both Dragon Militia and Wind Knights have theexact weaponry at their disposal to representGuardian Jetbike rules. Like with the ExoditeLord the Jetbike will represent the Dragonmounts. The fact that a jetbike ignores terrainwhen passing over can be explained by theExodites knowing their homeworld have noproblems in tight terrain. In case of Wind Knightsthe pterosaur can represent a jetbike without anyproblems of explanation.
Rangers Rangers
Like Harlequins, Rangers are originally listed inCodex: Eldar and thus are no problem to use.
FASTATTACKDragoons/Dragon Knights Shining Spears
Shining spears are basically the high techversion of Dragon Knights. As before the Dragonmounts represent Jetbikes and laser lances arethe same equipment in both armies.
Terrorwings VypersMany players dislike the idea of using the rulesof a vehicle for a creature, but it is an acceptablestretch. Vypers are fast, flying weapon platforms,basically the same as a Terrorwing. To makesure your terrorwing can be used as a Vyperwithout any opponent minding about lackingWYSIWYG (What You See Is What You Get),you can convert your Terrorwing rider with a pairof Shuriken Catapults or Lasblasters.
HEAVYSUPPORTMegadon Wraithlord
The wraithlord is a large, tough monstrouscreature that can be equipped with heavyweapons. It is basically the same as a Megadon,
except its a lot tougher and stronger, but alsomore expensive. Your Megadon can represent awraithlord with the respective weaponry. Amegadon glaive would be a wraithsword in thatcase.
RARE EXODITE UNITS AND ALLIESFROMAMONGTHESTARSMissing additions
With these quite limited choices its not always
easy to put together an effective battle force.Since there are Eldar Craftworlds that areworking closely together with Exodites, such asSaim-Hann and Biel Tan, you can use regularEldar units in your counts-as Exodite force withthe explanation that these are allied forces froma Craftworld. The most commonly needed unitswill be transports such as Serpents orspecialized striking units, like Fire Prism tanks orFire Dragons. You could also make conversionsif you can think up an Exodite equivalent to theEldar Unit you need. For example a large wingedcreature such as a Warhammer dragon with therespective weaponry could represent an Eldargrav tank or a herd of slamanders for FireDragons.
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THEEXODITEWARHOST[modeling and painting section still to come]